You are on page 1of 550

Vampire: The Dark Ages™

A Storytelling Game of Gothic Horror


By Jennifer Hartshorn, Ethan Skemp, Mark Rein•Hagen and Kevin Hassall
Vampire: The Dark Ages™ uses the Storyteller™ game system

CONTENTS

1
Credits Vampire: The Masquerade written by: Mark Rein•Hagen,
Designed by: Jennifer Hartshorn, Ethan Skemp, Mark Rein•Hagen Graeme Davis, Tom Dowd, Lisa Stevens and Stewart Wieck
and Kevin Hassall Vice President of Production and Design: Richard Thomas
Based on an original concept by: Mark Rein•Hagen Art Directors: Lawrence Snelly and Aileen E. Miles
Developed by: Jennifer Hartshorn and Ethan Skemp Art by: John Bolton, Tim Bradstreet, John Cobb, James Daly,
Edited by: Cynthia Summers, Trevor Chase and Ken Cliffe Mike Danza, Guy Davis, Tony DiTerlizzi, Jason Felix, Doug
Gregory, Anthony Hightower, Leif Jones, Eric Lacombe, Vince
Written and additional design by: Bill Bridges, Phil Brucato,
Locke, Larry MacDougal, Andrew Robinson, Alex Shiekman,
Ken Cliffe, Richard E. Dansky, Jennifer Hartshorn, Kevin
E. Allen Smith, Richard Thomas, Joshua Gabriel Timbrook,
Hassall, Ian Lemke, Mark Rein•Hagen, Kathleen Ryan, Ethan
Andrew Ritchie, and Kathleen Ryan
Skemp, Stephen Wieck, Cynthia Summers and Robert Hatch
Cover Design by: Lawrence Snelly
Additional words by: Brian Campbell
Vampire: The Dark Ages Logo Designed by: Ash Arnett
Storyteller System designed by: Mark Rein•Hagen
Layout and typesetting: Matt Milberger

© 1996 by White Wolf. All rights reserved. Repro-


duction without the written permission of the publisher is Dedication
expressly denied, except for short excerpts for the purpose For C.S. Lewis, medievalist, philosopher and
of reviews. Players may reproduce the character sheets fantasy author.
for personal use only.
The Storyteller System, Vampire: The Dark Ages,
Vampire: The Masquerade, Werewolf: The Apocalypse, Attention: Reader discretion is advised. The themes
Mage: The Ascension, Wraith: The Oblivion, Change- and issues described in this game may be disturbing to
ling: The Dreaming and A World of Darkness are all some. Though our purpose is not to offend, our use of the
trademarks of White Wolf. vampire as a metaphor and as a channel for storytelling
The mention of or reference to any companies or may be misconstrued. To be clear, vampires are not real.
products in these pages is not a challenge to the trademarks The extent to which they may be said to exist is revealed
or copyrights concerned. only in what they teach us of the human condition and
Printed in Canada. of the fragility and splendor which we call life.

VAMPIRE: THE DARK AGES

2
Contents
Preface 4
Book One: Background
Chapter One: Introduction 21
Chapter Two: Setting 31
Chapter Three: Clans 53
Book Two: Becoming
Chapter Four: Character 97
Chapter Five: Disciplines 139
Chapter Six: Rules 175
Book Three: Permutations
Chapter Seven: Systems 185
Chapter Eight: Storytelling 219
Chapter Nine: Antagonists 235
Appendix 271

CONTENTS

3
W
ill no one rid me of this troublesome priest?
One of your kings said that, my dear Geoffrey, thirty years gone.
He was hardly the first. I have heard that same complaint uttered in
French and Gaulish, and tongues that no one yet living remembers. When
you have witnessed as many seasons as I have, you will see that history repeats itself
endlessly. There are no new stories, merely new tongues in which to tell the old ones.
One of the very oldest is enclosed for your entertainment and instruction. This type I
have seen in the agorae and forums time and again. He is the Hunter of Hunters, and he
calls for our destruction in the name of whatever god he worships. I have heard his voice
invoke Zeus and Serapis, Adonai and Iesu Christos, even as the flame of the torch danced
in his grip. Never have I heard a one of these gods answer, and I have been listening since
before barbarous Alexander roused himself to war.
Still, this one has survived his ordeals thus far, which is no mean feat. I would
have him, Geoffrey, and I would have you be the instrument of his final degradation.
No, fear not, my childe, I am not thinking of adding him to my brood. You are all
the legacy I have desired for centuries, and I would not lay so heavy a burden as that
of being a sire upon you yet. There are decades yet before you will be ready, before
you know enough of the ways of our kind to teach them to another. You must learn
how to bow to the Tzimisce voivode in his castle in the Carpathians, and how to smile
even while gazing upon a Nosferatu. There are a thousand things that I must teach
you yet before you can teach another.
Besides, there is hardly enough feeding for you in your Londinium. Think of how a
ravenous childe might swagger, the mad wolf among the flocks, and leave you starving
while the city howls for your blood.
It always makes one feel guilty, destroying one’s own childe.
Still, this letter troubles me. I had been meaning to visit you this season in any
case, and the missive, which my good friend Monsignor Bernardini was kind enough
to turn over to me, provided the necessary impetus. This priest knows too much, and
must be turned to our cause. A suicide would serve no purpose, and the taint of Faith
may yet turn his blood bitter in your mouth. No, there is a better way.
Turn him, my son, my pride, my joy. Show him the glory and the majesty of what
his masters call the Cainite heresy, and let him take communion from our blood and
body. Then return him to his abbey, and let him reap wealth from its lands for you.
Grant him his sacrament, and then let him serve our will and his God’s within the
monastery walls. Surely such a strong-willed man will rise in the hierarchy of those
who have taken vows. Surely a man strong enough in middle age to defeat one of
your elder cousins will live long, and have many years in the seat of power.
I think he’d make a most excellent convert. When I see you in Londinium a fort-
night hence, I expect a fait accompli.
I did tell you that I felt the urge to travel, did I not? I have been on your green
isle for near a month now, traveling posthaste since the good Monsignor placed Friar
Offa’s record in my hands. Worry not, I’ve not peered in on you, and the monk still
weeps in his cottage. I took great care to ascertain it while hunting down his precious
corrupter, his lost Aelfred.
VAMPIRE: THE DARK AGES

4
The Aelfred the letter spoke of was a Gangrel of the sort that earn them the
sobriquet Animal. He had a certain native cunning, I admit, and given some cen-
turies might have proven to be a most potent member of his clan.
A pity, then, that I did not allow him those centuries.
I entered his forests just after sundown a scant three weeks ago. He was
instantly aware of me, as I heard the scuttling claws of his spies leaping branch
to branch, hurrying to tell him his doom had come. Faugh! That one of our kind
should be reduced to messages brought by diggers of holes and hoarders of acorns.
He knew of my coming, yes, and he fled me. Deep into the trackless wood he
scurried, where the canopies of trees are so thick that I could stride them at mid-
day and not fear the kiss of the sun. There are trees there that make me feel young,
Geoffrey, and past them Aelfred fled. I suspect his plan was to evade me until
dawn, leaving me to seek shelter even as he joined with the earth to slumber. Ever
I found signs of his passing, and ever I pursued him. The night wind on my face,
the scent of his fear in my nostrils, and the sanguine joy of knowing that a prey
worthy of my hunt was before me — ah, what a night! Thrice he was in my grasp,
and thrice the gifts of his blood allowed him to elude me. At the last, when my claws
would have rent him crotch to crown had I but the time to work my will, the cock’s
crow heralded the sunrise. Laughing, he sank into the earth.
Laughing, I mimicked his trick. Long ago I learned the secrets of Proteus, of
joining with the earth.
For a day, hunter and hunted slept. Then night came again, and we both surged
forth from the bosom of the earth to continue our chase.
It was not a chase, but a battle that second night. The second I emerged, he
was on me with the savagery of a starved dog. You know that I follow the Road
of Heaven; this Aelfred trod the Road of the Beast. There was nothing of the
intellect in the dead thing that flung itself on me that night.
It was a nearer thing than I care to remember. His strength was more than his
frame should have held, and his claws tore at me. Yet my strength was greater, and
I flung him down. He rose and leapt at me again, and so the night was passed, in
bloody constraint such that villagers did shut their doors and cry that devils reveled
in the wood.
He called to his beasts that night, every thing that the forest held that flew or
walked or crept on land, and they came to his succor. I would have my hand at his
throat, and lo! from the wood came a wolf to tear at me, or an owl to beat at my
face with death-shroud wings. And ever we fought, and ever he tore at me, until
the second cock’s crow. Again, we sank into earth, but he did not laugh, not on that
bloody morning.
Evening, we rose again, and terror was in his eyes. He had called upon the blood
often, and I had not allowed him respite in which to feed. And as I am closer to
Caine than many, I am capable of going long indeed between draughts.
The hunt was was indeed a hunt this night, as he fled like Actaeon before his
own hounds. Eschewing strength, he took the form of a stag. Through the forest he
careened, and I after him as a wolf. We went deep into the heart of the wood, into
VAMPIRE: DARK AGES

5
places that no man or beast had trod since before the Romans first laid their roads,
and I felt a sleeping presence there that quickened my pace with fear.
But his fear was greater than mine, and he fled before me until, mad with terror,
he staggered into a thicket which tangled his antlers like a crown of thorns. Great
were his struggles against this prison, and he was made strong indeed by terror, but
it was of no avail. The fountain of his strength had run dry, and there was naught left
to him but animal ferocity. It did not suffice.
I resumed my own form, and caressed the muzzle of the stag that had been the
Cainite who was my prey. “Absalom, my Absalom,” I whispered to him, and then I
took the edge from my thirst with the shallow pool of his blood.
His ashes scattered on the wind even as I took myself to another hunt that evening.
It is foolish, do you not think, for a cotswolder to dwell so far from his neighbors that
none can hear his cries for help?
But my tale is done, and all that remains is news. I shall be visiting you in Lond-
inium, as I said, in a fortnight. I expect that you will have turned the priest by that date,
and that sufficient refreshment will be available. For the nonce, study the monk’s tale.
You may learn something of our kind, and much of how we are perceived by our prey.
I look forward to seeing you again and to measuring your progress. I have no
doubts that you will make my heart swell with pride. I have been saving a very special
flask of vitae, Roman in vintage; perhaps we shall find cause to celebrate and share it.
A fascinating country, your England. I look forward to the rest of my stay. Do what
you will with the messenger who bears this. I wish you bon apetit, as the Franks say.

Boukephos, now called Francisco Diego del Belmonte

VAMPIRE: THE DARK AGES

6
Monsignor Bernardini:
You may wonder why this epistle is scribed in English. In reply, I would state that I know from
our days together under the banner of Edessa that you do speak that tongue, and that many oth-
ers, even in so learned a city as Rome, do not. While I have no doubts as to the absolute fidelity
of the brother I entrust as my courier, misfortune may yet befall him, and such matters as I write
on are not for most eyes. It is not often that a man receives the opportunity to document his own
damnation, and yet he may not wish to share those details with the vulgate.
I most humbly beseech you to peruse the following missive, and then to take the findings
contained within to His Holiness. What I have discovered, what I have recorded in this scroll,
what horror I have lived is a matter that threatens the existence of all Christendom. You may
scoff, but I speak truth. I am not one of those feeble-minded village priests who sees Our Lord in
the cornfields after eating too much moldy grain, nor am I of the sort to hide behind abbey walls
from imagined demons in the night. You saw me ride out to the bloody disaster at Hattin before
I took holy orders; you saw how I carried myself in tourney and battle. I am told they still speak
of me with reverence in the tilting-yards of Acre, and that the Musselmen have not forgotten
my name. Are these the deeds, is this the reputation of a shirking coward? I think not. I have
since laid down my arms for the shepherd’s staff, but I keep my wits and courage about me still.
What I tell you is true. I swear it on the body and blood of Christ, if one such as I has any right
to mention His holy name.
Do not ask how I came to research this matter; by now I am sure that you have heard how
I was disgraced, I know not why, and exiled from the abbey at York. I have been told by friends
that it was for my insistence on preaching a sermon whose subject material was most displeas-
ing to Abbot Dafydd. I can think of no such sermon, however, merely a humble piece penned to
confront the evils of those who come to church, not to take part in the sacrament but instead
to mock those who do. Those who guzzle the blood of Christ, I called these, and I am told that
the abbot was most incensed by my choice of theme. In light of what I later learned, his actions
seem to be more sinister. Or perhaps I am merely seeing the ghosts of the blood-drinkers where
there are none, and I truly deserved to be removed from the company of my brethren.
Regardless, I found myself banished from the abbey and determined to set myself up as a
hermit, the better to continue those studies of herbal lore which occupied so much of my time
at York. In accordance with this wish, I returned south to the forests of the county of my birth.
There I erected a cottage that would serve me both as domus and the site of the strangest
confession it was ever my misfortune to hear.

The Damned Man’s Tale


Most of the information I relate to you here comes from a single source, though one whose reliability
I do not doubt. Aelfred was his name, a boy of Saxon blood from my home village of Cheltenham, but
an honest and devout boy. He had just started his first growth of beard when he vanished in the wood
while hunting. Imagine my surprise, then, to see young Aelfred appear on my doorstep these five years
gone, his face framed by the orb of the full moon and looking not a day older than when he vanished.
Not realizing the gravity of the situation, thinking the boy had been perhaps fairy-led, I in-
vited him in. He followed me, gratefully, and sought confession from me for a multitude of sins,
the likes of which I could not imagine this simple lad committing. Sins of blood, sins of murder,
sins of angelism and theft and blasphemy — to all of these Aelfred confessed. Now I must admit
that I could hardly see this downy-cheeked boy committing such grievous sins, any one of which
was like to sentence him to the Pit forthwith, and as such I expressed my slight incredulity at his
recitation. You are familiar, no doubt, with the sort who claims all sorts of demonic behaviors in
confession merely for the enjoyment they receive from their penances, and I feared that Aelfred
had become one of this sort. At least, I did until he turned to me with his eyes glowing the red
of a beast, and fangs like unto those of a great cat or perhaps a wolf protruding over his barely-
bearded lower lip. He laughed then, and no human boy could have made that sound.
With bloody tears rolling down his cheeks, he told me that he had indeed committed that
entire litany of sins, and from me he sought first absolution, then death, so that he might not stain
VAMPIRE: DARK AGES

7
his soul any further through the demands of his demonic existence. I made as if to flee from
him, but again he laughed and told me that I had nothing to fear from him, because my faith in
the Lord was too strong for even his hell-spawned strength to fash out. It was, he said, very
different from the last priest he’d spoken to, whose faith had proved to be thin indeed. Aelfred
licked his lips at this, and I could not help but shudder at the sight. Then the beast within the
child vanished, and I was left with a boy whose brothers and sisters I had baptized, a boy whom
I had hoped to help achieve Heaven. Here, then, was my chance.
What else could I have done, Monsignor? Should a fallen angel, even Lucifer himself, truly
repent, would not the Lord welcome him back into Heaven? I felt that Aelfred truly sought to
repent, and that by denying him this last chance at an unspotted soul I would be the agent of
this simple boy’s damnation. I granted him absolution, and laid upon him a heavy penance. Part of
that penance was for him to relate his tale, and all that he knew of the others of his kind. I trust
you do not object.

Of the Nature and Origins of the Cainites


Aelfred told me much that night. He was, he claimed, a vampyr, or as the vulgar spell it,
vampire. I’m sure you will recognize the term from our brief sojourn with that brotherhood of
Slavic knights in Antioch; they told tales of blood-drinking corpses that the peasants labeled
with a similar name. These vampires are the descendants of Cain, whom God cursed to wan-
der the earth forever with the mark of His wrath upon him. According to Aelfred, this terrible
thirst for blood was God’s mark upon Cain, and Adam’s son passed the curse down when he, in
a mockery of God’s act of creation, created his own progeny. All of these vampires, then, are
descendants of Cain, walking to and fro on the earth, and up and down in it, bearing his curse
and bestowing it upon others. Aelfred even claimed Cain yet walked the earth, and that he had
seen him. I pointed out that Cain would be over three thousand years old at this point, and that
neither Abraham nor Methuselah had not lived quite so long. Perhaps out of respect, Aelfred
did not contradict me.
In any case, I was intrigued as to how Aelfred had become a childe of Cain, as he put it,
when I had known both of his parents in Cheltenham. It is a horrifying process, I discovered. The
vampire wishing to adopt another into this family of the damned must select and kill his victim,
using his fangs to pierce the skin and drink the blood until there is none of the sanguine humour
remaining anywhere in the victim’s veins. Then, most horrible to consider, the vampire wounds
himself and forces his blood down the throat of the victim. Should the victim accept this unholy
sacrament, he awakens, dead yet walking, and cursed with Cain’s unholy thirst for blood. Some
have the strength to refuse the blood when it is offered, and these fortunate souls surely must
be granted God’s peace. For the others, those who have not the strength of will to turn from
the hellish gift offered in that first taste of blood, a new existence awaits them as one of the
walking damned.
Aelfred confided in me that when he was first taken and made into a creature of this sort, he
awoke with a ravening hunger the likes of which he had not even imagined when alive. As there
were no men around to slake his thirst, he pursued some of the king’s deer. On foot and without
a weapon, he managed to catch two and tear open their throats with his teeth. When I scoffed
at this, he left my domus, then returned not five minutes later with a brace of pheasants, still
living, in his hands. With practiced motion he snapped the neck of the one on the left, laying it
out for me. The other… God in Heaven help me, but I watched him as he fed upon it, even as
the lamprey or the leech feeds. But no leech devours the way Aelfred took the life from that
poor bird, with a look of carnal pleasure on his blood-stained lips. When he finished he called it
a poor meal, but that he had no wish to batten upon me even were he able.
I gave the remaining pheasant to the villagers. God and King Richard forgive me, but I could
not eat it after witnessing Aelfred’s feast.
I must admit that watching Aelfred dine did spark within me some notion of why he must feed
as he does. Even in the ruddy torchlight, his countenance was pale and bloodless. Vampirekind
must be utterly lacking in the sanguine humour, necessitating them to take it from their victims
to replenish their own, ever-diminishing supplies. This imbalance of humours goes a long way
VAMPIRE: THE DARK AGES

8
towards explaining the mystery of Aelfred. It would also seem that since Aelfred is lacking in
sanguine humor and has not aged, that the sanguine humor is in fact the key to aging, and that
by thinning the blood one may slow or even halt the aging process.
Of the Benediction of Sun and Torch
After complaining that his meal would certainly not be nearly as pleasing to his taste as mine
would be, Aelfred deigned to continue his tale. According to the boy, he had spent his first month alone
in the deepest heart of the forest, sleeping in trees with leaves so thick as to block out the benedic-
tion of the rays of the sun. His very first day after awakening with this terrible hunger, he had felt a
great drowsiness come upon him as dawn arose, but blood-stained as he was, he was still determined
to return home.
One step from beneath the canopy of the trees convinced him of his folly, as when sunlight
fell upon his flesh it began to smoke as if it were dried wood, held in the fire. Howling, he fled into
the forest’s depths. Since then he has always slumbered during the day in the deepest hollows
and thickets the forest offers. Curiously, I could see no scars from this burning, but he claimed
that he and all his kind healed most rapidly from even such grievous wounds as these. Only sun-
light, fire, and the claws and teeth of another of his kind, he said, presented any difficulty to him.
Of fire he had learned whilst taking a baby from a cottage. The father, awakened by Divine
Providence, thrust a torch into Aelfred’s face, wounding him horribly and forcing him to drop the
child. The look in Aelfred’s eyes was truly awful when he spoke of this, and when he told of the
plans for vengeance he had laid upon the innocent cotswolder who had merely defended his child,
I must admit I doubted as to whether Aelfred truly sought absolution.
It would seem from Aelfred’s record, though, that certain of the Slavs did speak truthfully
when telling us their tales of vampyrs and, more importantly, how to dispose of them. Primus, fire
serves as well for vampires as it does for witches. Secundus, they cannot stand the light of the
sun, suffering the torments of the damned from the slightest exposure to its light. Tertius, the
sight of the cross wielded by one whose faith is unshaken serves to repel or even wound these
beasts in the shapes of men. Even the presence of sufficiently holy men, it would seem, is enough
to drive these demons off. Once, I took one of Aelfred’s hands in mine, and his very fingers did
begin to char and smoke. On the other hand, Aelfred did refute the tales that a stake through
the heart is sufficient to slay one of his kind. Such things, he claimed, render the staked vampire
unable to move but leave him fully awake and able to use many of his diabolic powers.
My rooster chose this moment to crow, and Aelfred took his leave of me. He claimed that
he would return that evening, so that he might finish his tale and his penance. I bid him restful
sleep, and he vanished into the greying wood.

Of a Second Eve and Cainite Humours


I was sore troubled that day. By speaking with such a creature as Aelfred had become, did I
truck with the very Devil? Was my curiosity a snare set for me, and the knowledge Aelfred offered
the bait? On the other hand, did I dare refuse such knowledge as he offered me, knowing the threat
that he and his kind were to all the kingdoms of the earth? Even working in my garden did little
to soothe my fears, and I must confess a certain distasteful impatience for nightfall and Aelfred’s
anticipated return.
Return he did, even while the last clouds of the day still bore the clotted-blood stain of
the sunset. He seemed eager to finish his confession and have done with his unholy existence.
Thankfully, this night he brought nothing upon which to sup.
He entered my domus without an invitation this time and perched himself atop my workbench,
clearing my pestle and other tools aside to make space for himself. I was reminded of a sparhawk
as he crouched there, his eyes darting around the room as if to find something upon which he could
pounce. I was thankful his eyes did not fix on me, and I sat transcribing his words at the farthest end
of the room.
His words this night rambled. He began by speaking of what he called the clans. Consider this: There
are nations of vampires, even as there are nations of men. Just as the humours may mix and balance in
different ways to form phlegmatic Frenchmen or sanguine Englishmen, so too do the remaining humours
VAMPIRE: DARK AGES

9
shift their proportions in the bodies of these vampires to create nations among them. Some are in such
imbalance that their very features are twisted into a mockery; others could not be distinguished from
living men unless goosedown were to be held under their noses to catch their exhalations.
He himself claimed to belong to a nation of Cainites, as he put it, called Gangrel. The word is
broad Scots, I believe, or perhaps Pictish. He told me of others as well: foul sorcerers called the
Tremere (from the Latin “to shake,” perhaps?), terrible scholars known as Cappadocians, itinerant
thieves called Ravnos, unholy idealists called Brujah and more. You may find it of interest, as a
fellow veteran of the fighting in the Holy Land, that those rumors we had of the infidel’s demonic
assassins, the so-called Hashishin, are quite true. Aelfred had something akin to fear in his eyes
when he spoke of the “Sons of Hassam,” and if a creature such as he fears these monsters, then
I can no longer fault the bravery of those who fell under their knives. I merely commend their
souls to God.
Of Mine Own Peril and the Servants of the Cainite
This second night of confession, Aelfred seemed less at ease, his eyes constantly darting
to the nighted windows. Even the smallest noises made him jump, and — I cannot escape the
observation — he paced within my hut like a caged animal. A wolf, perhaps, or a great cat that
nonetheless knows that the lion waits outside for him. It made for most disagreeable company,
and he paused his recitation several times to bolt to the window and gaze into the night. At these
moments, I could see quite clearly that his eyes were red-litten, not in the way that a cat’s eye
will reflect the light of a torch, but rather shining with that unholy glow. Each time he would
return to his perch on my table, but the look of the beast took long moments to leave his visage.
At long last I could contain myself no more, and asked him what he feared that dwelled in
the night. He replied that he did not fear for himself, but rather for me. Certain of his kind had
no love for the Church, nor those who served it, and by burdening me with his confession he may
well have exposed me to their ire. I responded that he himself had demonstrated aptly that
none of his kind could approach me, whether to do me beneficence or harm. By way of reply, he
drew a long dagger from his boot and, ere I could so much as move, hurled it past me to stick,
quivering, in the lintel.
The blade came close enough to shear away a lock of my hair, and draw blood from my ear.
I am quite certain that, had he wished, Aelfred could have put out either of my eyes with equal
facility.
With a cat’s smile, Aelfred informed me that no Cainite of any skill had any need to close
with me to do me harm, and that even the walking damned were proficient with the crossbow
and the dart. Furthermore, they had servants: humans, beasts and things no longer human or
beast which Aelfred called goules. These goules had partaken of the unholy sacrament of Cainite
blood, in diabolic parody of the Communion, while yet living, and as such shared certain of their
masters’ powers. Yet as they were still among those who draw breath, they were not yet com-
pletely damned, and could approach even (he said) so holy a man as myself without fear. Indeed,
he hinted to me that Thomas a’Becket was dispatched in this manner. When one considers the
circumstances surrounding the archbishop’s demise, Aelfred’s insinuation makes chilling sense.
Still, my narrator was quick to add, it was not just men who could become goules, nor were
all servants of the Cainites of this sort. Beasts who drank of the vampire’s blood grew swift and
cunning beyond any natural measure, and hearkened to the commands of those unnatural voices.
Men who might be found at matins served the wills of vampiric masters, sometimes willingly,
sometimes not. Some of the vampirekind, it seems, have the power to seduce or command as the
whim suits them, and their word cannot be resisted. Kings have been commanded to war, princes
to treason and parricide, and queens to bastard-spawning adultery by these Cainite voices, and
no power under Heaven could have served as an aegis against them.
I must confess that at this, I thought of the behavior of Abbot Dafydd, his anger at me so
unseemly in so mild a priest. Could it be that he had been ordered by some dread voice from beyond
the tomb to banish me, ere I spoke too long of things that the Cainites did not wish revealed? In
faith, I do not know, but I have my fears.

VAMPIRE: THE DARK AGES

10
Natural beasts also serve the Cainites, it would seem. The rat and the mouse, the wolf and the
falcon, all hear the call of the walking dead and heed it. Aelfred was kind enough to demonstrate
such to me. As we spoke of other matters relating to his kind, I became aware of the presence of
many eyes in the night, gazing in through the window out of which Aelfred was so fond of peering.
Staring into the night, I could see the gleam of eyes — green, orange, yellow, unholy red. The owl
looked back at me, as did the stag and the wolf. All manner of beast crouched in silence beyond
my window. All were quiet, watching. None tore at another, nor did any seek to flee. They merely
sat, waiting, until Aelfred came to the window. Then, in seemly fashion, they dispersed back into
the night without so much as a bark or a titter.
God help us, it seems the Devil can make the lion lay down with the lamb as well.
After this display, and Aelfred’s earlier warning, I was no longer quite so prideful in my ability
to resist the ill-will of these Cainites, should they wish to do me harm. What good my faith that
would burn one of these damned souls at a touch if a soulless beast were commanded to take my
throat, or should a trio of goules seek to do unto me as they did unto the archbishop of blessed
memory? I inquired of Aelfred more of those Cainites who, damned as they were, might seek to do
injury to even so humble a priest as myself, even as I uncovered and unwrapped the blade which
had served me so well in the Holy Land.
Aelfred seemed much disturbed by the retrieval of my blade, and was unable to speak for
several minutes. At length he admitted that he had heard tell of certain others of his kind who,
even before he sought me out, were displeased with my presence within the wood, and had already
held council to discuss excising me from their dominions. Indeed, he confessed with downcast face,
his confession of the nature of vampirekind to me was intended in part as protection, that I might
know what arms would suffice to defend me from these fiends. Even as we spoke, he was sure
that those who wished me harm were plotting against me. His presence might serve as a ward
against their depredations for so many nights as his confession continued, but what of the first
night after I granted him absolution? He would no longer be able to shelter me from the others
of his kind, and the Cainites are nothing if not patient.
His voice dropped to a whisper, and, as a child might ask for permission, he begged for my leave to
help me defend myself against the Cainites who sought to do me harm. God forgive me, I granted it.
I knew the moment the words left my mouth that I had erred most grievously. Nay, let me
say not erred; say sinned instead. For a sin it was, and it led to greater sins, and I am sinning still
against both God and man.
Aelfred lifted his face from his hands, and in that moment certain truths were made plain to
me. His visage was a mask of eagerness, and what he proposed then was simply monstrous. Yet
the alternative was more monstrous still….
Of Dispatching the Beast
To wit, Aelfred claimed to know the name and domus of one of the Cainites whom, he claimed,
sought my destruction. Harald Leifsson, a Cainite damned during the days when the Norsemen
harried us from Whitby to Southampton, brought himself to earth each day not two miles from
where my cottage stood, and his was the loudest voice calling for my destruction. Now, this Harald
was centuries in the ways of the vampirekind, and as such a mere stripling such as Aelfred held no
hope of staying his wrath once the shades of night fell. Aelfred was but new come into his power;
this Harald was old and wise, a cunning serpent from centuries gone.
But, and here was Aelfred’s hope, were I to come upon Harald by day, he would scarce be able
to rouse and defend himself, and the power of my faith would serve to defend me and weaken my
foe. By laying to rest this Cainite, I would protect myself and rid the earth of one who ought to
have been in the grave three hundred years gone. Surely there was nothing amiss in either of these
aims, yet Aelfred seemed almost overeager that I might agree to his plan.
Made wary, I inquired as to the number and disposition of Harald’s guards, as well as to their
kind. It would not do for one aged Crusader to find himself confronting a phalanx of the fearsome
goules; daylight or I would be spitted like a fowl instantly. Aelfred had already thought of this,
it seemed, and detailed for me the number and kind of Harald’s defenders. It seemed that the old
Viking trusted neither men nor goules of the usual sort, and instead surrounded his manor with
VAMPIRE: DARK AGES

11
fierce hounds which he fed both with his own blood, and, I shudder to tell it, the flesh of serfs
who displeased him.
I at once began considering tactics, for my fear and my hubris had allied in my soul, causing
me to agree to this mad plan. My sight swam with visions of fanged fiends hovering outside my
door, waiting for me to drop to slumber so that they might devour me. In this mania, I gladly
agreed to seek out and destroy this Harald, for fear that he might destroy me first.
Aelfred, ever helpful, suggested a way in which he might aid me in dealing with the hellish
hounds which Harald employed. Returning to my window, he stared once again into the night,
and ere the candle had time to burn even half a notch lower, a great stag strode forth into the
clearing surrounding my domus. It stood, expectant and regal, as Aelfred retrieved his blade
from my lintel and walked towards it. Silent as ghosts they both were, and Aelfred placed his
hand on the proud neck of the beast. This is how it must have been in the Garden ere the Fall,
I thought, man and beast in tranquilitas. Then came the snapping of the stag’s neck, his regal
head drooping to the leafy floor, and I knew how far Aelfred had fallen.
Working quickly, he hacked the stag into bloody chunks, all the while explaining that while
the goules hounds did feast upon Harald’s blood, they commonly took more earthly sustenance.
They would eat venison were it given to them, no doubt. Now should that venison contain a
soporific or, were I to decide that these hellhounds ought to be dispatched, a poison, the hounds
would be dealt with forthwith, and I need never draw blade to deal with them. Surely, he said,
so accomplished a herbalist as myself would know of a potion that could induce sleep, or more
than sleep….
Forgive me for thinking instantly of the oil pressed from the plant we call monkshood.
And so we worked the remainder of the night, hunched over the ruined corpse of the great
stag with our gloved hands smeared with blood and poison. I was as a man in a fever, and
worked as one to achieve labors in a single night which no man has any business accomplishing.
A full hour before the sun rose, I found myself laden with my old sword and a bloody pouch full
of tainted venison. The blood must have sung loudly in my veins, for I found Aelfred giving me
odd glances as we walked towards the place where the dreaded Harald lay.
We reached Harald’s fields just as the sky began to lighten. Aelfred begged my pardon that
he could not help me any further, but afore he vanished into the shadows between the trees,
he pressed into my hand a scroll which he said I would find useful. Then, like a phantom of the
night, he was gone. Fully determined to wait for true dawn ere I began my assault, I unraveled
the scroll my young guide had left me. It was a map, cunningly done, of the rooms and corridors
of the manse. Included were notes detailing where traps had been laid, certain to catch even
the most stealthy thief who had not knowledge of their whereabouts. I took the time that God
allotted me before dawn to study this gift, making certain that I knew which floorboards were
safe to tread.
It was not until many days later that I began to wonder at how Aelfred came to possess
such a map. Certes, neither he nor any in his family ever learned to read.
But such considerations troubled me not, not with the promise of battle and danger singing
to me as it had not since the day before we returned, broken and beaten, to Krak des Chevaliers.
My lost youth was as a troubadour, and I longed for dawn. Inevitably, it came.
Shall I tell you of that day’s bloody work? Of the great fire-eyed hounds that were conjured
the second I set foot on the lawns of Harald’s manor? Of the way they fell upon the poisoned
gift I gave them, and of the almost human cries they made as the monkshood did its work? Shall
I tell you of the treasures of antiquity that house held, the Byzantine and Babylonian? Idols
and icons, all jumbled with treasures stolen from Saracen and Christian alike? Shall I tell you
that Aelfred’s intelligence was not of the best, and that there was a human servant treading
the halls who set upon me with a scramasax, even as I sought his master’s tomb?
Shall I tell you I killed a man in cold blood? Bless me, Father, for I have sinned, and there
can be no absolution.

VAMPIRE: THE DARK AGES

12
Of the Bed and What Lay Upon It
Eventually I came to where Harald lay, stretched out on a wooden bed adorned with the pagan
images of his old gods. Tror, Wodan and others I cannot name; their bearded visages laughed at
me as I reached within my bloody pouch for the wooden stake with which to still my prey.
It was a boy that lay on that bed. Not a beardless youth, such as Aelfred, but a boy. He was
eight, perhaps nine years old, with the golden hair of the Swedes and a visage to make angels
weep. Pale was his cheek, and he wore a simple shift of white. He breathed not in his slumber,
laying on blankets richly woven, nor did he stir. A doll of rags, such as any child might have, lay
by his side, and his head rested on a pillow of scarlet silk.
This could not be a monster, I thought. Only a boy, an innocent boy was lying here. My
blade clattered to the floor, and he did not stir. I reached forth my hand, the one that held not
the stake, and placed it, gently, on his forehead to see if he lived.
It was then that his eyes opened, and even so great a fool as I knew with what I dealt. For
there was age in those eyes, blue as the icy sea he must once have sailed, older than the trees
and colder than the ice. Age was there, and I read centuries of hateful existence in that one
moment. With my hand yet on his brow, he opened those ancient eyes and saw me, and this
vision of angelic beauty hissed at me. A serpent’s hiss, even as his perfect face began to char
under my touch.
God be praised my other hand still held the stake. I am certain that had I used my sword
instead, he might have withstood the blow and done me grievous harm. Yet the stake I still held,
and I plunged it deep into his breast. ‘Twas not enough; he clawed and scrabbled at my face
even as rivers of blood poured from his chest and made a ruin of his bed. Howling like a madman
he was, and I howling with him, but none to hear us but the dead. Again I lifted the stake, and
again I brought it down, yet this time he twisted, that I struck him in the side. I wounded him sore,
though, for his thrashings grew more frantic as he tore at the hand that made a ruin of his brow.
A third time I raised the stake and brought it down, and this time, God be praised, he ceased
to struggle. His eyes were yet open, though, mirabile dictu, and I knew with a perfect faith that
he could see and understand all that happened, even with a stout oaken stake plunged deep
into his heart. Had I any claim to wisdom, I would have carried this monster, this Harald outside
into the blessed sunlight, and tested Aelfred’s claims once and for all. I knew that was what
the boy feared, for there were neither windows nor sources of flame in his chamber. Only rich
furnishings, dimly lit and now stained with twice-used blood.
Yet a voice whispered to me, the Tempter’s voice. Unprecedented opportunity lay before me
to gain knowledge of the Cainites that no other man might know. My findings would be relayed
to the Church, for the good of all Christian men, so that they might defend themselves better
against this threat. Did we not study the Saracens so that we might fare better against them
in battle? Did we not gaze upon their fortresses and learn? Wherefore should we not do the
same with the Cainites, who were a greater threat than Saladin and ten others I could name
combined? Nay, better to bring this beast called Harald back where I might study him, and learn
how mere men might yet triumph over these creatures of the Adversary.
In bloody blankets I wrapped him, careful not to dislodge the stake which I had planted in
his breast. In many folds he was covered, til I was certain that not a single ray of sun might
singe his flesh. My own proximity was enough, it seemed, to raise blisters. I was loath to expose
my prize to greater perils. And even as I trussed him like a deer taken in the hunt, he did not
so much as move. Only his eyes gave any indication that I dealt with more than a shell, for in
them I read undying hatred and all of the malice three centuries could muster.
I resolved then to end my researches quickly and dispatch this poor soul, first offering him
a last confession.
Suffice it to say that I was able to return to my domus with my prize, unseen by any man or
creature, before the sun sank below the trees. The cloth I had swaddled Harald in proved thick
enough, and when I cleared my worktable and unwrapped him he proved to be only somewhat

VAMPIRE: DARK AGES

13
the worse for wear. I immediately tied him down with straps of broad leather, so that he might
not escape or threaten me in my sleep, then burned the bloody rags in the fire.
I was still at this chore when Aelfred reappeared. He seemed ecstatic that I was well, and
inquired after the day’s sally. Before I had fairly begun my account, he stood within my domus,
gazing upon the dread Harald with the same cat’s smile he had shown me aforetimes.
He did not seem at all surprised to see his rival, stretched out and impaled. Gratified, rather.
Of the Binding of the Cainite
He immediately set about making the straps tighter, explaining as he did so that it would
seem that Harald had expended most of his ill-gotten blood and was near to being harmless. It
would seem that while Cainites lack the sanguine humor, it is the fuel for their inhuman feats.
Deprived of it, they fall into slumber or worse; fed a trickle, they are merely sustained. It was
long minutes ere he was finished, long indeed, and all the while that poor mad boy’s eyes looked
up at me with the blackest hatred imaginable.
When Aelfred had completed his work with the straps, he turned to me and shrugged ruefully.
We had come, he said, to the end of his knowledge about his Cainite kind; all that he had left to
tell me was rumors and hearsay. But, if I wished, a greater source of knowledge lay before me
in the form of the helpless Harald. I could, he explained, learn much from the so-called child who
lay bound before me. I could deprive him of blood and watch his reactions, or provoke him to rage
and test his limits.
I objected on moral grounds, that torturing even one such as this Harald was purported to
be (for I had grown to trust Aelfred’s word less since the incident with the unfortunate servant)
was no fit occupation for a man of God, and that enough blood had been shed by me this day.
I sought to see no more.
Yet Aelfred persisted still. Surely this unnatural creature had no claim on God’s mercy or
on mine, having existed unnaturally since the days of Aethelred the Unready. During those long
centuries, he had committed acts of such an unspeakable nature that even now, other Cainites
shuddered at his name. It was even rumored that Harald had, in imitation of blind Oedipus, slain
his own sire and drunk dry the well from which he had sprung. Whole villages had fallen to his
depredations, fed either to his ravenous appetites or to those dogs whose corpses lay stiffen-
ing in the evening’s breeze.
Besides, he continued, and here I recognized the voice of the Tempter I had heard within the
walls of Harald’s manse, I should think upon the uses the knowledge I would gain. Knowledge of
ways to stymie the vampire, his weaknesses and flaws. For even such as Harald’s kind had weak-
nesses, and it lay within my grasp to discover them. Such secrets would serve me well, Aelfred
noted, should any of Harald’s companions or childer discover my whereabouts. As I had slain one
of the vampirekind, I would surely be marked for vengeance by any who sought to avenge Harald.
So this, then, was my wyrd. I had slain a vampire; now I must plunge deeper in to their world
of madness and blood ere I be slain in turn. I had killed a man; the only absolution I could perform
would be to grant a great gift unto all of mankind. I had undertaken this task to save Aelfred’s
soul; now perhaps I might be able to save mine and the misbegotten Harald’s as well. I knew
that, even should I grant Harald final peace at this moment, my prior existence could never be
regained. I would forever fear the night and what it contained, and no more would I be able to
merely labor in my garden without seeing the guilty herbs that laid low Harald’s watchdogs.
No, I could not go back, and to stand still would be to invite death. I could but go forward and
pray that God’s mercy holds room for even one such as myself.
Shuddering with self-loathing, I assented. Thus did I seal my own damnation, thus are Aelfred’s
black soul and mine linked in eternal perdition. With a wolfish smile, Aelfred handed me his knife,
still stained with the blood of the stag whose flesh had gone to feed the dogs their last supper.
The stripped corpse still lay beyond my door. In the silence of the night the flies buzzed loudly.
Still, it is better that someone enjoys the fruits of my damnation. Let me relate to you what
we discovered, Aelfred and I, as we subjected Harald to the torments of the very Pit itself.

VAMPIRE: THE DARK AGES

14
Perhaps you, or one of your superiors shall take my account and because of it, be better armed
against the Cainite foe. Perhaps then will my actions have a saving grace.
Of the Organs and Sanguinis of the Cainite
What we learned that night was repellent beyond measure, but also fascinating. Having
Aelfred make an incision in the chest of the boy Harald (for my touch still provoked agony
and char), I was able to examine his entrails and to find them shriveled nearly to dust. Had a
Roman augur found such within a sacrificial beast, ‘twould be a certainty that the Emperor
would lay dead on the morrow. The only exception to the general desiccation was the stomach,
which pulsed a ruddy red. Even as I cut, the tissues attempted to mend themselves. Aelfred
assured me that this would be so until Harald completely exhausted his supply of sanguinis,
at which point there would be no more healing as the fuel which stoked the flame of his body
would be lacking.
I remonstrated at this knowledge, as my researches would have a rapid ending indeed were
I to be dealing with a dried-out husk within the space of a brace of nights. Harald must be fed, I
argued, else his suffering would be worse than useless, and I would grant him the misericordia
at that moment.
Aelfred relented at this, but demanded to know from what source would Harald’s nourish-
ment come. Not me, certes; my blood would burn on his very lips. Not the beasts of the field,
Aelfred argued; in Harald’s weakened state such thin blood would not serve to nourish at all.
Not any other specimen of mankind, I held firm, for even in the depths to which I had sunk I would
not give over another man, no matter how base, to the foul appetites of these dark creatures.
Aelfred swore and cursed me, but I stood firm, and at last he muttered darkly that he would
take it upon himself to feed our prisoner.
In horrified fascination I watched as Aelfred took the bespattered knife in one hand, the
still-erect stake in the other. Even as I realized his intention, he pulled the stake forth with
the sound of a stick being pulled from the mire. Harald at once began to strain mightily against
his bonds, but even at his first motion, Aelfred had taken the knife and drawn it across his own
wrist. The blood cascaded down as Aelfred pressed his wrist to the boy’s mouth, a look that
I can but describe with the word “lascivious” crossing his face.
Harald’s reaction was curious. One would think that these Cainites would relish any blood
that they might be able to inbibe, yet at first he sought to spit the sanguinis offered him upon
the floor. Soon, though, his struggles ceased and he sucked greedily at Aelfred’s wrist. I was
reminded of a babe at its mother’s teat, so rapturous was the expression on the boy’s face.
It made for odd contrast with Aelfred’s lustful visage, and I found myself wondering again
whether he sought absolution, or something darker from me.
At length he pulled free, and with a serpent-like tongue licked the place where he had cut
himself, then replaced the gore-rimed stake in Harald’s chest. Of more interest to me, alas,
was the result of this unholy feeding upon the gaping rents that Aelfred’s knife had made in
the boy’s form. Before my unbelieving eyes, the very place where the blade had bitten not an
hour before healed without so much as a scar. Not a mark remained, and for the remainder of
the evening Aelfred, for his amusement and my edification, made ever more horrendous wounds
in Harald’s supine shell, so that we might watch the rate at which they healed. Some took as
long as three days, I noted, and multiple quaffs from the font at Aelfred’s wrist.
At dawn Aelfred left, and I sank into an uneasy slumber. My vegetables I neglected that
day, and my sleep was full of fallen angels bearing Harald’s face. I awoke as a sun the color of
the bloody spittle on Harald’s lips disappeared below the trees. Aelfred was at my door within
the hour, and we continued our grisly work.
Oh, that I had never granted him entry, and that I had hardened my heart against his
entreaties! This child, whose brothers I had taught their catechism, became my teacher in the
ways of the Cainites. He inducted me into the mysteries of the vampiric flesh, and I dwelt more
and more as he did, a creature of sundown to sunrise.
One night he resolved to demonstrate for me what is termed in barbarous German, the
Rotschreck. We took turns, Aelfred and I, moving a lit torch closer and closer to Harald’s
VAMPIRE: DARK AGES

15
still-burned face and waiting for him to explode into contortions of fear. I paid careful heed
to the necessary distance to provoke this reaction; you will find those notes also enclosed
with this missive. The terror in Harald’s eyes quickly turned to madness, and then something
else I dare not name, but to see it was truly terrible.
Aelfred later explained that many Cainites held that they had an inner Beast, which I can
only take to mean a personal devil who travels with them and tempts them into even more evil
than they might craft otherwise. Aelfred corrected me, calling the Beast the animal that lives in
all men, and allowing that the Cainite nature made it possible for the Beast to surface far more
violently than any human temper might. So another series of evenings was spent poking and prod-
ding at Harald’s Beast, seeing what would cause it to snap and what would make it cower. I was
reminded inevitably of the spectacle of bear-beating, but even the chained bear has to him more
dignity than we allowed Harald.
Of course, Harald needed to be fed in the wake of our work, and Aelfred was always happy
to oblige. The two nights after the first, Harald fought against his supper, finding something
more distasteful in Aelfred’s blood than even the wounds which my partner in damnation had
inflicted upon him. After the third instance, however, his manner abruptly changed, and there
was liquid adoration in his eyes as he gazed up at his Cainite tormentor.
For me, of course, there was the old hatred, richly deserved.
We tested many things how many nights Harald could go without being fed and what
might the results of starving him be; whether the removal of any of his organs might impair his
functioning; how long it would take him to grow back severed fingers, hands, and even limbs
— oh, the tortures we devised, all in the name of knowledge, that I might gift the Church with
the truth of the secret ways of vampires.
Yet my conscience, long numbed, grew restless even as my sleep grew troubled. Once the
great rush of discovery had fled, I found myself worrying anew for Harald’s soul — and even
Aelfred’s. Taking care to cover the windows with heavy cloth, I found myself doing something
quite rash: removing the stake from Harald’s breast in the middle of the day, and waking him
that we might converse.
Of an Oath of Blood
He was groggy, of course, as one might expect of a demon wakened at midday. He hated
me as well, and cursed me in all the tongues that three hundred years had taught him. He
strained against his bonds, but wearily, like a man who had drunk too much wine. Eventually I
was forced to threaten him with the light of the sun, and he desisted sullenly.
This was not what I wanted, however. I wished to hear from Harald’s lips the same words
that I had heard from Aelfred’s, that I might know that my first Cainite acquaintance had told
me true. So I cajoled and wheedled, and obtained for him certain small animals upon which
he might feed. For the last he grudgingly thanked me, until I mentioned that I had previously
refrained from feeding him such because Aelfred had claimed that it would not sustain him.
From that point forth he would not partake of the meals I brought him.
This secrecy went on for many days. By night I would direct Aelfred’s hands, or at least
think I did; by day I made efforts to reach Harald, that I might see for his salvation. It was if
I had become two men, one for the night hours and one for the day. And still Harald loved
Aelfred, his tormentor, and still he hated me.
I did at last pry the secret from him one particularly brilliant May morning. I know not
what possessed me that day, only that I threatened to snatch down every piece of cloth that
might shelter Harald from the sun, and then expose him to its cleansing rays without so much
as a chance for final confession. Harald relented then, and told me of the source of his undy-
ing love for my monstrous Aelfred.
It would seem that there is witchery in the sanguinis that the Cainites bear in their veins.
Three tastes of it, and your passions are inextricably bound up in the one whose blood you have
drunk. Goules and great vampyrs are equally susceptible to this Blood Oath, as it is called,
though to name it an oath is a mockery. Those feedings in the heart of the savagery, those

VAMPIRE: THE DARK AGES

16
actions which I thought had been the wings of mercy beating in Aelfred’s struggling soul, had
been merely his means to procuring the unbreakable love of his rival.
The scales fell from my eyes at that instant. All was revealed to me, how all of Aelfred’s
false declarations of contrition were merely the carrot held before me as if I were some old
cart-horse that only required a treat to move in the desired direction. My every action from the
moment I had first spied Aelfred’s face had been directed towards the moment when Harald’s
devotion would be his. Through the love engendered by the Blood Oath, Aelfred would have
a servant more powerful than himself whose loyalty was absolutely unquestionable. And in all
this, mine was the responsibility.
I resolved that day to end matters. I offered Harald a final confession, which he refused,
and destroyed him. Within an hour of my removal of his head with my spade, his body was ash
upon the table. One monster was destroyed; there remained the other. Heedless of my safety,
I would seize upon Aelfred that night as he entered my domus, and with the power of my faith
protecting me, remove that scourge from the earth. As for myself, I would take myself to
Canterbury on pilgrimage, and perhaps thence to the Holy Land, to spend the rest of my days in
good works and repentance. I hear that Saladin allows Christian pilgrims yet to seek Jerusalem.
Of Endings
It was a good plan, I think. Had I been the man I was when this nightmare first seized me,
it would have succeeded admirably. Alas, I am not that man. Aelfred entered that night and,
without a word, I clasped my hands to his face in hopes of burning out his accursed red eyes.
Nothing happened, save that he took my hands and gently removed them, laughing. He told
me that we had countered each other; I had destroyed his valued slave, but he had destroyed
me. My faith was gone, he said, and lo, I could not find it within myself. And so we stood there,
Cainite and faithless priest, in the dark of the night in a hut strewn with the ashes of a child
three hundred years dead.
I had thought, once my faith was revealed to be a sham, that Aelfred would destroy me.
Instead, he smiled his wolf-smile and asked that I serve as his confessor. Defeated, I agreed.
What mattered if this monster’s confession was heard by one who belonged not in the clergy?
It was God’s will, not mine, that might grant this wretch absolution. So I began the ritual,
taking comfort in its familiar words and phrasings. Aelfred still remembered somewhat of his
living days, and waited until I asked him to enumerate his sins before betraying his wickedness.
I have lied many times, Father, were his last words to me. Iesu’s wounds, but I have lied.
Then, laughing, he strode off into the night. Behind him, in a dusty, bloody room, sat a broken priest.
I have since taken quill to parchment to record my experiences, in the hopes that my knowl-
edge will be of some use to Mother Church and the Christian kings of Europe in annihilating the
race of Cainites. By the Rood, if they all bear resemblance to Aelfred and Harald, the sooner
the last is scattered to dust, the happier the lot of mere man on earth will be.
As for myself, I still sit in my ruined domus, Harald’s ash sifting on the breeze. I cannot go
back to what I have done; the villagers have branded me “the Black Priest”, and murmur fearfully
of nigromancy and diabolism. I expect them to haul me to the pyre ere long, should Harald’s kin
not find me first. As for Aelfred, he still watches me from afar. Nights do come when I can see
the blaze of red eyes in the darkness, and the silent circle of beasts reforms outside my door.
Do what you think best with this information, Monsignor. All Christendom may rest in your
hands.
Vale
Fr. Offa

VAMPIRE: DARK AGES

17
VAMPIRE: THE DARK AGES

18
Book One: Flesh and Blood
In the Year of Our Lord 1148, I took up sword and shield to march to
Edessa. I was unlettered and ignorant, and believed that I understood all
beneath God’s Heaven, knew all the secrets to the earthly and mundane. I
was young.
Long before our talented army set foot on the Eastern deserts, we
made war on our own. The armies of the Second Crusade bickered among
ourselves, and the Moslems broke us before we had arrived. I was lucky
to survive. Ravens choked the skies.
I walked the long road home, with a sword that had tasted bloody only
once; the blood of a man of 15 years, who had run at me with a spear I was
tired, but strong enough to take or steal food on the way back.. I carried my
sword like a scar, and few on the road challenged me. My faith was lessened,
and I was older. Still, it seemed that my life’s trial was past. I had killed I
could do so again, and so I feared the coming days a little less.
How was I ever to know what God had designed for me?

CHAPTER FOUR: CHARACTER

19
VAMPIRE: THE DARK AGES

20
hapter One:
Introduction
This world nis but a thurghfare ful of wo,
And we ben pilgrimes, passinge to and fro;
Deeth is an ende of every worldly sore.
—Chaucer, “The Knight’s Tale”

Vampire: The Dark Ages is set at the close


of the 12th century in medieval Europe — the
darker, nastier Europe that existed in the past
of the World of Darkness. The Dark Medieval
world is fairly similar to its counterpart in the
real world, so if you want more information you
can look into the history collections of your local
library or bookstore.
Although the end of the 12th century is the
primary time Vampire: The Dark Ages is set
in, you can set your own chronicle in any era.
Most of the information in this book applies
to Europe up until the first stirrings of the
Renaissance, though the technology varries
depending on the period. Don’t feel constrained
by the history of the “real world”, however — it’s
your game, so make it what you will!

CHAPTER FOUR: CHARACTER

CHAPTER FOUR: CHARACTER


21
21
For those familiar with Vampire: The Masquerade and the
other 20th century games, you will find both familiar and new
aspects to the Dark Ages. Much changed between the 12th and
20th centuries, so don’t assume that the same things hold true.

Roleplaying
Vampire: The Dark Ages is not only a Storytelling game, but
a roleplaying game as well. You not only tell stories, but actually
act through them by taking on the roles of its central characters.
It’s a lot like acting, only you make up the lines.
Roleplaying is equal parts improvisational acting and Cowboys
and Indians, a set of rules laid out over a story that everyone in the
game is involved in telling. Think back to the games you played
as a child; every time you imagined yourself as a knight in shining
armor or an Indian on the warpath, you were roleplaying. Every
time you chased dragons around the backyard or headed the bad
guys off at the pass, you were roleplaying. It’s something you’ve
all been doing all along; now you have a name for it. Besides,
not everything you did as a child was inherently childish; by al-
lowing us to try on other people’s skins, even for a little while,
these games helped us understand them (and ourselves) better.
Of course, we’re a long way from hiding behind the swingset
and arguing “Is not! Is too!” over whether the arrow was faster
than the six-shooter. That’s why there are rules to this sort of
roleplaying, to provide a structure and a framework for the stories
that you tell. By using the basic rules that are provided in Chapter
Six, you can resolve conflicts and define the capacities of the
characters in the stories you tell.
In Vampire, it is best to play with only a few players, five
at the very most. It is far too personal a game to make it very
enjoyable with a large group. Much of its mystery and flavor is lost
when players must compete for attention. Indeed, we have found
that Storytelling games of this sort work best with a Storyteller
and a troupe of only three players.

The Storyteller
Vampire is structured a little differently than the games you
might be used to. In the first place, there is no board or cards.
Second, one player needs to be the Storyteller — the person who
creates and guides the stories. The Storyteller describes what hap-
pens as a result of what the players say and do, and must decide
if the characters succeed or fail, suffer or prosper, live or die. It
is a very demanding task, but it’s also a rewarding one, for the
Storyteller is a weaver of dreams.
The Storyteller’s primary duty is to make sure the other players
have a good time. The way to do that is to tell a good tale. Unlike
traditional storytellers, however, she doesn’t simply tell the story;
instead, she must create the skeleton of a story and then let the
players flesh it out by living the roles of its leading characters.
It is a careful balance between narration and adjudication, story
and game. Sometimes she must set the scene or describe what
occurs (such as when the characters are asleep), but mostly she
must decide what occurs in reaction to the words and actions of
the characters — as realistically, impartially and creatively as
she possibly can.

VAMPIRE: THE DARK AGES

22
As the Storyteller, you are in charge of interpreting and feats that are forever beyond us in our daily lives. After all, how
enforcing the rules, yet you are also an entertainer — you must many of us get to stalk castle battlements or ride to the hunt in
struggle to balance your two roles. Most of this book was written the twilight mist every day?
to help you do just that. It won’t make being a Storyteller easy, This is the reward of roleplaying, the magical and impossible
because it never will be, but it will make you better at it. achievements that are within our grasp when we pretend we’re
The role of the Storyteller is explained in much more detail someone else. And here lies the great difficulty of roleplaying —
in Chapter Eight. the creation of a believable character.

The Players Your characters will have part of you in them. This is
inescapable, and if there’s nothing of your life in them, then
Most of the people who play this game will not be Storytellers, there’s nothing you can do to bring them to life. On the other
but rather players, who assume the roles of the central characters hand, a character has to be more than just a part of yourself to
in the story. Being a player does not require as much responsibility be enjoyable to play. You’re yourself every day, after all; where’s
as being a Storyteller, but just as much effort and concentration. the fun in being just yourself when you finally have the chance
As a player in a Vampire: The Dark Ages chronicle, to be someone else? To make a character believable, you have
you will take on the persona and role of a vampire, whom you to give them memories and motives that they can draw upon,
invent and then roleplay over the course of a story. The life of unique desires and quirks that make them more than just single
your character is in your hands, for it is you who decides what aspects of your personality given a voice. Each character should
the character says and does. You decide what risks to accept or be unique, equal parts of experience and fantasy.
decline. Everything you say and do when you play your character Vampire characters are easy to create. It takes only a few
has an effect on the world. minutes to work out all the Traits and the basic numbers. It will
You must be both an actor and a player. As an actor, you take more effort to make this collection of numbers into a living,
speak for your character and act out whatever you wish your breathing character. You must reach deep inside of yourself to
character to do or say. Whatever you say, your character says, find enough that is real and true to produce a complete character.
unless you are specifically asking a question of the Storyteller or Dr. Frankenstein’s monster was easily assembled from available
are describing your actions. By announcing and describing to body parts. It was infusing the breath of life that proved difficult.
the other players what you are doing, you become a part of the Character creation is discussed in greater detail in Chapter
ongoing story. Five.
As a player, you try to do things which allow your character
to succeed, so as to “win the game.” This strategy element is es- Coteries
sential, for it is what so often creates the thrill and excitement It is assumed that all of the characters will be allies, and that
of a dramatic moment. during the game they will operate as a group. This is not to say
Often after describing the actions “you” want to take, you will that they will always get along, but they will watch each other’s
need to make dice rolls to see if you succeed in doing what you backs and will share a few common ambitions. Called coteries,
have illustrated with words. Your Character Traits, descriptions such groups of vampires can be found from the halls of power to
of your strengths and weaknesses, dictate how well you can do the dankest slums. In most cases, the coterie of player characters
certain things. Actions are a basic element of Storytelling games, will comprise all the young vampires in a given area, unless it
for they describe how characters change the world and affect the is one of the largest cities such as Venice or Constantinople.
course of the story. Whether the group is drawn together by a common interest, a
Characters are central to a story, for they create and direct common enemy or mere survival, it is not hard to see that there
the plot; without characters you can’t have a story. As the story is safety in numbers. A single young Cainite alone will face hard-
flows, it is the characters who direct and energize the progress of ships beyond those of a group, and it is this group that each and
the plot, not the decisions of the Storyteller. every character will come to depend upon. It is the coterie that
unites the characters and enables the players to work together
To some extent, you are a Storyteller as well as a player,
throughout the story.
and should feel free to add ideas and elements to the story,
though the Storyteller may accept or reject them as she sees fit.
In the end, it is the story, not your character, which is the most
Playing Aids
For the most part, Vampire: The Dark Ages was designed
important. The character is a tool for telling a good story, not
to be played around a table. Though it does not require a board,
the other way around.
there are a number of props which require a table — or at least
Characters a flat surface — to use properly.You will need dice, pencils and
paper, and photocopies of the character sheets. The dice required
On a basic level, each of us is a character, composed of man-
are 10-sided, which you can find in any game store. The Story-
nerisms and memories, behaviors and experiences. Everything
teller may also want to have paper on hand in order to sketch
we are and everywhere we’ve been is reflected in each word
out a setting (so as to more easily describe it to the players), as
and action we make. When playing Vampire: The Dark Ages,
well as a few other props to show the players what the characters
though, we are asked to set aside your memories and masks, and
are seeing (sketches, candles, scarves — anything to make the
to pick up someone else’s, even if only for a little while. This can
experience more vivid).
be incredibly enjoyable, providing us the opportunity to achieve
CHAPTER FOUR: CHARACTER

23
•  Don’t Touch: A player should never actually strike or

Winner and Losers


grapple another member of the troupe. No sort of combat should
ever be performed — that is one thing you should leave for the
dice to decide. If players or Storyteller assistants get too rambunc-
There is no single “winner” of Vampire: The Dark tious in their roles, the Storyteller should call a time-out from the
Ages, since the object is not to defeat the other players. acting and remind everyone of the rules of play. Repeat offenders
To win at all, you need to cooperate with the other play- should be asked to leave, or the action should be returned to a
ers. Because this is a Storytelling game, there is no way for table and conflicts resolved through dice rolls.
one person to claim victory. In fact, Vampire is a game in • No Weapons: No props can be used if they must touch an-
which you are likely to lose, for it is difficult to do anything other player to be effective. No real weapons of any sort can ever be
to slow your character’s inexorable descent into madness. handled at any time during Live-Action roleplaying. Not even prop
The whole idea is to hang on as long as possible and eke swords can be used. The “no touch” rules must always be in effect.
out the most drama from the ongoing tragedy.
• Play Inside: Play inside your own home or in whatever
The only true measure of success in Vampire is sur- private area the game normally takes place. Make sure that ev-
vival. However, if the character has some overwhelming eryone else in the area understands what you are doing. Never
motivation, such as a need for vengeance, accomplishing perform Live-Action if passersby may be confused or frightened
it is also a measure of success. Additionally, stories have by the event. If you play outside, such as in the woods behind
conclusions that either benefit or harm the characters. If your house, make sure privacy is maintained.
the characters learn that a presumed murderer is really a
• Know When to Stop: When the Storyteller calls for a time-
vampire and manage to halt his rampage, then they “win.”
out, all action must immediately stop. Even during Live-Action
If they never even find out who was behind the murders
(especially during Live-Action), the Storyteller’s word is final.
(much less manage to stop him), then they lose, though
they may not know it until too late.
In order to achieve even a partial victory, the char-
acters must usually become friends. They look out for one
The Becoming
The moment a human becomes a vampire is never forgot-
another and have a modicum of trust in each other. The ten, for the transformation is usually painful and traumatic. A
Dark Medieval world is so dangerous that trustworthy al- vampire is created when an existing vampire drains all the blood
lies are essential. from a mortal, killing him. However, just before final and absolute
death sets in, the sire pierces open her own skin and releases a
small amount of blood into the victim’s mouth. This rouses him
Live-Action somewhat, and he begins to drink from the sire’s open wound.
All it takes for the transformation to occur is the absence of one’s
Live-Action roleplaying can be the most dynamic and fun
part of playing Vampire: The Dark Ages. Live-Action roleplaying own blood and the tiniest bit of vampiric blood.
is similar to improvisational theatre; the actors (the players) act The character takes on the lineage of his sire, and is therefore
through the scenes created and introduced by the Storyteller. This of the same clan. The clan membership affects what Disciplines
creates a much more intense and immediate storytelling experience. the character can have at the beginning of the game; it also de-
Players in a roleplaying game generally describe what their lineates a special weakness of the character. Often characters of
characters do and even say. During Live-Action roleplaying, how- the same clan will be allies and will strive to support one another,
ever, players actually do what their characters do and say what their though this is not always the case.
characters say (within limits). They can stand up, walk around, For the next few years, or decades, the newly created childe
hold up a letter, shake hands or rush to a window to see what is remains with his sire. He may be taught nothing or everything,
going on. Imagination is still important, and the Storyteller may nurtured or abused, restricted or granted full freedom. But until
still interrupt the action to describe objects and special situations. he is released by his sire and presented to the prince of the city,
No dice are used during Live-Action sessions; alternate rules, he is not accepted in vampire society.
like those given in White Wolf’s Mind’s Eye Theatre line of
Live-Action products, take the place of dice when needed. For
the most part, everything is decided through acting. The Story-
The Hunger
Vampires must feed; this fact is the lowest common denomi-
teller simply uses the characters’ Traits to decide how well they nator of their existence. Hunger is not merely a need, it is an
manage to perform certain mechanical actions (such as picking a all-consuming passion. The thirst for blood is a primal instinct
lock). The Storyteller also decides how the other Storyteller-run for survival, for only through blood may the vampire survive.
characters react to the players’ characters. The blood need not be human, and even if it is mortal vitae,
Rules the death of the vessel is not required; however, the bloodlust
often causes vampires to lose their restraint when they begin to
You must follow a few basic rules to ensure that Live-Action
feed, and thus drain all life from their victims. Vampire teeth
roleplaying progresses smoothly and safely. These rules must be
leave only a small wound, and even this disappears if the vampire
obeyed if you intend to run any Live-Action roleplaying at all.
licks the wound.
Safety is always a primary concern.
VAMPIRE: THE DARK AGES

24
Because the sire never returns to the childe all of the blood
she withdrew, the young vampire is soon consumed by a raven-
ous hunger for blood. As the childe has no experience with this
overwhelming urge, it is as total as it is immediate. The fledgling
cannot fight the urge except through a constant exertion of
Willpower, and even then frenzy might overcome him if fresh
blood comes within smelling distance. Vampires need to feed
regularly, usually once or twice a week.

Nature of the Beast


What does it mean to be a vampire? Cainites are not, despite
their appearance, human — they have an alien nature, and differ from
mortals in many fundamental ways. One may start with the picture
of a human, but it is a lethal mistake to think vampires are exactly
like us. Yet they are similar enough to us that they can be compared
and contrasted to humanity. By comparing vampires to humans, it
is possible to discover what their capabilities and limitations are.
It is important to keep in mind that, because a vampire’s
basic needs differ so completely, other desires vary as well. Food
other than blood is no longer necessary — but unfortunately,
one can’t just purchase blood at the local farmer’s market either.
Vampires are predatory beasts by nature, and though the desire for
temporal power over the world of Cainites and kine alike often
distracts them for a time, they can not deny what they truly are.
Most vampires who survive more than a few years develop a
kind of philosophy that allows them to continue on each night,
to balance their own souls with the needs and desires of the Beast
within. Many call these systems of belief Roads or Via, for they
help to guide the vampire through unlife, establishing a code of
ethics and beliefs that remain constant in a chaotic world.

Society of the Night


Caine’s childer are relatively numerous in the Middle Ages. A
city of 10,000 mortals may have a dozen resident vampires, with half
a dozen more in the surrounding towns and villages. Princes often
have only loose control over their subjects, and cannot easily restrict
the number of neonates who are sired. And many Cainites exist
without ever hunting a mortal, instead establishing willing herds in
isolated communities or feeding from easily available animal vitae.
This is a grand but terrifying age in which to be a vampire.
On one hand, it is a time of fear and superstition, of blind obedi-
ence and casual brutality. If an isolated cottage is too far from
the nearest village for the screams of its inhabitants to be heard,
then the withered husks within may not be discovered for a
season or more. Life is cheap and for the taking, and few gainsay
the right of the strong to subdue — or destroy — the weak. On
the other hand, it is a time of terror for Cainites as well. There
are few places to hide from the sun and the torch, and the roads
are made perilous by brigands and ravening Lupines. It is an age
of faith as well, and the lowliest peasant might hold in her heart
the power to thwart even the mightiest vampire lord. Great
rewards and great perils fill the nights and days of the Cainite.
From the Nile Delta to the Iberian Peninsula, from Moslem
Jerusalem to the Teutonic barbarisms of the Schwarzwald, it is
an age of darkness, lit by the flickering of torches and the gleam
of red eyes in the night.
CHAPTER FOUR: CHARACTER

25
Problems and Powers
It might seem at first that the Cainites in the Middle
Ages are in a much stronger position than their 20th century
descendants. They are vampires of earlier generations, far
more powerful than those Embraced 800 years later. They
need not worry about foes with high-tech communications
or weaponry. They need not fear being photographed, and
are not obliged to maintain a strict Masquerade.
However, they also have a great number of disadvan-
tages. First, settlements are smaller. Most cities have fewer
than 10,000 inhabitants, so that an unfamiliar face is easily
spotted, and there are no faceless millions for them to feed
upon. Curfews are commonplace. Naked fires burn in every
home, while candles and torches provide lighting in easily
flammable buildings. Travel is difficult for vampires, as all
common forms of transport expose the traveler to the sun.
Further, the Cainites lack many of the conveniences
which 20th century vampires enjoy. This is a world where
all trade is done in the daylight, with no 24 hour stores. It
is a world without telephones or faxes, answering machines
or computers; if a vampire wants to speak with any mortal,
she must do so face-to- face. Most importantly, the Cainites
live in a society that knows they exist, and claims that they
are the Devil’s pawns. Worse still, the beliefs of the people
lend power to the Church’s rituals, and so many churchmen
have real power to harm or even destroy vampires.
And then, of course, vampires must beware of the
Lupines — far more powerful than in the 20th century and
sworn enemies of vampires — unpredictable faeries, restless
ghosts and scheming mages.

Organization
Travel is slow and dangerous through medieval Europe, and so
communications are limited. Information and orders are difficult to
relay. There are no large sects overseeing the Cainites. Vampire soci-
ety is fragmented, without common purpose or overarching political
structures. There are simply individual clan elders and princes, all
exerting influence on their neighbors for their own disparate ends.

The Clans
The most important clans, both the most numerous and most
powerful, are the Ventrue, Tzimisce, Lasombra, Brujah, Nosferatu,
Malkavians, Cappadocians and Gangrel. In addition, the newly
formed Tremere clan, the Setites, Assamites and the Toreador
are each established in small portions of Europe. Ravnos vampires
visit occasionally from the East, and the remnants of the demonic
Baali remain in hiding somewhere on the continent.

Cainites and Mortals


There are few large cities in Dark Medieval Europe, and
even those such as Madrid, Venice and Constantiople contain
but a fraction of the number of kine in modern Paris, London or
New York. Few people stray from their houses after dark, instead
waking with sunrise and sleeping at sunset, echoing the cycles
of the vampires who would prey upon them. The Church wields
VAMPIRE: THE DARK AGES

26
the powers of Faith against all creatures of the night, especially Childe A derogatory term for a young, inexperienced
undead creatures who would steal the lifeblood of their parishon- or foolish vampire. The plural form is Childer.
ers. One would think that these factors would mean but a few Clan A group of vampires who share certain mystic
vampires would be found in each city…but this is not the case. and physical characteristics.
Certainly, vampires are not found in the same numbers dur- Domain The fiefdom claimed by a vampire, most often
ing this age as in later periods, but overpopulation is becoming a a prince.
serious threat to the survival of Cainites during this period. Many Elder A vampire who is 300 years of age or older.
ride the night as dark lords, using their power to control and Elders consider themselves the most powerful
frighten the local folk into timid obedience. Territory is fiercely Cainites, and usually engage in their own Jyhad.
guarded, and to feed from another vampire’s herd is a quick path Elysium The name given for the places where the elders
toward Final Death, if discovered. meet and gather, commonly public places of
Vampire politics are heated, with a great many Cainites culture.
competing for scant resources. Vampire princes struggle to keep Embrace, The The act of transforming a mortal into a vampire
hunting and feuds between their subjects from drawing the atten- by draining the mortal’s blood and replacing
tion of mortal authorities, but this is often difficult. It is not hard it with a small amount of the vampire’s own
to see why the Inquisition formed not long after this period, in an blood.
attempt to curtail the perceived flood of undead who threatened
Fledgling A young, newly created vampire. Vide Neonate,
the good folk of the Church.
Whelp.
Moreover, because vampires are unable to participate in
Generation The number of steps between a vampire and the
normal mortal life — whether commerce or leisure — those
mythical Caine. Caine’s get were the second
who want power in mortal society must act through proxies,
generation, their brood the third, and so on.
and attend the few feasts and fetes held after sunset in the noble
houses after the common folk are fast asleep. In this day and age, Gehenna The end of the Third Cycle; the impending
Cainites’ relations with their ghouls, herds, allies and retainers Armageddon when the Antediluvians shall
become more important. awaken and devour all vampires.
Ghoul A servant created by allowing a mortal to

Lexicon
There exists among the Cainites a distinct patois, drawing
drink Cainite blood without the draining that
would give rise to a progeny.
Haven The home of a vampire or the place where it
on many tongues and giving new shades of meaning to certain sleeps
mortal words. One can often tell what generation a vampire is Hunger, The As with mortals and other animals, the drive
by listening to the parlance that she employs. There is a sharp to feed. For vampires, though, it is much more
distinction between the words used by neonates and those of intense, and takes the place of every other
elders. The wrong word in the wrong circumstances is often drive, urge and pleasure.
considered a serious breach of etiquette.
Jyhad, The The secret war being waged between the few
Common Parlance surviving vampires of the third generation,
using younger vampires as pawns. Also used
These are the terms that are most commonly used among
to describe any sort of conflict or warfare
vampires during the Dark Ages.
between vampires.
Becoming, The The moment one becomes a vampire; the
Kiss To take the blood of a mortal, or the act of
metamorphosis from mortal to Cainite. Also
taking blood in general.
called The Embrace
Lupine A werewolf, the mortal enemy of the vampires.
Book of Nod, The The “sacred” book of the Cainites, tracing the
race’s origins and early history. It has never Man, The The element of Humanity which remains in
been published in its entirety, although frag- a vampire, and which strives against the base
ments are known to exist in various languages. urgings of the Beast (qv).
Beast, The The drives and urges which prompt a vampire Prince A vampire who has established a claim to ruler-
to become entirely a monster. Vide Man infra. ship over an area, sometimes called a fief, and
is able to support that claim nil disputandum.
Blood The vampire’s heritage. That which makes a
Though prince is the most common term, some
vampire a vampire.
rulers are referred to as the overlord, suzerain,
Blood Oath The most potent bond which can exist bet-
baron or sheik of the area.The feminine form
ween vampires; the receiving of blood in an
is still prince.
acknowledgement of mastery. This grants a
Sire The parent-creator of a vampire, used both as
mystical power over the one who is bound.
the female and male form.
Caitiff A vampire with no clan; frequently used in
Vessel A potential or past source of blood, typically
a derogatory fashion. To be clanless is not a
a human.
virtue among the Cainites.
CHAPTER FOUR: CHARACTER

27
Old Form Retainers Humans who serve a vampire master. They are
generally either ghouls or mentally dominated
These are the words used by the elders and other vampires by their vampire master. This control is some-
of antiquity. Though these terms are rarely used by the newly times so complete that the mortals are unable
created, they are still the fashionable vernacular among the more to take any action of their own volition.
sophisticated Cainites. Elders may often be identified simply by Siren A vampire who seduces mortals, but does not
their vocabulary. kill them and takes only a little blood after
Amaranth The act of drinking the Blood of other Cainites. putting the mortal into a deep sleep.
Ancilla An “adolescent” vampire; one who is no longer Suspire The dream dance during the final stage of the
a neonate, but is also not an elder. quest for Golconda.
Antediluvian One of the eldest Cainites, a member of the Third Mortal Caine, the progenitor of all vampires, according
third generation. A warlord of the Jyhad. to the Book of Nod (qv).
Autarkis A vampire who refuses to be a part of Cainite Thrall A vampire who is held under a Blood Oath,
society, and does not recognize the domain and thus under the control of another Cainite.
of a prince. Vitæ Blood.
Cainite A vampire. Whelp A contemptuous term for one’s own progeny
Canaille The mortal masses, especially that element of
it which is the most unsavory and lacking in
How to Use
This Book
culture (whom the Cainites largely feed upon).
Coterie A group of Cainite who protect and support
one another against all outsiders. Vide Brood.
This book is designed as a guide, a jumping-off point from
Consanguineus One of the same lineage (usually a younger
which you will create your own stories. Remember that it is not
member).
meant to be the final authority — that job is left to the Storyteller.
Diablerie The act of feeding upon other vampires, either Use what you find here as the basis on which to build your own
out of need or perversion. Vide Rogue. chronicle, and let your imagination be your guide.
Golconda The state of being to which many vampires The book is further divided into Books One, Two and Three.
aspire, in which a balance is found between Book One describes the world in which Vampire: The Dark Ages
opposing urges and scruples. Many Cainites takes place. Book Two contains all the information you need to
see it as the only path to salvation. Like the create a beginning character and start playing. Book Three is
mortals’ Nirvana, it is often spoken of, but information for the Storyteller, including suggestions for how
seldom achieved. to resolve difficult rules situations, how to structure a chronicle,
Kine A contemptuous term for mortals, often used and what sorts of antagonists the player characters may run into.
in opposition to Cainite. Chapter Two: Setting describes the world of Dark Medieval
Lextalionis The code of vampires, allegedly created by Europe, combining the history of the real world during this period
Caine. It suggests biblical justice — an eye with the sinister goings on in the World of Darkness.
for an eye, a tooth for a tooth. Chapter Three: The Clans details the bloodlines of vam-
Lineage The bloodline of a vampire, traced by Embrace. pires present during this period, and their relations to each other.
Methuselah An elder who no longer lives among the other Chapter Four: Character demonstrates how to create a
Cainite. Many Methuselahs belong to the character, and explains the Abilities and Attributes that will be
Inconnu. used to describe your character.
Neonate A young, newly created Cainite. Vide Fledgling, Chapter Five: Disciplines explains the supernatural powers
Whelp. vampires possess.
Osiris A vampire who surrounds himself with mortal Chapter Six: Rules covers the basics of how to play the
or ghoul followers in a cult or coven to better game, converting ideas and situations into die rolls.
obtain sustenance. The practice is less com- Chapter Seven: Systems outlines a number of different
mon than it once was. ways to resolve conflicts in the game, as well as showing how the
Progeny A collective term for all the vampires created by characters’ Traits can increase or decrease as the game goes on.
one sire. Less formal, and less flattering, is Get. Chapter Eight: Storytelling is intended as an introduction to
Praxis The right of princes to rule, as well as the the art of Storytelling, giving both new and experienced Storytell-
rules, laws and customs enforced by a particular ers ideas for chronicles and advice on how to keep things moving.
prince. Chapter Nine: Antagonists provides a range of potential
Regnant One who has a Blood Oath over another enemies and other characters for the Cainites to interact with,
Cainite, through giving said Cainite blood including mortals, beasts fantastical and mundane, faeries, spirits,
three times. Vide Blood Oath werewolves and mages.

VAMPIRE: THE DARK AGES

28
Resources Magic in the Middle Ages, Richard Kieckhefer
Standards of Living in the Later Middle Ages, Christopher
Movies and Television Dyer
• The Name of the Rose is perhaps the best Dark Medieval England in the Thirteenth Century, Alan Harding
movie — and the book is even better, if you can wade through Life in a Medieval City, Joseph and Frances Gies
the depth and detail. The “Brother Cadfael” Mysteries, Ellis Peters
• Robin and Marion (starring Sean Connery and Audrey Most recent medieval history textbooks are good references for
Hepburn) is a good, earthy story with a suitably dismal ending. basic facts, and they’re often available secondhand for a discount
• Jabberwocky may be comedy, but the foul city streets and brutal at college and university bookstores at the end of a term. While
fight scenes are very in keeping with the Dark Medieval world. older books will give you most of the same information, many
• The “Brother Cadfael” episodes of PBS’ Mystery!, starring of the more recent books are more readable, and may provide a
Sir Derek Jacobi, have a suitable feel and good visual reference. If different perspective on the period than older references, par-
they aren’t available, look for the original novels by Ellis Peters. ticularly with regard to the role of women, minorities and other
These books are rich with vivid characters and historical detail. disenfranchised groups during this period.
Many of the episodes are also available in video stores. Other Sources
•Robin of Sherwood (made in the ‘80s, first staring Michael Bear in mind that historical sources are not the only sources
Praed, and then Jason Connery) The Robin of Sherwood episodes of inspiration for a Dark Medieval chronicle; most games will
have plenty of good ideas on incorporating supernatural elements include elements of both history and fantasy, which is part of
into medieval stories. Some non-fiction books may also provide the appeal to this setting. Feel free to draw on novels, movies
you with inspiration. and music which represent your own view of the Dark Medieval
•The Pit and the Pendulum, a 1991 Corman film giving a period as well as the more historical sources. By combining all
particularly nasty view of the Inquisition. these things with a healthy dose of imagination, you will be able
• Ladyhawke , a tale of lovers cursed by a wicked bishop to to create a world that is entirely your own.
live as shapeshifters, has a more high fantasy feel, but is still good
material for flavor or background. Games
• Bram Stoker’s Dracula by Francis Ford Coppola may be Countless other roleplaying games have covered fantasy
a less than sparkling adaptaion of the novel, but it’s a fantastic worlds, and sourcebooks for these games can provide new ideas
source for mood and visual images. Especially note the medieval to bring into your Dark Ages chronicle.
flashback scenes. Pendragon, Chaosium
Dungeons and Dragons (especially the Ravenloft setting), TSR
Books Ars Magica, White Wolf/Wizards of the Coast
The Medieval Reader, Norman F. Cantor
GURPS Medieval, GURPS Fantasy, Steve Jackson Games
The Art of Courtly Love, Andreas Cappelanus
Warhammer, Games Workshop
Dictionary of Witchcraft and Demonology, R. H. Robbins
MERPS, Iron Crown Enterprise

CHAPTER FOUR: CHARACTER

29
VAMPIRE: THE DARK AGES

30
hapter Two:
The Dark Ages
Me miserable! which way shall I fly
Infinite wrath and infinite despair?
Which way I fly is Hell; myself am Hell;
And, in the lowest deep, a lower deep
Still threatening to devour me opens wide,
To which the Hell I suffer seems a Heaven.
—Milton, Paradise Lost

Vampire: The Dark Ages takes you to the


nights of long ago, when vampires were the
true monsters of castle and graveyard and
peasants huddled in their homes, clutching their
rosaries in frenzied prayer. Enter an age when
the Damned rode through the darkness as black
knights, playing Machiavellian games with the
nobles of Europe and traveling to the mysteri-
ous lands of the East to pursue an ages-old war.
This is the Dark Medieval world, in which
the shadowy sides of fantasy and reality meet.
Things are a little more sinister, and the wind
blows a little colder on a moonless winter’s
night. But it is an exciting time to be alive,
nonetheless… and an even more exciting time
to be among the walking dead.

CHAPTER TWO: THE DARK AGES

CHAPTER TWO: THE DARK AGES


31
31
On the surface, little differs from the real medieval age; dismissed as madmen. Plagues threaten entire cities with the
castles serve as both homes and fortresses to the nobility, while spectre of death, and while the Church wields tremendous tem-
most peasants count themselves lucky to live with their families poral power, only the most devout saints can perform miracles.
in drafty one-room buildings. Wars are fought in the name of God The so-called Dark Ages of our world was the period be-
and man, and to speak out against one’s liege is both blasphemy tween the fall of the Roman Empire and the beginning of the
and treason. But in the darkest hours of the night, undead spirits Renaissance. The glory that was Rome crumbled, and the roads
in the shape of men walk in the shadows.… and bureaucracy the Empire had brought to the continent quickly
This chapter describes the setting of Vampire: The Dark fell apart. Trade decreased, and most people were too busy sim-
Ages: the culture and society of both the mortal masses and the ply trying to survive to spend time learning to read and write.
undead vampire lords who prey upon them. Knowledge of science and technology common during Roman
occupation was forgotten, and a cloud of superstition descended

The Dark on the Western world.


Times were difficult for the common man during this period.

Medieval World
“Dark Medieval” is the phrase we use to describe the world
Marauding armies sacked towns and pillaged villages. Cities lay in
ruins. Most of the art produced during this time was portable and
often practical, such as jewelry and pottery. Even some rulers were
of Vampire: The Dark Ages. It is a world in which vampires and illiterate, and only in scattered Christian monasteries did reading,
werewolves prowl the night, and the powers of magic and faith writing and academic learning continue. Most people were farmers,
bring the spark of the supernatural into the lives of everyone, never blessed with the luxuries of art or learning, living hard, short
from the nobility to the peasants tilling the fields. Priests still lives, more at risk from disease and starvation than from invasions.
bless the fields, and village wise women are consulted for every But the “dark” part of Dark Medieval means something more,
worry, from matchmaking and fertility to curing warts. Many and is not restricted to a single decade or century. The shadow that
folk still pay homage to the “Fair Folk,” or to older pagan gods. has fallen across much of Europe is a moral darkness, a rejection
But this is not a J.R.R. Tolkien fantasy land — elves, dwarves of the spiritual. Respect for one’s fellow man has been eclipsed
and the like are mere children’s stories, and the few who claim by the day-to-day struggle to survive. Many commoners obey the
to have seen such mysterious beings in the deepest forests are laws of God and man more out of fear of the consequences than
from any real belief in what is “good” or “right.” The vampires

VAMPIRE: THE DARK AGES

32
who hold much of the power rule unchecked, and rarely face the mortal population. But then came the Flood, and Caine saw the
consequences of their actions. But the mortal world will not live folly in what he had done. He forbade those few remaining to
in fear forever, and the day may come when the living will rise beget more of their kind, and left on a journey from which he has
up against the predators in their midst. never been known to return. But those of the second and third
In the end, you will decide what the Dark Medieval world is generations had not the wisdom of their great father, and each
like in your chronicle. It may not be as dark as we’ve portrayed it, sought to produce a brood of its own, in mockery of the families
or it may be a living Hell on earth. It can be historical or fantastic, that the sons and daughters of Seth now brought into the world.
a world of violence or intrigue, and will probably be all of these So it was that the clans were created and have flourished until
things at one point or another. Use the tools in this book with the Dark Ages, where our story begins.
your own imagination to create a world that is uniquely your own. Unlike mortals, who must struggle day after day to ensure

Monsters in the Night they have sufficient food to eat, vampires are surrounded by
unwitting prey. Without fear of the diseases and starvation that
Believed to be descended from Caine, the first murderer, strike down so many mortals, Cainites flourish. Abundant food
vampires are cursed forever to shun the sunlight and live off the and few predators have produced an overabundance of vampires
blood of the living. Yet the curse of God is tempered by the love the likes of which the world has never seen. As a result, compe-
of Lilith, and through her blessings vampires possess many great tition for domain is fierce. Many vampires foolishly believe that
and powerful abilities beyond the ken of mortal man. they have nothing to fear from mortals, and openly display their
Mortals know that vampires exist, just as they know witch- supernatural powers. Others warn that this overconfidence may
es, faeries, goblins, ogres and lycanthropes exist. While not all lead to the downfall of all Caine’s childer, and urge caution. Only
people have seen them, they know better than to tempt fate. But time will tell which faction will survive.
the monsters people fear often come in guises they don’t expect:
monks, lords, hermits, beggars, pilgrims and countless other have The Gathering Storm
been undead predators in disguise. To the medieval mind, anyone In the centuries that follow the Dark Ages, vampires
could be an agent of the Devil, and the wise man takes no chances. learn the importance of hiding themselves away from
Feeding mortal eyes. Inquisitions of Church and state decimate the
Vampires need blood to survive, for they are unable to produce Cainite population, and only those who are able to blend
any of their own. Many Cainites have pools of mortals they feed into mortal society survive.
from regularly, sometimes referred to as herds. Some feed from But those days seem distant in the Dark Ages. In the
the animals of the fields and forests, but many vampires feel that minds of most mortals, vampires are creatures of the Devil,
the blood of these lower beasts is salty and bitter, unlike the sweet to be feared — and either fought by the Church or avoided
nectar that flows through the veins of humanity. entirely. With the power of their vampiric Disciplines and a
Feeding need not always cause the death of the vessel. Wounds cunning born from centuries of experience, some vampires
caused by a vampire’s fangs may be closed cleanly by licking the set themselves up as lords of outlying areas, taking their
wound. Many vampires possess the ability to make their victims tithes of blood from any unfortunates who pass by. Others
forget what happened, or perhaps only remember a passionate kiss control the mortal rulers of the land, through potent Blood
in the alleyway outside the tavern. Still others feed only upon the Oaths and the work of their half-mortal ghouls.
sleeping and the wounded, thus avoiding the risk of discovery.

Private Wars Descent into Madness


Like the chieftains and noble families who rule over the For characters raised in the devout atmosphere of the Dark
mortal world, vampire society is divided into a number of clans, Medieval world, to become a vampire is to become cursed by God,
based on lineage. Each clan has certain characteristics and defin- afflicted with the mark of Caine and forever damned. Unlike their
ing traits, which influence the kinds of people who are chosen to jaded descendants of later centuries, medieval vampires take the
join the ranks. As with vampires’ mortal counterparts, scheming notions of salvation and damnation very seriously. Most find it
and backstabbing are legendary. So too is internal loyalty, for in exceedingly difficult to continue on, night after night, in the
many cases the ties of blood are stronger among the undead than knowledge that they are damned.
among any mortal bloodline. To slow the downward spiral into madness and despair, most
Thirteen clans are present in Europe during this age, though vampires adopt a philosophy, called the Via or Road. A vampire’s
a few scattered minor bloodlines may be encountered from time Road is the path she seeks to guide her through existence, the
to time. More information on the clans, their internal dynamics principles upon which her unlife is based.
and external relations can be found in Chapter Three: The Clans. Variations among Roads are widespread. Some seek only to
Overpopulation survive, living on instinct and the needs of their bestial souls. Many
take the Church’s teachings to heart, and conclude that they are
Vampires have existed for millennia, preying upon mor- indeed Hell’s creatures. Reflective Cainites might muse that their
tals like the parasites they are. The eldest vampires say that in undying states are Satan’s attempts to mimic God’s promise of
Caine’s First City, his childer ruled as kings and gods over the eternal life. Since they cannot believe that they are maintained
CHAPTER TWO: THE DARK AGES

33
Social Distinctions
by any holy power, many Cainites conclude that they owe their
lives to Hell: the Church, after all, teaches that all power comes
from either God or Satan. In some cases this provokes extreme
feelings of guilt or self-loathing. Others consciously attempt to As in the mortal world, certain levels of social status exist
serve Hell, in thanks for their immortality, in the hopes of gaining within vampire society. Most of these are based on age, though
further favors, or simply out of awe and fear. some denote an individual’s rejection of vampire society.
• Caitiff: Very rare in the Dark Medieval world, Caitiff are
Golconda clanless vampires. Whether they were abandoned by their sires
Some vampires speak of a mythic state of enlightenment or they rejected their own clans, Caitiff exist outside the political
in which the forces of instinct and self-control are in harmony. structure of vampire society. Without the protection of sire or
The vampire learns to accept what he has become, and thereby clan, they are in the lowest social position of any Cainites.
gains control of the Beast within. Those who still believe such • Childe: Vampires bearing this title are newly created, and
stories speak of how those who achieve this state are freed from have not yet been released by their sires. They are not considered
Caine’s curse, no longer forced to live on the blood of the living. to be full members of vampire society, and are thus shown little
But in the Dark Ages, many vampires believe that forgiveness respect. They are treated as children until they prove themselves
may only come through the mercy of God. Those who search for ready to be released into the world. In the Dark Medieval period,
Golconda are berated as having turned away from both God and most childer remain with their sires for several decades, learning
Satan, selfishly believing that self-acceptance is more important to how to make their way in the world.
salvation than is the mercy of God. As a result, fewer 12th century The term “childe” is sometimes used as an epithet to denote
vampires seek Golconda than their pre-Christian predecessors. a weak or foolish vampire.

Generations
Caine
Tradition holds that Caine, the Biblical slayer of his brother Abel, is the Sire of All Vampires. This tenet engenders much
controversy within the Cainite community, for none still exist who can claim with utter certainty to have met Caine. Certain-
ly, those of the second generation would know, but they’re not talking. Some of the fourth generation who yet exist claim to
have met a being who may have been Caine, though this could simply have been a powerful Cainite of the second generation.
It is an unresolved question — a mystery of heritage.

Second Generation
The existing translations of the Book of Nod, the sacred book of vampire mythology, place the number of second generation
vampires at three. Caine in his sorrow created them to live with him in his great city of Enoch. Little is known about these beings.
One can assume, based on the Book of Nod, that they were slain either during the Deluge or in the First War following
the Flood. As one might expect, ancient vampires are reluctant to speak of their sires and the great strife that overcame them
all. Undoubtedly, some know more than they choose to reveal.
Were any of the second generation still in existence today, they would possess power equivalent to that of the fabled
demigods of antiquity.

Third Generation
It is believed that seven members of the third generation are still active, though the names of only two, Lucian and
Mekhet, are widely known. In common argot, they are referred to as the Antediluvians, and they are the founders of the 13
vampire clans. All remain hidden in the workings of the Jyhad, a war that has lasted nearly as long as recorded history. The
war continues, but now instead of open fighting on the battlefield, the Antediluvians use subterfuge, guile and outright deceit.
Their primary activities seem to be tracing the activities of each other and thwarting whatever moves their opponents make.
These moves range from things as petty as the acquisition of pieces of artwork or property to grand schemes involving
the fates of nations. Those of the third generation see themselves as manipulators and dominators, split between those who
would live within the mortal world and those who would live without. It is unclear if this reflects the origins of the Jyhad, or
is merely what it has degenerated into. There are other suspicions, based on the origins of the word Jyhad. Some among the
third generation may indeed have reached Golconda and are attempting to assist others of their kind to reach this state. They
must war with the other Antediluvians, who do not want this to come to pass.
Like their sires, Caine’s grandchilder are powerful beings, with abilities and powers only guessed at by their descendants. Some
say they are the last vampires to have true mastery over the powers of life and death, and can only die the Final Death if they
choose it or are slain by one of equal power. Is this, perhaps, the Jyhad? A maneuvering to see who will be the last of their kind?

VAMPIRE: THE DARK AGES

34
• Neonate: These are vampires who have not yet made • Elder: When vampires reach a certain age, few other beings
names for themselves in vampire society. Neonates are often the can still hold power over them. The elders are those Cainites who
“doers” of the vampiric world, as they attempt to carve niches for are in control and who seek to dominate all the others. Elders are
themselves in the hierarchy. Neonates who survive for a century normally between 200 and 1000 years old, but as with all things
after leaving the protection of their sires are considered ancillæ. undead, this can vary immensely.
• Ancilla: These vampires are still comparatively young, • Methuselah: Somewhere between 1000 and 2000 immortal
but have proven themselves to the elders. Ancillæ are up-and- years, a profound change invariably overtakes a vampire. It has
coming Cainites, the ones who play by the rules (mostly) to long been argued whether this change is mystical, physical or is
achieve greater power. This is the rank between neonate and in fact spiritual, brought about through new needs and desires.
elder, wherein the vampire is given increasing respect, power Certainly by the time a vampire reaches this age, boredom and
and responsibility. In some areas, a vampire is not considered to melancholy set in, as does an increased paranoia. Those who are
be an ancilla until she has served another for “six years, six days weak, take risks or unconsciously desire suicide do not survive to
and six acts of courage.” Most ancillæ have existed for one or this age — only the very strongest attain the rank of Methuselah.
more centuries since their Becomings. As a means of self-preservation, most Methuselahs retreat
• Autarkis: Outlaws among their kind, these vampires refuse from the world and those younger than they. The constant danger
to recognize the authority of any prince. Though they are without of facing the young reckless ones, who seek power through the
a true place in the hierarchy of vampire society, their sheer power blood of their elders, grows numbing. Eventually some ancilla
grants them respect akin to most ancillæ. Less powerful Autarkis will get lucky and dispatch the ancient. Thus the only option is
suffer swift demises.

Fourth and Fifth Generations


These vampires are known as the Methuselahs, for they are nearly as powerful and secretive as the Antediluvians. Those
of the fourth and fifth generations are most often the pawns of choice in the Jyhad, as they may have political power among
the Cainites. As a result, their numbers have dwindled significantly, as they fall in one scheme or another. Accordingly, few
of this generation remain active, and many have distanced themselves from vampire society out of fear of the Jyhad and Am-
aranth. Still, some of the more powerful princes are of the fifth generation. And there are those among the fourth generation,
feeling themselves under threat from the Antediluvians, who have made attempts at organizing all vampires under their rule
— to date all such attempts have failed.
Though the blood of Caine begins to dilute somewhat at this distance, those of the fourth and fifth generations are still
extremely powerful. It can be assumed that they have reached their maximum potential in two or three Disciplines.

Sixth and Seventh Generations


These are among the most powerful vampires likely to be encountered by other Cainites. They are considered to be the
elders of Cainite society (though some eighth-generation vampires would contend this). Vampires of these generations are
confident that they can resist the manipulations of their elders, and so remain active in Cainite society. Many of these vampires
maintain very influential positions. In fact, most of the princes of medieval Europe are of these generations.

Eight and Ninth Generations


Still considered elders by some, these Cainites nonetheless associate themselves primarily with members of the younger
generations. Members of these generations are often called ancillæ, though of course this is based on age more than genera-
tion. Occasionally a vampire of this generation will claim the title of prince in one of Europe’s outlying regions, though this
is extremely rare. More commonly they are vassal princes or subordinate nobles under a prince’s rule.

Tenth and Eleventh Generations


Often referred to as neonates, these are the most recent generations of Cainites. Though still powerful creatures, their
blood has thinned because it is so far removed from that of Caine. Most of this generation have been Embraced within the
past century, and so are the most in touch with the modern medieval world.

Twelfth and Thirteenth Generations


There are exceedingly few vampires of these generations, and even fewer beyond. Cainites of these generations are con-
sidered beneath contempt, not even worthy of notice. It is rumored that the blood of those beyond these generations is too
weak to pass on the Curse.

CHAPTER TWO: THE DARK AGES

35
to retreat fully from society and enter torpor. Some Methuselahs and countless others have led their fellow vampires, but in recent
remain involved in power struggles and the Jyhad of the Cainites, years the title of prince has predominated in western Europe. This
but do so in complete anonymity. is undoubtedly due to the appearance of eternal youth that Cainites
• Antediluvian: These are the most ancient vampires, and are able to maintain, as well as the prestige attached to such a title.
are among the most powerful creatures in the world. From these Though the prince of a given area is traditionally the eldest
13 ancient vampires, the clans and bloodlines of the present were Cainite in the area, there are exceptions. Sometimes the eldest
formed. They are reputed to be the grandchilder of Caine, and are vampire will choose to abdicate and name his progeny as his
of the third generation. When they do involve themselves in the successor; the power of the sire backs that of the progeny, and
affairs of vampires, they seldom leave things untarnished by their allows the elder to pursue his own interests. Still, a prince must
touch. The mere word of an Antediluvian is enough to provoke be able to enforce his rule, and few childer are able to do this
enormous strife and conflict among vampires. Their eternal effectively. Unless they are backed by a single powerful elder or
struggle for supremacy, the Jyhad, affects vampires everywhere. group of elders, they will rarely have the strength to hold their
positions. Of course, what elder trusts his progeny so completely
as to hand over the reins of power?
Social Mobility In some areas, other titles denote vassals of the prince. In
Unlike mortal society during the Dark Ages, a fair
particular, the title of sheriff or seneschal has come into common
amount of social mobility is available to vampires. Part
use in Britain, denoting a prince’s lieutenant in charge of keeping
of what determines status is a vampire’s age, so those who
the peace among the fief’s vampires. Other areas have adopted
survive the longest inevitably gain more prestige and
similar titles as befits the mortal culture surrounding them, partly
power. The other factor is generation, or how far removed
because the neonates of the Dark Ages seem to value titles and
a vampire is from Caine. If a vampire commits Amaranth
status even more than land and fortresses. It is far easier to invent
upon another vampire of a lower generation, draining the
an honorific title to reward a vassal than to further divide a domain
victim of every last drop of her lifeblood, the attacker will
already whittled down by elders over the centuries.
effectively lower himself one generation.
With few rigidly enforced rules to govern their feeding, Fealty
vampires in populated towns have the most to gain (and When one prince acknowledges another as his superior, he
fear) from Amaranth. With death by disease, fire, murder swears “fealty” to her. This is much like a mortal knight swearing
and countless other causes so common in overcrowded fealty to a baron, or a baron swearing fealty to a king. The lesser
towns, vampires can feed to their hearts’ content. However, (thence called the vassal or vassal prince) acknowledges his inferi-
the childer they create can just as easily prey upon their ority, and swears to obey the greater prince. This is not uncommon.
elders without retribution. Sometimes a prince who swears fealty is indeed expected
Though no less intimidating, Amaranth is perhaps to serve the greater vampire dutifully, and may swear a Blood
less of a threat in the countryside. There are limits to Oath to her new overlord. Sometimes swearing fealty has no
which a vampire can abuse her power in the lands of fields real consequences — it just bolsters the ego and prestige of the
and manors. Travel is limited, so most vampires in a rural stronger prince. In most cases there are a few mild restrictions
area know each other. If the local lord is a vampire and is placed upon a prince who swears fealty.
diablerized, the locals will initiate a Blood Hunt for his • The vassal may not aid the enemies of the greater prince.
killer, even if they don’t realize the cause of his death. If She may not allow them to hunt or establish havens in her fief.
the culprit is a local Cainite, he will certainly be exposed • A Blood Hunt called in the greater prince’s fief is also in
to the hunt, if not drawn into or made a target of it. effect throughout the vassal’s fief.
The Cainite who seeks to diablerize his elders, or • The vassal may not form alliances with other princes.
abuse any of his powers in a countryside estate, therefore
runs the risk of marking himself for destruction. Perhaps The Prince’s Powers
the wisest way to exist and gain power in the countryside Cainite society has yet to evolve any common assumptions
is to feed carefully and perform Amaranth only on those of how a prince might behave or what limits she might have to
vampires who pass through with the same purpose in mind. her power. Instead, a prince’s power is determined by practical
Vampires who follow such practices will surely survive considerations.
and perhaps share their wisdom to create a broader, more • How much support does the prince have from her subjects?
controlled Cainite society in the future. Acting with her subjects’ support, even a weak prince can enforce
her will over dissenters.

The Prince • How independent are her subjects? Free-spirited Cainites


will resist strict princes.
Since time immemorial, the eldest vampire in a domain has • How much more powerful than her subjects is the prince?
served as its leader, mediating disputes and rallying the Cainites A really tough prince can do what she likes, safe in the knowledge
of the area should danger threaten. The title has varied from one that she can crush any opposition.
area to the next, usually mimicking the titles of mortal nobility.
Emperors, kings, marquis, barons, viscounts, thanes, grand dukes
VAMPIRE: THE DARK AGES

36
• How strong is the Church in the area? How tough are the Princes often demand that their subjects ask permission before
werewolves? And what of the mages and faeries? External threats either Embracing a mortal or creating a ghoul, and if a ghoul or neonate
might unite Cainites around their princes, but a draconian prince causes trouble, the prince is likely to hold her creator responsible.
might be betrayed to these enemies by malcontents. Of course, most princes can’t really monitor all their subjects, and so
Some princes wield vast powers — declaring Blood Hunts disobedient Cainites might create neonates or ghouls despite their
on a whim, banning other Cainites from creating ghouls or ne- princes’ restrictions. Princes, however, are aware of this. If they can’t
onates, strictly regulating what allies their subjects might have, be sure to discover disobedient Cainites, they usually make certain
determining hunting grounds, closely watching visiting Cainites, that those who do get caught are punished severely. Any vampire
etc. Others are nearly powerless: they must call councils of all who Embraces a mortal against the will of her prince can expect to be
their subjects to declare Blood Hunts; other Cainites may Embrace killed. Blood Hunts may also be called against those who repeatedly
mortals, strike alliances or create ghouls at will; subjects may create ghouls against their prince’s wishes.
hunt or establish havens where they wish; and foreign Cainites
come and go unchecked. Domain
Vampires divide their territory much as mortals do, forming
Ghouls and Childer their own domains and city-states, which are often referred to as
Permission to create ghoul servants may be obtained only fiefs. But while mortals value fertile farmland to maintain their
from the prince of the fief. Too many, and the Silence of the people, vampires are creatures of the city, where prey is more easily
Blood is threatened. Nor is permission to work the Becoming found and an unfamiliar face is less likely to attract attention.
on a mortal taken lightly, though in recent years more and more Still, cities of the medieval age are but shadows of their modern
vampires have ignored this rule. The princes of the Dark Medieval counterparts, with a scant 5,000 souls making up a good-sized
world do not want their enemies, or potential enemies, to build city. This means that few vampires can successfully hunt and hide
up hordes of ghouls to work against them; nor do they want a in each city. In fact, many are reduced to prowling the outlying
plague of uncontrolled neonates terrifying the mortal population villages and towns. But in most cities, many vampires compete
and competing with them for hunting rights. for little prey, increasing the risk of discovery by mortals. Worse,
many vampires see little need to hide their powers from humanity;
after all, what can a few peasants do against a mighty vampire lord?

CHAPTER TWO: THE DARK AGES

37
On the Horizon
It is not hard to see how the overconfidence and
overpopulation of this period leads to inquisitions and
revolutions, in vampire society as well as in the mortal
world. Two centuries from now, Cainites will divide
themselves into three factions: the Camarilla, which
champions those who would retain some degree of
Humanity; the Sabbat, which revels in their status as
monsters of the night; and the anarchs, who reject both
other groups as oppressive, and want simply to be able to
do as they please without regard for vampiric or mortal
authority. But for now, Cainites live in a world without
restrictions, in which personal power is the only law.

The Traditions
Since the time of the second generation, a code of unwritten
laws has shaped vampire society. Over time some are forgotten
and others “discovered,” though for the most part, these tradi-
tions have stood the test of time. Most sires require their progeny
to commit the Six Traditions to memory, though this is more
common among vampires created in the Roman era and before
than those Embraced in the medieval age.

The First Tradition: The Legacy


Like the restrictions on class in the mortal world, the legacy
of Caine places vampires in a particular role in society — that
of the predator. To try to change the hierarchy God (or Satan,
according to some Cainites) has created is a nigh-unforgivable
crime, for to do so presumes that one possesses divine wisdom. To
become a mere beast, living solely to feed, is as great a crime as
seeking to return to the mortal life left behind with the Embrace.

The Second Tradition: Destruction


Like the Legacy, the Tradition of Destruction puts all
vampires in a hierarchy, but in this case it structures vampiric
society. By giving the right of destruction only to the elders,
this tradition ensures that they remain powerful. It also makes
patricide a capital offense among vampires, thereby discouraging
rebellion among the young.

The Third Tradition: Progeny


This tradition has fallen into disuse in many areas, and some
sires no longer teach it to their offspring. It may be in part due to
this that so many childer have been created in recent centuries, as
not all Cainites know the reasoning behind this tradition. Some
claim that it is merely a tool of the elders to keep their offspring weak
and unable to rally forces against their elders. This is certainly true,
but by limiting the number of progeny created in a fief, the prince
may also ensure that all within have sufficient mortals to feed on.

The Fourth Tradition: Accounting


This tradition attempts to ensure that Cainites will choose
wisely when selecting mortals for the Becoming. It also encourages
sires to force their offspring to swear Blood Oaths, guaranteeing
their loyalty.
VAMPIRE: THE DARK AGES

38
The First The Fourth
Tradition: Tradition:
The Legacy
Thy blood is that of Caine, cursed by God and blessed
Accounting
Those thou create are thine own childer. Until thy
by Lilith. To seek to change your state or to return to that of progeny shall be released, thou shalt command them in all
your mortal life is a sin against thy Father and Mother, and things. Their sins are thine to endure.
against thy God.

The Second The Fifth


Tradition: Tradition:
Destruction Domain
Thy domain is thine own concern. All others owe thee
Thou art forbidden to destroy another of thy kind who respect while in it. None may challenge thy word while in
is thy elder. Those closer to Caine know his will, and may thy domain. When thou comest to the fief of another, thou
destroy any childer who are unfit in his sight. It is forbidden shalt present thyself to the one who ruleth there.
for those of weaker blood to rise up against their elders.

The Third The Sixth


Tradition: Tradition:
Progeny The Silence
Thou shalt only sire another with the permission of thy
elder. If thou createst another without thine elder’s leave,
of Blood
Thou shalt not reveal thy true nature to those not of the
both thou and thy progeny shall be slain. Blood. Doing so shall renounce thy claims of Blood.

The Fifth Tradition: Domain kind in peril will not be tolerated, and one who leads mortals to
Even the Tradition of Domain is called in to question in the realize just how many vampires really do exist earns the enmity
Dark Ages, as vampires realize that there are limits to the mortal of all Cainites.
population upon which they feed. Those with the most populous Moreover, many mortals are convinced that these creatures
domains must now struggle to defend them from neonates who — from Cainites to lupines to infernal sorcerers — are irredeem-
wish to claim their own territory. ably evil, drawing their power from Lucifer himself. It is therefore
still vital for the Cainites to hide themselves from mortals. If any
The Sixth Tradition: The Silence vampire is discovered, she can expect no mercy from medieval
of Blood mortals. If the kine ever realize how numerous the Cainites are,
The Silence of the Blood, or “Masquerade” as it will one a wave of hunts and inquisitions will follow, and no sensible
night be called, is an unofficial conspiracy born of expediency. vampire would want that.

Sects
No vampire could hope to stand against the power of the Church
or the armies of the great nobles. Thus it is necessary for the
vampires to hide themselves away.
Several different sects have arisen within the Cainites of
Because every mortal knows that vampires and other
the era. Each sect maintains power in a different way. Some
monsters exist, few Cainites care if individual vampires reveal
are informal groupings of convenience, while others are highly
themselves to mortals. Reckless indiscretions, however, are not
ritualized societies unto themselves. Together they compose the
tolerated. If a vampire publicly displays its power in such a way
main political forces in Cainite society.
that frightened mortals begin to hunt for others, or if a vampire
reveals the identities or havens of others, princes and other
Cainites will not stand for it. Any vampire who puts his own
CHAPTER TWO: THE DARK AGES

39
Inconnu The Furores generally have heavily shuttered meeting places,
The Inconnu are the remnants of the Roman era of Cainites. where they discuss issues of mutual concern (attacks by the Lupines,
They are patrician in demeanor, and still have a great deal of political maneuverings of foreign princes). Violence there is gen-
influence over the older vampires of Europe. They are rumored erally frowned upon as a distraction. The cities they govern tend
to live beneath the ancient Roman cities, such as Paris, Constan- to have more artisans and merchants than most, and they eagerly
tinople and Venice. Apparently Rome is their chief stronghold. accept new ideas, rather than shun them as the work of Satan. Their
The Inconnu are opposed by younger Cainites, who have adopted rule is not one of fear, but of subtlety, and they take pride in their
a feudal system as more appropriate to the age. Not all of the ability to get things done quietly. They insinuate themselves into
clans are associated with this group; for instance, the Toreador, the ranks of burghers, guildmasters and merchants, as a means of
Tzimisce and Brujah are never part of the Inconnu, and few in exerting tighter control over growing cities.
those clans speak well of it. Their memory of what the Inconnu The Order of the Bitter Ashes
did to Carthage and Dacia remains vivid. Legends speak of these mighty yet mysterious vampires, saying
The Inconnu tend to be concerned with the ancient ways, that they began as a band of mortal crusaders sent to the Holy
and many of them strongly believe that humans should be Land. During their journey, they were set upon by a powerful
treated as fairly as possible. However, they have their share of vampire bearing a strange mark on his forehead. He Embraced
inner conflict, just as any group of Cainites would. Among the them to a man and sent them on a quest for the cup of Christ,
Inconnu, there is little middle ground except for their common the Holy Grail. Their mysterious sire told them that one draught
desire to suppress those younger than they. from the true Grail would purify their blood of Caine’s curse, and
The Furores could become the salvation for all Caine’s childer.
This sect’s members have a reputation for being the outlaws Many of the Order are said to have fought strange creatures
of the Cainites. Condemned by most princes as thieves and trou- of the night and to have overcome much opposition — even from
blemakers, they exist on the fringes of vampire society, scratching within their own ranks — to find the sacred cup, whereupon they
out a meager existence like their mortal counterparts. all partook of the vitæ of Christ. It is said that all those who drank
of the cup underwent a strange, miraculous transformation, of
The Furores are considered chaotic, disorganized and ignorant
which they have been reluctant to discuss. Now their bodies gleam
of even the base rules that govern all Cainites. Such talk comes
like the moon, and their blades unerringly strike down those who
more from those not familiar with the sect’s internal workings.
follow the creatures of Hell. The Baali have become some of their
Many of the Furores are quite familiar with the Six Traditions,
most hated foes, an enmity which the Baali return a thousandfold.
but have chosen to throw their lots in with those who walk on the
shadow’s edge. They are frequently second or third childer, unable The Order is known for its mighty horses, fleet with Celerity
to compete with their elder siblings for their sires’ attention, and from their masters’ blood. Each newly made sword is quenched
so they set out to make their own ways. In Furores, vampires may in its maker’s blood and purified with incense before it may be
shine based on their own merits, not those of their sires, and they wielded. The knights’ strange luminescence is frequently masked
need not worry about elder siblings crowding them out. by their armor, creating an eerie glow beneath their helms, and
no doubt giving rise to some strange tales of phantom warriors.
Furores may be found among cathedral-builders and city bur-
ghers, as well as merchant caravans. Most city-based coteries are Although the band has supposedly been scattered since the
considered by default to be Furores, unless one or more of them has days of the Second Crusade, some have been known to allow other
some standing with the local prince. Indeed, the Furores tend to vampires to drink of their pure blood (rumored to replenish without
Embrace those who function outside the rigid structure of Church the need to feed on humans). Those who do drink of the Order are
or feudal state: thieves, merchants, artisans, performers and laborers. said to gain their luminescence and potent powers in destroying
Though few would admit it, there are some coteries of Furores who the Baali and other Infernalists, for a span of one moon cycle.
pay tithes to local princes in exchange for autonomy. The Order is named for a number of legends about how Caine
Though they shun the hierarchy of princes and vassals, the was cursed to “eat only bitter ashes.” The Order has little overall
Furores have a certain structure to their society. They have arranged organization, although there are rumors that it has formed a strange
themselves much like a guild, and any who pass their initiation alliance with the Knights Templar. Humanity in general is regarded
rites are welcomed, regardless of clan. Most of the cities currently with disinterest, although some of the Order look on the devout
emerging into prominence are, for all intents and purposes, their with pity, that they will never know the blessing of the Cup.
Domains. The Toreador and Brujah among them often view mer- While it was the Grail that gave the Order its miraculous
chants, scholars, and guildsmen as the promise of a brighter future, powers, the cup is no longer in the knights’ possession. Circum-
a time when learning and knowledge will again reign supreme. stances surrounding this are vague at best. Speculations suggest
Granted, the Furores do have few scruples about theft — the that the knights entombed it somewhere in the Middle East, with
Ravnos among them have taught them some of their worse habits. one remaining to guard it, while others mutter that it was stolen,
Many of them spend as much time practicing sleight of hand and perhaps by the very vampire who Embraced the group.
stealth as they do collecting “rent” from their merchant vassals.

VAMPIRE: THE DARK AGES

40
Autarkis
The Autarkis are young vampires who have declared open
rebellion against the Inconnu and the withdrawn elders of the clans.
Most are usually found among neonates and malcontents within
Cainite society. They seek freedom, plain and simple, and rebel
against the authority of their elders and the rule of any prince. They
are often derisively known as the “plague flies,” for it is whispered
that they travel from outbreak to outbreak of plagues and feed upon
the dead and dying. Many of them are rumored to travel in large
ravenous packs, looting and destroying all in their path.

The Promethians
It is said that in Carthage, Cainites lived alongside humanity
in peace. In the Dark Ages, those days are only a distant memory,
and most think that such a society would be an affront to God
and Caine. Others argue that such a thing is possible; indeed, that
it may be necessary if vampires are to survive. They fear that the
ancients now think of themselves as gods, and view mortals and
younger Cainites alike as their slaves and vessels. It is thought that
only by living in peace and unity with mortals will the vampires of
the current age survive the manipulations and wars of the Inconnu.
This group has taken its name from Prometheus, who braved
the wrath of the gods to bring fire to humanity. These vampires
claim that the Inconnu ignore the potential of the Via Humanitas
for allowing self-restraint, and claim further that the Traditions have
been corrupted by the Inconnu. The Promethians speak of Caine’s
wickedness, of how they tire of listening to the commands of the
Inconnu, and teach that to overthrow the hidden elders is the only
road to true security. Some speak of founding a society based on
valuing mortals as their near-equals, as was hoped for in Carthage.
Still, the Promethians are in the minority now, their voices
often reduced to whispers, and their dream of a peaceful vampire
and human society is only a dream. For the time being, their pleas
for humanity fall on deaf ears, but others predict that their day
will come, if not now then in the future.

The Manus Nigrum


There is one sect so secretive that some Cainites are unaware
of its existence. Its members call themselves the manus nigrum.
From its origins as a mortal death cult in the ancient world,
the manus nigrum went on to discover the secret of immortal life
from vampires. Hundreds of years ago, the manus nigrum split over
disagreements regarding the future of the sect. Since then, the two
halves, while not at war, have kept an uncommunicative peace.
The Eastern Hand, known only in whispers as the Tal’mahe’Ra,
devotes its energies to the study of Hell and Purgatory, where
the souls of the unholy go after death. The western half of the
manus nigrum, however, has taken a keen interest in medieval
politics. Those few elders who know of the manus nigrum say that
they work to destroy the Baali, though apparently some members
of Clan Tzimisce have somehow offended this sect. The more
passive purpose of observation leads to the long-range goal of
the manus nigrum.
The manus nigrum believes that the existence of so many
vampires in the Dark Medieval age is detrimental, and seeks to
thin out the undead ranks. To this end, they have begun com-
piling information about every Cainite they encounter, in the
CHAPTER TWO: THE DARK AGES

41
hopes of making their elimination as complete as possible. The ghouls, magical guardians and devious traps. In Roman times, it
manus may be instrumental in the death of certain among the was not uncommon for extensive catacombs to be built under the
Antediluvians. In the meantime, any upheaval that allows them great cities, and it is from these that most Inconnu coteries still rule.
to destroy elders will be used to the utmost, and they frequently Certain clans, by dint of necessity or their own dark prefer-
attach themselves to the Autarkis for this purpose. ences, have taken up and expanded the idea of the labyrinth for
The manus nigrum are compiling a sort of Domesday Book, their own uses. Nosferatu hide in their mazes from the hatred of
a record of names and havens of every known Cainite. Once their fairer brethren. Lasombra, so akin to the shadows, create
assembled, the book will be laid aside and presented to the private labyrinths for havens or retreats. The Cappadocians make
Antediluvians when the Ancients awaken, that they may know extensive use of the catacombs beneath the Roman-founded cities,
where to seek their childer. If a member of the manus nigrum feeling more at home among the moldering dead and chilly stone.
is captured, he explains that he is but a shadow of the coming To what purpose the Tzimisce put their labyrinths few know, and
darkness… and dies saying nothing more. those who have gotten glimpses speak of gibbering monstrosities

Elysium and chambers built deep below the earth to muffle the screams
of their unfortunate inhabitants.
Once a widely held belief, the notion of a neutral meeting Each labyrinth is frequently built to the specifications of its
place where all the vampires in an area might meet in safety owner, and even the Roman catacombs are rarely left untouched.
for more genteel pursuits passed away with the Roman era. The One Lasombra claims to have based his maze on the notes for the
changes in mortal society, particularly “barbaric” Northern Eu- Labyrinth of Crete (though no one is certain if he furnished his
rope, contributes a great deal to this, but in truth few Cainites with a Minotaur). Only the architect and the workers know the
have time for such niceties. Like the mortals they feed upon, true layout of a maze, and the wise vampire Dominates or kills
most Cainites are engaged in a struggle to survive, and have little the workmen to ensure its secrecy.
time or need for such pleasures. Meetings between vampires are Labyrinths can be of any size, from a modified castle dun-
generally terse affairs, wherein business is the only real concern, geons to networks of hollowed-out caverns. Many mazes employ
or ritualized ceremonies of homage and diplomacy. security measures like those used in the surface world: portculli,
Cities blessed with long warm nights, like the Italian city- moats, iron gates and pit traps lined with wooden stakes. Certain
states or Constantinople, still play host to an Elysium. The features are exclusive to labyrinths, such as lakes of flaming oil
elders of the cities periodically gather to engage in many of the or monstrous guardians dwelling in moats. Such security works
same pleasures shared by the kine, including discussions of art, both to slow entry of intruders and alert vampires to invaders.
philosophy and culture. Physical violence is frowned upon, and Something may always be found at the center of any maze,
anyone wishing to settle a dispute is asked to do so elsewhere. and here the inhabitants (if any) make their havens. Some elders
Elysium is looked on by young vampires as an outdated ritual of never leave, too paranoid to chance the surface world. So formi-
a time long past, but tradition-minded elders insist that it is only dable are some of these labyrinths that it is sometimes easier to
through such events that vampires remain “civilized,” and above simply seal the Cainites inside, making their havens into tombs.
base creatures that exist purely to survive. Who knows what awaits the unwary vampire who attempts to
Platitudes aside, age can sour the palate, and many jaded reopen such a place….
elders in their search for new diversions have sunk to excesses Stories abound of forgotten or hidden labyrinths. A labyrinth
and debauchery at Elysiums. Unfortunate mortals are selected for abandoned should warn the would-be explorer — what could have
refreshments based on their “vintage.” Some elders stage freakish driven off an elder or coterie? Relatively few Cainites ever see the
passion plays in mockery of the Church and mortal society. Some insides of such places (for no elder wishes to give away her secrets),
have even sunk to lows that would shock even the most debauched so it is impossible to say what is true and what is false about them.
rake, torturing Lupines or forcing Thralls and Dominated kine
to perform tableaux vivants. Those younger vampires who speak
of the wickedness of the elders have seen such Elysiums, and the
Lextalionis
There is and always has been a system of punishment for
wild sadism and near-frenzy of the normally staid elders terrifies those who disobey the rules set down by their elders. The system
many into action. is simple: a vampire who breaks the rules is slain. Those who
Labyrinths violate the laws of a fief and thereby anger the elders are hunted
down and extinguished by all who hear the call. This credo of “just
Since time immemorial, vampires have feared the light retribution” is known formally as Lextalionis, or more commonly
of day. For equally long centuries, many have hidden from it as the Blood Hunt.
beneath the earth. In these dark and tempestuous times, when
Tradition demands that the Lextalionis can only be called by
so many have been dragged out into the sun to die, refuge under
the eldest Cainite in a domain, who is almost always the prince.
cold rock is highly valued.
Other elders or even ancillæ may call for a Hunt, but most vam-
What began long ago as a tradition of sleeping in caves has pires will not respond, for they risk the wrath of the prince in so
developed slowly into a fetish for security. It is not enough simply doing. In this day and age, a prince will often call Hunts for his
to sleep beneath the ground; vampires must ensure no one can drag own purposes. So long as the majority of the others in the area
them out. Some say that the Methuselahs long ago built enormous support him, there is little anyone else can do.
underground tombs, where they now lie guarded by legions of
VAMPIRE: THE DARK AGES

42
Most princes prefer to rule with the consent and support of A Blood Hunt that occurs without a prince’s authority is always
the fief’s vampires. They do not call Hunts so much to bolster their answered with a second — this one with the prince’s backing, staged
power as to protect their subjects, and so can expect support for against the offenders of the law. If the prince cannot punish those
Hunts within their fiefs. However, too many Blood Hunts makes for who stage their own Hunt, he is usually usurped or destroyed, either
draconian justice, and a few princes have been overthrown for it. by those who defy his word or other elders who realize that a new,
hopefully more effective figurehead must ascend.
Blood Hunts
The Blood Hunt is the most extreme punishment which a The Ordeal
vampire can suffer. Theoretically, any prince may call a Hunt The ordeal is a method used by many princes for determin-
against any Cainite who displeases her. In practice it is not so ing the guilt or innocence of a vampire accused of a crime. Such
simple. If a prince calls a Hunt she must be certain that other crimes might be as simple as violating a vassal’s feeding grounds
Cainites will participate — for whatever reason — or declaring or as serious as breaking one of the ancient Six Traditions. Vis-
the Hunt has no impact and the prince loses face. iting princes and other elders who have been accused are almost
Some princes maintain a “hearth troop” of trained ghouls always permitted to undergo an ordeal rather than face summary
or vampires to act as enforcers and to pursue those against whom judgment. This is considered a matter of courtesy among princes.
Hunts are called. Such retainers are given special privileges, often The ordeal may be as easy or difficult as the prince warrants.
including money, safe havens and the best weapons. But this is a The very difficult ones can be deadly, offering the accused little
dangerous policy: what stops the hearth troop from overthrowing chance of survival. The possibilities for such trials are as varied
the prince? And if the prince’s power is dependent upon the support as the princes who devise them, though many princes seem to
of a small group of thugs, then who is the real ruler of the fief? have favored means of determining the truth. Many such tests
In areas where princes are weak or particular coteries are exist; the following examples depict some of the most common.
powerful — usually in towns — coteries or other groups of Cainites • Trial by Combat
have been known to stage private Blood Hunts. For whatever This ordeal is most common when the validity of the
reasons, members of a group mark one or more vampires for death accusations is in doubt. This ordeal allows the accused to face
and carry out the Hunt themselves. Word always reaches the his accuser in single combat. Princes or ranking elders are often
prince’s ears, but may be too late in coming or the prince may afforded this option, even if there is little question of guilt. In
be too ineffectual to put a stop to the killing. such cases the accused faces a champion chosen by the prince.
CHAPTER TWO: THE DARK AGES

43
Many variations of this trial exist. A duel may be fought until
one combatant has been crippled or driven into torpor. A stake
may be placed in the center of a circle, with both opponents at
the edge of the ring, facing each another; the first one to drive
the other into torpor is considered the victor. Or, two vampires
may engage in a contest in which each drinks the other’s blood
until one falls into torpor. Some accidental diablerizations have
occurred this way. There are also rumors of duels fought with mental
powers, or even with magic if such is available to the contestants.
This method is often favored by princes for its entertainment
value. Many vampires from surrounding counties will attend a trial
by combat, especially if the accused is a Cainite of some notoriety.
• Ordeal by Fire
More often than not, this ordeal results in the death of
the accused. Several variations of this trial exist, some more
deadly than others. The most common requires that a number
of Cainites (as many as the prince can assemble) form two lines
facing each other. Each of the vampires carries a lit torch. The
accused is then required to run between the vampires as they beat
him with the torches. Variations on this require the accused to
be covered in oil or to be completely nude. Some princes even
require that the accused walk, rather than run down the lines.
To run is considered an admission of guilt, which is followed by
an immediate execution.
Another method of ordeal by fire involves the accused being
bound to a wooden stake and surrounded by tinder. A fire is then
lit beneath the feet of the accused, at which time he is allowed to
attempt escape. This method almost always results in the death
of the vampire, unless the prince severely underestimates the
strength of the accused.
• Test of the Beast
The accused is cast into a pit or a sealed room with a ferocious
wild animal, often a bear or wolf. The carnivore has usually been
starved for several nights (and has often been turned into a ghoul
to acquire a taste for vampiric blood) before the trial takes place.
The unarmed vampire must defeat the beast in order to prove
his innocence. Obviously, Cainites who are known to have powers
of influence over animals are not subjected to this test. Like trial
by combat, this test often becomes a form of entertainment for
the prince and any visitors he should have in attendance.
• Ordeal of Purifying Light
The Cainite suffering this ordeal is locked in a closed courtyard,
minutes before dawn. He is then forced to endure the light of the
sun for a period determined by the prince before being released
by one of the prince’s ghouls. Variations on this ordeal include
chaining the accused to the eastern wall of a keep just moments
before dawn. If he is able to escape, he is declared innocent.
This test is usually reserved for those deemed guilty of the
most horrible crimes. Most believe that this ordeal scourges
the guilt from even the most wicked soul. Some have willingly
undergone this ordeal as a means of attempting to purge their
own souls. It is even rumored that some few have regained their
humanity through this method of purification.

VAMPIRE: THE DARK AGES

44
Alternative Punishments The difficulties of observing the responsibilities of mortal
Though they are rare, there are crimes that have gone unpun- gentility arise from being undead. Vampire lords cannot appear
ished through Blood Hunts. Some princes worry about appearing too before their underlings and serfs during the day, and must arrange
draconian, and may call Hunts only with great reluctance. However, all affairs to occur at night. Such nocturnal behavior cannot go
a prince is under obligation to his subjects to punish offenders, and unnoticed for long, and that is when superstitious rumors spread
showing any favoritism shakes the power structure. This is of particular among the mortals.
importance when a prince’s childe has been caught in or accused of The best way for a Cainite lord to manage her mortal affairs
a crime, or the crime was committed with the tacit approval of the might be through kine proxies or ghouls. A sheriff can be an ef-
prince, such as the killing of a rival. In such cases, the prince may fective tool at enforcing the laws and seeing justice done, while
call for the accused to prove his or her innocence through some task, a reeve can arrange the affairs of the manor house. Of course,
such as a quest. Frequently these tasks are of such Herculean propor- should there be a daytime emergency…
tions as to stagger all but the most resourceful or cunning vampires. The fact is, a feudal noble holds stable power when his authority
The accused is often watched from afar through powerful can be directly attributed to a name and a face. When many subjects
Auspex or via news from allies. Those who attempt to abandon fail to see the face of their master, it is easier to blame problems
their tasks are promptly targeted for a Blood Hunt. on him. Still, there’s much to be said for the ominous silhouette
of a lord standing atop his battlements, the moon casting his cold

The Mortal shadow across the cringing mortal souls below.

World
Other difficulties of feudal authority lie in reconciling mor-
tal and immortal power. How does a duke explain his meekness
before a mere baron who comes calling after sunset? If a noble’s
Society Cainite authority spreads much further than his mortal authority,
how does he explain the presence of some of his ghouls in the
Dark Medieval society is feudal, with power and rank
lands of another mortal lord? And what of a group of rebellious
dependent upon lands held and military might. In the medieval
vampires who won’t answer to a mortal overlord, but will answer
world there is no such thing as “equality of opportunity.” If your
to a lesser lord, who also happens to be the local Cainite prince?
family is powerful, then you will have an immediate and tangible
advantage over others. If your family is peasantry, you will live in Peasants
poverty and die young. A man’s rank is determined by his birth. The medieval masses are the peasants — the farmers who till
A woman’s rank is determined by her husband’s. the nobles’ fields. The more fortunate are “freemen,” who rent
Medieval men divide themselves into those who fight, those land from the nobles, working their plots in return for heavy rents,
who work and those who pray. tithes and taxes. The less fortunate are “serfs,” peasants who are
the slaves of their noble masters, who own nothing — not even
Nobility their own bodies. A serf pays heavier taxes, and may not marry
The nobility are the military, landholding class. The great or move away without his lord’s permission; if a serf is assaulted,
nobles own the land; petty nobles retain tracts of land in exchange the attacker must pay a fine or compensation to the serf’s lord
for military service and money. Many nobles are trained from for damaging his “property.”
youth to fight, and are equipped with fine armor and weaponry.
Although mortal social classes have little bearing on Cainite
On a day-to-day level, however, they are administrators and civil
society, it is difficult for neonates and others sired since the age
servants — running their lands, enforcing royal law, commanding
of Charlemagne to recognize the prominence of some vampires
garrisons, and working as officers of the law courts or as senior
over others. Vampires with such limited vision have particular
servants in royal households.
difficulty with Cainites who were drawn from or exist among the
Some petty nobles are hardly richer than wealthy peasants: mortal peasantry. It is difficult for a newly sired vampire, who is a
they simply have a little land and status, and in return must agree noble or clergyman in mortal society, to take orders from a vampire
to fight for their overlords if war threatens. The noble magnates — who is ostensibly a mortal freeman. That is the paradoxical nature
the kings, dukes and earls — live in opulent luxury, maintaining of Cainite society, though, and the newcomer who cannot adapt
palatial castles and being able to call upon the military service quickly is short-lived.
(and taxes) of dozens or hundreds of lesser nobles.
Vampires who exist among kine peasants do bear a terrible bur-
In between the social extremes are barons and wealthy den, though. To try to remain true to her former lifestyle, a peasant
knights, who maintain strong castles or fortified manor houses, Cainite must somehow account for her absence during the daytime,
perhaps commanding the allegiance of lesser nobles, but who in when everyone else in the manor or town is working. She is also
turn swear homage to great magnates. expected to go to Mass with everyone else, and would be missed at
Cainites who dwell among the mortal nobility have a dual the frequent festivals that manor lords often allow their serfs.
existence. They must function within the society of other nobles A clever Cainite who still lives as a serf could make ghouls
and lord over the lands and people of their fiefs. Just as mortal of the right people and justify her strange behavior as part of her
nobles have responsibilities to their overlords and underlings, so services “at the manor house.” The local gossips could also be
do vampire lords. Yet Cainite nobles also have responsibilities to controlled to ensure that no ill word is spread, or that rumors
their undead kind, whether in positions of authority or subservience. are actually squelched. Ultimately, though, most vampires who
CHAPTER TWO: THE DARK AGES

45
are chosen from the peasantry break their mortal social bonds Cainites who exist among the mortal clergy have the greatest
and seek higher lifestyles. Why be a predator of humans while protection from vampire and mortal opponents, but that protection
living a lie as their prey? comes at a price. By posing as God’s devout — though usually only
through lip service — vampires in the clergy have the power of
the Church behind them, the most influential institution in the
Death and Taxes medieval world. If an opponent ever grows too strong, Cainites
As an aside, think on the word “taxes.” (The medieval in the Church can bring the mortal authority of God down upon
term was actually “dues,” as in the saying “you’ve got to that foe. All the vampires need do is trump up the right charges
pay your dues.”) In the 20th century, people who pay taxes and provide the right “evidence.”
expect something back from the government — roads,
Ironically, the Church also provides defenses for its cursed
street lighting, health care, welfare, police. Medieval
brethren through the power of faith. Mortal clergymen are often
peasants get nothing back for their taxes. Their dues fund
unfaithful, but there are some who are not, and their conviction
the opulence of their overlords, maintaining the noble
can be enough to stave off an attacker who would hunt a Cainite
caste that rules over them. Certainly, the nobles are the
in his very abbey or monastery. All the Cainite brother need
backbone of the armies that defend the land in times of
know is who of faith that should be avoided among the disciples.
war, but these wars concern property and possession, in
The dangers of hiding among the clergy are immense, though.
which one nation’s nobles protect their property (the land
At some point it must mean contact with True Faith. Cainite
and peasants) from the nobles of another land. It’s not
power must also be wielded subtly for fear of raising suspicion and
“fair,” but no medieval person expects life to be fair, and
avoiding charges of diabolism. And the duties of the clergy must
few outside the nobility have the power to change things.
be fulfilled to a point that is convincing to other brethren; an
obvious lack of conviction would be as dangerous to a vampire
Clergy as exposure to too much.
The Church is the single greatest institution in the medieval Vampires’ failure to hide their existence properly within the
world. Arguably, it is the only important institution. The Church Church may ultimately lead to witch hunts.
runs the universities and cathedral schools of medieval Europe, Merchants and Craftsmen
educating the sons of the wealthy and powerful. It appoints priests
Many of the merchants and artisans of the medieval world
to local parishes, and from every pulpit those priests tell the people
receive little respect from the nobility or Church. A trader’s pur-
to obey God and their mortal masters. Few people outside the
suit of profit is considered unwholesome, mildly shameful in fact.
Church can read, nor do they own books. The monasteries and
Artisans (who range from weavers and carpenters to goldsmiths
cathedrals of Europe own vast amounts of land and are the most
and armorers) are considered very useful, but no more than that.
important patrons of the arts. Furthermore, every single person
in Europe is supposed to pay a tithe (a tax constituting one-tenth Merchants and craftsmen congregate in the towns and cities
of one’s possessions) to the Church. where they set up shops and market stalls. Some (especially greater
merchants) become very wealthy, and in key trade centers like
Churchmen — called clergy or clerics — are usually the younger
Venice can be as powerful and influential as nobles.
sons of wealthy peasants or nobles. Important clerics (the bishops,
the abbots who run great monasteries) are inevitably of noble birth. Cainites who hide among the merchants and craftsmen of
Priests of backwater parishes are always of peasant stock. the Dark Medieval world probably hold the greatest liberties in
undead pursuits. Traveling under the aegis of trade allows a vampire
The power of the Church in the Dark Medieval world can
access to a world to feed upon. As long as her drinking habits are
not be understated. The lords of the Church are very wealthy and
kept low-key, a merchant vampire can live out a long and plentiful
very influential. They tell people what to believe, and bribe and
immortality. The freedom of travel would also allow her to set up
cajole them with the promise of eternal life. An angered bishop
shop and hunting grounds in a new locale, when an old one grows
may “excommunicate” an unfortunate soul, cutting off a person
too competitive, in business or sustenance. A Cainite craftsperson
from the Church and from God’s mercy, and only a priest may
or merchant is also afforded the luxury of always living in towns
absolve a person of her sins. Perhaps even more importantly, in a
and cities — the veritable banquets for the undead.
world in which creatures like vampires and werewolves are very
real, the Church’s ceremonies claim to offer protection from the The pitfalls of living the life of an immortal merchant lie in
creatures of darkness and the unknown. the relative classlessness of the profession. Merchants do not fall
easily into the feudal plan of noble, peasant and clergyman. If a
In case that were not enough, the Church also includes
Cainite merchant holds sway over a Cainite noble, that power
several orders of knights — highly trained fighters, many of them
must be exercised behind closed doors. Before mortal eyes, a
noblemen — who live as monks but fight for Christ and the
lesser Cainite could refuse a Cainite merchant’s credit, pleading
Church (or at least that’s what they say). Most notorious among
disreputable backers or foreign suppliers. According to kine ways,
these are the Knights Templar, who are rumored to indulge in
this insult would be justifiable. Any retribution would have to
unsavory (and un-Christian) occult ceremonies. The Hospitalers
wait until only vampires were in witness.
and Teutonic Knights, as well as several lesser orders, share with
them the task of defending Christianity from the heathens.

VAMPIRE: THE DARK AGES

46
Winter is a time to hole up and hope, to make and mend, and
Women in the Dark Ages to pray for mild weather. Peasants’ drafty huts are often made of
Priests, kings and warriors — these are the archetypes that wattle and daub (wooden frames with mud and dung for plaster).
come to mind when we think of the Middle Ages. But what about Harsh winters kill livestock and people alike, storms demolish
the other half of the population? What role do women play in houses and farm buildings, rats and insects eat or spoil cured meats
the Dark Medieval world? and grains laid up for the winter.
Women in the Middle Ages were a bundle of contradictions, For the few who live in the towns and cities life is more
with sinful Eve and saintly Mary representing the two aspects of regular, but often no easier. Many craftsmen labor from dawn to
their sex. While women were not allowed to possess property in dusk each day, and it is hunger — not greed — that drives them
most circumstances, they were also looked on with great respect to work even on Sundays and holy days. The poor artisan spends
as the focus of chivalry. Few women owned shops in their own nearly all his income on food, or more if the harvest is poor.
right, but they worked alongside their fathers, husbands and sons Indeed, cities suffer more than anywhere else when the har-
at trades and crafts for the good of the family. Even fewer women vests fail, as country nobles and peasants keep the scarce food for
than men were literate, but their roles in raising families were themselves. Famines sweep Europe at least once every 10 years.
considered important nonetheless. Even more dangerous to the townsfolk are fire and disease, for
Eleanor of Aquitaine, Marie de France, Christine de Pisan, urban settlements are cramped and squalid, with sewage running
Hildegarde von Bingen and many other medieval women whose in the gutters between flammable, thatched, wooden buildings.
names time has forgotten were able to rise to positions of power. Frequent visitors bring illnesses, and carelessness brings fires.
They were the exceptions and not the rule, but the fact that they
achieved a large degree of personal power demonstrates that it was
not impossible — even in the historical medieval world — for Plagues
women to rise to positions of prominence. Disease is one of the leading causes of death in the
Dark Medieval world. The Black Plague that decimated
Hierarchy of Blood nearly a third of Europe is many years away from the late
In comparison to the mortal world, in the world of 12th century, but smaller outbreaks of disease can still
Cainites, the roles to which people are born take on little wipe out entire towns. Plague is transmitted through blood
significance. A powerful ancient vampire may Embrace an and saliva (coughing or sneezing), and its most disgusting
old woman, a leper, a child, a Jew or a Saracen, and woe symptoms mimic those of the Mortis power Plague.
to the neonate who attempts to enforce mortal prejudices Many of the deaths attributed to plague are in fact
upon his vampiric betters! In a world where Chimerstry, the work of vampires. As their victims waste away over
Obfuscate and Vicissitude can transform one’s appearance a period of days or weeks, growing paler and weaker with
in an instant, any vampire who survives for long quickly each feeding, it may appear to friends and family the
learns that judging his fellows on the basis of superficial unfortunate are stricken with sickness.
traits like gender is not only dangerous, but often deadly. Some groups of vampires, often those who think little
Though it often takes a century or more for some neonates of Caine’s Six Traditions, actively pursue and sometimes
to get used to the idea, female vampires are considered perpetuate plague and disease. In some cases, whole mortal
equals to their male counterparts, particularly among villages have been wiped out over the course of a single
elders. Vampire society is thus comparatively progressive. winter. Vampires are mostly unharmed by mortal ailments,
and may transfer disease from one vessel to another during
feeding. Certain diseases will manifest in vampires from
Life Among the Kine drinking tainted blood, but these effects are nonaggravated
and can be healed normally.
Most people live on the land, and are slaves to the rhythms Shortly after signs of plague strike an area, coteries of
of the seasons. Spring and early summer are slow, monotonous brash Cainites arrive to feed upon the dying and the still-
times, with plowing, sowing, animals’ births and crafts to occupy healthy. The truly ruthless have been known to create plagues
the long daylight hours. There are festivals and Christian holidays, of their own and expose whole mortal communities to the
and the long Lent fast (a month before Easter when the Church ailments, the better to hide their blood-drinking. It can only
insists that people abstain from eating meat or dairy products). The be so long before such blatant atrocities go punished.
damage of winter is repaired, and vegetable plots are overhauled.
Late summer and fall are fraught with constant hard work
Medical science is in its infancy, and while the nobility may
(reaping, haymaking, grape picking and threshing) and plenty of
be able to afford the best, even the most expensive physicians
worries. (What if a high wind flattens the nearly ripe barley? What
may do more harm than good. Epidemics respect neither rank nor
if the grapes wither from drought?) Villagers who pursue other
wealth. Nobles might fall victim to the atrocities of war, or die
trades through the rest of the year (miners, weavers, carpenters) are
on some journey; the wealthy travel a great deal (touring their
recruited to help with the harvests. Even beggars and the destitute
estates, negotiating with their peers). They might find themselves
might find work and a square meal at these times.
beset by bandits, wrecked at sea by some storm or dying of more

CHAPTER TWO: THE DARK AGES

47
common misfortunes — an infected wound inflicted by a fall To the medieval mind, it is nigh-inconceivable that God
from a horse, or a chill brought on by being caught in a storm. does not exist. Agnosticism and atheism would seem absurd or
Furthermore, peasant rebellions are not uncommon, and although insane — if indeed anyone suggested such a thing.
they never really achieve anything, the mobs often kill a few of
their hated overlords before they are routed. The Cainite Heresy
Founded in 413 by a Byzantine priest named Procopius, the
Medieval Beliefs Cainite heresy is one of the most insidious and terrible effects that
The vast majority of medieval people do not believe in lib- the undead have had on mortal society. Rumored to have been
erty, equality, democracy or individualism. They do not believe pieced together from fragments of the Book of Nod discovered
in science, rational inquiry or the power of the human mind. in a cave near the Dead Sea, the Cainite heresy melds together
Instead, they believe in rigid social distinctions, the rule of the certain of the more eschatological (i.e., relating to the end of the
elite and the organization of society according to groups. This is world) traditional Biblical texts and recovered sections of the
a world in which the nobility is believed to be appointed by God Book of Nod to create a worship that is both debased and glorious.
and assumed to be naturally superior as rulers. It is also a world in The heresy is founded on the notion that Caine was in fact
which “justice” dictates that a whole community may be punished God’s favorite of Adam’s two sons, and that the mark that was
for the crimes of one member (an entire village may be burned placed upon him was in fact a sign of God’s favor. Had God truly
because some of its people have hunted the king’s deer, for ex- been displeased with Abel’s murder, He would not have hesitated
ample). And it is a world in which an entire ethnic group — the to slay Caine as well. By permitting Caine to live and setting a
Jews — are persecuted for what their forebears are said to have mark upon him, God expressed tacit approval of the murder.
done a millennium before. Caine, then, and all his brood had been touched by the hand of
In place of science and inquiry, the medieval world has religion the Lord, and were to be revered as angels.
and belief. True knowledge, the Church teaches, comes only from Originally restricted to certain flagellant and monastic sects,
God, and is revealed through the Bible — and through the Church. the heresy found its way westward with the Byzantine armies
that surged over the Italian peninsula during Justinian’s reign. It
Religion settled in Rome even as the Arian Christians were driven out,
The vast majority of Europe’s inhabitants are at least nominally and insinuated itself into the belly of the Western Church. And
Christian. The remainder are mainly Jews, although in places so, in the corridors of power of the Roman and Eastern Churches,
isolated groups of pagans persist. The only true stronghold of pa- the heretics quietly steered the wrath of the holy against targets
ganism is the kingdom of Lithuania, although pockets of paganism other than their angels.
endure among the Lapps of the far north, the tribes of northern By A.D. 879, the Cainite worship had become formalized, and
Poland, the inhabitants of the Isle of Man in the Irish Sea, and it has continued to the current day in more or less the same form.
in isolated mountain communities scattered throughout Eastern Most of the forms and figures of traditional Catholic or Eastern
Europe. Elsewhere, Christianity has replaced the old religions. Orthodox Christianity are retained, with the primary difference
The medieval Christian Church believes that it is the only coming in the form of the Communion offered and sought.
true religion, worshipping the only true God. All other religions As might be expected, the body and blood with which the
are false and are thus blasphemies against God, serving the Cainites take Communion is not the symbolic wafer and wine.
purposes of Satan. The Church offers salvation, based on the The question of the transubstantiation of the Host into actual
belief that Jesus Christ physically rose from the dead and now flesh never raises its head in Cainite religious debates. Having
sits in Heaven to grant eternal life to those who follow Him. come to the conclusion that the blood and the body of the brood
Of course, the Church argues that to follow Christ a person of Caine are one and the same, Cainite priests and worshippers
must not only believe in Him, but must also obey the Church, (for there are many Cainite heretics among the laity) take their
avoid sin and, if possible, perform good works. “Sins” include infrequent Communion with vampiric vitæ.
theft, murder, assault and other crimes, but also pride, gluttony,
Of course, true vitæ is not always available, and certain,
laziness, greed, witchcraft, adultery, fornication, sodomy and
more degraded congregations have substituted animal or even
usury, among other things.
children’s blood for that of vampires’. It was through the actions
Throughout Europe, Christianity has a religious monop- of one such group in Ostia that the heresy was finally uncovered
oly. The Jews do not proselytize, and pagans are slain if they and declared anathema in 754, but by then the Cainite worship
attempt to undermine the Church’s teachings. The Church was too extensive to be destroyed. Both mortals and Cainites
can tell the people whatever it wants. Many people may have despise these pathetic brutalities; the former for obvious reasons,
unusual understandings of Christian doctrine, and sometimes the latter for the fact that they find being associated with these
they band together to form organized groups of heretics — but feeble imitators to be insulting. Furthermore, Cainite heretics of
even these people are essentially Christians. They may disagree this sort do more to stir up mortal wrath against vampires than
about the particulars of Christian doctrine (they might believe do the depredations of a dozen ravenous Gangrel on the prowl.
that the Church should forsake its property, that priests need
Many Cainites are aware of and actively encourage the activ-
not be celibate or that only the poor will be saved), but they
ities of Cainite cells. They will happily contribute some of their
accept the basics: there is a God, Christ was His “Son,” and
vitæ to these unholy rituals, for the notion of creating cadres of
there is a Devil.

VAMPIRE: THE DARK AGES

48
Geography
fanatical ghoul followers is an attractive one. Furthermore, this
sort of arrangement usually results in Blood Oaths being formed
by entire heretic congregations to the fonts of their Communion.
As a result, the Cainite heresy is splintered into many small cults In the Dark Medieval world, Europe is dominated by a small
of personality, each devoted to one particular vampire. number of powerful kingdoms. The Holy Roman Empire is the
largest state in Europe, and covers Germany, northern Italy and
This factionalism is the only thing that prevents the Cainite
part of western France. It is currently in the midst of a long civil
cult from exerting a much greater influence over the Church and
war fought between two rival Emperors, Otto of Brunswick and
Europe as a whole. Indeed, many heretic groups find themselves
Philip of Swabia. The Empire actually comprises dozens of small
at each other’s throats, each accusing the other of serving an
duchies; the dukes owe allegiance to the emperor but often rule
inferior representative of divine grace. Doglike in their loyalty,
their lands as independent monarchs, and it is the feuds between
the notion that they are merely pawns in the squabbles of two
these rulers that so often divide the empire.
Cainites never crosses their minds.
The English kings (currently King Richard the Lionheart)
There are Cainite heretics in the Vatican and the great abbeys
rule lands in England, Wales, northern France and (theoretically)
as well, though these tend to be a more subtle breed of worshipper.
Ireland. In 1199 Richard is killed in battle and is succeeded by
Very few are Blood Oath-bound to a particular Cainite, as there
his vicious brother John. The Kingdom of France under Philip
are more than enough vampires dealing with such to ensure a
II, perhaps the strongest single kingdom in Europe and certainly
fresh supply of vitæ for each Communion. These heretics use
the best administered, is expanding by seizing lands in northern
their influence to protect the rights and properties of those they
France from England. Constantinople, under the Emperor Alexius
worship, and twist policy and doctrine to serve Cainite ends.
III, controls an empire including modern-day Turkey (disputed
Each bears a silver ring inscribed with a passage from Genesis
with the Moors), Serbia and Greece.
4:15 (“Therefore whosoever slayeth Caine, vengeance shall
be taken on him sevenfold”) or simply the cryptic inscription Other kingdoms rule the fringes of Europe, including the
“I:IV:XV.” While fellowship in the heresy is not acknowledged kingdoms of Hungary, Poland, Jerusalem (actually based on Cy-
in public, it is a real and potent force in the politics of the Curias prus, as Jerusalem itself is in Moslem hands) and Scotland; the
and debates of the holy. Principalities of Russia; and the “Empire” of Bulgaria. Numerous
smaller kingdoms and principalities also exist, such as the petty
kingdoms of Iberia, the four principalities of Ireland, the tiny

CHAPTER TWO: THE DARK AGES

49
states of Switzerland, and the kingdom of Denmark. Europe also
contains one last bulwark against Christianity, the pagan kingdom Personal Security
of Lithuania and the lands surrounding it along the Baltic coast. Medieval mortals may carry daggers or eating knives around
Perhaps the most powerful person in Europe is the Pope. with them. In most regions people are required by law to keep
The Pope controls his own private principality in central Italy, spears or bows, for use in defending their towns or settlements,
including the city of Rome itself, but more importantly, he is but carrying such weapons in public is often illegal and is certainly
the head of the Church throughout western Europe. While rare. The wardens who guard town gates and the watches that
the earthly kingdoms are divided among warring monarchs, all patrol the streets at night may carry swords or maces, but only
acknowledge the Pope as a higher spiritual authority beneath nobles and professional soldiers are more heavily armed.
whose jurisdiction all mortal kingdoms fall. Some also argue that Soldiers may carry swords or spears, shields and sometimes
as Christ’s representative on earth, the Pope should have supreme bows or crossbows. Nobles can own an array of weapons, usually
authority on all matters, and claim that all secular rulers should including swords, daggers, lances and shields, plus metal armor — but
bow down in obedience to him. The year 1198 sees the death they rarely go about armed, unless war or other danger threatens.
of the moderate Pope, Celestine III, and his replacement by the Locks are expensive and rare, and are crude by modern stan-
shrewd and domineering Innocent III. dards. Doors and shutters are normally just fastened from within by

Law and Order


sturdy wooden bars. Wealthy mortals may have dull glass in their
windows, but most folk just cover them with sackcloth, and fasten
shutters across them at night. This means that a barred door or
There are no “police forces” or other professional law en- window cannot be opened from the outside, except by brute force,
forcement agencies in the medieval world. There are, however, but also that a building can only be secured if there are people inside.
numerous groups and individuals who share responsibility for
People routinely bar all doors and windows before going to
keeping the peace.
sleep each night. Shops as well as houses are locked, since mer-
Individual wardens or groups of soldiers are posted to each chants and artisans live above or adjacent to their storehouses and
town and city gate, to ensure that lepers and known criminals do workshops. It is very rare for folk to set guards over their houses
not enter, and to levy tolls on the merchants who pass through. or premises at night. Important nobles might have soldiers who
Each town or city also has a watch. This is usually organized into patrol their castles, but the closest things that most mortals have to
groups of one to four lightly armed men, who patrol the streets private security systems are guard dogs or flocks of geese. Of course,
with lanterns, looking for criminals, vagrants and signs of fire. Cainites should not underestimate these animals. The dogs may be
Most patrol on foot, but in large cities they may have horses. as tough as wolves (some are bred to hunt down wolves, others to
Small cities have only single watches. Larger settlements are bait bears or chase stags), and even geese can make a fearful noise.
divided into wards, each with its own watch.
The ruler of each town or city (be it a mayor, magnate or roy-
ally appointed nobleman) also maintains a group of soldiers — not
Superstition in the
mindless thugs and mercenaries, but intelligent, scrupulous men Medieval World
who can be trusted to conduct searches for outlaws and criminals The people of the Dark Medieval world know that vampires
in and around the town. Most powerful nobles maintain small exist. They tell stories and legends of the dead who walk, of people
personal armies, which may be called upon to hunt out or pursue who gain immortality but cannot bear the light of day, of semihuman
criminals. In the countryside, these nobles and their men are the monsters and fiends who eat human flesh or drink human blood.
only enforcers of order, and many noblemen abuse this power. These stories are often inaccurate; some tales actually confuse vam-
Any citizen who sees a crime in progress is obliged to “call a pires with other creatures. But however confused their ideas about
hue and cry.” This means that he screams, shouts and pursues the vampires might be, these people know of vampires, and fear them.
perpetrator, alerting all around him to the criminal’s misdeeds. Such stories tell of people who rise from the dead to terrorize
Those standing nearby are obliged to join in the chase, unless their neighbors and relatives. These creatures are often seen as
some urgent need prevents them. Those who ignore a hue and ravenous beasts (cunning vampires tend to evade notice), or are
cry may be fined. portrayed as ghosts (legends spawned by wraiths have become con-
“Crimes” in the Dark Medieval world range from petty fused with vampire myths). Many vampire stories have no mention
disturbance and selling shoddy merchandise to immorality (e.g., of blood-drinking — vampires can erase evidence of their feeding,
running a brothel inside the city walls) to theft and murder. after all — but portray the undead creatures as purposeless revenants.
However, crimes which smack of blasphemy are investigated Ghouls are often considered examples of people “possessed”
by the Church. Gross crimes (such as devil worship or blatant by evil spirits, and are rarely connected with vampires. Cainites
supernatural activity) sometimes attract special Inquisitors. These themselves are often considered to be demonic spirits inhabiting
are well- educated, astute men, who are appointed by a local the bodies of the dead. The effects of vampires’ supernatural pow-
bishop to investigate crimes against God. They have no power ers, called Disciplines, reinforce the belief that they are demons
to punish offenders, but they are so respected (or feared) by the or aided by evil spirits.
nobility that they can easily persuade local authorities to arrest Many “traditional” charms against vampires are advocated by
or execute blasphemers. peasant wise women and priests. It is believed that garlic, acorns
and hawthorn boughs can keep vampires at bay. It is said that the
VAMPIRE: THE DARK AGES

50
undead cannot cross a line of salt or holy water. A crucifix or a • Mythic Beasts: Rarely seen, these are among the most
holy man’s prayers are meant to hold them back, and vampires deadly enemies a vampire can face. Fortunately they are only found
may not cross thresholds without an invitation. In most cases, in remote areas usually unfrequented by mortals, and therefore
the charms are empty superstitions. unlikely places for a vampire to be anyway.
Popular methods for destroying vampires are crude but effective. • Demons and Diabolists: Those who would serve Hell are
The most common method is to rip out the vampire’s heart or burn often even more of a threat to a vampire’s existence than those
the entire body. Some knowledgeable individuals, however, may who serve Heaven. With their reasonable requests and often
have more accurate or detailed understandings of Cainites and their sympathetic conversation, these fiends will more often than not
customs. Some pious priests, for example, have committed themselves twist the soul of a vampire. After all, which is more fearsome:
to destroying all of “Satan’s minions” (including vampires, of course), the foe who attacks you with sword and crucifix, or the one who
and may learn much of the Cainites during their Inquisitions. tempts you into his palace?
• Werewolves: These shapechanging beasts are age-old

Hunters and enemies of vampires. To travel through forests they claim as


their domain is extremely dangerous, as their hatred of vampires

HuntedThough vampires fancy themselves to be at the top of the


verges on lunacy.
• Magicians: Their magicks are often potent, but many are
physically weak. Still, only the most foolish neonate would scoff
food chain, there are many who come into conflict with these at the power they wield. Though the magicks that most common
hunters of the night. These antagonists may often be dealt with folk know can do little more than heal the pox or predict what
through guile and subterfuge, and the vampire who attempts to the future may hold, the mightiest sorcerors are said to be able to
kill anything that poses an obstacle to him will quickly learn cause the sun to shine in the dead of night, or smite their enemies
that not every problem can be solved through brute strength. with bolts of flame from leagues away.
• Templars and Church Knights: With the power of the • Ghosts: According to legend, these spirits of the restless
Church supporting the might of their swords, these foes are dead are cursed to walk the earth until Doomsday. Though not
dangerous indeed. Their ability to rally townsfolk against “the all have power in the physical world, those that do can make
forces of Lucifer” — real or imagined — can pose a serious threat even the stones and winds do their bidding. Most seek revenge
to any Cainites who cross their path. for wrongs against them in life, but stories persist of mad ghosts
• Mortal Authorities: Dismissed by some as insignificant, bent on the destruction of all the living world.
mortal authorities outside the Church can still make unlife de- • Faeries: Unpredictable and wild, faeries may help or
cidedly unpleasant for a vampire if they are crossed. harm individual Cainites at a whim. Mortals are familiar with
• Other Vampires: Though most disagreements and pow- the warnings against taking the gifts or food of faeries, but it is
er struggles are settled by intrigue, duels to the death between whispered that but a drop of their blood may bring ecstasy or fae
Cainite foes are not unheard of. Should the local prince be called powers…or agony beyond imagining.
upon to dispense justice, the consequences could be dire indeed.

CHAPTER TWO: THE DARK AGES

51
VAMPIRE: THE DARK AGES

52
hapter Three:
Clans
How art thou lost! how on a sudden lost,
Defaced, deflowered, and now to death devote!
— Milton, Paradise Lost

The clans are like most human societies in a


few respects. Each clan has a certain flavor, like a
rare vintage, imparted by its particular bloodline
from the progeny of Caine. Just as one might
speak of a mannerism or tradition as being
“typically German” or “very English,” the Cainites
might stereotype someone as “the archetypal
Toreador” or “hopelessly Malkavian.”
But the clans are also in a state of constant
flux. Every few generations bring great change in
human society, and the parasitic Cainites change
as well. Sects rise and are as quickly reabsorbed.
Some clans even perish, as the fall of Saulot and
the Salubri shows. Ideologies change with human
philosophies, as exemplified by the adoption of the
Roads. In short, the status quo for any given
clan may be quite different a hundred years hence
— or even in another country. Players should use
the clan descriptions as guidelines, not rules. The
only things that hold true for all clan members
are the Clan Disciplines and Weaknesses.

CHAPTER THREE: THE CLANS

CHAPTER THREE: THE CLANS


53
53
The following 13 clans claim descent from the Antediluvians, ingly vile that they are recommended as Storyteller characters
and are the only known true clans in existence. Although the only. Other bloodlines exist, but have little influence or respect.
Baali are often mentioned, details of this bloodline can be found Players may choose from any of the 13 clans, or may be one of
under Antagonists (Chapter Nine). The devil-worshipping Baali the rare Caitiff — the clanless.
are not a full-blooded clan, and are so uniformly and unwaver-

Assamite
The Crusaders brought back many tales from the Holy Land, “Saracens”: swarthy skin, aquiline features and dark hair and eyes.
some of which concerned a band of fanatical killers. The word Unlike other Cainites, they do not grow paler in death. Instead,
the Europeans coined for these silent murderers was assassin. The their skin becomes darker over the years; very elder Assamites
Cainites, however, already knew of a similar but far more dangerous are nearly ebony-black.
threat from Araby — the diabolists of Clan Assamite. Haven: The clan elders live at Alamut, a hidden fortress atop
The vampires of the West had encountered the Assamites long a mountain somewhere in Asia Minor. Neonates who operate in
before the Crusaders. Some say that the conquerors who set Europe choose the most inaccessible, remote and private
out for the East — Alexander, for example — were locations as their havens.
pawns of the Cainites who feared the Assamites. Background: The clan tends to watch
Rumors aside, the Assamites are dreaded potential neonates before allowing an
for good reason — they seek to better Assamite to sire progeny. Although
themselves through the practice of necessity sometimes demands that
diablerie. a new childe be sired quickly,
According to Assamite the Assamites prefer making
teachings, one must lower time for an apprenticeship.
his generation in order to Optimally, they teach a new
become closer to Caine, initiate (or fida’i) for seven
and therefore to Heaven. years, but this varies with
The truest method is, of need. The one thing that
course, diablerie. Murder no Assamite sire neglects
was simply part and parcel to instill in his childe is
of the way, and they be- clan loyalty.
came skilled of necessity. Character Creation:
They even began a practice Assamites do not Embrace
of accepting assassination females or Westerners, and
contracts, payable by blood, tend to select mathematicians,
from other Cainites. Although poets and scientists as often as
honor-bound to defend their they choose warriors or thieves.
clanmates, the Assamites had Their Demeanors disguise their true
no compunctions about slaying any selves by necessity. Any Attributes
foreign vampires. may be primary, but Skills are usually
Recently, the Crusades have stirred up a the primary Abilities. Popular Backgrounds
new rash of Assamite activity. Many of the clan have include Mentor (the sire) and Generation (often from
watched their herds and living families suffer at the hands of the diablerie). Virtually every Assamite follows the Blood Road.
marauding Westerners, and they thirst for revenge. As Islam takes Clan Disciplines: Celerity, Obfuscate, Quietus
root in the lands of the Middle East, and Western atrocities hover Weaknesses: All Assamites must give a 20 percent blood
ever closer, the Assamites are now more ready than ever to drink tithe to their sires, in accordance with clan law. In addition,
deeply of the European vitae, whether contracted to do so or not. the practices of the Assamites mean that any ritual or Auspex
Sobriquet: Saracens use which could detect a diabolist will pinpoint an Assamite —
Appearance: There are no known Assamites from any cul- even if the Assamite had never even so much as tasted another
ture other than those of the East — Arabs, Moors and the like. vampire’s blood.
Consequently, most have the distinguishing characteristics of the

VAMPIRE: THE DARK AGES

54
Organization: The Assamites follow a hierarchy that peaks
with the Old Man of the Mountain, the master of the clan. As- Stereotypes
samites are incredibly loyal to one another, and the clan operates •Brujah — Had they remained scholars and not taken up
with a startling efficiency. If not for the clan’s insistence on arms, we would have been as friends.
self-reliance, one who wrongs a fida’i could well feel an Assamite •Cappadocians — Such magics should not be. They defy
elder’s anger. Allah with their practices.
Quote: Hush and be still, O my enemy. It is nothing less than •Followers of Set — I fear no serpent, not even that which
Fate which drives my hand, and you suffer no dishonor in falling to walks as men do.
a superior foe. •Gangrel — There is no honor in becoming a beast, no
matter how well you kill.
•Lasombra — I have seen their hand behind the Crusades.
They owe us a debt of blood.
•Malkavians — Give charity to the mad, so it is written.
But remember that their minds are feeble and broken.
•Nosferatu — Is it not said that deformity is the mark of
a tainted soul? To destroy one of these pitiful horrors is
certainly a great service to them.
•Ravnos — Honorless dogs. Surely even their blood is tainted.
•Toreador — They have attained some primitive enlight-
enment, but they are ultimately weak.
•Tremere — These sorcerers are of like mind to us.
They make useful pawns — and dangerous foes.
•Tzimisce — They are distorted, selfish and
base. Even the Gangrel are more like men
than these.
•Ventrue — They have learned of Alamut
and would lay siege to the Eagle’s Nest. A
shame they will always fail.
•Baali — We bear them no malice
and do not consider them fearsome.
But the sons of the Shaitan must
never reach their goal.

CHAPTER THREE: THE CLANS

55
Brujah
The Brujah are the ultimate scholar-warriors, always striving Haven: Brujah live where they choose, but most prefer to
toward perfection of mind and body. The elders of the clan can live near people. Many maintain their mortal residences (if any),
recall the Golden Age, and speak wistfully of lost Carthage. It and on rare occasions, two will share accommodations in a city.
is the ultimate goal of the Brujah to bring about a better place, Background: Brujah look for thinkers and those frequently
one where vampires of all sorts can exist peacefully and dissatisfied with society as they know it. A craftsman may
prosperously. be unlettered, but will be considered if he can
Unfortunately, no wound stings worse than a express his thoughts reasonably well. Martial
dream denied. The death of Carthage seems to have candidates for the Embrace are considered for
only increased their rancor, and the other clans’ their thinking ability, strategy and planning,
refusal to move beyond the status quo leaves a bitter not just for how well they swing a sword. The
taste in their mouths. So they fight. They fight the Brujah prize egalitarianism and will choose
Ventrue for destroying Carthage, they fight the whomever they deem worthy, whether man
Lasombra for encouraging the status quo, they or woman, serf or noble.
fight the Tremere for slaying Saulot — the Character Creation: Brujah tend to come
list seems eternal. The Brujah are nothing from intellectual or man-at-arms concepts, but can
if not lovers of a cause. be of practically any background. Spain is the current
Currently, the Brujah are becoming a seat of Brujah power, and many neonates come
clan divided. They cannot agree among from there. The common link is their
themselves how best to bring about desire to see the status quo turned into
change, or indeed what goal they should something truly important. They usually
pursue. Some favor creating a society have aggressive or dynamic Natures
where humans and Cainites peacefully and Demeanors. Physical or Mental
coexist; others wish to remain in the Attributes are usually primary, as are
shadows, egalitarian among themselves Talents and Knowledges. Brujah tend
but superior to mortals. In addition, to have Allies, Retainers and Herd as
clan members are now Embracing as their Backgrounds. Most follow the
many men-at-arms as they are thinkers Roads of Humanity or Heaven.
and philosophers, preparing for the Clan Disciplines: Celerity, Potence,
battles they say are coming. The clan Presence
that believes in harmony is splintering Weaknesses: Although they consis-
under the weight of its own change. tently deny it, the Brujah are far and away
Although the clan’s infrastructure is the clan most susceptible to frenzy. Most
suffering through a state of decay, Brujah take no pride in this flaw of their blood,
will rally to one another’s side when the and many become hostile to the point of
need is there. Most sires treat their childer frenzy if the subject is raised. The difficulty
with more respect than is demonstrated in for a Brujah’s frenzy roll is always two higher
other clans. The Brujah are traditionally than the listed number.
suspicious of outsiders, but if their favor is Organization: Brujah tend to their own
won, they can be the most doggedly loyal (and affairs for the most part, but can call on their
stubborn) friends one can have. clanfolk in times of need. Occasionally, the Bru-
Sobriquet: Zealots jah of a region will gather for a council, sharing
Appearance: For the most part, Brujah are fit and have news and attempting to settle on a specific common
the bearing of eagles. They prefer Embracing neonates that are near purpose. These councils rarely end with much accomplished, save
perfection in body and mind, but the current age is forcing them more promises of loyalty and camaraderie.
to lower their standards somewhat. Brujah identify strongly with Quote: You fools! There are greater things in existence, and they
mortals, and neonates prefer dressing as they did in life (or at least are within your reach! We can change the world if you but stand with
looking as normal as possible). us. Wake up before you die!

VAMPIRE: THE DARK AGES

56
Stereotypes •Nosferatu — Despite their curse, they have the sharpest
ears of us all. Do not dismiss them.
•Assamites — We share a common enemy in the Ventrue,
but nothing else. •Ravnos — They despise truth and run from it.
•Cappadocians — Morbid and deluded. Leave them to •Toreador — We value art and accomplishment, as do they.
their graverobbing. But their disdain to fight for their beliefs damns them, as
it would us, were we to rely on the Toreador.
•Followers of Set — Where we build, they corrode. They
are our enemies. •Tremere — Never believe their lies. They killed Saulot for
love of power, and would kill you for the same.
•Gangrel — Their breasts burn with the
fire of the Beast, but they do not try to •Tzimisce — Be wary when you walk with them. Close
rise above it. If only they were civ- two eyes, and you will wake up with none.
ilized, they would make fine allies. •Ventrue — They have hated us since Carthage. Since
•Lasombra — Contemptible Carthage, we have hated them.
skulkers and puppetmasters. The •Baali — There is nothing I prize that the Baali do
first steps to a just society will have not seek to defile. Send them back to the pits they
to be taken on Lasombra corpses. so long for.
•Malkavians — Alas for the
children of Malkav, for they are
a broken clan. Learn from them,
and aid your brethren, lest we
fall into chaos as deeply as
they have.

CHAPTER THREE: THE CLANS

57
Cappadocians
Known among Cainites for millennia as the “Clan of Death,” the Background: Cappadocians select neonates from scholars and
Cappadocians are shunned even by their brethren for their macabre the priesthood, though occasionally an executioner, tomb-robber,
interests. Cappadocius himself was an iconoclastic priest in life, and thief or Crusader is chosen for the Becoming. A love of learning
continued his search for the secrets of life, death and what lay beyond and insatiable curiosity are of the utmost importance if the neonate
after his Becoming. His childer have continued his research, and is to be able to carry out the clan’s research.
through their efforts Cainites have learned much about the nature of Character Creation: Most Cappadocians are learned folk
their existence. Still, the secretive nature of the clan has caused as and those who are of a philosophical bent, including
many people to fear them as respect them. many of Scholar and Visionary concepts. Mental
In vampiric society, Cappadocians often fill the role of advi- Attributes are always primary, and Knowledges
sors to princes. They are respected for their insight and wisdom, tend to predominate over Talents and Skills.
and largely trusted due to their lack of interest in earthly Though the ability to contribute to the clan’s
power. Because of this, the Ventrue and knowledge of death is paramount, this is not
Cappadocians have formed an unofficial to say that every Graverobber is a weakling.
alliance, whereby the former provides a Many prefer the Road of Heaven.
secure place to do research in exchange Clan Disciplines: Auspex, Fortitude,
for the counsel of the latter. Their seat Mortis
of power lies in Turkey, where they have Weaknesses: No matter how
access to remote research locations as well much blood a Cappadocian drinks, her
as centers of learning. skin will always remain pale and cold as
The clan has recently Embraced a bloodless corpse. Because of this deathly
a small cabal of necromancers in order to pallor, the difficulty for any Social roll is
further their studies. These new vampires are increased by one, and they are more easily
currently developing a Discipline of their own, marked as vampires. Note: If you are using
although it is far from polished. It is the hope the optional system of Merits and Flaws,
of the Cappadocians that this shared knowl- Cappadocians may not take the Merit
edge will help break down the final barriers, Sanguine Humor.
revealing the truths they have sought for Organization: Cappadocians are
millennia. largely solitary and meet only infre-
Sobriquet: Graverobbers quently with each other to exchange
Appearance: Most Cappadocians knowledge. Each winter all members of
spend their nights engaged in study of the clan who are able travel to a disused
death, so it is not surprising that many monastery, where they perform secret
of them affect the dress of scholars rituals on the winter solstice.
and monks. Long dark robes, sim- Quote: In the end, we shall all end
ply cut and unadorned, are most up as dust — yes, even you, my brother.
common, though some also wear But are you really foolish enough to think
carved and painted masks, fashioned that will be the end of existence?
to look like skulls or death-throes.
Haven: Members of the Clan of Death often
choose tombs and ossuaries, or the catacombs beneath cathe-
drals or monasteries, where one more robed figure is unlikely to
attract attention. They surround themselves with reminders of
mortality, often in the form of macabre works of art.

VAMPIRE: THE DARK AGES

58
Stereotypes
•Assamites — Killers who have no appreciation for the sacred act they
carry out time and again.
•Brujah — They claim to fight for what they believe in, but there
is rarely any spiritual depth to their crusades.
•Followers of Set — To corrupt another’s soul is surely the greatest
crime imaginable. Although they believe themselves to be masters of
spiritual decay, they know little of the consequences of their actions.
•Gangrel — In their attempt to reconcile man and beast, they have
left their higher selves behind.
•Lasombra — With all their talk of darkness, they forget that without
light, there can be no shadow.
•Malkavians — To see into the realms of the spirit as they do requires
true wisdom and self-knowledge. While others dismiss them as fools and
madmen, we know the wisdom behind their eyes.
•Nosferatu — Always hiding, always afraid to let people see them
for what they are. What kind of toll does this constant deception
take on their souls?
•Ravnos — Vagabonds and beggars who debase the name
vampyr with their childish games.
•Toreador — Their search to understand the eternal through art
is admirable, but until they learn to look beyond the temporal
world they are doomed to fail.
•Tremere — Upstarts who seek a power they cannot hope
to understand. A little knowledge of the occult arts can be a
dangerous thing indeed, as they will doubtless learn in time.
•Tzimisce — Mastery of the flesh is admirable; if they could
but see beyond it.…
•Ventrue — Their realm is the temporal, fleeting world of
mortal power. Admirable allies, they have achieved near
mastery of what they set their sights on.
•Baali — Fools. If they truly understood the meaning of the
eternity beyond death, they would not talk of it so lightly.

CHAPTER THREE: THE CLANS

59
Followers of Set
There are few vampires who would willingly grant hospi- wear archaic neo-Egyptian robes while in the privacy of their havens.
tality to a Follower of Set, and for good reason. The Setites, as Ritual disfigurement is popular among zealous Setites, though the
they call themselves, are servants of darkness and corruption nature of such varies among individuals.
incarnate. The clan’s ultimate goal is to corrode the ethics away Haven: Setites prefer lairs deep underground; caverns, grottoes
from humanity and Cainites alike, creating a surfeit of slaves for and oubliettes are all popular. They enjoy decorating the walls of
themselves and their dark master. these havens with Egyptian hieroglyphs detailing the story of Set.
Legends name Set, or sometimes Sutekh, as the clan’s Rare cloths and incenses are also popular among those Setites who
founder. In ancient Egypt, or so they say, Set was a great enjoy boasting of their decadence. They call their havens temples,
warrior and hunter. He hounded the desert nights like a beast and often place them under or near the headquarters of any cult
and became worshipped by mortals as the god of they may be controlling.
night. He welcomed such worship and Background: Followers
enjoyed the respect of of Set typically choose
his fellow Cainites. But neonates from their own
eventually he was cast out. retainers. They tend to
Here the stories become select only those of Egyptian
confused; some say Osiris descent, but some say that
banished Set, while others the most extensive Viking
claim Horus defeated him. raids picked up Setites and
In any event, Set swore to carried them back to the
reestablish his rule, but this north. These rumors, and
time from the darkness. And those of Norse Cainites paying
in his footprints walked his homage to the Midgard Serpent
childer. through debased rites, have yet to
Set disappeared in A.D. 33, be proven.
promising to return someday to his followers. The Character Creation: Setites, particularly those in
Setites therefore work to make the world a fitting Western Europe, tend to come from outsider concepts.
place for their master’s return. So far, they have Possible Natures include Tyrant, Rogue or Monster;
enjoyed moderate success. They approve of the their Demeanors might be whatever seems appro-
widespread disease and imbalance of wealth; the priate. They lean toward primary Social Attributes
more unhappy someone is, the more likely she will and Talents. Most have the Background of Retainers,
snatch at any chance to better her lot. as well as some Contacts, Herd or Influence. Loyal
Setites work in insidious ways. They believe Setites follow the Road of Typhon.
that the best way to corrupt someone is to give that Clan Disciplines: Obfuscate, Presence, Serpentis
person exactly what he wants, and watch desire Weaknesses: Setites are very susceptible to sun-
breed even stronger desire. They foster ecstasy and light. Double the dice for damage from any exposure
indulgence in their flocks, always encouraging excess, to the sun.
quietly addicting their Organization: Se-
prey to the pleasures only tite groups organize into
the Setites can provide. temples and have a form of
Pity the Thrall with a Setite church hierarchy passed down
Regnant, or anyone else caught in from the first priests of Set. They often
their honeyed snare. The Followers of Set do what they do from form small cults of mortal followers, with themselves as the dark
religious zeal, and thus can be even more merciless than the clergy. There is some backstabbing and treachery within the
inhuman Tzimisce. ranks, but only as long as no outside force threatens the clan.
Sobriquet: Serpents Quote: Ah, say no more, my friend. No words are necessary.
Appearance: Most Setites come from Middle Eastern or North You hunger — I can sate you. You thirst — I can quench that thirst.
African backgrounds; however, some appear in the most unexpected Please, follow me.
places. Red hair is prized as a mark of Set. Many of the Followers

VAMPIRE: THE DARK AGES

60
Stereotypes
•Assamites — They, too, know the anger of the persecuted. They are
our siblings, deny it as they may.
•Brujah — These zealots are strong fighters, but ultimately as flawed
pottery. Their anger will crack them in half.
•Cappadocians — In their obsession with forgotten knowledge lie
both danger and opportunity. Cultivate them, for they would
make excellent scribes to the glory of Set’s reign.
•Gangrel — Feed a dog the meat it craves and it will lick
your hand. So it is with the Gangrel.
•Lasombra — Yes, they understand darkness. All they lack
is knowledge of His name….
•Malkavians — How can one lead a lunatic into temptation?
Best to avoid these ones.
•Nosferatu — They might be dangerous if not for their
self-proclaimed hopelessness. Ultimately, they serve very
little purpose.
•Ravnos — They scoff and strut and thieve, pretending to
take nothing seriously. But they cannot deny the monster
that lurks deep within.
•Toreador — For all their righteous talk of the spiritual
purity of art, they submit to their vices readily
enough.
•Tremere — Ah, the new players emerge on
the field of millennia. We must arrange to
welcome them suitably and generously.
•Tzimisce — Their lordships make much
of their power and independence, and
indulge in what they consider shows
of strength in indulgence. What irony
that they all but belong to us already.
•Ventrue — Love of power and jaded
sensibilities; the Ventrue have needs,
and we are always happy to offer relief.
•Baali — Children.

CHAPTER THREE: THE CLANS

61
Gangrel
Through the forest nights wander the lonely, nomadic Sobriquet: Animals
Gangrel. Unlike their brethren, Gangrel spurn the trappings of Appearance: Many Gangrel appear as, and dress in the
civilization, preferring to roam the deep wilds in solitude. The manner of, barbarian peoples. Furs, plaids, deerskin clothing and
Gangrel is a clan only in the loosest sense; its members tend to similar garb predominate. Some, emulating the Highland Picts,
be rugged individualists, indifferent to the protocols of either go about in woad and little else.
mortal or vampire. They are the bestial ones, the closest to losing Of course, those unfortunate Gangrel who have fallen prey
themselves to the wild. to the Beast one too many times have a look all their own. Tufted
Few beings know the wild places like the Gangrel do. They ears, horns, coats of fur, razor talons, gleaming catlike eyes, even
remember many of the ancient sites of elder magic, and have allied feathers and scales adorn (deform?) these bêtes noires, and a feral
with (or at least know how to avoid) the few mythic beasts still musk wafts from them.
dwelling near those sites. Gangrel also traffic with more mundane Haven: The Animals almost never establish a
beasts, and most Gangrel can converse with the denizens of permanent haven, but instead wander the continent
forest and field. Indeed, Gangrel tend to be more comfortable in an inscrutable migratory pattern. Occasionally
with such creatures than with the mortals they were or the one will mark a “hunting territory,” but even this
vampires they have become. is usually quite expansive. Gangrel rarely enter the
Of all vampires, Gangrel have made the most progress toward cities, preferring deep forests, lonely moors and even
establishing anything close to tolerable relations with the Lupines. peat bogs and fens. Their ability to meld into the earth
Perhaps this is because Gangrel are often means that the world is their haven.
themselves master shape- Background: Many
shifters; most tales of Gangrel come from
transforming vampires pagan and barbarian
have their roots in the civilizations: Celts, Vi-
doings of the Gangrel. kings, Mongols, Lapps
This talent, however, and the like. Those
comes with a price — Gangrel drawn from
many older Gangrel “civilized” peoples
lose their human form tend to be chosen
altogether, becoming from foresters, yeo-
more like the beasts men and other sturdy,
they emulate. Many resourceful folk on
Gangrel also have the outer reaches of
lost any semblance of their civilization.
human behavior, and Character
hunt and feast like wild Creation: Gangrel
animals. rarely have sociable
Gangrel were Natures or Demean-
once more common, ors, though Nature
but the decline of the and Demeanor can
ancient pagan cultures be dissimilar (Gangrel
and the spread of human rarely lie, but even
civilization (and its vampiric parasites) have more rarely reveal their true agendas). Physical Attributes are
forced the clan deeper and deeper into the wastes. Many Gangrel almost always primary, while Talents and Skills predominate
resent this, and battles have recently been fought between civilized among the Abilities. Gangrel often have Allies (forest tribes,
“settlers” and Gangrel reluctant to leave their hunting grounds. magical creatures and the like), but rarely have Influence. Most
Even those Gangrel who have accepted Christendom (if not Gangrel follow the Road of the Beast, though a very few from
necessarily Christianity) rarely venture into the more populous ancient bloodlines walk the Paradox Road.
regions, instead wandering the back roads from hamlet to hamlet Clan Disciplines: Animalism, Fortitude, Protean
and farm to farm as the mood strikes them.

VAMPIRE: THE DARK AGES

62
Weaknesses: Gangrel are closely attuned to their inner
Beasts, but this carries a drawback. As Gangrel fall prey to their
ravenous urges, the Beast leaves its taint on their bodies. Each
Stereotypes
time a Gangrel frenzies, she gains an animal feature (a furry coat, •Assamites — They are valiant, honorable and seek to
a tail, hooves, horns, luminous eyes, a guttural voice, etc.). Every stop Christendom’s advance. Were they not hell-bent on
five such features reduce one of the Gangrel’s Social Attributes hunting us down and drinking our blood, they might be
(player’s choice) by one. Ancient Gangrel often look (and sound, boon companions.
and smell) completely bestial. •Brujah — Heh! They seek to find Heaven by locking
Organization: The clan has no formal organization to speak themselves and a bunch of humans in a great walled
of. Elder Gangrel are often respected for their might and cunning, crypt? Knowing the Brujah, their perfect city would be a
but there are also tales of ancient, monstrous Gangrel berserkers blood-spattered abattoir in three nights.
brought down by packs of outraged younglings. A Gangrel’s status, •Cappadocians — They would learn more from the songs
on the rare occasions it comes into play, is based on the tales of that of a cricket than from the whispers of an ancient cadaver.
Gangrel’s deeds (even if told by the Gangrel herself — similar to the •Followers of Set — These tainted spawn of Jormungandr
Celtic boasting contests). are most honest when shrieking in their death-throes.
Quote: Thou art a valorous warrior, mortal, to have won through •Lasombra — Treacherous churls. One worm of a Lasombra
to this place. I shall give thee a death worthy of a champion and tell sought to ensnare me in his foul plot. For all his airs of su-
tales of thy heroism. periority, his insides looked little different from most other
vampires’.
•Malkavians — When a Malkavian speaks, lis-
ten. When a Malkavian acts, leave.
When two Malkavians gather, run.
•Nosferatu — A great doom follows
them. Leave these wretches to
their misery.
•Ravnos — Vile, craven wastrels,
the worst of our kind. They pander
to the most contemptible vices
and craft garish illusions to bol-
ster their lies. When you meet
one, rake your claws through its
entrails to make sure it’s real.
•Toreador — They have great
gifts and could have been our
kind’s venerated bards. But
instead of crafting stirring epics
to exalt the valiant and praise
the virtuous, the Toreador spew
vilest slander and spin gaudy
webs of lies.
•Tremere — These sorcerers must
die, and may no songs be sung of
their passing, but let their name be
stricken from the sagas and forgotten
by all worthy creatures.
•Tzimisce — They respect the land, and that is
good. Yet they harbor no corresponding respect
for the land’s creatures, and for that we must
kill them. Still, that night must wait until the
Tremere are extinguished.
•Ventrue — He who seeks chieftainship
over me must earn it.
•Baali — There is rot in these scholars’
mouths and poison in their footprints.

CHAPTER THREE: THE CLANS

63
Lasombra
Elegant yet predatory, the Lasombra honestly think of them- from their exposure to the harsh southern sun during their days
selves as the apex of Cainite existence. Firm believers in Divine as mortals. As befitting their noble station, those not bound by
Right and the rule of the superior, they have little patience, holy orders to wear church vestments prefer the finest silks and
though often much pity, for those Cainites who are (through no other expensive garments.
fault of their own) inferior. Haven: Many clan members dwell in the manors and guest
The Lasombra character is a curious mix of noblesse oblige and houses of their family lands. Others seek refuge in the fortresslike
healthy contempt. They actively seek power wherever it may be monasteries of Spain and Italy.
found, from the halls of the cloisters to the corridors of palaces, Background: Lasombra come almost exclusively from noble
yet they do not seek the titles and glory that come along with bloodlines, particularly those of Spanish, Italian or Moorish ex-
rule. Instead of chasing command for its own sake, Lasombra take traction. Most are skilled in the arts of war and court, though
the reins of power out of a firm belief that no one can hold a significant number have backgrounds in the Church.
them better. The appearance of power is unimportant; It is extraordinarily rare for a commoner to be
what matters is that the decisions are being made Embraced by a Lasombra.
by those most suited to make them. Character Creation: No-
Indeed, most Lasombra prefer bles and clergymen are common
the role of kingmaker to the character concepts for the
title of king. Magisters. Architect and
Hand in hand with this Judge are common Natures,
determination to be the final while Mental Attributes and
arbiters of all decisions comes Talents are often primary. It
a healthy contempt for those who is rare for a Lasombra not to
the Lasombra feel are inferior to them in have the Retainers and Resources
mind, body or breeding. In essence this means Backgrounds, and many have Mentors in the
the rest of Cainite society, and while some clan as well. They tend toward the Road of
of the various clans have been accorded a Heaven, but many question its values and are
modicum of respect, there are none the experimenting with new codes of ethics.
Lasombra will acknowledge as equals. A Clan Disciplines: Dominate, Obten-
Lasombra will work with other Cainites, ebration, Potence
and even go so far as to consider members Weaknesses: The members of Clan Lasom-
of other clans to be friends, but one will never, ever bra cannot be seen in mirrors or any other reflective
consider a member of another clan to be an equal. surfaces, such as windows, bodies of water or pools
Unfortunately, there are those Lasombra of quicksilver.
whose delight in the great game of politics Organization: The Lasombra clan struc-
blinds them to all but the game itself. ture is a very formal one, loosely based on
Master manipulators, these Cainites view the hierarchy of the Church. Both secular
all of Europe as but a chessboard that they and ecclesiastical titles are used within the
and their opponents play upon, the fall of clan, and members are permitted to retain
kingdoms being of only abstract interest to their arms and titles from their breathing
them. It is these Lasombra whom the other days. During gatherings of the Lasombra,
clans fear most, and their talents and tastes more actual work is done in the cloakroom than
have been attributed to the clan as a whole. on the debating floor, though even their sub rosa dealings are
Sobriquet: Magisters performed in perfect dignity.
Appearance: Lasombra are generally dark-skinned, with Quote: An excellent decision. I applaud. Did you actually manage
fine-boned features that announce their Italian, Spanish or to reach it all by yourself?
Moorish heritage. Many still look slightly tanned or weathered

VAMPIRE: THE DARK AGES

64
Stereotypes
•Assamites — Fury leashed by honor, the Assamites are worthy of
respect and even fear. Hold tight to that leash, for if they ever
slip it, they will be at your throat.
•Brujah — The Brujah are like an Arabian stallion with a bro-
ken leg; once great, and too proud to know that they are dead.
•Cappadocians — These befuddled scholars may yet stumble onto
some great secret or philosopher’s stone, and on the night they do,
they will become dangerous. That night will come, in all probability,
a week after the last trump.
•Followers of Set — Skulkers in the dark with their outdated
rituals and antiquated paganism, they belong to a dead age.
Even the Brujah have adapted better.
•Gangrel — Leave them to the wild and the company of the
wolves they love so much. With any luck, the shapechangers
will exterminate these beasts and save us the effort.
•Malkavians — When one sees a mad dog, one puts it down
lest it attack and worry one’s leg. The same policy should
be followed here.
•Nosferatu — They crawl from the plague pits to infect
our prey with fever and foulness. Seal the graves, and
seal them inside.
•Ravnos — The tramps are amusing while working
their jests upon others, not so amusing when oneself is
the target. Better to avoid them entirely.
•Toreador — Any court worthy of its name has one
Toreador. Of course, any court worthy of its name
also has a dwarf and an idiot jester, so one more
amusing freak means nothing.
•Tremere — The wizards are ambitious, and
this is worrisome. We should have shown
Tremere and his simpering progeny the
beauty of the sunrise years ago.
•Tzimisce — They have won for our
kind the name of “monster.” Is it not
enough to rule without laying waste to
one’s dominion?
•Ventrue — Petty little princes and
self-ennobled lords, the Ventrue are pale
imitations of majesty. Let them have the
thrones; we rule from the shadows.
•Baali — The depth of their depravity lies
not in their foul rites, but in the fact that
they wish to summon demonic masters
for themselves. What sane Cainite works
toward slavery?

CHAPTER THREE: THE CLANS

65
Malkavian
Vampires are not easily frightened. They have already Appearance: Malkavians could be anyone, anywhere. For
conquered death, and the weaknesses of their mortal selves are every tattered village idiot clutching at imaginary butterflies, there
long gone. But the Cainites of Clan Malkavian worry even the is a normal-seeming person whose insanity visibly manifests only
boldest Brujah or most jaded Tzimisce, for wherever they walk, at the most dangerous times.
the stale stench of madness follows. Haven: Many Malkavians tend toward abandoned
To the medieval mind, insanity is one of or partially destroyed buildings. Often their
the most frightening things imaginable. havens are decorated in some unsettling
Most consider madness to be some sort of fashion, or with some obsessive object
curse from God (or mark of the Devil), rather relating to their lunacy (a sculpture made of
than an illness. In the case of the Malkavians, teeth, or a room of immaculate cleanliness,
Cainite lore hints that they might be right. for example).
In the old days, or so some of the mad Background: The Madmen tend to
ones claim, Malkav was one of the favored Embrace those who are close to death, the
childer of Caine. Caine sought wisdom in the hopelessly insane or the unusually enlight-
dark corners of the world, and his progeny ened. Typically, they choose neonates who
mimicked him. But it was neither Saulot, nor would be somehow “bettered” by induction
Brujah, nor even Cappadocius who eventually into Clan Malkavian, or who show useful and
found the secrets that Caine sought. Malkav progressive insight.
brought wisdom to his sire, and Caine blessed the Character Creation: Malkavians can have any
childe and his line with the liberating gift of insanity. concept whatsoever. Their Natures and Demeanors
Clan Malkavian seems to be the most incoherent rarely coincide. Mental Attributes tend to be primary,
bloodline of vampires. Gently deluded souls and sla- as do Talents. Background Traits vary widely and
vering psychotics are found in equal numbers, and depend more on the individual’s concept than
they are but a taste of the diversity charac- clan tradition. Obviously, Malkavians could
terizing Malkav’s get. If not for the common zealously follow any Road.
trait of insanity, they would scarcely seem Clan Disciplines: Auspex, Dementa-
a clan at all. But the other clans have no tion, Obfuscate
choice but to acknowledge them. Malkavian Weaknesses: All Malkavians are insane
oracles have been part of vampiric courts for and begin play with at least one Derangement
generations, and even the Lasombra and of the player’s choice. This Derangement
Ventrue, if they seek information, will sup cannot be permanently overcome, no matter
with the Malkavians — with a long spoon. how much Willpower is spent. Malkav’s blood
To this day, the Malkavians wander prevents his progeny from ever achieving
in and out of Cainite society. They play the sanity.
fools, the jesters, the seers and idiots, ever Organization: The Malkavians have the
uncovering strange new secrets buried in their most variable organization of any clan. Much of
madness. They play bizarre, often disturbing their intraclan structure is regional, and small
and sometimes dangerous pranks on ally and groups of Malkavians often gather in parodies
enemy alike. They embrace causes with all their of local governments and institutions. They seem
souls, or flit among allegiances like drunken moths. anarchic, but can cooperate with eerie precision if
In the end, no other vampire can predict just how a they believe it necessary.
Malkavian will change her environment. Quote: Ha! You demand order, expect hierarchy? Yes.
Sobriquet: Madmen It’s there, milord. In the cracks, milord. But can you look on it
without tearing out your eyes?

VAMPIRE: THE DARK AGES

66
Stereotypes
•Assamites — Live by the sword, trip and fall on your sword, die by the sword.
•Brujah — Well, they have their perfection of body and they have their perfection
of mind, there’s no denying. Temperate and mild, every last one of them.
•Cappadocians — There’s a reason that cadavers don’t speak, my friends.
And trust me, you don’t want to know what they’re keeping from you.
•Followers of Set — I have but one thing to say: Set was madder than
Malkav. I swear it on my sire’s bones.
•Gangrel — Look on these fools that dance on the Lupines’
hunting grounds. Then call us mad.
•Lasombra — Half puppeteer and half puppet, the Lasombra
certainly keep the children entertained.
•Nosferatu — Poor devils. Ah, but they and we have the virtue
of honesty to keep us warm. We are all made in God’s image.
•Ravnos — Ah, the prattling jackdaws who think if you laugh
hard enough, the abyss tiptoes away. Ho ho.
•Toreador — Tch. It is truly thankless work, defending a
chunk of stone or splotch of dye
against the centuries. But they
are wrong when they claim that
nobody understands them. We do.
They’re mad.
•Tremere — God’s wounds!
These ducklings certainly
livened up the Great Cainite
Hierarchy, now didn’t they? Oh,
I think every town square should have
one of these, just to keep us all guessing.
•Tzimisce — The dear little ones, you can
see how they envy the Nosferatu in everything
they do. Well, if they believe disfigurement leads
to enlightenment, I have always been happy to vol-
unteer my help. They have too many limbs, anyway….
•Ventrue — The glass throne is most
comfortable when the king believes he
sits on stone.
•Baali — Tcha! They want to see a pattern
in everything, even their evil.
If they really knew what
rules them, their minds
would break. Hmmm…

CHAPTER THREE: THE CLANS

67
Nosferatu
Caine’s childer are called “the Damned,” and none embody Appearance: Each Nosferatu is unique, and each is more
this more than do the wretched Nosferatu. Nosferatu bear an loathsome than the last. Nosferatu deformities are as innumerable
ancient and terrible curse, for they are no longer made in God’s as they are grotesque. Some wear the visages of rotting corpses,
image; the vampiric transformation warps their forms, render- including missing noses and earlobes; others appear as tusked
ing them abominations in the eyes of men and angels. Outcast demons or feral rodents; still others sport bloated and distended
from mortal and vampire society alike, these misshapen horrors features, like drowned sailors. Many lose their hair and sprout
haunt the catacombs, wastes and other hidden places of the Dark lumps and warts like a toad, or grow clumps of bristly spines in
Medieval world. the manner of a hedgehog. Some are covered in pustulant sores
In the nights of antiquity, Nosferatu rarely frater- and bursting boils; others wear a greasy, wrinkled hide; and some
nized with mortals, but stalked the fringes of human true horrors lack skin entirely, resembling flayed swine at
society as monsters. Other vampires, dismayed by the market. A miasmal stench surrounds most Nosferatu, and
Nosferatu’s depredations on their herds, drove the plagues of flies and locusts often follow these vampires. On
creatures into the barrens. This exile, combined with all Nosferatu the taint of uncleanliness hangs heavily. In
the intrinsic revulsion their appearance inspired, an effort to hide their shame (and avoid witch-hunters),
made Nosferatu convenient scapegoats for all manner most Nosferatu shroud themselves in sackcloth swathings.
of dark deeds, real and imagined. This evil (and largely Haven: Nosferatu haunt abandoned, pestilent
undeserved) reputation forced Nosferatu to remain ever sites, preferring ruins, fens, darksome forests or, ideally,
moving, always hidden, never daring to rest for fear plague-infested zones. In cities, they tend to inhabit
of extermination. ancient catacombs, leprosaries, dungeons, ethnic
Nosferatu often avoid destruction ghettos and tenements outside the city walls. The
by trafficking in information. Their huge cesspits common to medieval towns
dependency on stealth, rapport provide ample, if foul, shelter from the
with beasts and constant need to daytime sun (and even the most zealous
travel from fiefdom to fiefdom witch-hunter is unlikely to go digging
provide them with access to data through a mountain of dung in search
unavailable to their less venture- of a sleeping vampire).
some brethren. Even citybound Background: Nosferatu take their
Nosferatu find that their choices victims from society’s pariahs: idiots
of abodes and victims make them and freaks, lepers, hermits, vagabonds,
privy to all manner of information criminals, defrocked priests and the like.
and gossip inaccessible to the loftier Nosferatu on the Road of Heaven often punish
clans. Nosferatu have learned that the the prideful, hypocrites and other sinners by
most refined Ventrue prince will often hold his gorge, inducting them into the clan. Jews are favored because
cover his nose and give up a beggar or two in exchange they are often intelligent and practical, but lack societal
for information about his Lasombra rival in the next duchy. protection against vampiric abductors. Occasionally an
(And should bargaining prove futile, Nosferatu are not above a outraged Nosferatu chooses a beautiful victim to make monstrous,
little blackmail.…) but this practice is currently uncommon.
Since the coming of Christianity, many Nosferatu have Character Creation: Nosferatu often have beggar or outsider
modified their behavior. Seeing themselves as cursed by God but concepts. Physical Attributes and Talents are usually primary, as
capable of redemption through Christ (or whomever), Nosferatu Nosferatu must be quick, clever and hardy to survive their innu-
stoically endure their penance on Earth in an attempt to avoid merable privations. Nosferatu rarely have any Allies, Contacts,
Hell. Because Nosferatu must lurk among the lowest strata of Retainers or other Backgrounds linking them to the mortal world
mortal society, they find much opportunity to do good works from — though the rare mortal who befriends a Leper has a friend for
the shadows. Nosferatu are particularly attracted to the penitent life (and her children’s lives, and their children’s…). The Road of
movement; superhuman toughness and vampiric healing enable Heaven is most common among Nosferatu, followed closely by the
a Nosferatu to endure weeks of self-flagellation. Road of the Beast. Many Nosferatu spurn the Road of Humanity,
Sobriquet: Lepers considering either themselves unworthy of humanity or humanity

VAMPIRE: THE DARK AGES

68
unworthy of them. Only a few Nosferatu follow the Devil’s Road,
but those who do are terrors indeed, reveling in their hideousness Stereotypes
and playing to the hilt their role of frightful monster.
•Assamites — They are savage, bloodthirsty infidels, but
Clan Disciplines: Animalism, Obfuscate, Potence they adhere to their codes far more steadfastly than do most
Weaknesses: All Nosferatu are monstrously deformed. so-called “Christians.”
Their Appearance Trait is automatically rated zero and cannot •Brujah — For all their egalitarian prattle, few embrace us
be improved. All Social rolls involving Appearance (including as equals. They will burn in Hell like the rest of us.
most first impressions) automatically fail.
•Cappadocians — They delve into mysteries best left buried.
Organization: Nosferatu society is informally but nonetheless One night they will open one tomb too many — and we know
tightly organized. They are perhaps the most internally cohesive all too well what will crawl up to greet them.…
clan; millennia of shared deformity, abuse and privation have
•Followers of Set — These bastards would hiss a different
forged strong bonds among Nosferatu. Elders are revered, but
tune if they had to cloak themselves in the shroud of their
are expected to treat the young
iniquity, as do we.
fairly. Nosferatu treat each
other with careful re- •Gangrel — Grant these nomads respect, and do not
spect and elaborate dispute their passage — save when they seek to
courtesy, and free- establish themselves in our hunting grounds.
ly trade information Then battle is inevitable; strike first and swiftly.
among themselves. •Lasombra — Are we to love those whose great-
This makes the clan est vexation is not being able to see themselves?
extremely well informed; important Still, they are useful; hide your hate, exploit their
Nosferatu can accurately forecast paranoia and provide them with the secrets they
events from Hibernia to Kiev. crave. The right — or properly chosen wrong
Quote: Oh, woe, my prince, — word in a Magister’s ear can ensure your
that one so lowly as I hath offended safety for decades.
thee! Flog me into torpor! Stake me •Malkavians — I like them better than
and leave me for the sun! Lop most of the others. Oh, make no mistake,
off my head! Just…don’t send they’re demon-ridden villains, but they
me back to the fief of the make no especial attempt to single us
Lasombra Contessa Isabel… out for their caprices.
What? She is your enemy, •Ravnos — They laugh in the face of God’s
milord? Why yes, I did escape anger. I am sure that Satan has many pretty
her impregnable fortress… tricks awaiting them in Hell.
through the secret tunnel, of •Toreador — Fools! to have been given
course. What secret tunnel, you eternity, merely to squander it questing for
say? Well, milord, perhaps we should something as transitory as beauty.
discourse in your private chambers.… •Tremere — Grant them neither forgiveness
nor forgetfulness. Remember our friend Saulot
and his childer, for they alone treated us with
compassion. Confront the Usurpers not, for they
are strong, but haunt their shadows and carry
whispers of their sins to the ends of the earth.
•Tzimisce — Have they learned nothing
from our state, that they would degrade all
of God’s works in like manner? Heaven’s
hammer will surely smite these devils.
•Ventrue — They demand our fealty without
offering their guardianship in return. We crawl
into their courts wailing for succor and yet they
turn us away into the cold and darkness. One night a
doom will rise to envelop these false nobles, and we shall
laugh safely amid the darkness into which they exiled us.
•Baali — Foulest of foul creatures, they gleefully revel in their
damnation. We should help them along to Hell so they can
continue their dancing in the eternal flames.

CHAPTER THREE: THE CLANS

69
Ravnos
Tramps and thieves, the Ravnos are scattered throughout The one thing that Ravnos prize more highly than a good trick
Europe like chaff on the wind. Every country hosts a few, but (and a Ravnos who manages an exceptional theft will be regarded
where they can be found varies from night to night and whim highly indeed by his clan members) is their honor. However, it is
to whim. Many travel with bands of roving tinkers or other un- Ravnos honor, and defined differently than most Cainite honor
desirables. It is rare for more than one or two to be found in the is. A Ravnos never breaks her word — provided she has spit into
same place at the same time, for they are solitary Cainites and her palm and shaken hands on it. Otherwise, the oath, no matter
prefer audiences and marks to company. how fearsome, simply does not count and can be broken with
All Ravnos are nomadic, as much out of impunity. A Ravnos will go to the ends of the earth to
necessity as taste. There is nowhere in the avenge an insult to her “good name,” but it is up to each
realms of civilized Cainites where Ravnos are Ravnos to decide what constitutes an insult. Finally,
welcomed, and even should one try to settle, a Ravnos will not cheat or steal from a fellow Ravnos
she would be harried forth as soon as she or one whom she considers to be a friend or “brother.”
was discovered. The Ravnos’ reputation for The rest of the world, however, is fair game.
trickery and theft precedes them everywhere Sobriquet: Charlatans
they go, and even those clan members who Appearance: Ravnos enjoy dressing in gaily colored
did not initially have a taste for larceny rags and tatters, showing their tatterdemalion status off
find themselves forced into it very quickly by with pride. Some who have wandered far from home
circumstance and expectation. show the distinctive features of the Far East. Most tend
There is a reason the Ravnos have a repu- to be of outsider or mongrel mortal stock.
tation for chicanery — it’s because so Haven: Very few Ravnos have any sort
many of them are so very good at it. of fixed haven. Many have wagons or carts
Reynard the Fox, with all of his myth- which serve the purpose, but a good many find
ical cleverness, could find himself shelter from night to night.
talked out of his fur and fangs were he Background: Wanderlust
to deal with a Ravnos, and most Cainites and a gift for trickery are all that’s
and humans don’t do nearly so well required for Embrace into Clan Ravnos.
as that. Ravnos live by their Certain mortal bloodlines (such as those
wits, and they are constantly that will someday be called
testing and sharpening those Rom or Gypsies) are
wits against all comers. Shell preferred, but runaways
games, convoluted thefts, story- and buskers of all ethnicities have
telling for coin, the selling of “holy found their way into the clan.
relics” and a dozen other arts for separating Character Creation: Most Rav-
fools from their possessions are all Ravnos nos come from tinker, thief or drifter
calling cards. Most Ravnos will express types, though highwaymen and musi-
professional admiration for any non-Rav- cians are also logical choices for induction.
nos who attempts to make a living in their Jester is the most common Nature among
field — and then rob the interloper blind. Ravnos, and Social Attributes are primary.
There is nothing a Ravnos values so highly as his freedom. Most Ravnos concentrate on Talents and
Wise Cainites do not seek to keep Ravnos from a place of their h a v e Contacts as their most common Background.
choosing, only to hurry them from that place once they have T h e y tend to follow the clan’s Road of Paradox.
arrived. Once word travels that a certain location is barred to Clan Disciplines: Animalism, Chimerstry, Fortitude
Ravnos, they will appear by the dozens to test the ban until it
Weaknesses: Each Ravnos has a flair for one particular flavor
shatters. They then take their vengeance by descending upon
of deception, such as lying, theft, gambling or cheating. This
the newly opened city in force and stripping it, by hook or by
specialty must be chosen at the time of character creation, and
crook, of anything that strikes their fancy. About the only way in
the character must indulge it whenever possible. A Willpower
which an infestation of Ravnos is preferable to a military conquest
roll (difficulty 6) is required to resist the temptation to indulge
is that the Ravnos sometimes leave more of the town standing.
at each opportunity.

VAMPIRE: THE DARK AGES

70
Organization: The structure of Clan Ravnos is best summed
up by an ancient Arab proverb: “Me against my brother, my brother
and I against my uncle, my uncle and I against the stranger.”
Stereotypes
•Assamites — Their game has ended, and instead of find-
Quote: Call me a vagabond, and I’ll smile. Call me a thief, and
ing a new one, they’ve decided to kill everyone instead.
I’ll laugh. Call me a liar, and I’ll feed you your liver.
Charming people, really.
•Brujah — Another example of the perils of living in the
past. Do they even taste the present, or are they ghosts
with flesh?
•Cappadocians — Dusty and dry the scholars are, and easy
to fool. But the best part is the way they rage when they
realize they’ve been tricked.…
•Followers of Set — They can keep their hoary mysteries
of Egypt, thank you very much, and all their other
tainted gifts. You can fool a Snake, but you risk
getting bitten.
•Gangrel — Some of them are our cousins, and
it is sad to see what they have come to. Aid them if
you can, but let none know; we stand as a sign of what
they’ve lost, and they hate us for it.
•Lasombra — So noble they make my teeth grind, so stuffy
they squeak when they walk. Their arm is long, but their grasp
is weak, and they own much that is worth liberating.
•Malkavians — Hey, a better show than we put on! Watch
the madmen and marvel, then count your limbs after the
show to make certain they’re all still there.
•Nosferatu — They all seem to be so depressed that they’re
up and about that you want to put a stake in them just to
put them out of their misery. But when you try, do they
thank you? Noooooooo…
•Toreador — Useful guides to what is worth stealing, and
useful places to sell what has been stolen, and that is what
the Toreador are good for.
•Tremere — Evil wizards casting dastardly spells, hey? Few
have yet learned how to keep a hand on their purses while
waggling their fingers about.
•Tzimisce — Great will be the fame of any Ravnos who
gets the better of a Tzimisce and survives. Many have the
first part down; few have learned the secret of the second.
•Ventrue — Even more boring than the Lasombra, if that is
possible. It’s so easy, it’s almost no fun involving them in our
little japes. Babies are less gullible — but not as tasty.
•Baali — A little Chimerstry correctly applied and you can
have a Baali following you around for years, convinced you’ve
brought his favorite demon lord to earth. The poor idiots…

CHAPTER THREE: THE CLANS

71
Toreador
From their beginning, the Toreador have always been devotees Appearance: The Toreador often Embrace the very beau-
of beauty in all its forms. Beauty means so much to them, for they tiful in order to preserve them for eternity. They are common
devote the entirety of their vampiric senses to it, immersing them- in Spain, Italy and France, and frequently choose neonates from
selves in the aesthetic. They consider themselves the preservers and these regions. Toreador are rarely slovenly or unkempt, even
guardians of the exquisite, the bearers of the flame of inspiration. those associated with somber monastic lifestyles.
Of all the clans, the Toreador are the ones who most appreciate the Haven: They typically live either in the best portions of
accomplishments of the human race. large cities or near monasteries and the like: wherever art and
Throughout their history, the Toreador have always associated fine crafts are produced. Few Toreador live the life of a hermit.
with mortal artists and creators. Many elders recall the splendors Background: Toreador select only those with much to offer
of the Golden Age — but they also remember the Roman Empire, for initiation into their clan. Many members were artists,
when the Toreador fell into decadence and excess. Many of the musicians or teachers of great ability. They are the clan
Artisans fell in the sack of Rome, and most likely to Embrace mortals
now the Toreador seek temperance, on impulse.
the better to preserve what they Character Creation: Many
love most. Toreador have religious or enter-
Currently, the Tore- tainer concepts. Their Natures
ador of Western Europe are often passionate and
are strongly associated inspired, while their De-
with the Church and the meanors can be of any sort.
artwork it inspires. They Social Attributes are usually primary,
oversee the building of cathe- as are Skills. Their Backgrounds
drals with great joy, and many often include Resources, Herd and
undergo something akin to re- Retainers. Toreador prefer the
ligious rapture when presented Road of Humanity to all others.
with exceptional craftsmanship Clan Disciplines: Auspex,
or beauty. They particularly Celerity, Presence
enjoy artwork that inspires those Weaknesses: The Toreador
who look on it. sensitivity to the beautiful is also
Unfortunately, they still retain their greatest flaw. They may be
their love for pleasure and luxury; overcome with a thing or person’s
it is an easy thing for a Toreador to beauty, standing in fascination for
succumb to sophisticated tempta- hours. Only a successful Willpower roll
tion. Their attraction to various forms of will break the reverie quickly; otherwise,
vice (those that can still stir the undead the Toreador is helpless for minutes or
breast) is legendary. Their desire to find even hours. Even sunrises can captivate
truth and meaning in the beautiful has led them, and the Toreador are the Cainites
many a careless Toreador into ruin of some form most likely to fall in love with mortals.
or another. In addition, their disdain for Cainite Organization: Toreador maintain informal
politicking or causes has not endeared them to the other clans, communications with one another, occasionally gathering to
who usually consider the Toreador apathetic and useless. The exchange news. They rarely unite as a clan to pursue a common
Artisans know this, but care little for others’ opinions. They goal, preferring their individual pursuits.
have all the proof they need that their vision is worth following.
Quote: We have eternity stretched out before us, while the mortals
Sobriquet: Artisans have but an eyeblink. How can we be so selfish as to spend our time
fighting and despoiling? The eventual salvation of us all lies in the
secrets of creative genius — you have but to look for it.

VAMPIRE: THE DARK AGES

72
Stereotypes
•Assamites — They are the defenders of an enlightened culture with much to offer. It is
one of the world’s tragedies that they hate all other clans with such ferocity.
•Brujah — In their rage, they destroy exactly that which they would find worth
preserving. If only they knew how to use their strength…
•Cappadocians — The past has much to offer, but it is a death of the soul to
ignore the present.
•Followers of Set — These basilisks offer poisoned gifts with honeyed promises.
Be ever wary of these clever serpents.
•Gangrel — There are many wonders in the wild places, but the Animals have
sacrificed too much to look on them.
•Lasombra — How can they be so lettered and so ignorant at once? Their
souls were lost to them along with their reflections.
•Malkavians — I wonder at the design that granted them such wisdom
but consumed their minds. I weep for them, because that is all that may
be done for the Malkavians.
•Nosferatu — Ai! These things are all that is foul in the vampiric
being. They may see much, but I cannot bear to hear their stories.
It is too much to ask of me.
•Ravnos — These lying robbers steal without knowledge of
the value of their gains. Nothing will ever be able to sate
their greed, and so the hollow Ravnos dance on, until
they devour themselves from spite.
•Tremere — They sought immortality for all the
wrong reasons, and now all Cainites are cursed with
their presence. Alas for Saulot and his kin, for surely
they were the most enlightened of our fellow clans.
•Tzimisce — There is nothing the Tzimisce or their
chosen do that deserves to survive into the next century.
With luck, they and the Usurpers will exterminate
one another, and their kine will be free to explore
what it is to be alive.
•Ventrue — Royal blood does not nobility make,
and that is something that the Ventrue must un-
derstand. Forgive me if I do not stand at attention
until they do.
•Baali — Truly they must abhor themselves, for
why else would anyone take their path? Be wary
of these ones, for they seek company in their
damnation.

CHAPTER THREE: THE CLANS

73
Tremere
Those of this clan are called “usurpers” for no small reason. Haven: The Tremere maintain several “chantries” in and
They were once a cabal of mortal mages, but their leader, Tremere, around many of Europe’s major cities, their locations known only
became obsessed with the search for immortality, the better to to the Tremere who reside there. Those who choose to live outside
provide him time enough to perfect his art for eternity. Their efforts the chantries maintain a number of residences as boltholes and
proved fruitful; although it took the deaths of a Tzimisce elder to throw off potential pursuit.
and two of their own apprentices, the cabal achieved vampirism. Background: The Tremere normally look for students of
Not satisfied with this, the Tremere took steps to establish the occult, people with intense curiosity about the world, and
themselves as a full clan. They tracked down Saulot, the enig- intellects and scholars of all varieties. Their current state of siege
matic founder of Clan Salubri, and slew him in torpor; Tremere has forced them temporarily to Embrace for survival. Among the
himself drank the Antediluvian’s vitæ. more recent shifts in choice: men-at-arms, officers with tactical
Of course, the new clan immediately came under siege. The knowledge, and diplomats to assist the Tremere in making their
Tzimisce thirst for revenge, for the Tremere killed members of first overtures toward the other clans.
their clan and even seized part of the Fiends’ ancestral lands. Character Creation: Most Tremere come from
The Gangrel find the Tremere an obscenity, especially occult concepts and tend to have primary Mental
because the Usurpers have captured Gangrel for Attributes and Knowledges. The odd man-at-
use in their foul experiments. Then, of arms neonate is equally likely to have
course, there are the Cainites who primary Physical or Mental Attributes.
had befriended the Salubri and Their Natures and Demeanors often
even now work to protect the reflect power, a conservative outlook
surviving members from the and loyalty. Tremere Backgrounds
Tremere. often include Mentor or Re-
For now, the Tremere live a sources. The Tremere, infants
precarious existence. Their mortal by clan standards, often follow
magic was all but destroyed by the the Road of Humanity, although
Embrace, the salvaged remnants certain evil occultists have chosen
forming their unique Discipline the Devil’s Road.
of Thaumaturgy. They have Clan Disciplines: Auspex,
recently managed to create Dominate, Thaumaturgy
a servitor breed of vampire, Weaknesses: All Tremere
the Gargoyles, which are the neonates are made to drink at least
only things keeping them from twice from the blood of the seven
the claws of the Tzimisce and elders when they are Embraced. This
Gangrel. The outrage over Saulot’s means that all are at least two steps to
diablerization continues to plague becoming Thrall to the entire clan.
them. The clan is badly in need of In addition, fledgling Tremere are
allies; while a few individuals have watched very carefully by their superiors
proved themselves worthy companions, the clan as a and must be wary of (even unknowingly) betraying their clan.
whole is despised and distrusted. Organization: Tremere are tightly organized and very hierarchi-
Sobriquet: Usurpers cal, following the ideals of the old Hermetic house they once were.
Appearance: This clan is almost entirely male, but more Younger members are expected to obey their elders without question.
women are beginning to emerge. They tend to wear dark colors, Quote: Our road is clear, and stretches toward nothing less
and the more traditional prefer long robes with concealing hoods than ultimate control over ourselves and our fellows. But we cannot
and full cloaks. They recruit from across Europe, and may be of reach the end alone. As a clan, and only as a clan, may we triumph.
many ethnicities.

VAMPIRE: THE DARK AGES

74
Stereotypes
•Assamites — Even the most sagacious wizard may fall with a knife in his back; never
give these barbarians the opportunity.
•Brujah — Philosophers and berserkers without the wits to see that their new day has
already set into eternal night.
•Cappadocians — We have the most in common with them; perhaps we could
learn much from each other.
•Followers of Set — True, we need allies, but I hold grave misgivings about
their kind of help.
•Gangrel — Savages worthy of nothing, not even a swift death.
•Lasombra — Strong and disciplined. Their support could be vital, but likely as
untrustworthy as the shadows they command.
•Malkavian — These creatures are undoubtedly possessed. Their
gibberings are of no consequence to us.
•Nosferatu — Disgusting! And to think that they have
survived so long. I cannot even countenance allowing one
within a league of me.
•Ravnos — Tramps and thieves. Death changes nothing.
•Toreador — Faugh! They have not the spine to side
with their fellows against us, and that is the only virtue
I can find in the Toreador.
•Tzimisce — Do not ask, do not think — kill them
without delay or mercy.
•Ventrue — Their attempts at martyrdom are laughable.
Respect them only when they have earned it.
•Baali — Give the Devil his due for their tenacity in
spite of such hatred. Perhaps they are a sign of things
to come for us.

CHAPTER THREE: THE CLANS

75
Tzimisce
From time immemorial the Tzimisce have haunted Europe to jockey for the Tzimisce’s dwindling holdings. Fearful voivodes
beyond the Elbe. Along the Oder and Danube, through the Pri- increasingly send their young to fight and die in their names,
pet Marshes, amid the Carpathian crags stalk the Fiends, each and the Blood Oath-bound progeny dutifully go, though for the
claiming its lair and wreaking a terrible vengeance on intruders. first time ever they have begun to grumble at their servitude.…
Millennia of defending their holdings from all sides have made Sobriquet: Fiends
Tzimisce extremely vicious, and Tzimisce cruelty is infamous even Appearance: Few Tzimisce appear normal; most are either an-
among vampires. (Travelers’ legends of cynocephali, vrykolas and gelically beautiful or freakishly weird. Many Tzimisce,
other monsters can often be traced to some wretch disfigured by particularly those skilled in Vicissitude, change their
an annoyed Tzimisce.) shape nightly. Some displaced Tzimisce, enraged by
Of all clans, the Tzimisce is perhaps the least their subjects’ “betrayal,” ravage their former herds
human. Tzimisce are scholarly, even brilliant beings, as hideous monsters. Most Tzimisce dress in
but their studies (and their Vicissitude Discipline) noble finery, though some prefer tattered shrouds
have led them to the unequivocal conclusion or nothing whatsoever.
that vampires are superior to humans and Tzi- Haven: Tzimisce voivodes maintain
misce are superior to other vampires. ancestral castles, where they live amid
The “best” (by Tzimisce standards) decaying splendor with their broods.
humans are to be elevated; the rest Woe to any who trespass on a Tzimisce’s
are fodder. Unlike many vampires, fief! The rare visitor (mortal, vampire or
Tzimisce do not see themselves otherwise) who is invited onto Tzimisce
as damned or accursed. If God
grounds is feted like a prince — but
has damned them, they say, then
should take care to display extreme
perhaps it is time for new and better
courtesy in return. Tzimisce cherish
gods.…
their havens, but rarely bother with
During the years immediately upkeep (many Tzimisce keeps are the
following Rome’s fall, the clan spitting image of the classic crumbling
made vassals/slaves of various Transylvanian castle).
Eastern European hereditary
Background: Tzimisce are most
chieftains, thereby creat-
often chosen from the clan’s “pet” noble
ing “ghoul families” with
families, and no few are ghouls prior to
noble lineage and inbred
the Embrace. Occasionally a partic-
supernatural powers. These
ularly brilliant or learned outsider is
families provided the Tzi-
brought into the clan, and a voivode
misce with great temporal
often takes whoever strikes his
power, and thereafter the
fancy (as a “bride” or the like).
inhabitants of the East have
Particularly in the Baltics, many
groaned under the yoke of
still worship (or are worshipped
their Tzimisce masters. For
as) the pagan Slavic gods.
centuries Tzimisce dominance in the East
remained unchallenged, and the clan itself was argu- Character Creation: Most Tzimisce are of East-
ably the most powerful in Europe. ern European origin and tend to have noble or scholarly
concepts. As the war with the Tremere rages, more and
But recent times have proved troubling for the Fiends.
more Tzimisce are chosen for their martial prowess (or sheer
A skirmish with the sorcerous Tremere (who gained immortality
brutality). Mental Attributes are often primary. Many Tzimisce
using stolen Tzimisce vitae) quickly blossomed into a full-scale
have Retainers in the form of monstrous, Vicissitude-sculpted
war. At first the Tzimisce’s raw power and terror tactics gave
ghoul servitors. Herd and Influence are also common Backgrounds.
them the upper hand, but the Usurpers’ superior organization
Tzimisce follow a variety of Roads, though the Road of the Beast
and magical might have recently turned the tide. Moreover,
is most common, and few openly profess allegiance to the Road
the Fiends’ distress has been balm to the hearts of rival clans.
of Humanity. Some Tzimisce, particularly the pagan ones, follow
Under the cover of mortal invasions, other vampires have begun
obscure Roads combining aspects of Devil, Beast and Blood.

VAMPIRE: THE DARK AGES

76
Clan Disciplines: Animalism, Auspex, Vicissitude
Weaknesses: Tzimisce are very territorial and tied to the Stereotypes
lands they knew in life. When a Tzimisce sleeps, she must surround •Assamites — We have little truck with these paynims.
herself with at least two handfuls of earth from a land important to They divert the Ventrue and Lasombra in Asia Minor, and
her as a mortal (the land of her birth, the soil of her demesne, the that is meet by me.
earth of her grave, etc.). Failure to do this halves the Tzimisce’s
•Brujah — Oh, a thousand pardons — a city where I can
Dice Pools every 24 hours until all actions use only one die; this
coexist harmoniously with the mortals? This is to be my
penalty is negated by eight hours’ rest amid the special soil.
earthly paradise? This is the Brujah dream? Hmmph — I
Organization: Tzimisce are very hierarchical but very insular thought I was a blood-drinking nocturnal marauder, but I
creatures. The clan is subdivided into smaller units comprising am obviously mistaken.
one landholding vampire sire (voivode) and a host of progeny,
•Cappadocians — They are interesting and enlightened,
many of whom have been required to submit to a Blood Oath
but they seek only mastery of mortality, while we seek to
with the sire. Progeny are expected to obey their voivode in all
master the immortal state.
things. Relationships among voivodes are governed by a complex
protocol and fractious at best; strife among these elders is the main •Followers of Set — They are worms; we are dragons. They
reason why the clan has been unable to best had best slither into their holes when we pass.
the Tremere. Of late, as more and more •Gangrel — Their understanding of the Beast is second
voivodes have fallen, Tzimisce progeny only to our own; accordingly, they make useful hunting
have been forced to travel into exile hounds against the bedamned Tremere.
in the West. •Lasombra — So much effort and so many nights wasted in
Quote: Good evening, trav- endless chess games pitting this pawn against that. Politics
eler. I bid you welcome to the is simple: tell your lessers what to do, impale those who dare
demesne of my voivode, Count disobey, and get on with business of real import.
Vladimir Rustovitch, whose •Malkavians — Their lunacy, while debilitating, can be
fiefdom you crossed into at the inspirational. Craft a goblet from a Malkavian’s skull and
ford a league back. You are drink its blood from the vessel. The residual humors in
in luck — we have ample the brain pan permeate the vitæ, providing profoundly
accommodations and revelatory visions.
a surfeit of choice •Nosferatu — They are stoic, if uncouth, and they
entertainments understand the power in terror. Admire them from
awaiting you at afar and make examples of any who dare to defile our
our castle. demesnes with their noxious presence.
•Ravnos — Thieving trash. We will extract a thou-
sand screams in return for every trinket they steal
from us.
•Toreador — Mawkish, domesticated little vampires.
They wish us to admire their arts, but oh, how they
balk at ours! Keep them as pets until their verse be-
gins to bore; then have them tossed in the vozhd pit.
•Tremere — We will tear their stolen gift from their
flayed innards, skewer them on the Carpathian peaks
they defiled, feed the Danube vodyanoi with their
bilious humors, and leave the rest for the carrion
birds. Then we will truly begin to teach them the
meaning of pain.
•Ventrue — Teuton vipers who smile cordially as
they strike at our heels. Rip out their dissembling
tongues and muzzle their fangs thereby.
•Baali — Wasted effort. Why do we need to
conjure up that which is already incarnate on
earth? Of course, if they absolutely must have
hideousness and grotesquerie, we would be
happy to accommodate them.

CHAPTER THREE: THE CLANS

77
Ventrue
Striding from battlefield to battlefield and throne room to Appearance: Immaculately dressed, the Ventrue prefer garb
throne room, the Ventrue are the knights and kings of the Cainite appropriate to their station in life. Ventrue several centuries old
chessboard. Theirs are the conquests, the wars and the Crusades; will take every opportunity to wear the weeds of their days among
they rule from the manor houses and the throne rooms. Many the living. Meetings of Ventrue tend to resemble a masque of
were conquerors in life and have yet to shake the habit in death, historical costuming.
while others achieved success as merchants or moneylenders. Haven: Castles and fortresses, generally those controlled by
All triumphed, however, and as a reward were taken into Clan their mortal descendants, are where many Ventrue slumber the
Ventrue. There are no failures among the Ventrue, only successes day away. They are never found far from civilization.
and the fondly remembered dead. Background: Ventrue are often Embraced from the ranks
Tradition is very important to the Ventrue, and they place of the nobility. Those who are not tend to be successful military
great store in both etiquette and age. The longer a leaders, though there is a sizeable minority of moneylenders
Ventrue has been a Cainite, the more respect she and merchants, and more than a few Knights Templar have
will garner from the younger members of her clan. joined the clan as well. The most tradition-obsessed clan
Indeed, many elder Ventrue enjoy “apprenticing” members attempt to keep the clan notion literal,
newer members of the clan for and will only Embrace their descendants.
a decade or so, to pass on Character Creation:
their wisdom and so they Ventrue tend to have noble
can vicariously enjoy or military concepts. Men-
their protégés’ successes. tal Attributes are usually
Mortal status does primary, as are Knowledge
not count for much Abilities. Most Ventrue have
among the Ventrue, Influence and Resources as
and even those titles Backgrounds; there are
and lands carried very few poor Ventrue.
over into death Clan Disciplines:
don’t bear as much Dominate, Fortitude,
weight as a single Presence
city taken postmortem. Weaknesses: All
Many of the successes the Ventrue have a specific lim-
clan garners are the result itation on their feeding
of individual action habits. They may only
or the team building drink the vitae of one
efforts of charismatic particular type of prey
individuals; if a matter is (priests, non-Christians, vir-
brought to the attention of gins, Englishmen, etc.), chosen
the clan as a whole, it is likely at the time of character creation.
to be bogged down irretrievably Ventrue will not feed in a method that
in matters of precedence and credit. violates their prey exclusion, even if starving, wounded or deranged.
However, when the Ventrue do act, they do so swiftly, ef- Organization: There exists a court of Ventrue, with an ev-
fectively and decisively. A Ventrue with an ambition is a terrible er-changing king and queen. While propriety is observed during
thing to behold, for she will not stop until it is achieved, and the clan’s frequent gatherings, more attention is paid to garnering
woe betide any who obstruct her. Ventrue are not above allying status within the clan than is paid to accomplishing anything,
with members of other clans, as it is their own kind they have even in the enlightened self-interest of the clan. If a good idea
the most trouble working with. is brought up at a Ventrue gathering, it will almost certainly be
Sobriquet: Patricians stymied by a half-dozen other Ventrue who refuse to see anything
that doesn’t have their name attached to it succeed.
Quote: Your wishes may matter on your lands, Baron. This
night you stand on mine, and here my word is law.

VAMPIRE: THE DARK AGES

78
Stereotypes
•Assamites — They’d not be half so frightful on the field •Lasombra — The lot of them is about as noble as a knife between
of battle, instead of striking from the shadows and the shoulder blades. Treachery and condescension make such a
vanishing. charming combination.
•Brujah — One would think they’d forget Carthage •Malkavians — From the mouths of madmen come revelations.
after a millennium, but it would seem not to be the Mind you Ezekiel and Amos, and then watch the Malkavians
case. They have an admirable talent for carrying closely.
grudges, and not much else. •Nosferatu — It’s quite astounding that so many of these wear
•Cappadocians — Some of what they’re research- the faces of demons yet fall prey to their own religious manias.
ing may well have application; the rest seems to be The sane ones, on the other hand, are impressively talented.
pointless. Frankly, most of them are simply boring. •Ravnos — The antithesis of all we stand for, the Ravnos ought
•Followers of Set — The next Crusade should be to to be banished from the continent and sent to practice their tricks
the waters of the Nile, so we can wipe these vipers on each other in the Antipodes.
from the earth. Never mind the Saracens — these •Toreador — Value their opinions on art and architecture, but not
are the true infidels. on anything else.
•Gangrel — Bestial at best, perhaps •Tremere — One must admire their ambition and ingenuity in
they might some night be tamed and seizing for themselves the mantle of Caine. Alas, there’s precious
used for sport. Like hounds, perhaps, little else to admire about them.
or falcons. •Tzimisce — Obviously, in the lands of the East nobility means
something a trifle different than it does in the West. Treat them
as you would a slow-burning fire: with respect and distance.
•Baali — Why does anyone hesitate when confronted with
the chance to annihilate one of these cringing
diabolists?

CHAPTER THREE: THE CLANS

79
The Ways of
this group and assist them against their enemies. Currently, the As-
samites train the Ismailis in the arts of guile and slaying — the most

the Clans
promising have already earned the name hashashiyyin. If another
Crusade comes, the East shall be ready for it.
The Assamites are likely the most strictly hierarchical
The clans themselves often lack organization. Europe
clan, with the possible exception of the Tremere. They have
is a big place in which to keep a clan united, and travel and
incorporated many Islamic teachings into their personal code,
communications prove difficult for the Cainites. Consequently,
strengthening the clan overall. Their greatest obstacle at this
communication between clan leaders and their underlings is a
point is the animosity the Western clans bear for them, but it is
slow process; it might take a year or more for a messenger to reach
nothing the Assamites had not expected.
London from Constantinople, for example. This means that clans
are rather loose-knit groups, and the most important decisions Strength and Influence
are usually made on the spot by the petty princes and local elders. The Assamites completely dominate large stretches of
Older vampires have difficulty controlling their clan members mountain land in the East, controlling their estates through im-
as a group. They tend to reinforce their hierarchies with the Blood penetrable castles commanded by loyal ghouls. Their control of
Oath, and draw on as many mortal resources as they can to help these areas is absolute. No Cainite may enter the lands uninvited,
keep order. Some elders seek to control only a small group of the and all of the regions’ mortals bow to them. They have leverage
younger Cainites of their clan, concentrating their efforts on a over monarchs as far afield as Cyprus, Jerusalem and Cairo, but
small geographical area (a country like France, for example) or on as they are feared they are also hated. The Assamites have no
a specific group of Cainites. Clans can therefore become faction- friends, just reluctant enemies.
alized, as different groups of members rally around different elders. They have little influence among Western Cainites, and
Most Cainites organize themselves around their fiefs, which equally little desire for such. Their interactions with other clans
may be baronies, manors or entire city-states. Many keep havens are brief and businesslike.
out in the surrounding villages, and some actually reside within
city or castle walls. In this period, it is easy for vampires to keep Organization
track of one another, since people generally know their neigh- The Assamites brook no insubordination among their ranks.
bors well. The complexities of mortal politics sometimes cause Fortunately, rebellious or malcontent clan members are as rare as
difficulties for the clans, as clan members become embroiled in blue rubies. Their hierarchy begins with the fida’i, the apprentices.
their petty feuds. Europe is racked by war in the Middle Ages, and After seven years of service, worthy fida’i may advance to full clan
Cainites of any one clan often find their mortal allies fighting on membership as rafiq. Rafiq are specialists and assassins, serving the
different sides of these various struggles. clan as best they may.
Finally the clans are spread across a large and disunited conti- Above the rafiq sit the silsila, the clan elders. They instruct rafiq
nent. The Cainites absorb and adopt local cultural variations, and and fida’i in Assamite spirituality and judge when an apprentice
poor communications prevent homogeneous traditions among the is ready to become rafiq. One is appointed to the great honor of
clans. Clan practices, assumptions, even beliefs can vary widely silsila only by the Master and the du’at. The du’at are the three
from one area to another, and archaic customs still persist in rural most senior clan members aside from the Master. They act as
backwaters. The following information details more about the clans advisors on their respective fields of interest: the caliph oversees
as groups, and what they do in the name of clan unity. military operations; the vizier maintains the library and learning

Assamites
of the clan; and the amr watches over all things magical for the
Assamites, including research into the Disciplines.
The Assamite hierarchy peaks with the Master of Alamut,
The Assamites trace their ancestry back to Haqim (Assam
also known as the Old Man of the Mountain. His word is law,
to Western ears), a noble warrior foully Embraced by Khayyin,
second only to the teachings of Haqim. Any clan member may
father of all vampires. They claim that Haqim was Khayyin’s first
challenge the Master for his position, but the Master chooses
childe, created even before those three of the Second Genera-
the terms of the duel (physical, political or magical). Only the
tion. Assamite lore tells that Haqim bade all those of his line to
strongest and wisest Children of Haqim may rise to this post, and
slay the other descendants of Khayyin, drinking their blood and
failures are ritually diablerized.
thereby coming closer to their ancestor and even Heaven itself.
For time unrecorded, the Assamites have inhabited Alamut, Current Practices
the Eagle’s Nest, a powerful, secret fortress somewhere in the The Assamites recruit neonates purely from their subjects,
mountains of the East. This fortress is inviolate; any infidel vam- selecting the most zealous, pious and physically impressive. Females
pires found even remotely close to Alamut are quickly killed and appear only as elders, and outsiders are never Embraced. The Assa-
diablerized. Assamites value their privacy beyond almost everything; mites do not tolerate infidels in their ranks. They are currently on a
the exception is the safety of the clan. moderately aggressive recruiting drive. Their indoctrination process
The spread of Islam has affected the Assamites, to be sure. One coerces neonates to serve the clan from a mix of loyalty, love, faith,
group of devotees, following a priest named Ismail, has settled in the fear and even brainwashing.
mountains around Alamut. The Children of Haqim have befriended

VAMPIRE: THE DARK AGES

80
The clan follows the dictates of the Blood Road, actively system, the poverty of the serfs, the harshness of local “justice.”
pursuing Cainite blood in an attempt to raise themselves closer to They allow that there must be government, but they refuse to
Heaven. As a result, Assamites will offer their murderous services accept that any of these tyrants are fit to rule. And so they stir
in exchange for vampiric vitæ. They practice diablerie without up the peasants, start riots and rebellions, support barons against
hesitation, scorning the Westerners’ edicts. The only line no kings, knights against barons, anyone and everyone against their
Assamite will cross is betraying the clan — they never accept cruel superiors.
assassination contracts against each other and do not practice Now a schism splits the Brujah, and their fellow clans laugh
diablerie on other Assamites. The goals of the Blood Road have at the Zealots’ efforts to better the world around them. As more
deep spiritual meaning for the Assamites, and take precedence obstacles spring up in their path, the Brujah grow increasingly
over most individual concerns. frustrated, and no Cainite wants to be around when the berserkers
snap.…
Present Concerns
The Assamites feel the need to protect their mortal holdings Strength and Influence
from attack. They believe that another Crusade will come soon, The Brujah’s greatest social strength lies with their affinity
particularly as the Ventrue become more and more infuriated with for mortals. The average Brujah can more readily empathize
Assamite activity in Europe. The clan cannot decide how much with a lowly peasant or soldier than might a Gangrel or Ven-
effort to take from their ultimate goal — the Blood Road — and true. Although the clan’s influence doesn’t sweep across Europe,
spend on neutralizing the Crusade before it happens. charismatic Brujah can readily influence local affairs, inspiring a
Recently, emissaries from the Followers of Set have arrived loyalty they consider more valuable than that of any Lasombra
in their lands, offering assistance and special goods in exchange dupe or Assamite thrall, because it is voluntarily given. Spain is
for unspecified favors. The Assamite elders have not yet decided their chief area of influence, and they are a jagged thorn in the
what to make of these proposals, or of the Setites themselves. side of the Spanish Lasombra nobility.
Some hope that Haqim himself will awake from torpor to The Brujah garner respect from other Cainites not for their
reunite the clan, but only a few of the elders know where he lies vision, but for their fighting ability. The Zealots are akin to bears,
— if indeed he still survives. some say, fighting on when any sane being would flee or drop.

Brujah
Once a Brujah makes a personal enemy (not an overly difficult
task), she will doggedly destroy everything that enemy is trying
to accomplish. (If the enemy shares a common goal with the
The Brujah have a dream. It is a dream of one day re- Brujah, then the Brujah will simply try to kill him.) The clan’s
building Carthage, of creating a place where Cainites and kine scholarly background also means that the Brujah have no small
live together in peace and prosperity. The details vary from number of thinkers and tacticians in their ranks. As clans go, the
one Brujah to another; some see it as a place where Cainites Brujah control little, but are valuable allies in almost any conflict.
control docile mortals, while others say that the two groups will
be equals. Some say that the Cainites will be free to hunt at Organization
whim, while others claim that they will feed only from animals The Brujah are loosely organized. Most pursue their individual
and willing mortals. In truth, most Brujah aren’t too sure what dreams, either alone or in small packs. Their strong sense of clan
Carthage was like. They just have a hazy picture of a city where loyalty ensures good communication, though, and it does not
there was less poverty, misery, corruption and pain than in the take long for one member to rally his brothers and sisters against
cities of the 12th century. And if this Eden did once exist, it a common threat. Many countries house small Brujah councils,
can exist again. There might be — and should be — a society which settle on their communal direction. The clan elders act
without exploitation and greed, where opulent nobles do not as a sort of republic, occasionally meeting to rule on some clan
gorge themselves while paupers starve outside. affair or another. Many of these take their childer’s desires under
Each Brujah has her own image of Carthage and a better consideration; the Brujah remember the democracies of the past
world. It is this hope that they might somehow bring serenity and still carry a fondness for such practices.
to the world that allows them to cope with their monstrous
existences, and the history of the Brujah has largely been the Current Practices
history of this dream. The Brujah, as ever, wander among the mortals, attempting
Now the Brujah strive to reestablish cities, to reintroduce to inspire certain enlightened individuals into clever ways of
learning and art, and to quell the petty feuds that tear Europe bettering their community’s lot. Some take this a step further
apart. Regrettably, they have no common idea how the world and seek out their fellow Cainites. Although these “missionaries”
might be improved. Some support certain rulers in the hopes that usually tend to meet with failure (sometimes even derision), they
under their enlightened tyrannies a new world order might be remain convinced that nobody can achieve true harmony until
established. A strong rule, or so they say, will encourage learning, members of different clans can cooperate toward a greater purpose.
bring peace and foster the towns and trade. The Brujah also experiment with social structures. Any
But for every Brujah that joins the rulers, another stands upheaval in a government tends to attract Zealots like carrion
against them. These Cainites argue that the mortal rulers are birds, as they gather to look over the situation and perhaps learn
selfish and greedy, pointing to the strictness of the emerging feudal secrets to a more just society.

CHAPTER THREE: THE CLANS

81
Present Concerns of their somber feasts can wear rather thin if one does not have
The Brujah currently find their dreams of reestablishing a a consuming interest in death. There are of course exceptions to
new Carthage blocked by their rival clans. They are most enraged this solemnity, but clan gatherings are never lively or whimsical.
by the Lasombra, whose pointless power-games frustrate their own Some Cappadocians worry that the clan’s narrow vision will
plans; and the Tremere, who exterminated the serene Salubri. cause trouble at some point, and strive to Embrace neonates with a
Some Brujah are concerned about the Crusades, and the possi- strong sense of life and practicality. These neonates often find the
bility of another one beginning. They believe that another Crusade clan structure stifling, and set off on their own, to continue whatever
will simply stir up the Assamites, who will in turn kill whatever journey the Embrace interrupted. They are rarely missed. After all,
Cainites strike their fancy, reducing vampire society to total strife. their sires reason, they have eternity to reach a proper view of death
Some anticipate this impending chaos as an opportunity; others and whatever lies beyond. The prodigals will return someday, they
dread it as dooming any likelihood of trust among clans. chuckle dryly, and the clan will be richer for their experiences.

Cappadocians
Clan Cappadocian is seldom seen acting as a clan proper.
Strength and Influence
The havens of Cappadocians are secure and hidden, often
defended with peculiar ghouls and the occasional animated corpse.
The members rarely socialize among themselves and have no They feel no need for any sort of military strength, and keep to
particular love for dealing with other clans. Most other clans see themselves. Most of their pull in Cainite society stems from their
the Graverobbers as a morbid, unhealthy collection of vampires reservoirs of lore, no matter how ancient. It is commonly held that
who drink from the dead and parlay with the spirits of the un- a thing once known to any clan is known to the Cappadocians
shriven. The Cappadocians are too busy pursuing their forbidden today, so long as it was written down. Few consider it worth the
knowledge to correct this opinion. trouble to slay a Graverobber, particularly as all their memorized
They are secretive in the extreme, but do not disdain the knowledge would be lost.
company of fellow scholars. If a Cainite of another clan offers to Organization
share wisdom with them, they can make gracious hosts. Of course, Cappadocian hierarchy hinges on knowledge. The more
they are one of the most single-minded clans, and the hospitality ancient lore a Graverobber has at his fingertips, the higher his
rank among his peers. This is rarely brought into play, however.

VAMPIRE: THE DARK AGES

82
Although individuals often meet to share learning, the only large return of Set. On that day, they promise, their foes will be cast into
clan gatherings take place on the winter solstice, in a forgotten the underworld forever, and even the hated sun will be blotted
temple high in the mountains of Turkey. At these meetings, the from the sky. It is no less than Set’s will.
elders make any policy changes they deem appropriate, and all
those who did not attend the solstice rite are expected to learn Strength and Influence
the changes quickly and abide by them. The Followers of Set rule those mortals who have fallen to
vice and temptation. Avaricious merchants, lusty false monks,
Current Practices fallen Templars and desperate vassals — all can be found as a
All Cappadocian neonates undergo an initiation rite at the Setite’s pawns. Thusly, the clan has a surprising amount of mortal
time of their Embrace. The exact details vary from sire to sire, but influence. Their innate sense of corruption also permits them to
usually involve burying the initiate alive for an extended period prey on Cainite weaknesses, and more than one local elder has
of time, as a sort of “dark night of the soul” where the initiate ended up Thrall to a Serpent.
stares into the face of mortality. Those who emerge with their The clan has little military strength, however. Setites draw their
minds broken are deemed unfit and are mercifully extinguished. power from subtle means, and the average Follower of Set would
Interestingly, the Cappadocians are also involved in advanc- likely lose to the average Brujah, Gangrel or Assamite in personal
ing the medical sciences. They often conduct autopsies and observe combat. They prefer to let powerful ghouls do their fighting for them,
the more talented physicks at work, the better to understand how often knights or strong laborers under Blood Oath to their masters.
and why the cycle of life ends. To this end, they have brought
a number of herbalists and barbers under their wing, observing Organization
both the healers’ successes and failures. Setites actually tend to prefer the company of their worshipful
disciples to that of their vampiric peers. They will gather in small
Present Concerns groups or temples from time to time, but hold no real love for one
The rise of the Tremere has led to some rifts in Clan Cap- another. Still, the Followers of Set trust one another and only
padocian. Some believe that the Usurpers’ success with their one another — they avoid situations where they would have to
magical Discipline, Thaumaturgy, represents a new breakthrough rely on another clan.
in vampiric learning. Others highly disapprove of the extermina- Setites on the Road of Typhon hold all higher positions in
tion of Saulot, who was considered one of the most enlightened the clan — no other philosophy is permitted to gain a foothold.
Cainites. In typically scattered manner, the clan has yet to agree These dark priests encourage and abet their underlings, fostering
on what to do about the Tremere. many small cults across Europe. Clan leaders gather every so often,
The recent Embrace of a cabal of Venetian necromancers is on the night preceding any total solar eclipse. These meetings take
advancing the clan’s knowledge of death, but the neonates have yet place at the Grand Temple of Set, currently located somewhere
to share any great discoveries. They have made some progress toward below Alexandria. It is here that the Setites devise their plans
developing a new Discipline, one that will enable contact with the of corruption and conquest.
dead. However, many clan traditionalists disapprove of the upstarts
and claim no good will come of their unusually aggressive methods. Current Practices
Setites try to addict mortals and vampires alike to whatever

Followers of Set
The Followers of Set are a scattered clan. They do not
pleasures they can. They fully endorse blackmail, extortion, bribery,
prostitution and murder, and particularly enjoy catching “holy men”
in their coils. They are currently encouraging the burgeoning prac-
congregrate in large groups, yet their fingers brush all of Europe, tice of small criminal organizations, although the results have been
even beyond to Africa and the East. And for all their scarcity, varied. In every major European city, there is likely to be at least
they are a threat to any careless Cainite. one Setite. In addition, some Followers of Set have been provoking
The Setites’ clan loyalty mirrors that of the Assamites and obvious acts of cruelty to agitate mortals against vampires. They hope
Brujah, but is different in form. They stand by one another for to start a wave of witch-hunting that will sweep away their rivals,
religious reasons; each Follower of Set knows herself to be a leaving the Setites the undisputed lords of the night.
disciple of the God of Darkness, lord among the Antediluvians.
The clan is a cult, with all the ritual and fanaticism one would Present Concerns
expect, and yet is also much more. Because the Setites follow a Some Setite cults have been exposed to mortal attention, and
mythic figure rather than a visible charismatic leader, they can the religious backlash in Christian Europe has proved unsettling.
reach farther than a mere cult. Whispers of debased witches are now traveling the continent, and
For all their influence, no other clan trusts the Followers of several hunters have set after the Serpents. Although physically
Set, an attitude the Serpents repay in full. They regard all other stronger than human trackers, the Setites are concerned that
clans as hopelessly lost, not even worthy of the title “heretic.” other Cainites might follow on their heels.
They hold the Baali bloodline in particular contempt, considering The Followers considered the Crusades an excellent opportu-
them weak relics adhering to a miserable philosophy. However, nity and are attempting to begin another. To date, they seem to be
they refuse to go to war with any other lines, preferring instead to meeting with some success. They are also considering ending their
snare gently whom they can. The reptilian ones are patient and rivalry with the Baali once and for all, and are pursuing friendly
willing to wait out the centuries between now and the eventual relations with the Assamites to this end.
CHAPTER THREE: THE CLANS

83
Gangrel
The Gangrel are individualists, wandering where they will,
and as such have fewer hoary traditions and cobwebby protocols
than other clans do. Still, what customs they do follow are deeply
revered, as eternal and inviolate as the changing of the seasons
or the migrations of birds and beasts.
Other clans have learned the hard way not to curtail Gangrel’s
freedom or hinder their travels; even the most territorial Tzimisce
generally lets a Gangrel pass so long as some acknowledgment of
domain is granted. For their part, Gangrel are indifferent to the
doings of other vampires, save when those vampires attempt to
use Gangrel as pawns in their schemes. A Gangrel tricked into
a course of action becomes as savage as a wounded leopard and
will do anything to extract revenge on the deceiver. This could
be the reason that Gangrel so dislike the Ravnos.…
Some Gangrel establish semipermanent territories, but even
these prefer to stay deep in the wilderness, where Europe’s few
remaining mystic sites are. Enchanted springs, magical glens and
toadstool rings often have Gangrel guardians. Gangrel know their
territories intimately and often befriend the faeries, nymphs and
monsters indigenous to the land. It saddens them that the Lupines
are less receptive to their overtures.

Strength and Influence


The Gangrel have always walked apart from mortals, and thus
hold little influence over their lives. Gangrel drift from village
to village, rarely staying in one place long enough to befriend or
control anyone. In any case, the Animals’ bestial taint makes
such interaction difficult.
It is said that in the north roam bands of nocturnal brigands
led by bloodthirsty Gangrel. Occasionally stories surface of Gangrel
who “protect” an isolated farm community or hamlet: sometimes
altruistically, more often in exchange for tribute, with savage
retribution awaiting those who do not pay up. Mainly, however,
Gangrel impact humanity only as predators. Indeed, Gangrel see
the power-games of the other clans as silly. Why manipulate a
duke or mayor into enacting political change when you can just
eviscerate the fool and end his meddling then and there?
Gangrel are strongest in those areas isolated from human hab-
itation: the Black Forest, the Scandinavian peninsula, the Scottish
Highlands and similar places. Here Gangrel often assume a sinister
demeanor, becoming night-fiends and bogeymen in a desperate
attempt to stop mortal incursion into the wilds.
Other vampires tread lightly around Gangrel, and for good rea-
son: the Animals are as cunning and savage in combat as the beasts
they emulate. Gangrel are equally adept at a full-tilt charge and a
sudden strike from the undergrowth. Elder Gangrel are particularly
deadly, for they can shapeshift into wolf and bat forms to harry prey,
vanish in a wisp of smoke and resume the battle at their convenience.
Gangrel also commonly make pacts with faeries, magical beasts and
other wilderness denizens, and can call on these allies in extremis.

VAMPIRE: THE DARK AGES

84
Organization have manipulated rival warlords and princes after the Empire’s fall,
Gangrel do as they will and brook no elders or princes telling and have now found pawns for their power-games all around the
them what to do. Still, Gangrel have a modicum of honor, and Mediterranean. Today, many delight in the intricate politicking
those Gangrel who prove themselves oathbreakers or scarelings of the emergent Church.
are often culled from the clan. But many Lasombra have never dabbled in mortal politics.
Status among the Gangrel is loose and based mainly on the They find taming a savage animal or manipulating the feuds of a
number and quality of tales told concerning a given Gangrel’s group of peasants to be just as challenging and intriguing as the
deeds. A Gangrel renowned for protecting a mystic site, slaying a chessboards of kine society. Some have restricted themselves to
lake-wyrm or navigating a trackless waste will be accorded a wider gaining power within undead society, and others have even ex-
space at the talefire than will an anonymous newcomer. perimented with Infernalism, tried to master the Lupines or had
truck with the Fair Folk. Regrettably, the other denizens of the
Present Concerns Dark Medieval world have proved very resistant to such attempts.
Unlike other vampires, who benefit from civilization’s spread,
the Gangrel suffer from it. As the wilderlands shrink and city
Strength and Influence
walls enclose more land, the Gangrel find their hunting grounds The Lasombra are spread around the Mediterranean, par-
dwindling and themselves thrust into territorial conflicts with the ticularly enjoying the convoluted politics of the warring Italian
Lupines. The fact that the werewolves refuse to heed the Gan- cities. Lasombra princes rule most of the great cities of Italy and
grel’s entreaties for an alliance frustrates the Animals even more. Sicily (Venice, Rome, Pisa, Naples, Palermo), and most of the
More and more Gangrel flee Europe for the Siberian wilds or the clan elders can be found around this area. Younger members, eager
sub-Saharan expanses; those who stay find themselves increasingly to win power away from overbearing elders, have moved further
bestial, lashing out frenziedly in all directions, like caged rats. afield — to the growing ports of Spain, to Cyprus and the Holy
Land, to northern France and into the Alps toward Germany.
In Eastern Europe, the rise of the Tremere greatly disturbs
the Gangrel; the fact that the Usurpers routinely leech the Wherever the Lasombra settle, they quickly accumulate
land’s magical essence for their foul spells physically sickens the influence both in local governments and in the Church. They
nature-loving clan. Gangrel have even allied with the Tzimisce use this influence, their typically considerable wealth and hand-
(for whom they bear little love) in an attempt to put down the picked Retainers to defend themselves from physical assault. It
Tremere once and for all. is a rare Lasombra who can be forced into a corner, and even
there they are dangerous. The weakness in their defenses is their
Current Practices reputation — few Cainites will freely aid one of the manipulative
Gangrel occasionally congregate at certain designated wil- Magisters without hefty coercion.
derness sites, there to celebrate the changing of the seasons. At
these gatherings, the normally stoic Animals throw off all vestiges
Organization
of decorum — leaping, running and howling under the moon and The Lasombra actually have two levels of organization. Their
stars. The festivals generally culminate in a frenzied hunt and the first, more obvious hierarchy is patterned after that of the Church.
drinking of blood tainted with distillations from hallucinogenic Each member seems completely subservient to her betters. However,
mushrooms and narcotic berries. Woe to the unfortunate who the real stratification lies with interpersonal influence politicking,
disturbs such a gathering! and it is entirely possible for a mere “bishop” to garner more respect
and obedience than the Lasombra “pontiff.” Although each Lasom-
Gangrel also hold more sedate meetings, where stories
bra knows his place in this invisible web, all constantly scheme to
are exchanged. The laconic Gangrel can become surprisingly
better their station.
garrulous when presented with an audience, and all manner of
elaborations and embellishments work their way into tales told Lasombra elders control their juniors through trickery and
at these gatherings. deceit, threats, blackmail, promises and disinformation. Gifted
neonates sometimes gain some converse influence over elders

Lasombra
Wherever kingdoms rise and fall, wherever a throne can
the same way. (And yet, some neonates believe that they have
influence, but are actually under the thumb of their “supporter”....)

be controlled from the shadows, there flit the Lasombra. Pup- Current Practices
petmasters without compare, the Magisters choose the highest Many Lasombra traditions would draw a shudder from out-
of social circles to frequent, fully convinced that their innate siders. The Lasombra, in their own “noble” way, are fond of many
nobility gives them the right to do as they please in the pursuit courtly pastimes. Hunts are a favorite; some hunt game at night,
of personal power. some hunt humans, and some foolhardy Magisters even try to
Lasombra have manipulated rival Phoenician merchants and bring down Lupines. Some also enjoy “human chess,” played on
the rival demagogues of ancient Greek city-states. They battled life-size boards with living pieces. What happens to a piece that
for control of the ancient courts of Persia and Egypt, plotted in is “taken” depends entirely on the Lasombra’s whim.
the labyrinths of Knossos, and fought to control the wine trade Even more unsettling (to Cainites) is the Lasombra ap-
through Marseilles to the northern Celts. As the Roman Empire proach to diablerie. If a Lasombra can prove, in a court of her
grew, the Senate was both battleground and playground. They elders, that an elder is incompetent and unfit to rule, then she

CHAPTER THREE: THE CLANS

85
is granted right to his blood. The defendant need not be present
for such a hearing, or indeed even aware that his competence is
in question. If the court finds fault with the accuser’s points, she
may be dismissed without a word — or the court may send word
of her claim to the elder in question. It all depends on how the
game could best be played.…

Present Concerns
The Lasombra’s power-games have made them many enemies.
Their interference at the Pope’s court in Rome has come to the
attention of some mortal churchmen and is stirring up investiga-
tions. Some perceptive witches and magi have been angered by the
Lasombra’s attempts to manipulate them. Rumors of their dealings
with demons have caused widespread concern and distrust amongst
the other Cainites — and attracted the attention of the Baali.
The Lasombra are also encountering some mixed Malkavian and
Ravnos attention, which they find quite unsettling.
The Brujah and Ventrue are currently the two clans with
the most malice for the Lasombra, and the Magisters spend much
of their time fending off their plots. And as the Assamites settle
into the Iberian Peninsula, the Lasombra now have a new threat
near their Castillean strongholds.…

Malkavian
The history of Clan Malkavian is practically undocumented
by outsiders and preserved only by a strange sort of communal
“clan memory.” However, most suspect that the mad Cainites
have been involved in numerous strange happenings in the last
few thousand years. They seem drawn to heresies and weird reli-
gions, experiments in social control, daft mysticism and magic.
Had they been manipulators and autocrats, like the Lasom-
bra or Ventrue, then they would have tried to control all of the
innovations, which would have been disastrous. The Malkavians
prefer to hang on the edges of mortal groups, absorbing, twisting
and exaggerating the mortals’ ideas and theories, or transplanting
them from one culture to another. Sometimes they are credited
with some of the most insane practices of the mortals; sometimes
they claim responsibility for some of the most incongruous things.
For example, one Malkavian claims the clan pulled off one of
its greatest practical jokes twelve hundred years ago — a bit of
graverobbing in Jerusalem. Of course, this selfsame Malkavian
claimed friendship with an entire tribe of Lupines, so he has been
proclaimed even more deranged than most.
Mystery religions, crazed philosophers and other strangeness
abounded in the Roman Empire, and the Malkavians loved the
Empire’s decadent cities. The current age has been less fruitful,
with most mortals too busy trying to survive to break out and
try anything really new. As a clan, they seem to have no overall
agenda or purpose in the Dark Medieval times. Their fellow
Cainites hope that such is the case.

Strength and Influence


Nobody can fathom the concept of Malkavians having
influence. The other clans despise them or despair of ever ma-
nipulating them, and generally leave them be. And this is just
what the Malkavians prefer.

VAMPIRE: THE DARK AGES

86
The least coherent can often secretly be the most skilled governments, learning and whatever else takes their fancy, other
manipulators. Many Malkavians are quite ancient, and indi- Cainites take reassurance that the mad ones will never act toward
vidually very powerful. Precisely because they shun politics and a common goal. Or so they hope.

Nosferatu
conflict, these elders have grown to a considerable age and quietly
accumulated quite the power base. This may seem cold comfort
to the clan’s younger members, but the elders are usually swift to
aid any younger member who is being persecuted by an outsider. Amazingly enough, the horrid Nosferatu have a strong sense
In times of crisis, the Malkavians of each region inevitably pull of clan unity. Perhaps this is somewhat unavoidable; after all,
together. The hidden hand is no weaker than that which wears who but a monster can tolerate the company of other monsters?
the iron gauntlet, or so they say.… For whatever reason, Nosferatu readily cooperate with others of
their kind and have a strong sense of esprit de corps — or perhaps
Organization just a mutual hatred for their fairer brethren.…
The clan has no formal organization and no apparent hierarchy. Unlike most clans, which exalt their Antediluvian founders
Still, the younger members have great respect for their elders and as mythic heroes and the source of all things good in the vam-
expect guidance from them if any threat looms. piric paradigm, the Nosferatu dread and despise their progenitor.
The clan has adopted several key centers, around which Indeed, the Nosferatu go so far as to speak of a mystic pogrom
members often cluster. There are important sites in their own carried out against them by their torpid founder. The agents of
rights, and most Malkavians accept the need to protect them. this pogrom, creatures deemed even more monstrous than the
These meeting grounds include the underground Library of Nosferatu themselves, have a variety of appellations: Nictuku,
Valentinus in Marseilles (a repository of vast amounts of inspired Nephilim and Echidnae, among others.
prophesy and mad ranting), the “Great and Magnificent Court
of Carthage” (a randomly chosen ruin on the North African
Strength and Influence
coast), the Church of Saint Herod the Bloody in Palestine, and Obviously Nosferatu are severely handicapped with regard to
the Well of Mirth (a spring that spews forth hallucinogenic obtaining positions of influence in the mortal world. Not only does
waters) in northern Germany. their deformity render them incapable of directly commanding
mortals, but Nosferatu often find it difficult even to convince
Outsiders sometimes suspect that the Malkavians do in
a mortal to remain in their presence long enough to listen to a
fact have a secret hierarchy. True, most of Dark Medieval
proposition of vassalage.
society is very stratified, and the Malkavians need not be an
exception. Some Malkavians encourage this belief, answering Nevertheless, there are more Nosferatu ghouls than one
to arcane or surreal titles and ranks. Only the Madmen can might imagine. The Dark Medieval world is a harsh place, and
say whether these supposed titles hold any weight with the many worthies will traffic with the Devil — or a similarly gro-
rest of the clan or not. tesque proxy — in exchange for an edge in life. Even the subtle
deformity induced by ingestion of Nosferatu vitae means little if
Current Practices the added physical vigor enables one to farm additional crops or
Clan Malkavian has vested interest in Europe’s recent growth. survive the year’s epidemic.
The Church, the expanding economy and the growing cities have Nosferatu have, through temperament and design, made
created more scholars and books, more privileged people with time inroads into the burgeoning Masonic movements, and no few
on their hands, more room for weird beliefs and popular move- Masonic orders have a Nosferatu in the upper echelons. Not
ments to spread. The clan tends to take advantage of whatever only does Freemasonry’s secretive structure allow a Nosferatu
opportunities it can to encourage “liberal thinking” and play sick to cloak his deformity more readily (the Hidden Master in
jokes on whomever it feels like. the Waxen Mask, etc.), but Masonic movements also allow
But the clan as a whole has no real lasting traditions, save for the Nosferatu access to new constructions and building
a few exceptions. Once in a great while, many Malkavians from techniques. Masons who, on the orders of their superiors,
across the continent suddenly set their affairs aside and make a build a construction with some “occult” significance may
great pilgrimage. The destination varies each time, but always in fact simply be erecting a structure to the specifications
seems to have great significance for the lunatics. Once there, a of the Nosferatu.
bizarre scene takes place. Sometimes it is a mock court, sometimes Nosferatu rarely resort to open warfare, but are masters of
a pseudo-religious ceremony, sometimes a huge brawl. No sane ambush; their aptitude for Obfuscate makes them formidable
Cainite knows why they do it, or how they all know where to go. skirmishers. They are adept at using their sheer hideousness
In addition, some Malkavians have recently adopted the tendency to paralyze a victim with fright, and at using their superhuman
to mimic important figures of other clans. These impersonations strength to rip apart said paralyzed victim before he can recover.
can sometimes be confusing, as the Obfuscated duplicate goes Nosferatu also use menageries of gigantic, grotesque animal ghouls
about giving contradictory orders to the target’s underlings. as both spies and support troops.

Present Concerns Organization


The Malkavians openly display little concern for anything Nosferatu are often solitary through force of circumstance;
in particular, and this disparate clan has no apparent unifying a village of 100 is hard pressed to conceal one monster, let alone
agenda. As the Malkavians scatter, meddling with religions, a dozen. Still, given the choice, Nosferatu prefer the company
CHAPTER THREE: THE CLANS

87
of their own loathsome peers. Larger cities, particularly those
boasting ancient catacombs from the days of Rome, may house
entire broods of Nosferatu.
Nosferatu broods are surprisingly egalitarian. Elders are
revered (as examples of the discipline and cunning necessary to
survive centuries of existence as monsters), but are expected to
treat the young fairly. Occasionally rumors surface of a Nosferatu
tyrant, a “monster king” ruling its subterranean brood through
terror and violence, but these rumors are few and far between.
The Nosferatu also display a surprising amount of interbrood
unity. Broods in different baronies, duchies or even countries
readily cooperate. Nosferatu have largely divorced themselves
from the trivial squabbles over status and prestige that mar the
cooperative ventures of the other clans.

Present Concerns
The clan is presently concerned with the same thing it
always has been: survival.
Nosferatu strongly support the rise of cities and towns, par-
ticularly those erected on old Roman sites (the accompanying
ruins and catacombs provide excellent hidey-holes). Nosferatu
tend to support the rise of the bourgeoisie, seeing them as more
meritorious and less pretentious than the old feudal dynasties.
Town councilmen have occasionally been able to wring conces-
sions or even independence from their feudal lieges, using illicit
information clandestinely given them by a skulking Nosferatu.

Current Practices
Things actually seem to be looking up for the Nosferatu
— although perhaps this is because the clan has nowhere else
to look. As people congregate into cities and towns, Nosferatu
find more and more places to hide by day and hunt by night.
The phenomenal number of taverns clustered within most
settlements means that many Nosferatu attacks are written
off as wine-induced delirium.
Nosferatu often gather on solstices and equinoxes to
perform various elaborate rituals emulating (or mocking)
human and vampire festivals. One such festival, the Dance
of the Dead or Danse Macabre, is performed every 10 years in
a secret location; this location changes every time. As many
of the clan as can safely travel attend the Danse Macabre,
which (in contrast to most things Nosferatu) is an orgy of
pageantry and spectacle. Here, Nosferatu celebrate their own
grotesquerie, and the catacombs run red with the blood of
their human “guests.”

Ravnos
The Ravnos are not present in Europe in significant numbers.
Their people, the Gypsies, are currently slowly moving west,
spreading across Europe. For now most are found around the cities
of the East, through the Arab lands and northern India and as
far away as China. There are a few groups of Ravnos vampires
around the eastern Mediterranean. They have a prince in the
Crusaders’ city of Acre, where dark Cainites (Setites, Assamites,
Lasombra, et al.) often meet to trade goods and information,
hatch plots and strike alliances, and they have a community in

VAMPIRE: THE DARK AGES

88
the Setite-controlled port of Alexandria. From here, small bands Present Concerns
of scoundrels visit Constantinople, Venice and other European Many locals call the meandering Ravnos plague-bearers and
ports to steal or extort from the Cainites or mortals. stormcrows. The outsider is often mistrusted in times of war, and
Many Cainites resent the offhand way that Ravnos trick, rob so the Ravnos steer as clear as they can of the petty battles and
or swindle other clans. The Ravnos believe they have a sacred feuds across Europe. They avoid the Tremere war when possible,
duty to keep others from becoming too attached to impermanent but are not averse to striking deals (or cons) with combatants or
things (possessions, beliefs and really just about everything). suppliers on either side. Those clans concerned with “courtly
However, they also see the dim view the outsiders take of their decorum” run the Ravnos out of their domains on whatever
activities. So for now, the Ravnos are a tatterdemalion collection grounds they can find.
of wanderers and loners, nothing like the hierarchical clans of Ravnos wagons have also been threatened by Lupine attacks
Europe. It is not their place for such stuffiness, the Ravnos main- in recent years. As the bloody excesses of many vampires stir up
tain, and so it is the open road and the back alley for them, from other supernatural activity, the lonely Charlatans have found the
now until the final trump. long roads growing more dangerous.
Strength and Influence
The Ravnos have very little military strength in Europe.
If threatened with violence, the typical Charlatan will simply
Toreador
When the Roman Empire collapsed six centuries ago, the
laugh and go away (quickly, if need be). If one needs to do harm Toreador were in dire straits. Many elders slipped into torpor,
to an enemy, she will try to trick her foe into a deadly feud with hoping to awaken in another time of debauchery and excess. Some
another Cainite (preferably another enemy). If all goes well, traveled eastward, seeking refuge in Constantinople or settling in
the two will be at each other’s throats long enough to let the the cities of the East. Those who stayed, however, found strength
Ravnos go her own way. If not, the Ravnos tries to make as clean in temperance and virtue in restraint. As time passed, they were
a getaway as possible. able to nurture art once more from their kine.
The Ravnos are master storytellers and serve as messengers As some Toreador became increasingly involved with the
when few others are able. They bring news from far places, and if Arabs and Moors, others found a beauty in the solemn but unusu-
need be are willing to shape the news to their own advantage. A ally impassioned art and architecture of Western Europe. It has
clever Ravnos can begin a slander that sounds perfectly true, feed been a slow process to nurture the fledgling artistic creativity of
it to all the reliable sources and watch his enemy’s power base the Christians, but as the foundations for the great cathedrals are
crumble like old clay. Of course, one must be very good to make set, the Toreador consider their time well spent.
this stratagem work, but the Ravnos elders have had quite some Many clans are surprised by the change that came over the
time to perfect their little fabrications. Toreador. Where once they joined Nero’s revelry and Caligula’s
Organization perversions, now they keep to sober monasteries and chill stone
Ravnos deliberately shy away from organization, as that would castles. Even the clan’s sobriquet has changed to reflect their
require entirely too much trust and too little independence. It attitudes; where once they were scorned as “Dionysians,” now
is generally acknowledged that the oldest of the clan are some- they are labeled “Artisans.”
where in the East and have little interest in their childer’s doings. And so, while some Toreador make perilous journeys to the
However, there is always a grudging respect between Ravnos, and North to seek out worthy skalds, and some wander Byzantine halls
they will usually leap to each other’s defense when an outsider to Eastern music, most stay where they are, quietly encouraging
starts making threats. “Only I am allowed to insult my brother,” human achievement. When humanity is ready for a second Golden
or so they would say. Age, the Toreador will teach them of ancient art and literature.
Until then, patience is the Artisans’ watchword. Time will tell if
Current Practices they can hold to it.
Although outsiders see no real method to the Ravnos’ ways,
the Charlatans are actually carefully examining Europe. Those Strength and Influence
elder Ravnos who walk European lands are scouts after a fashion, The Toreador are not an overly influential clan. They abstain
ascertaining the best time for the majority of their clan (and their from the dickerings of petty princes and Cainite fishmongers,
mortal people) to return. preferring to follow their calling. Still, they are one of the most
The nomadic lifestyle is the most important facet of any perceptive of clans. Many elders and princes who dislike trusting
Ravnos’ unlife; if shackled to one place for too long, they would Malkavian or Cappadocian seers will instead keep a Toreador
likely grow mad as a Malkavian. To some extent, the Ravnos advisor on hand. Constantinople is one place which has benefited
have pursued friendly relations with the Gangrel, whom they call from a constant Toreador presence.
cousins, the better to survive the long wild roads. The Gangrel The Toreador’s military strength is not overwhelmingly
do not welcome such efforts and hold the deceitful Ravnos in impressive. Apart from a few Retainers or Dominated kine, they
contempt. This does not deter the Ravnos, whose sense of humor have few people to call on to fight for them. Some Toreador
keeps them good-natured even when confronted with a snarling, are excellent fighters, but not all. For this reason, some tend to
bestial Cainite and his menagerie. keep a loose alliance with local Brujah, who also see the need to
preserve learning. However, not that many Toreador are openly
CHAPTER THREE: THE CLANS

89
attacked. Because they seem harmless, few vampires actually seek
their destruction. Because they seem useless, they are not targets
to be controlled.

Organization
The Toreador do not involve themselves heavily in Cainite
politics, and so their organization is reasonably loose. Sires tend
to create childer they can trust, and so most Toreador are rela-
tively free to pursue their own ends (which often coincidentally
match those of their elders). They gather in Iberia, Alexandria,
Constantinople and even in Rome.
Some Toreador gather in groups akin to craft guilds, exchang-
ing information and insight concerning their particular field of
interest. These “guilds” are extremely secretive, full of ritual and
mysticism. Occasionally they adopt a mortal member into their
fold, but only those they deem worthy of receiving the secrets of
the ages. These lucky few often return to their work inspired but
troubled by what they have seen.

Current Practices
The Toreador are currently working hard to preserve the arts
and culture of the lands where they have settled. Most European
Toreador have worked themselves into Church affairs, realizing that
the majority of modern art and sculpture serves a religious purpose.
Some travel to Eastern lands to bring back cultural advancements,
but this is a tenuous practice, particularly considering the Easterners’
hostility brought on by the Crusades. They tend to arrange benefactors
and work for the finer artisans, and encourage creative people to
follow their visions. Some French Toreador oversee the construction
of cathedrals; tragically, they will never know the buildings in their
full glory, with sunlight streaming through the stained glass.

Present Concerns
Distasteful though it is, the Toreador find themselves entan-
gled in mortal politics and locked in fierce conflicts with other
clans. They are among the strongest defenders of Constantinople
and its culture, vocally arguing that the Cainites should play an
active role in defending it from the “barbarians” who slowly steal
away its territories. They also disapprove of recent Lasombra for-
ays into the Church, believing that the Magisters will turn more
and more churchmen away from art and education, emphasizing
instead control, intolerance and politics.
The clan also respects Moslem art and achievements and
tries to persuade the Brujah and Lasombra to help nurture the
Moslem kingdoms on the Iberian Peninsula. Unfortunately, rumors
of Assamite footholds are hindering this pact.

Tremere
The Tremere only recently appeared among the Cainites. It
was not until 1022 that the first Tremere vampires were created
(or rather, created themselves) through trickery and magic. They
slew a Tzimisce elder and vivisected two apprentice magi whom
they had caused to be Embraced. The experiments eventually
created a potion which allowed the magus Tremere to convert
himself and his seven closest followers into undead.

VAMPIRE: THE DARK AGES

90
Once it had been discovered what their new immortality had among the Council and governs the British Isles. The remaining
cost them, the new Tremere sought to recreate the powers that members are still establishing their authority and do not contact
they had known in life. The result was the magical Discipline their disciples with any frequency. Neonate Tremere under their
they called Thaumaturgy. However, Tremere was not satisfied. authority might not even know the Councilors’ names, answering
He was well aware that the fledgling vampires were in still in instead to their chosen lieutenants.
great danger, and he wanted to strengthen their place in the The Council of Seven are in regular magical contact, but all
vampire hierarchy. After long research and seeking, he learned seven only meet together each seven years to discuss important
how the other clans had gained their permanency — by way of matters. Their next meeting is scheduled for 1199.
an ancient founder. He discovered the location of the sleeping
Salubri founder, Saulot, and decided that the peaceful vampire Current Practices
would make the best target for his designs. He tracked Saulot to The Tremere are researching as much occult lore as possible,
his resting-place and diablerized him. All accounts say that Saulot as they have always done, the better to survive the current war
died peacefully and without resistance, although the Tremere were and earn a place among the other clans. To this end, they attempt
terrified by the sight of his third eye opening and gazing on them. communications with those Cainites which do not appear im-
The resulting war has continued now for nearly two centuries. mediately hostile (which are few). They also pursue the legends
The Tzimisce and Gangrel — the strongest clans in Hungary — of the Lupines, but not so aggressively.
have led the battle against the upstarts, but have been unable Some members know a ritual that allows them to communicate
to defeat them. The Tremere have called upon the aid of the with their sire across great distances. This, plus their access to sev-
Order of Hermes, a circle of mortal magicians of which they are eral mortal messengers, allows the clan to collect information and
still a part, and have both their sorceries and mortal armies to coordinate its plans far better than any other clan.
protect them. Finally, the Tremere are encouraging the spread of their
Over this period, the power of the Tremere has expanded. freakish creations, the Gargoyles. These brutish vampires were
Now around half of the mages once loyal to Tremere have been developed from Gangrel and Tzimisce “materials,” but are now
Embraced, a few of them remaining in contact with their fellows able to sire their own progeny.
in the Order of Hermes. Other mages have been Embraced, too,
and brought into the clan. Perhaps most importantly, the Tremere Present Concerns
have recently created new foot soldiers — the monstrous Gargoyles. The bulk of the clan’s elders are preoccupied with the battle
against the Tzimisce and Gangrel. These older clans have recently
Strength and Influence launched a counterattack against the Hungarian Tremere, un-
The Tremere’s main strongholds are great fortresses in the leashing neonates, ghouls and mortal pawns in a final bid to curb
mountains of Transylvania and Hungary, although they have fortified the Usurpers’ expansions. The violence has not been obvious to
chantries (magical “guild houses”) throughout Europe. Recently they the mortals — just a few assassinations, brigands’ raids and nobles’
have achieved a major victory against the older Cainites of Hun- feuds — but Cainite casualties have been high. Vampires who had
gary, slaughtering several noble families upon whom the Tzimisce previously managed to remain neutral are being forced to choose
depended and thereby cementing their power within the country. sides or else flee from Hungary. However, the Tremere have been
Their old links with the Order of Hermes bolster their power, able to repel the worst of these attacks, particularly with the aid
as they can sometimes embroil these magicians in their plots. They of the Gargoyles.
also retain several of their mortal contacts and have the resources The Tremere are now making bids to extend their powers
to employ many mortal messengers and spies. beyond their isolated chantries and settle in the towns and cities.
Many younger members have been ordered to make havens or
Organization establish small chantries in western Europe’s cities, where their
Clan Tremere has the tightest organization of all clans. The Tzimisce and Gangrel enemies are weak.
war for survival demands nothing but absolute precision, and The Tremere are also concerned with their reputation in
consequently neonates are often put under the Blood Oath. The the Order of Hermes. The Order has so far been unaware that the
founder now sleeps for years on end and shows little of his old fire Tremere’s leaders have become vampires. As the Seven have sought
when he wakes. The leadership of the clan has thus passed to the to extend their influence, however, they have Embraced an increasing
deeply divided Council of Seven, the seven mages who were first number of mages, and the Order is coming to realize what creatures
transformed into vampires with Tremere himself. Recently, the lurk within their ranks. The Tremere fear that they must soon either
Council divided the known world between themselves to avoid split from the Order or make a bid to control it.
fractious arguments.
The unofficial leader of the Council is Goratrix, the loyal but
scheming man who in life masterminded Tremere’s plot to gain
immortality. The Council has recently sent him to oversee the
Tzimisce
Clan Tzimisce is a venerable clan, steeped in tradition and
House’s business in western Europe. The defensive, humane Etrius lore. The clan has long clung to its Baltic roosts and until recently
remains in the clan’s stronghold of Ceoris in Hungary, coordinat- was deemed unconquerable. This, of course, makes the current
ing the defense of their holdings and attempting to make peace nights of upheaval all the more intolerable.
with the Tzimisce and Gangrel. Meerlinda moderates disputes

CHAPTER THREE: THE CLANS

91
The Tzimisce have long been among the most knowledgeable riddled most noble Eastern European (and many Byzantine) fam-
and erudite Cainites. For millennia other vampires have made the ilies. The clan has also infiltrated the Eastern Orthodox church,
perilous trek to the Carpathians in search of Tzimisce wisdom (the although not nearly to the extent that their Lasombra brethren
fact that many such vampires do not return deters them little). have riddled the Roman Catholic church.
Until the Tremere’s rise, the Tzimisce were the master sorcerers
among vampires, practicing a bizarre amalgam of alchemical Organization
rituals, Slavic charms and demonology. Indeed, erudition and Voivodes rule “families” of childer; these childer are required
sorcerous skill rank second only to land held when determining to submit to a Blood Oath binding them to their sire. Alas, the
a given Fiend’s status. childer are rarely bound to each other; centuries of brutal jockeying
Tzimisce lore rarely juxtaposes with human concerns, and only for the voivode’s favor, in a grotesque parody of familial interaction,
intermittently with vampiric ones. The clan has its own agenda, remain the norm among Tzimisce broods. Occasionally a voivode
one little concerned with the petty doings of others. Whereas other will impart a favored childe some measure of responsibility —
vampires see themselves as damned, the Tzimisce believe themselves overseeing the ghouls, interacting with the serfs, maintaining
masters of their destiny, subservient to neither God nor Devil. Of the ancestral castle — but this is uncommon.
all the clans, the Tzimisce takes an approach most similar to what The clan was much more unified in the elder nights, but
will one day be called humanistic thought. complacence and decadence have set in. The fragmented political
Not that the clan is by any means humanistic, humanitarian landscape of the Balkans bears mute testimony to the disharmo-
or even human. Tzimisce, indeed, affect a cold contempt for the ny rending the clan. Each voivode advances her own goals with
lesser creatures who provide them with food and fodder, and even little concern for the well-being of the clan as a whole. While
other vampires are at best second-rate beings. Tzimisce believe such self-centeredness is ubiquitous to the Cainite race, Tzimisce
that with sufficient mastery of their Vicissitude Discipline, they arrogance and territoriality ensure that two feuding voivodes are
can literally sculpt themselves into the image of God — or into less likely to compromise (or be forced to compromise) than, say,
an even superior form. two Ventrue elders.
This continuous refinement of Vicissitude has reaped many As more and more voivodes fall to pyre, stake or spell, increasing
practical rewards. No clan is so skilled in the use and creation of numbers of dispossessed childer roam the world. These childer set
ghouls. Tzimisce, though free use of their flesh-shaping bent, are up squatter demesnes as best they can or simply wander into the
fiendishly skilled at warcraft. Though other vampires may be more unknown realms beyond the Danube. A few such childer, taking
personally formidable in battle, none are so terrifying. A Tzimisce possession of their sire’s artifacts and Tremere spoils, have done
assault typically takes the form of a nightmarish swarm of twisted rather well for themselves in the West.
monster-ghouls. Such onslaughts are even more frightening when led Present Concerns
by the Tzimisce themselves, often in the gigantic, nearly invulnerable
Obviously, the war with the Tremere eclipses current Tzimisce
Zulo Form. Moreover, stories of what the Tzimisce do to their foes
thought. From their aeries the Fiends rage against the Tremere
often lead enemies to flee rather than risk capture. There are reasons
sorcerers and hurl legions of childer and ghouls at their chant-
why the Balkans have spawned so many tales of terror.
ries. Unfortunately, with the rise of the Tremere’s own servitor
The Tzimisce have used their powers to sculpt ghoul servitors creatures, such tactics prove increasingly ineffective. The clan’s
to their specifications, creating legions of terrifying minions. Mon- internal strife only compounds the problem.
strous, shark-mawed Tzimisce hellhounds, some nearly as large as
As if this weren’t enough, many Tzimisce holdings are
ponies, prowl the clan’s demesnes. Squadrons of formerly human
crumbling from within. The Fiends’ human subjects, weary after
ghouls, their very bones and tissues warped into weapons of war,
centuries of abuse, welcome invaders and the like; even the Ger-
descend on the villages by night to collect Tzimisce tribute. The
mans, they figure, must make better masters than the rapacious
worst are the vozhd, or war ghouls: elephantine horrors created by
voivode on the mountain above the village. This attitude shocks
the fusion of a dozen or more ghouls (human or animal) into a
the Tzimisce, who often view their subjects as unthinking exten-
multilimbed composite monster.
sions of the ancestral land. Many younger Tzimisce, angered by
Strength and Influence their subjects’ “betrayal,” have begun to adopt an actively hostile
Clan Tzimisce, despite its current woes, clings tenaciously to stance toward humanity.
the Eastern European homeland it has haunted since its earliest Current Practices
nights. Tzimisce maintain strongholds and control puppets in
The war with the Tremere has not only disrupted the tradi-
Hungary, Poland, Bulgaria, Wallachia, Bavaria, Austria, Serbia
tional Tzimisce unlifestyle, but has made it plain that Tzimisce
and Kievan Russia. The Tzimisce is particularly strong in pagan
elders are quite out of touch with the needs of their progeny. In
Lithuania, where certain powerful elders still maintain the worship
an effort to maintain their identity and purpose, many younger
of the ancient Slavic gods. Here the clan struggles against the
Tzimisce congregate among themselves. These Tzimisce celebrate
Teutonic Knights, who have begun to unearth evidence of the
the ancient rites of their land (Kupala’s Night, the equinoxes, etc.)
clan’s (and its servitors’) practices.
with grand communal festivities (an outside observer might call
Tzimisce maintain their temporal power through their “rev- them massacres). At these fetes, Tzimisce reaffirm their loyalty to
enants”: ghouls with hereditary supernatural powers. Through each other in the face of adversity by actually drinking each other’s
marriage, intimidation and outright violence, revenant lines have
VAMPIRE: THE DARK AGES

92
blood. Some Tzimisce whisper that those who have participated to bring the most attractive, sophisticated or highborn compan-
in these blood-drinking festivals for years or decades actually ions. The Grand Court is currently seated in Paris, where the
become less submissive to the will of their voivodes. venerable fourth-generation prince Alexander presides as king.

Ventrue
The queen is Saviarre, an elder of great beauty who does most of
the actual clan governing. Many lesser princes and elders send
ambassadors to the Grand Court to beg aid, to present fine gifts
Since the days of the Roman Empire, the Ventrue have lived or to announce their triumphs.
hidden within the castles of the great nobles, guiding these magnates
and sharing their luxuries. Even when barbarians swept through Current Practices
their lands, few Ventrue had to live among the common folk or The Ventrue, strong among both the merchants and noble
drink anything but the noblest blood. If one family was destroyed classes, cling to the trappings of the nobility upon whom they
by an invader, the Ventrue could easily adopt another magnate. have fed for so long. Many maintain sumptuous robes to wear
As Europe’s economy developed and trade became more to their courts, often having a new robe each visit. Ventrue are
profitable, the Ventrue began to adopt merchant families as fond of all manner of courtly practices, and Ventrue princes have
well. And as the Franks and then the Normans began to conquer been known to “knight” particularly loyal subjects, a ceremony
lands outside of France, the Ventrue often followed the victorious that often involves the Blood Oath. A Ventrue will often be
mortals, to Germany, to northern England and Ireland, northern quite generous when awarding privileges, even to members of
Italy and Sicily, Cyprus and the Holy Land. other clans.
Now old ghosts are returning to haunt the Ventrue. Few In order to display their wealth and influence, older Ventrue
neonates have learned of the long-ago war with the Brujah, or often become patrons to younger clan members, supporting and
the city that fell to Roman swords. All they know is that the encouraging them. They also make ostentatious gifts to one another
Brujah loathe them for some ancient slight and seek to block and are always ready to offer assistance. This is in part a matter
their every goal. The Assamites are emerging out of the East, of pride (demonstrating their superior power and generosity), but
and the Lasombra are challenging their authority; all in all, the also pragmatically reinforces the clan’s power.
Ventrue have some trying times ahead of them.
Present Concerns
Strength and Influence The Ventrue continue to engage in various power-games,
The Ventrue are the dominant Cainites of France and England attempting to gain some measure of control over Cainite society.
and have influence in many other countries. Their center of power They are often stymied in this, particularly by the Lasombra,
is Paris, and they maintain a firm grip on the fairs and markets of their rivals. In addition, other clans stubbornly resist any form of
the surrounding regions. Many Ventrue have developed a senti- Ventrue overseers, especially the Brujah, who have robbed them
mental attachment to the French noble families. The University of their influence in Spain.
of Paris, the splendor of the French royal court and the success of However, the Ventrue have much to look forward to. Their
local merchants are all sources of great Ventrue pride. influence is growing in France and England, and the recent threat
Most of the Ventrue’s might comes from their mortal resources. of the Tremere seems to be galvanizing many clans into a sort
Through Presence and Dominate, they control some of the most of understanding. With luck, the conflict will forge a new unity
powerful nobles and merchants of Europe. Some build private in vampire society, and the Ventrue will be the ones to lead the
armies, others attempt to sway local governments, but they are for Cainites into the new century.

Caitiff
the most part content to change little. It is only when a Ventrue’s
authority is challenged that he becomes truly aggressive, and then
woe unto the offender.…
There are few Caitiff in Europe, or indeed anywhere else. The
Organization blood of Caine still runs strong in his descendants, and the clan
Ventrue organize along courtly standards, both locally and affinities and flaws are still very pronounced. However, princes
clanwide. The oldest Ventrue of each region is accepted as that are largely powerless to prevent Cainites from creating neonates.
region’s monarch. Monarchs entertain visitors and supplicants, Consequently, some lineages have thinned to the 13th generation
and local Ventrue are expected to heed their proclamations. and beyond. Many of the more careless and prolific sires make
Cainites of other clans are accepted into court structure if they little effort to educate or watch over their creations, and some of
wish to make suitable supplications. these neonates remain forever ignorant of their clan.
The Grand Court is set above all other courts. Ventrue In many instances, elders attempt to bring such neonates
gather there for the opportunity to sum up business, strike deals into the fold (they may be useful pawns, after all), but sometimes
and make plans for forthcoming years. It is also a place for the lack the power to compel obedience. Many clans simply lack the
presiding Ventrue to commend or criticize younger Cainites, who inclination to force their Caitiff members to rejoin.
might thereby win or lose much prestige. In such cases, where the vampire is allowed to remain apart
Many Ventrue consider the Grand Court an excellent op- from her clan, her childer and their childer may have neither a
portunity to flaunt wealth and influence; they often attend with sense of belonging nor any direct link to their precursors’ clan,
a train of lavishly dressed retainers and ghouls. Others compete and become truly Caitiff.

CHAPTER THREE: THE CLANS

93
VAMPIRE: THE DARK AGES

94
Book Two: Descent
Owls call, somewhere beyond these tired walls. I can move, a little. I can
lurch across the packed dirt to the barn’s mouth, and perhaps farther. But I
cannot run. I am far too faint and weary for that.
At a wayside inn, I had thought to spend a pleasant night with a drink and
a cheap woman. I was welcomed there, as I swaggered in, one hand on my
sword as if I’d rather fight than drink. A band of strangers not so far from
the fire called me over, laughed with me, kept filling my tankard. I gladly left
with them, clutching the cold hand of one of their women.
They threw me against the alley wall. They took my sword and snapped it
in ten places. They laughed as my alcohol-slurred muscles tossed me unevenly
at them, and then they tore the flesh away from my veins. I tried to scream. I
should have died, but as the devils drifted back into the shadows, the hands of
one among them lifted me up. I found pity at the whim of a monster, and God
help me, I am glad.
She has hidden me in a leveled barn, miles from town. I am too weak to
travel — my helplessness reflects in her eyes when she visits. She touches me as
one would touch a simple-minded child, and tells me dark things about myself.
Sometimes she brings me a hare, or a few quail. Enough to keep me alive, though
I do not hunger. But God! My thirst, my thirst…
My blood falls from my eyes, seeps into the dust.

CHAPTER FOUR: CHARACTER

95
VAMPIRE: THE DARK AGES

96
hapter Four:
Character
Know thyself.
— Inscription at the Delphic Oracle

Before you begin to play Vampire: The Dark


Ages, you must create a character. Vampire:
The Dark Ages, however, is not like make-believe;
you don’t just make up a character as you go
along (though the Storyteller is regularly faced
with that challenge). A certain amount of work
is involved; a character concept is born, but a
character proper is built. Building a compelling
yet genuine character is a creative struggle.
This chapter describes how to create a unique
character, beginning with a general concept and
translating this concept into numbers that can
be used in the game. This process is very simple;
players can easily figure it out for themselves.
The Storyteller should have a good grasp of the
process in order to answer the players’ questions
accurately.

CHAPTER FOUR: CHARACTER

CHAPTER FOUR: CHARACTER


97
97
The numbers on the character sheet may not seem particularly
evocative. It is hard to imagine a novelist describing a character
by saying, “She has a Charisma of 4.” However, these ratings make
it simple to describe the strengths and weaknesses of a character.
More importantly, these numbers allow the random factor created
by dice to be employed in relation to the character’s Traits. A
strong vampire has a better chance to move a heavy boulder than
a weak vampire does.
Character creation usually follows a pattern from the general
to the specific. First you develop a general concept of who and what
your character is — is she more socially or mentally developed?
Then you select the specific ratings of your Traits — how effective
are your Charisma, Manipulation and Appearance? Do not use
this process to create the “best” possible character; that defeats the
purpose of making up a genuinely interesting individual. These
numbers are intended to enhance roleplaying, not to open an
avenue to some mythical character Hall of Fame.
Start by deciding what kind of character you want. Are you
going to play a wretched beggar-child or a wealthy and educated
noble? Are you a pagan from the remote valleys of Scotland, or did
you enter a monastery to become closer to God? The background
and personality of your character are the essential ingredients of
his persona. Once you have formulated your basic concepts, the
details of Attributes and choosing Traits from a variety of lists,
you decide who your character is. You will receive extra points
called “freebies” at the end of the process, and you can use these
to add dots to any Trait, so do not agonize over all your choices.
• Most Traits are rated numerically from 1 to 5. This system
is similar to the star system used to rate movies, restaurants and
hotels. One dot in a Trait indicates poor or novice ability in
that Trait. Two dots indicate an average Trait, while a rating of
5 indicates that you are among the best in the world. Traits are
based on an average human range.
• You need to consider how well your character will interact
with the group. The Dark Medieval world is dangerous enough as
is; a group undergoing internal strife will have a much harder time
surviving. If your character doesn’t fit in and disrupts the story as
a result, almost nobody will enjoy the game. The Storyteller may
ask you to create a new character.

Role of the Storyteller


As the Storyteller, your role is to guide the players through
the character generation process. After your players arrive for the
game session, you need to introduce them to the basic premise of
the game and describe the rules system. Your main goal should
be to make character creation as easy as possible.
Pass out the character sheets and give the players a minute
to look them over and ask questions. Then go through the char-
acter creation process step by step, filling in all the details of the
characters’ Traits.
It is sometimes advisable to spend an entire game session
creating characters. This ensures that the players don’t feel rushed
and that they take the time to create believable characters, not
paper-thin stooges. In fact, you may encourage your players to
come to the character generation session with fairly developed
character concepts.

VAMPIRE: THE DARK AGES

98
Once you are done with the practical details, you can spend You should also choose a Demeanor to describe the personality
the rest of the session running preludes for the characters. A prelude your character pretends to possess. This is the role she plays to the
is a form of abbreviated storytelling in which you tell the story of world, the façade she presents. It should probably be different from
a character’s mortal life and Embrace. Preludes are the players’ the archetype you have already chosen as the character’s Nature,
introductions to the chronicle as well as their characters, so make but not necessarily. Whatever you choose is only the character’s
them memorable. Preludes are described at the end of this chapter. typical pose; people can change Demeanor as quickly as they change

Step One: Character Concept mood. You may change your character’s Demeanor at any time,
allowing her to adapt to different people and different situations.
You begin by formulating a basic concept for your character. Demeanor has no practical effect on the rules.
This concept need only be a general idea of what your character
will be like, something unique and interesting that will be enjoyable Roads
to play over the long term. For example, to describe your character The Cainites of the Dark Ages share different views on moral-
concept you could say, “I’m a rural priest who strives to hold onto ity. You select a Road (essentially a vampiric philosophy and code
his beliefs. I play the game of vampirism in order to survive, but am of behavior) based on what you believe your character’s morality to
constantly looking for some way to avoid damnation.” be. Each Road determines the ethics you must hold to or else lose
yourself to the Beast. It also determines which Virtues you begin with.
Concept Bear in mind that your character’s Road will influence practi-
Many Kindred find it difficult to abandon their concepts of cally every aspect of his vampiric existence. Although some Roads
themselves as humans and cling tenaciously to the trappings of are quite close to common human morality of the time, others
their former lives. Thus the first thing you need to do is to come hold rather inhuman values as sacred. Keep your character’s clan,
up with an overall concept of who the character was before he Nature and Demeanor in mind. It is highly doubtful that he would
was Embraced: what he did, how he lived and what was unique choose a code of ethics lightly, particularly with so much at stake.
about him. This concept may describe his profession, how he saw
himself or what others felt about him.
A character concept such as a gladiator might indicate an
Step Two:
Embrace hundreds of years ago, while others, like a knight or Choosing Attributes
lady-in-waiting, indicate that the character is a product of the A character’s Attributes define his intrinsic makeup. How
current era. Regardless of when the character was Embraced, he fast are his reflexes? How attractive is he? How long does it take
has spent only 50 years or less as a vampire. All years of unlife him to understand new ideas?
beyond that are assumed to have been spent in torpor, sleeping First, you must prioritize the three categories of Attributes
the long sleep of the Damned. The table on (page 102) lists a — Physical, Mental and Social. Choose in which of these cat-
few possible concepts; feel free to invent your own. egories your character is good (primary), in which he is average
(secondary) and in which he is poor (tertiary). Is your character
The Clan more physical than social — is he more brawny than gregarious?
The next step, and arguably the most important element of
• Physical Attributes — The Physical Attributes describe how
character conception, is to choose your character’s clan. The clan
strong, nimble and sturdy your character is. They are the primary
describes the essential lineage of the character — you are always
Attributes of an action-oriented character, defining the strengths
of the same clan as your sire. 13 clans are available; there are also
and weaknesses of the body. Strength measures a character’s lifting
various minor bloodlines, but they do not have as dramatic an
power and how much damage she can inflict in basic hand-to-hand
effect on the Dark Medieval world.
combat. Dexterity rates a vampire’s speed and agility. Stamina
A player does not necessarily need to choose a clan, for some measures a character’s constitution and resilience.
younger vampires are of such diluted blood that the characteristics
• Social Attributes — Your character’s Social Attributes measure
of any single clan have not been imprinted upon them. These
her ability to relate to, motivate and manipulate others. Charisma
clanless vampires, known as Caitiff, are very rare outcasts among
indicates personal magnetism and charm. Manipulation measures a
the Cainites — accepted by none, scorned by all. If you wish to
character’s ability to talk her way into and out of situations. Appear-
play such a character, simply list “Caitiff” as the character’s clan.
ance describes how the character looks and carries herself.
Nature and Demeanor • Mental Attributes — These Traits represent your character’s
At this point you can, if you wish, choose personality arche- thought capacity, including such things as memory, perception,
types that fit your conception of both the internal nature and learning potential and the ability to think quickly. Perception
outward disposition of your character. describes the character’s observation skills. Intelligence represents
Your Nature is the most dominant aspect of your character’s true memory, reasoning and learning potential. Wits measures a char-
personality, but not necessarily the only archetype that may apply. acter’s reaction time and ability to think on her feet.
The archetype you choose for your character’s Nature describes the Your character concept may help suggest Attribute priorities,
character’s most deep-rooted feelings and beliefs about herself and even slightly unusual ones. Choose what will best fit the concept
the world; it also provides the primary way in which she can regain you have in mind. For now, your character should be very gen-
Willpower into her Willpower pool. Choosing a Nature helps you eral — paint a broad, sweeping outline instead of concentrating
describe who your character really is, on the inside. on little details.
CHAPTER FOUR: CHARACTER

99
All characters start with one dot in each Attribute. Your
priority selection determines how many dots you get to spend in Step Four: Advantages
each category. You may divide seven dots among your character’s You do not prioritize or rank the different categories of Ad-
primary Attributes, five dots among her secondary Attributes vantages. Instead you have a designated number of dots to assign
and three among her tertiary Attributes. Thus, you may choose within each one. Though this number is fixed, you can purchase
to add seven dots to your vampire’s Physical Attributes and five additional dots later with freebie points.
to her Mental Attributes, which leaves three dots for her Social
Attributes. Divide the dots among individual Attributes as you
Disciplines
see fit — you may, for example, decide to assign all three of your After characters first become vampires, they learn various
tertiary Social Attribute dots to Charisma, one dot to each of the Disciplines, which are the basis of vampires’ legendary powers. You
three Social Attributes or two dots to one and one dot to another. have only four points to spend and may only choose Disciplines
with which your character’s clan is especially proficient (Clan
You may increase some of these ratings later, so don’t worry
Disciplines). See the Clans chapter to find out what your char-
too much about your choices now. Let your intuition guide you.
acter’s Clan Disciplines are. If you are a Caitiff and have no clan,
Note: The space after each Attribute (and Ability) is for
you can spend your four points on any Disciplines you would like.
you to fill in a specialty, a subcategory of the Trait in which the
Players are urged to be cautious when they choose Disciplines,
character excels. Specialties are fully explained on (page 117);
for these powers are central to a vampire character. Four points
for now, concentrate on choosing your ratings.
aren’t a lot, but characters should start out weak, and Disciplines
Step Three: can be raised (or new ones added) during the chronicle.

Choosing Abilities Backgrounds


Every character also gets five points to allocate among the
Abilities delineate what your character knows rather than what
various Background Traits. In some chronicles your choice may
he is; they describe the things he has learned as opposed to the
be restricted to certain Backgrounds; the Storyteller will let you
things he can naturally do. Each Ability your character possesses
know the ground rules. Your Background Traits should fit into
is assigned a numerical rating representing the character’s aptitude
the general scheme of the concept originally chosen.
in that particular area. The number is used to determine how many
dice you roll when your character attempts to use an Ability. Virtues
Abilities are divided into three different categories: Talents, Virtues are fundamental to a Vampire: The Dark Ages
Skills and Knowledges. Each type has different characteristics. character, for they describe the moral strengths and weakness
• Talents describe intuitive Abilities. Talents do not need that play such an essential role in the vampire myth. Each of
to be practiced per se and cannot be studied or learned from a the Virtues is rolled in different circumstances to determine the
book; they are most often gained through direct experience. emotional reactions of the character (at times when her vampiric
• Skills are Abilities learned through training of any sort. nature might overcome her human leanings). Two of the Virtues
This category includes any Ability that must be learned step by are of dual nature, which may seem a little complex at first. Simply
step through actual practice, but that can be taught or studied put, depending on a vampire’s Road, she will roll Conscience or
(unlike Talents). Conviction to see if she loses ground along her Road after an
• Knowledges include all the Abilities requiring the rigorous inhumane act. Similarly, she would roll Self-Control or Instinct
application of the mind. These Abilities are generally learned to see if she can resist the urge to frenzy. Courage is essential to all
through education, books and tutors, but can also occasionally vampires (and therefore has no counterpart); it determines if the
be picked up through experience. character can avoid panic at the sight of open flames or the sun.
You prioritize these Abilities just like you prioritized the Every character automatically starts with one dot in each of her
Attributes. You decide how to rank your Talents, Skills and three Virtue Traits (which vary according to Road), and you may
Knowledges, choosing in which category your character will be then assign seven additional dots as you see fit. The Virtues are a
above average (primary), in which she will be average (secondary), primary factor in determining your character’s Via and Willpower
and in which she will be below average (tertiary). ratings, so you will want to be careful with your choices. Remember,
You get 13 dots to spend on your character’s primary cate- you may use freebie points to boost your character’s ratings.
gory, nine for the secondary category and only five dots for the
tertiary category.
Step Five: Finishing Touches
In this step you gain 15 freebie points, enabling you to add
There is one additional restriction: you cannot give your char- more dots to any of the Traits on the character sheet. Before you
acter more than three dots in any one Ability (later, however, you spend these points, however, you must record the base scores for
can use your freebie points to gain up to five dots in an Ability). your character’s Willpower, Via rating and Blood Pool.

VAMPIRE: THE DARK AGES

100
Willpower others are going to see when they look at her: “She stands about
Your character’s beginning Willpower is equal to his Courage five foot four, with a slender frame and fine bone structure. Her
rating, and will thus range from 1 to 5. You should probably raise long black hair cascades down her back like water, framing her
it even higher by using freebie points. Willpower is essential for high cheekbones and setting off her porcelain skin. Her green
controlling the actions of your character, especially in times of eyes are like gems, sparkling with intellect and interest, and she
stress when your more predatory instincts emerge. Willpower is always seems to be smiling, perhaps at her own private joke.”
also vital for resisting Dominate and employing the Discipline of Specialties
Thaumaturgy. Each Trait with a rating of 4 or higher can be given a specialty.
Via Rating Though most players select specialties for their Traits during play,
Your character’s initial Via rating is equal to her Conscience/ you can pick them immediately. A specialty describes your area
Conviction + Self-Control/Instinct ratings, ranging from 2 to 10. of expertise with a given Ability. Simply fill in the space next
However, it is generally a good idea to purchase a higher Via score to the Trait with an appropriate specialty; suggestions are made
by spending freebie points. The Road is critical for determining with each Trait later on in the chapter.
how far your character has degenerated into bestiality. A character Equipment
without a Via rating has completely succumbed to the Beast and If there are any possessions or pieces of equipment you want your
can no longer be used as a player character. character to have, you should work out the details now. Otherwise,
Blood Pool you will have to acquire the equipment during the game. This can
The crowning touch of character generation is determining take time and is not automatically successful. Almost any piece of
how large a Blood Pool the character has at the beginning of the mundane equipment that fits your concept can be obtained, provided
game. The Blood Pool indicates how much “energy” the character your character has sufficient dots in the Resources Background.
has — blood is the life-force of a vampire. Simply roll a 10-sided Quirks
die to determine the number of Blood Points possessed. This is By giving your character quirks, interesting personal details
the only die roll that will be made during the character creation and anecdotes, you can add a great deal of depth and interest to
process. The irony of a vampire’s existence should not be confined him. Write a few sentences describing the strange and interesting
to the story alone. things that define your character. A quirk could be a twisted sense of
Freebie Points humor, a gentleness toward animals or a clumsy attempt at imitating
You now get 15 points to build and buy Traits anywhere courtly etiquette. An important thing to consider at this time is your
on the character sheet. However, it’s not as straightforward as it character’s nationality, particularly how it relates to the chronicle
sounds. If you want to add a dot to an Attribute, each one costs five setting. How is a Russian boyar going to react when an English
freebie points, while a Background dot only costs one point. Costs tavern-wench, the top of her bosom largely bared, leans over to ask
are listed in the chart on (page 103). You can buy any Discipline him what he wants to drink? Such anecdotes can be of great help
(even ones that are not listed as Clan Disciplines). You may not in defining personality and give the Storyteller things to play with.
buy a Trait to six dots during character creation. Motivations
Spark of Life What drives your character? What makes her laugh, makes
her cry or makes her angry? What does she want from life (and
The following details will help make your character a complete
unlife)? What does she fear? What gives her hope? In what does
and unique person. You do not necessarily need to write these things
she believe? Once you know these things about your character,
down, but you should certainly think about them — not only now
you can get more deeply under her skin and into this new role.
but throughout the career of your character.

Appearance Mortal Identity


A final thing you should consider about your character is his
Your character’s appearance makes her Traits visible to other
identity in normal society, if any. A double life can be exceedingly
characters. You should turn the concept and relevant Traits of
difficult to maintain, particularly for the nocturnal Cainites. But
your character into aspects of her appearance. For example, a high
if you can manage it, the rewards are evident. What path do you
Self-Control might appear as a constantly composed expression.
walk now, and how will you continue to do so?
Instead of saying, “She’s got an Appearance of 4,” describe what

CHAPTER FOUR: CHARACTER

101
Character Creation Sample Concepts
Process •Artisan — limner, musician, embroiderer, weaponmaster
• Step One: Character Concept •Beggar — cripple, escaped slave, debtor, mutilated felon,
Choose Concept, Clan, Nature, Demeanor and Road veteran
• Step Two: Select Attributes •Clergy — monk, priest, bishop, nun, laity, servant,
Prioritize the three categories: Physical, Social, Mental (7/5/3) student, mystic
Choose Physical Traits: Strength, Stamina, Dexterity •Craftsman — smith, tailor/seamstress, stonecutter, armorer
Choose Social Traits: Charisma, Manipulation, Appearance •Dispossessed — refugee, Jew, Moor, foreigner, Celt,
Choose Mental Traits: Perception, Intelligence, Wits disinherited noble, slave
• Step Three: Select Abilities (see character sheet for options) •Heretic — pagan, unorthodox Christian, Infernalist,
Prioritize the three categories: Talents, Skills, Knowledges witch, occultist, sorcerer
Choose Talents, Skills, Knowledges (13/9/5) •Knight — squire, errant, courtier, poor knight
No Ability higher than 3 at this stage •Lowlife — drunkard, prostitute, moneylender, traveling
• Step Four: Select Advantages (see Options, below) player, brawler, defrocked clergyman
Choose Disciplines (4), Backgrounds (5), Virtues (7) •Nobility — baron(ess), royal heir, crusader, bastard, rake
• Step Five: Finishing Touches •Outlander — barbarian, Oriental, traveler, Moslem, spy,
slave, caravaner
Record Via rating, Willpower, Blood Pool
•Peasant — servant, farmer, shepherd, stablehand, tavern
Spend Freebie Points (15)
girl, serf
Archetypes (Nature and Demeanor) •Pilgrim — crusader, penitent, mad monk, palmer
(See page 109) •Retainer — huntsman, ranger, seneschal, bard, sergeant-
Autocrat: Stability requires order. Bring it about. at-arms, torturer, lady-in-waiting, steward, diplomat
Barbarian: Civilization is a joke; honor is everything. •Scholar — student, scribe, physician, alchemist, sage,
Caretaker: Suffering is everywhere; you must temper it with love. theologian
Celebrant: Something fills you with joy, and you cannot hide •Soldier — man-at-arms, mercenary, grizzled vet, guard,
that pleasure. assassin
Child: You’re young, or at least appear to be so. •Tradesman — bard, innkeeper, traveling trader, animal
trainer
Defender: The meek must be protected from the wicked by the
strong. •Wanderer — vagabond, thief, bard, exile, camp follower
Fanatic: Your cause is everything to you. •Youth — runaway, child, apprentice, heir, squire, urchin
Gallant: Grace is all that counts; romance is your ideal, and God’s
(or the Devil’s) will your pleasure.
Innovator: There is always a better way to do something. Your Roads
task is to bring it about. (See page 113)
Jester: There is too much pain in the world to endure without •Road of the Beast: Feed the Beast, that it will not break its chains.
laughter. You make a mockery of sadness. •Road of Blood: Vampiric blood grants the power for revenge.
Judge: You seek justice for everyone. •Road of Chivalry: Treat your equals with honor and your
Loner: You’ve never fit in and never will. betters with respect.
Monster: God has demanded that you play the beast; who are •Road of the Devil: We are created evil and must play our part.
you to argue? •Road of Heaven: God made us vampires to exact His wrath.
Penitent: Your sins can only be forgiven after you prove your •Road of Humanity: The struggle to maintain one’s humanity.
true worth. •Road of Paradox: Existence is a lie; change reality for the better.
Rebel: You’re sick of being ordered around! Hide your feelings •Road of Typhon: Sin and corruption are the keys to under-
well and work for the time of change. standing.
Rogue: To hell with rules, to hell with everyone! Life (or unlife)
is yours to plunder.
Survivor: No matter what storms sweep through, you will always
prevail.
Tyrant: The only way to get things done is to do them your way!
All other paths are folly.

VAMPIRE: THE DARK AGES

102
The Clans Disciplines
(Complete descriptions can be found in Chapter Three: (See also Chapter Five)
The Clans) • Animalism: Supernatural affinity with and control of animals.
• Assamites: The mysterious “Saracens” of the Middle East have • Auspex: Extrasensory perception, awareness and premonitions.
perfected the art of the silent kill. • Celerity: Supernatural quickness and reflexes.
• Brujah: Philosophers, scholars and athletes, the fractious • Chimerstry: The ability to create illusions and hallucinations.
“zealots” pursue their dream of a perfect society. • Dementation: The ability to pass madness on to a victim.
• Cappadocians: Seeking the wisdom of the grave, the “graverob- • Dominate: Mind control practiced through the piercing gaze.
bers” call on the spirits of the dead for enlightenment.
• Fortitude: Unearthly toughness, even to the point of resisting
• Followers of Set: Originally hailing from Egypt, the “serpents” fire and sunlight.
spread corruption and vice in their path.
• Mortis: The supernatural power to control the process of death.
• Gangrel: Wanderers and rustics, the “animals” are closer to the
• Obfuscate: The ability to remain obscure and unseen, even
beasts of the forests than to any of their Cainite kin.
in crowds.
• Lasombra: Masters of darkness and shadows, the “magisters”
• Obtenebration: The unearthly control over shadows.
seek to control mortal and vampiric society alike.
• Potence: The Discipline of physical vigor and strength.
• Malkavians: Cursed with insanity, the “madmen” enjoy a
surreal and disturbing insight. • Presence: The ability to attract, sway and control crowds.
• Nosferatu: Hideous beyond words, the ostracized “lepers” are • Protean: Shapechanging — from growing claws to melding
spies and informants without equal. with the earth.
• Ravnos: Wandering vagabonds and hucksters, the “charlatans” • Quietus: The Assamites’ arts of the silent kill.
gleefully practice their arts of deception and theft. • Serpentis: The reptilian, corruptive Discipline of the Followers
• Toreador: Lovers of art and beauty, the “artisans” freely indulge of Set.
their tastes for the aesthetic. • Thaumaturgy: The study and practice of sorcery.
• Tremere: A recent and insular clan, the sorcerous “usurpers” • Vicissitude: The Tzimisce art of flesh-shaping.
are struggling to establish themselves.
Freebie Points
• Tzimisce: Terrible Slavic fleshcrafters, the “fiends” mercilessly
Trait Cost
rule over their mortal subjects.
Attributes 5 per dot
• Ventrue: Imperious and commanding, the “patricians” consider
Abilities 2 per dot
it their duty to lead vampiric society.
Backgrounds 1 per dot
• Caitiff: The rare and luckless Cainites with no clan are outcasts
and disgraced. Willpower 1 per dot
Disciplines 7 per dot
Backgrounds Virtues 2 per dot
Complete descriptions can be found on page 128. Roads 1 per dot
• Allies: Human confederates, usually family or friends.
• Contacts: The number of information sources the character Experience Costs
possesses. Trait Cost
• Generation: How far removed from Caine the character is. New Ability 3
• Herd: The vessels to which the character has free and safe access. New Thaumaturgy Path 7
• Influence: The character’s political power within mortal society. New Discipline 10
•  Mentor: The Cainite patron who advises and supports the Willpower current rating
character. Road current rating x 2
• Resources: Wealth, belongings and monthly income. Ability current rating x 2
• Retainers: Followers, guards and servants. Attribute current rating x 4
• Status: The character’s standing in undead society. Thaumaturgy Path (primary) current rating x 4
Thaumaturgy Path (secondary) current rating x 5
Clan Discipline current rating x 5
Other Discipline current rating x 7

CHAPTER FOUR: CHARACTER

103
Example of Step Two: Attributes
Next, Justin must prioritize Anatole’s Attributes. Since

Character Creation
Justin sees Anatole as a good fighter, one who will probably have
to shed blood to defend his flock, he decides to give Anatole
primary Physical Attributes. (In the back of his mind, it occurs
Justin is starting in Ethan’s new Vampire: The Dark Ages
to him that Anatole used to be a guardsman.) Since Anatole is
chronicle. He turns to the character creation outline, makes a
fairly sharp and perceptive, Justin makes Mental his secondary
copy of the character sheet and sits down to generate his character.
category, leaving Social as the tertiary.
Step One: Concept Justin places three of the seven primary dots in Dexterity,
Justin pages through the Clans chapter, thinking about the liking the image of a ragged pilgrim with surprising speed. He then
various social roles of the time. The Malkavian clan catches his adds three more to Anatole’s Stamina, and places the final dot in
eye at roughly the same time the word “zealot” pops into his head. Strength. Anatole now has Strength 2, Dexterity 4 and Stamina 4.
It must be fate, and he mulls it over. He conceives the idea for a Two of Anatole’s five secondary dots go into Wits; he may be
mad pilgrim, one who makes war on the “unclean.” The Malkavian mad, but he’s not an idiot. Two more go into Perception, and Justin
clan seems made to order for the concept. Justin decides to make adds the final dot to Intelligence. Anatole is going to have to rely
the character French and chooses the name Anatole. on his first reactions; he’s only so-so at extended judgment calls.
Next, Justin considers Nature and Demeanor. He likes the Finally, Justin has only three dots to divide among Anatole’s
idea of Anatole going on at length about how unworthy he is, so Social Attributes. He places two in Charisma and one in Appear-
Justin settles on the Demeanor of Penitent. However, under the ance; Anatole can be inspiring when he has to. This means that
façade of self-mortification, Anatole is a determined warrior for Anatole has a Manipulation of 1, but that’s fine with Justin. He
his cause. Anatole is driven more by a desire to protect his “flock,” never meant for Anatole to be incredibly subtle, anyway.
so Justin chooses the Nature of Defender.
Finally, Justin needs to pick a Road, one that accurately
Step Three: Abilities
The next step is prioritizing and selecting Abilities. Justin
depicts Anatole’s code of ethics in the face of the Beast. Although
first looks over the character sheet, marking all the Abilities that
tempted by the Road of Humanity, Justin finally decides that the
seem most appropriate. Most seem to fall into Talents, so Justin
Road of Heaven suits Anatole best.
gives that category primary consideration. Then he assigns Talents
as secondary and Knowledges as tertiary.
VAMPIRE: THE DARK AGES

104
Justin has 13 dots to divide among Anatole’s Talents. He im- impressive, so he puts five more into purchasing an extra point
mediately puts two dots in Dodge and three in Alertness, reflecting of Charisma, raising it to 4. He has three left, two of which he
Anatole’s speed and reactions. To reflect the mad zealot’s ability puts into Courage, raising it to a 5 (and his Willpower to a 5 by
to deal with people, he assigns three dots to Intimidation and default). He spends the last freebie point to buy another dot of
one to Empathy. Two more dots go into Leadership; Justin wants Willpower.
Anatole to be able to sway people. He puts the final two dots in Lastly, Justin must choose a Derangement (the Malkavians’
Brawl; Anatole saw a fistfight or two as a guardsman. clan weakness). He decides that Anatole randomly hallucinates
Skills, as Anatole’s secondary category, has nine dots. Justin from time to time, perceiving threats as fantastic beings or beasts.
puts three into Stealth, wanting his Malkavian to excel at skulking. Ethan, as Storyteller, heartily approves this, seeing many inter-
Two more go into Melee, about appropriate for a guardsman. Final- esting sessions of roleplaying down the road.
ly, Justin reasons that Anatole had a fairly rustic background. He Justin has all the rules for Anatole’s character in place, but
puts one dot each into Animal Ken, Archery, Ride and Survival. still wants to fill in a few details to flesh out the zealot fully. Al-
Justin now has five dots for the tertiary Knowledges. He though these details may change during the prelude, they give
decides that Anatole is somewhat lettered and places one dot him and Ethan a good basis to start.
each into Academics and Linguistics. Two more dots are divided Anatole used to be a guardsman, but was driven out of his
between Investigation and Law, reflecting Anatole’s guardsman job when he started showing the first signs of madness. He was
past. The final dot goes into Occult, enough knowledge to worry Embraced soon after, driven over the edge, given a quick education
a superstitious vampire without revealing any real secrets. Still, in vampiric society and left on his own (for some ulterior reason).
it will keep things interesting.… His haven is a small crypt on the edge of his home city. He has
established a small flock of believers in the city slums; he feeds
Step Four: Advantages from them and from any of the “Devil’s servants” he runs across.
Now Justin comes to the vampiric aspect. First, he picks Anatole’s Because of his Road, he can only drink from his flock if they give
Disciplines — the powers of the unliving. Justin has four dots to spend permission. To Anatole, the Road of Heaven was an extension
and must select from his Clan Disciplines. In the Malkavians’ case, of his mortal beliefs, not his sire’s teachings.
they are Auspex, Dementation and Obfuscate. Justin really likes the
He still carries a sword and has stolen a mail shirt, both of
stealthy focus of Obfuscate, and puts two dots into that Discipline.
which he conceals under his tattered clothes. Neither is in the
The remaining two go into Auspex; Anatole’s ability to look into
best of repair, but they are still quite serviceable. Anatole isn’t
other people’s souls serves the concept of a religious sentinel very well.
bad-looking, but he is often dirty and dresses like a pauper. De-
Since madmen rarely have much influence with mortals, spite all this, he has a powerful voice and a piercing gaze; those
Justin opts to put Anatole’s Background dots into vampiric Traits. who listen to his impromptu sermons often remember his words.
Two go into Generation. Anatole is now of the 10th generation,
Anatole is primarily concerned with improving and guarding
and accordingly powerful. Justin puts two more dots into Herd,
the welfare of his friends and neighbors. To this aim, he has already
representing a small flock that follows the dynamic Malkavian.
assassinated one murderer in the slums, and will likely kill again. He
The remaining dot goes into a point of Status: the other Cainites
doesn’t trust other vampires unless their “souls seem pure”(he checks
of the city recognize that Anatole has some potential, or perhaps
with Auspex). Justin leaves Anatole’s sire to Ethan to flesh out. A
they just defer to his sire.
Malkavian could have almost any reason for creating progeny….
Finally, Justin must assign his seven Virtue dots. Since Anatole
That’s it. Justin could choose specialties for Anatole’s Traits
is on the Road of Heaven, he begins with the Virtues of Conscience,
with four dots (Dexterity, Stamina and Charisma), but he opts
Self-Control and Courage. Three dots go into Courage: Anatole is
to wait until his prelude is finished. Anatole is more than ready
too dedicated to flee danger. Three more go into Conscience, mak-
to take his first few steps in the World of Darkness.
ing Anatole rather charitable. The last dot falls into Self-Control.
Anatole will have some difficulty restraining his temper, but Justin
likes the roleplaying opportunities this will afford.
The Prelude
A prelude is a way to create character biographies before
Step Five: Finishing Touches the chronicle actually begins. The purpose of a prelude is to give
each character a past, thus allowing the future to be told. It is,
Most of the work has been done; all that’s left is the polishing.
in fact, a form of one-on-one storytelling in which the story of a
Justin records Anatole’s starting Willpower, Via rating and Blood
character’s life is told.
Pool. His Willpower is equal to his Courage score, in this case 4.
His Road rating is equal to his Conscience + Self-Control — here, A prelude is quite similar to normal play, except that many
4 + 2, or 6. Finally, his starting Blood Pool is determined by a die years are compressed into a series of rapid-fire decisions. The personal
roll. Luckily, Justin’s die comes up 9. Anatole won’t have to start biography a player creates in the prelude will be relevant throughout
his first story hungry. Justin consults the Generation chart (page the chronicle, and you may well refer to it frequently.
137) and notes that a 10th-generation Cainite has a maximum Techniques
Blood Pool of 13.
Each player undergoes the prelude alone. It is one-on-one
Next, Justin has 15 freebie points to spend. To make Anatole unless two or more characters were friends or spent a lot of time
a little more unnervingly swift, he spends seven on acquiring a together before the Embrace. While the Storyteller spends time
point of Celerity. He also wants Anatole to be distinctive and
CHAPTER FOUR: CHARACTER

105
Name: Anatole Nature: Defender Generation: 10th
Player: Justin Demeanor: Penitent Haven: Small Crypt
Chronicle: Clan: Malkavian Concept: Mad Zealot
Attributes
Physical Social Mental
Strength___________________
OOOOOO Charisma__________________
OOOOOO Perception_________________
OOOOOO
Dexterity___________________
OOOOOO Manipulation_______________
OOOOOO Intelligence_________________
OOOOOO
Stamina____________________
OOOOOO Appearance________________
OOOOOO Wits____________________
OOOOOO

Abilities
Talents Skills Knowledges
Acting____________________
OOOOOO Animal Ken________________
OOOOOO Academics_________________
OOOOOO
Alertness__________________
OOOOOO Archery____________________
OOOOOO Hearth Wisdom_____________
OOOOOO
Athletics___________________
OOOOOO Crafts_____________________
OOOOOO Investigation________________
OOOOOO
Brawl______________________
OOOOOO Etiquette___________________
OOOOOO Law_______________________
OOOOOO
Dodge_____________________
OOOOOO Herbalism__________________
OOOOOO Linguistics__________________
OOOOOO
Empathy___________________
OOOOOO Melee_____________________
OOOOOO Medicine___________________
OOOOOO
Intimidation________________
OOOOOO Music_____________________
OOOOOO Occult_____________________
OOOOOO
Larceny____________________
OOOOOO Ride_______________________
OOOOOO Politics____________________
OOOOOO
Leadership_________________
OOOOOO Stealth____________________
OOOOOO Science____________________
OOOOOO
Subterfuge__________________
OOOOOO Survival___________________
OOOOOO Seneschal__________________
OOOOOO

Advantages
Disciplines Backgrounds Virtues
__________________________
Auspex OOOOOO __________________________
Generation OOOOO
Conscience/Conviction_______
OOOOO
__________________________
Celerity OOOOOO __________________________
Herd OOOOO
__________________________
Obfuscate OOOOOO __________________________
Status OOOOO Self-Control/Instinct_______
OOOOO
__________________________
OOOOOO __________________________
OOOOO
__________________________
OOOOOO __________________________
OOOOO Courage___________________
OOOOO

Other Traits Road Health


OOOOOO
__________________________ Heaven
__________________________ Bruised
OOOOOO
__________________________ O O O O O O O O O O Hurt -1
OOOOOO
__________________________ Injured -1
OOOOOO
__________________________
Willpower Wounded -2
OOOOOO
__________________________ Mauled -2
O O O O O O O O O O
Combat Crippled -5
Weapon Difficulty Damage Incapacitated
Experience
Blood Pool

VAMPIRE: THE DARK AGES

106
with each player separately, the rest of the troupe can socialize A prelude can proceed with something like this: “You’re stepping
and start to get excited about what lies ahead. Anticipation can out of church on Sunday morning. Suddenly, a hand catches at your
make a story blossom. clothing. A leper crouched by the doorway extends a scabrous hand
During the prelude, the Storyteller should direct the player and asks for alms. He coughs terribly. What do you do?”
much more than usual. Give him lots of decisions to make, but The response would help determine whether the character
rush everything and don’t give him much time to think. You need values charity over a risk to his own health. As the Storyteller
to play through things quickly unless you are willing and able to describes things, the player can interrupt with her own ideas and
spend more time (which can enable the creation of very detailed details. You are telling a story together, and should act as partners.
characters). Characters almost never engage in combat during You can also include details that provoke the player into feeling
a prelude. If they do, simply describe the results of any fights; the emotions of the character — “Your eldest son has been slowly
you can’t have the character die before the game even begins! weakening for months.” If the character now acts only at night,
During the prelude, the player should have a chance to in- he can’t freely visit his family anymore. His son may recover, or
teract with both the setting and the rules. Perhaps he finds that he may die…. Will the character be there?
some of his Trait choices weren’t quite right when he actually
puts the character into play. A Storyteller may grant permission Questions and Answers
for minor changes, provided they’re not designed to upgrade the Described below are some questions that should be answered by
character to superhero status. the end of the prelude. If there is no time for a full prelude, you should
There are many ways to progress through a character’s life; at least make an effort to answer these questions. It often helps to
any way that helps mold a complete character is fine. During write out the answers, even if you have undergone the full prelude.
the prelude you will want to explain the full background of the With each question we list things the player should ask
character. The player should thoroughly understand the details herself, as well as some advice on how to shape the prelude in
of her Background Traits. relationship to the question.
You should play through one or more typical scenes from the • How old are you?
character’s life to give both player and Storyteller a sense of how the
More specifically, when were you born, and when were you
character lived. The player may enjoy her role as a vampire all the
Embraced? How old do you look? A good history book can do
more after dealing with the drudgery of the character’s prior existence.
wonders for giving you appropriate or interesting dates for your
Remember, it is the mundane that gives scope to the magnificent.
character’s life.
CHAPTER FOUR: CHARACTER

107
• What was your mortal life like?
Think about your childhood and how quickly you had to
grow out of it. Could you remain innocent, or were you forced into
adulthood even earlier than usual? Who were your parents, and
how did you fit into your social class? Did you stay in one place
all your life, or did you travel? Were you patriotic or apathetic?
Although humans in the Dark Ages had few opportunities to
change their lot, the complications of your human life are worth
considering. Rare is the vampire who forgets or ignores everything
before her Embrace.

• When did you first meet a vampire?


When did the superstition become reality for you? Was
your sire the first vampire you met, or was there another? Were
you expecting the Embrace? (If so, you need to explain why.)
Vampires usually spend considerable time stalking their prey
before they attack. The suspense of the hunt, the tension of being
watched — these scenes should evoke great dread in a character
(and player as well, hopefully).

• Who was your sire?


Your sire, usually the first vampire you ever meet, strongly
colors your perceptions of vampires. What was your relationship
like? Did you part on good or bad terms? Was he prejudiced? Did
he describe certain clans according to his personal belief? Did
he abandon you, or were you released when he felt you ready?
Roleplaying a scene or two with a character’s sire is an excellent
way to establish the feel of how vampires deal with one another.

• How do you feel about mortals?


Some Cainites consider themselves superior to mortals, citing
their undead powers as evidence. Do you still think of yourself as
a person, as the same person you once were? Very few vampires
of the time see themselves in such a light. Are you protective of
your former fellows, or do you intend to use your new powers to
avenge yourself upon them? Do you think of them as only a food
source, or do you love a mortal? Altbough not as individually
powerful as Cainites, humans are still the major force shaping
the World of Darkness. How you interact with them says a great
deal about yourself.

• How did you begin to look at yourself?


Do you believe yourself to be damned, or do you think
vampirism is an improvement? Why did you choose to fight
the Beast? Do you believe the myths of vampiric society, or do
you have your own theories? Obviously, no Cainite can deny
her new nature for long. Even the maddest Malkavians have a
gut knowledge that something has changed. Your self-image is
central to understanding your character and how you will relate
to other vampires.

• How did you meet the rest of your


coterie?
Were you brought together by chance or design? Do you get
along with the others? Do you have common enemies, allies or
purpose? How long have you been together in the city? If you don’t
trust each other, the stories will be doomed to failure. During the

VAMPIRE: THE DARK AGES

108
prelude, you should work out how each of you met the others. In game terms, personality archetypes reflect the everyday
Each meeting should be somehow unique, to better cement your subterfuges people count on. A character’s Nature represents her
interpersonal relationships before the pressure starts to build. inner personality — her “true self.” Her Demeanor, on the other
hand, reflects the aspects that other people see — her “public
• Where is your territory? face.” Both Traits might be the same, of course, but most people
What are your feeding grounds, and how often do you visit act differently in public than they do in private. A straightforward
them? What is a typical hunt like for you? Where is your haven person’s Traits will be the same — or at least similar — while a
for the day? You need to detail what sort of vampiric existence devious one may have a radically different Demeanor, or possibly
you have carved out for yourself. A well-conceived territory has even more than one.
several bonuses, including possible lowered difficulties on hunt Vampires (and other characters) also refresh their Willpower
rolls. If you have a particularly well-organized territory, you can Pool through actions that suit their Nature. If a Caretaker Ventrue
feed without roleplaying or making rolls. Your territory is one of sheds her blood to protect one of her coterie (especially if the
your most important resources — give it some thought. comrade hails from a different clan), she regains a point or two of
• What drives you? the Willpower she may have spent earlier in the story. Obviously,
this only occurs when that character performs some really notable
Do you have any outstanding enemies? What are your goals?
act within the story — you can’t just say, “I give a penny to the
How do you intend to spend the rest of your long existence? No
beggar in the street,” and get your Willpower back. By acting within
real person lives without motivations. Your goals, hopes and fears
our moral codes, however, we reaffirm ourselves. Thus, a game
are essential to your character. By fleshing out your ambitions
character refreshes her Willpower Trait the same way.
and priorities, you understand better exactly who you are. Look
to your Nature, Demeanor and Road for ideas, but feel free to If a character does something really appropriate, her player
add appropriate motivations that transcend those guidelines. may ask the Storyteller if she can regain Willpower through that
act. Depending on what happened, the Storyteller may grant that

Traits
In Vampire: The Dark Ages, Traits are the basis of a
character three points (for a really significant or costly action),
two points (for some important task or sacrifice), one (for a small
feat) or even none (for something insignificant or an action the
character — they describe, conjure and delineate who and what player did just to get Willpower back).
a character really is. They enable you to detail your character’s It’s important to remember that Natures and Demeanors are
strengths and weaknesses, allow you to translate the character not rigid “character classes”; rather, they act as roleplaying hints,
into game reality by using dice and, most importantly, help you offering you some guidance about how your character might act
focus and understand your character. under given circumstances. These archetypes also help Storytellers
A character’s Traits describe only the general parameters get a handle on your character and might influence a nonplayer
of her abilities. The essence of the character is created through character’s opinion of her. A duke’s reaction to a lady with a Rebel
roleplaying and imagination. Traits in Vampire: The Dark Ages Demeanor will be, shall we say, a bit more harsh than if that same
are intentionally left sketchy — at least the number-crunching lady seemed like a Caretaker instead.
part — so you will not concentrate on the character sheet too The archetypes below are only suggestions; if you want to
much. What is only crudely established during character creation add to this list or incorporate archetypes from other Storyteller
becomes fleshed out through play. games, feel free.

Nature and Demeanor Autocrat


If Cowardice lends me its heart Chaos is anathema to you; you despise disorder and tend to take
And I follow its command control and organize things. You like to be in charge, live to organize
I’ll never attain what I pursue. and habitually strive to make things work smoothly. Perhaps you
Indeed, I am greatly shamed were once a lady or a knight, a theologian or a sheriff. Maybe you’re
Even to have considered holding back — just an especially organized peasant. In any case, you trust your own
My heart is black with sadness. judgment and tend to think of things in black-and-white terms: “This
— Chrétien De Troyes, Lancelot won’t work,” “You’re either for me or against me,” “There are two
We tend to think of “false faces” as a strictly modern inno- ways to do this — my way and the wrong way.” Tradition is important
vation. The old days, some would claim, were more honest. What as well — after all, the best ways to do things are the proven ones.
you saw was what you got, right? — Regain Willpower when you lead a group and accomplish
Wrong. If nothing else, court intrigues demanded more sub- some significant task.
terfuge than we modern people ever learn, and even the average
peasant had to be careful what he said and around whom. After
Barbarian
all, in the Middle Ages, your life might depend on how well you Civilization is for weaklings. Intrigue is for cowards. You know
could fool someone — harsh penalties awaited those who seemed that the only things that matter are personal strength, honor and
too forward with the “wrong” feelings. bravery, and you live your life by an unshakable code. No one
earns your respect unless he’s powerful enough to hold his own in a
straightforward contest. The weak are fit only to serve the strong.
CHAPTER FOUR: CHARACTER

109
Not to say that you only respect physical violence; you may be granted the indulgences we modern folk are used to — pampering
very intelligent, caring and merciful. You cannot, however, abide is a luxury few can afford. A willful child will be scolded, and a
weaklings or craven bastards who hide behind pretty words or others’ pathetic adult will be shamed. A youth or a simpleton will tempo-
bodies. A title means nothing unless it is earned through personal rarily be given more slack than an adult would be but if you cannot
valor or wisdom, and an oath means nothing unless the maker will eventually grow up and take responsibility, you’ll face a hard unlife.
die to uphold it. As for the trappings of civilization, you find them — Regain Willpower whenever you get someone to nurture you,
a waste of time. What was good enough for your forefathers is good or when you achieve some great success through your childlike ways.
enough for you. After all, the measure of a man (or a woman) is
endurance to hardship and honor in the face of adversity. Defender
— Regain Willpower whenever you or your code of honor Not everyone can be a warrior. You can, however, and
clearly triumphs over some overtly “civilized” opponent or situation. whatever your chosen field of combat may be — warfare, law,
medicine, religion, whatever — you bend your efforts toward
Caretaker defending those who deserve a fighting chance. Perhaps you
We are indeed our brothers’ keepers. No matter what kind of are (or once were) a guardian on the road to Damascus, a city
a beast you may have become, the charge to “Love one another watchman or a healer. Maybe you achieved whatever title you
as I have loved you” rings in your ears. Not that you cannot kill hold (or held) by protecting your vassals, not by favoring a lord;
— God kills freely, and often commands us to do the same — but or turned your sword-arm to God’s will. Whatever history you
if you see someone in need, you consider it a sacred charge to do may have, your task in life is to defend some patron. Some protect
what you can to help. the weak, others protect the throne.
A Caretaker’s need isn’t rooted only in religion. After all, — Regain Willpower whenever you successfully ward your
taking care of your own is only common sense in a harsh world. protectorate or patron from some hostile threat.
Even if you have turned your back upon the ways of the Church
(or were not Christian to begin with), you will do whatever you Fanatic
can to alleviate another’s suffering. Occasionally, people take You are consumed by a cause; it is the primary force in your
advantage of you, but such is the price of nurturing. Perhaps, for life, for good or ill. Every ounce of blood and passion you possess
you, it is the only way to atone for your sins. is directed toward your cause. In fact, you may feel very guilty
— Whenever you help another person in need or sacrifice about spending time on anything else. Nothing can stand in your
something for another’s well-being, you may refresh some Will- way — nothing that you cannot overcome, in any case. You and
power. This assistance can be as simple as a pat on the back at those around you may suffer, but your cause is everything — the
the right moment, or as drastic as a last-minute intervention end justifies the means.
before a torch-bearing mob. Dedication sets you apart from the Celebrant; after all, such
folk are loyal only to their own pleasures. You might despise your
Celebrant cause, or fear it, but you still give it everything you have. Who
You know a joy others can only imagine. Perhaps it’s re- said that life was all fun and games? Before the chronicle begins,
ligious devotion or a joie de vivre that few can match. Maybe make sure you describe your character’s cause and define how it
you appreciate the thrill of battle, or delight in the works of the may affect her behavior.
ancient masters of some great art. Whatever your passion is, you — Regain Willpower whenever you accomplish an act that
gain the strength to face adversity so long as that passion is close furthers your cause, or when you sacrifice yourself to the cause
at hand. Whenever some opportunity to praise or indulge your in some way.
chosen passion arises, you will seize it with glee. This may annoy
some folk, but you know it’s only a matter of time before they Gallant
discover your joy as well. Life is nothing without style. Let others wallow in the mud
— Regain Willpower whenever you either celebrate the of misery — your existence will be a graceful thing, remembered
passion of your choice or convert another character to your way by the poets and heralded by the tales of your exquisite élan.
of thinking. Conversely, you suffer greatly (and perhaps even lose Romance is your bread and butter; you are the troubadour, the
a point of Willpower if the event is traumatic enough) if your jongleur, the mistress-in-waiting or the dashing highwayman. Reality
passion is denied or badly lost to you. may not live up to your expectations, but you strive to meet your ideal
with as much gusto as you can muster. Others may not appreciate
Child your carefree manner — you leave broken hearts in your wake and
You’re young, either in years or in spirit, and others feel seem more frivolous than people prefer — but you cannot be bothered
compelled to nurture you. This can be both good and bad; most by others’ misfortunes. If they cannot take the risks that come with
people love the enthusiasm of youth, but it often leaves you open a life well lived, to hell with them. When you meet the Devil (and
to exploitation or hardship. You’re cute and frolicsome, but also you’re told you will), you’ll do it with a flourish and shake his hand.
tend to get in trouble. Youth, it is said, lacks wisdom, and so do you. — Regain Willpower when you accomplish some great
It bears noting that adulthood comes quickly in the Middle victory — a seduction, a commission, a successful battle — with
Ages; boys and girls as young as eight or 10 were expected to begin style and grace, or when you hear your exploits recounted with
productive lives in trades or fighter’s training. Children are rarely the flair that is your due.

VAMPIRE: THE DARK AGES

110
Innovator
There are always better ways to achieve a goal; you will find
those better ways. Inventors, traders, philosophers and strategists
are examples of your kind. You are the path-blazer; the visionary;
the critic who is never satisfied, even with seeming perfection.
Tradition, to you, is a snare which binds imagination. Whatever
you do, strive to improve upon what went before.
— Regain Willpower whenever your quest to create some
new way of doing something succeeds. Dramatic breakthroughs
are worth more confidence (and thus more Willpower) than
simple improvements.

Jester
The world is a painful place, but it’s not without its lighter
side. People go crazy without something to laugh at. You are that
someone — the fool, clown or comic, forever seeking the humor
in any situation. You hate sorrow and pain, and constantly try to
take others’ minds off the dark side of life. Most consider you an
idiot for it, but you know your ways are best. Sometimes you’ll
do nearly anything to forget that pain exists — as one of the
Damned, there’s plenty to be miserable about. Your particular
brand of humor might range from witty satire to low physical
humor, but it beats moping around, doesn’t it? On the down side,
you get on others’ nerves sometimes, but laughter usually makes
you feel better, anyway…if only for a while.
— Regain Willpower when you raise the spirits of those
around you through the device of humor, especially when you’re
able to escape your own pain in the process.

Judge
As a facilitator, moderator, arbitrator, conciliator and peace-
maker, you always seek to make things better. You pride yourself
on your rationality, judgment and deductive ability when given the
facts. Truth is your ideal, but you understand how difficult it is to
ascertain. Thus, you favor justice, for through justice, truth will reign.
In your view, people are resources, albeit difficult ones. You
hate dissension and arguments, and shy away from dogmatism.
Fairness, wisdom and logic are your hallmarks, and others respect
your opinion. Some Judges make good leaders, though a lack of
vision can sometimes cause them to maintain the status quo
instead of searching for a better way.
— Regain Willpower when you are able to separate the truth
from a web of lies, or when you convince disputing individuals
to agree with your judgments.

Loner
You always stand alone, even in the midst of a crowd. You
are the wanderer, hunter and lone wolf; perhaps you wander from
town to town as a hired sword or traveling player, or perhaps you
hide away until outside events become too important to ignore.
Solitude is not your fate, it’s your pleasure. Though others
might think of you as lonely, forsaken or remote, you simply prefer
your own company to that of others. There are many different
reasons why this might be so: you don’t understand people, you
understand people too well, people dislike you, people like you
too much, or perhaps your own thoughts mean more to you than
people. Your reasons are your own.
CHAPTER FOUR: CHARACTER

111
— When you manage to accomplish some significant task
on your own, without the aid of others, but still help the group
in some way, you regain Willpower based on the significance of
the achievement.

Monster
For every light, there must be darkness. You are that shad-
ow, chosen by God to be the beast that tempts the wicked. Your
Embrace has sundered any connection you once had to your
humanity (or so you believe), so why bother acting human? In
later days you might be called Sabbat, but now you’re merely what
you have become — a fiend in the night.
Darkness comes in many forms. Your evil might be as subtle
as poisoned gossip or as powerful as Goliath’s hammer. Whenever
your better instincts — and they do still exist — surge to the top,
fight them down lest others exploit your weakness. The certainty
of hellfire at the end of your unlife spurs you to occasional fits
of terror, but in the eyes of your peers, you are the monster that
destroys, the tempter who betrays, the servant of the Devil and
thus the agent of God’s will.
— Dark deeds refresh your Willpower, so long as they work
within God’s plans for you. If you see yourself as the Tempter, then
you regain Willpower if you lure a weak person into wickedness. Are
you a destroyer of dreams? Then regain Willpower when you challenge
another person’s faith. Pick some destiny, then act within that role.

Penitent
You know that you have sinned; every clergyman accuses you,
and every dream reveals the depths of depravity you feel inside.
No matter how innocent or blameless your actions may be, you
know that Man is an affront to God, and Cainites even moreso.
Knowing this, you try to atone for your sins as often as you can.
A vampire with this Nature is an interesting case; she knows
her place in Fate, but regrets her actions, especially the choices
she makes herself. Predestination and free will are hot topics for
debate in this era; on one hand, humanity was seen as innately
sinful and unclean, damned without God’s grace. On the other
hand, God was said to base His final judgment on the choices
each person made during his or her existence. As a Penitent, you
know that both sides hold true, and you choose to atone for your
fated unlife through charity, self-denial or even aiding the Church.
— Regain Willpower whenever you feel that you have
atoned for your most recent sins. Whatever acts you perform,
however, must measure up to the magnitude of the crime — the
worse the sin, the bigger the atonement must be. Naturally, as
a vampire, you’ll have plenty of opportunities to sin again, and
this is a constant source of torment for you.

Rebel
The established order is a lie. Fashion is tainted, the Church
is corrupt, and the lords grow fat on the people’s labor. Maybe
your only son was killed by a drunken nobleman, or perhaps your
wife was raped by some prince’s lackey. Perhaps you’re just tired
of toeing the line or giving everything you own over to those who
haven’t earned it. In any case, you hate authority and will go out
of your way to undermine it.

VAMPIRE: THE DARK AGES

112
This is a dangerous Nature to have; even the loosest groups
have harsh ways of dealing with nonconformity. Nevertheless, Roads
you understand the hatred which guides the Rebel. Your actions The easy, gentle, and sloping path…is not the path of true
may be subtle and your sentiments held silent, but your hatred virtue. It demands a rough and thorny road.
for the established order guides your passions and your deeds. — Michel de Montaigne, Essays
— Regain Willpower whenever something you do harms The Beast is a harsh master. No matter how compassionate
the order you despise. This “order” could be the Church, a local and virtuous the mortal, the Embrace floods her very being
lord, the current fashion or Cainite society. with urges and instincts far beyond anything a human feels.
Consequently, the childer of Caine must hold to some form of
Rogue discipline, some code that allows them to keep the Beast in rein.
You are all that matters. Every man must fend for himself, The Roads represent paths of morality, ones which maintain a
and if your actions get in others’ way, well, too bad! If they were Cainite’s control over herself. Some, like the Human Road, are
stronger, perhaps they could enjoy their (un)lives as well as you unspoken reflections of a vampire’s mortal nature. Others, such
do. Not that you’re a bully, mind you — just self-centered and as the Assamites’ Road of Blood, are codes of morality developed
aggressively selfish. You need not be a dominator; you’ll just be long ago by elders of a certain mindset. No matter the origin, a
damned if you’re the dominated! Road is the only connection a vampire has to his sentient nature.
Rogues pride themselves on self-sufficiency. You may be a If he falters along this path, he may fall utterly to the Beast.
thief, an errant knight, a vagabond or a prostitute. In any case, Many vampires do not even think of themselves as on a “Road”
others look down upon you for refusing to live by their rules. or path to some sort of enlightenment. Their ethics can only be
In the end, however, you keep your own best interests at heart. coincidentally classified under one of the eight recognized Roads.
Never let another lead you. These eight are detailed below. There are almost certainly more, but
— Regain Willpower whenever your selfishness leads to these are the ones that the majority of European Cainites represent.
some kind of gain, especially if you can earn it without exposing We recommend that players choose from these eight rather than
yourself to risk or following another’s orders. devising their own, at least for now. These are the Roads proved
to be most effective at preventing the spiral into monstrosity. Of
Survivor course, Storytellers should feel free to allow a new Road that fills
No matter what happens, you always survive. You can an appropriate gap in their chronicles. Just be certain that the new
endure, pull through, recover from, outlast and outlive nearly Road is rigid enough to keep the Beast at bay. A chronicle where
any circumstance. Whether you travel in a group or walk alone, the players never need to worry about making Virtue rolls will be
self-preservation is your prime motivation. When the going gets staler than one where degeneration is still a very real possibility.
tough, you get going. Never say die, and never give up — ever.
Nothing angers you as much as a person who doesn’t struggle to Road of the Beast
make things better or who surrenders to Fate or mishap. It’s your Also called the Via Bestiae, the Beast Road is an instinctive
way to persevere. No matter what the odds may be, you’ll come path more than anything else. Those who walk the Beast’s path
out standing, if not winning. How many warriors can say the same? behave like animals, but not in excess. As the ancient Gangrel Kilok
— Regain Willpower whenever you survive a difficult situ- noted, “a hound on a long leash is less likely to snap it.” Some of
ation through your own cunning and perseverance or successfully Clan Gangrel teach this Road to their childer, as do a few of other
teach another to do the same. clans, but most Cainites on this path adopt it without prompting.
The greatest danger that those on the Beast Road face is the
Tyrant wilderness. The Lupines hunt any childer of Caine that wander
No one can do anything right except you. Whenever you from the cities, and few vampires can elude or outfight a pack of
leave something in someone else’s care, that person fouls it up. werewolves. The Cainites of the Beast Road, compelled to shun
Therefore, you must watch over those you care for, and take the cities, constantly run the risk of encountering Lupines or worse.
matters into your own hands whenever possible. You may have The vampire on this Road must be clever and instinctive.
been an innkeeper before your Embrace, or a knight whose squires She must act without hesitation, but not foolishly endanger her
simply couldn’t achieve the chivalric ideal. Perhaps you oversee existence and territory. She never kills for sport or needlessly
your ghouls the way you once commanded your household ser- tortures enemies, but will tear the throat out of anyone who
vants. Whatever you do, make sure that no one makes a mess threatens her unlife. She avoids too much contact with the cities
of it. People may not like you for it, but at least things will be and devices of humanity. Her control over her frenzies and fear
done right, this time. stems from her desire for survival. By becoming an animal, she
— Your leadership refreshes your Willpower whenever you avoids devolving into a monster.
succeed through stubbornness, forcefulness and attention to detail. Curiously, the Cainites of the Via Bestiae can be quite ur-
bane and civil if the need is truly present. Most of them, though,
prefer their simple code to any of the “civilized” manipulations
of their fellow undead.
The Beast Road practices the Virtues of Conviction and
Instinct.
CHAPTER FOUR: CHARACTER

113
Road of Blood deer in the forest. As such, they are to be treated fairly, aided if
The mysterious Assamites of the East practice their own they are in need, but in the end they are still lesser beings. One
moral code, one handed down from their clan’s founder. This code does not feel compelled to treat a hunting hound with honor,
translates into Latin as the Via Sanguinius, or the Blood Road. If and so it is with mortals.
the vampires of the West knew the secrets of this well-guarded The Road of Chivalry teaches the Virtues of Conscience
Road, they would surely make war on the Assamites in order to and Self-Control.
destroy them all. Road of the Devil
The Road of Blood is taught only to those Assamites who Many Cainites believe that the Embrace irredeemably damns
are deemed most loyal to their clan and kin. It teaches that the them. Some of these reason further that they have been turned
childer of Khayyin (Caine) are corrupt, one and all, save for the into servants of the Devil (or whatever power of ultimate evil they
descendants of Haqim (whom the Westerners named Assam). believe in). It would logically follow, they add, that they have be-
Haqim bade his progeny to make war on the Cainites, to fight come vampires so that they should work evil on the Earth. If they
their taint. Therefore, the truest Assamites are those who slay refrain from acting like devils, they will no doubt be ultimately
vampires of other clans and feed on their blood. By following punished for shirking their duties. These debased Cainites follow
the teaches of the Blood Road, one may achieve enlightenment. the Via Diabolis — the Devil’s Road.
Assamites on the Road of Blood (and no other clan is permitted The very nature of a vampire’s form can actually be taken as
to learn this Road) have a strict code. They must follow the teach- proof that the Cainites were created to do evil. After all, there’s
ings of Haqim and seek all knowledge that would aid their struggle. nothing intrinsically virtuous about preying on innocents. There-
They must take as much vampire blood as possible, to strengthen fore, evil must be innate to the undead, who are denied the fruits
their clan. They must also keep apart from the get of Khayyin unless of Heaven. Interestingly enough, the followers of the Devil’s Road
duty requires otherwise, and keep their spirits pure of the Cainites’ often have no real contempt for the good and holy. They simply
corruption. Finally, the vampires of the Via Sanguinius believe believe that they, as vampires, must oppose the forces of virtue
strongly in honor and self-restraint. They must resist the Beast at to the best of their ability.
any cost, and deal fairly and honorably with mortals.
Of course, those of the Road of the Devil have difficulty
Recently, many Assamites were infuriated by the Western dealing with vampires on other Roads. Any vampire who professes
armies marching on Jerusalem. Consequently, more and more of a philosophy other than theirs is clearly deluded or lying. Either
the “Saracens” have been set on the Blood Road just after their way, the Devil’s childer cannot trust the other Cainites. And, of
Embrace. These holy warriors believe that their ancestral enemies course, no sane vampire on another Road would return the trust.
have shown their true colors at last. Now, the true war begins. The Via Diabolis is a lonely road. Fortunately (or perhaps not),
Assamites must not shrink from spilling blood if such becomes others walk it with you.…
necessary, but must hold onto their honor at all times. Thus, the Those on the Via Diabolis try to make their unlives as plea-
Blood Road teaches the Virtues of Conviction and Self-Control. surable as possible, at the expense of those who oppose them. They
Road of Chivalry refrain from traits such as mercy and gentleness, finding them
While the age of chivalry does not reach its peak in mortal opposed to their role. They kill when necessary or “appropriate,”
society for some time yet, Cainites of this period practice a sim- and create new vampires whenever they like. (After all, they need
ilar chivalric code of their own creation. The Road of Chivalry to increase the evil in the world. Duty is duty.) They trust only
is more formal than most other Via, with the same principles those other vampires who openly agree with their philosophy.
holding true and being passed from sire to childe or prince to Above all, they avoid associating with priests and the like, their
vassal, regardless of the geographic area. eternal foes.
Followers of this Road believe themselves to be of a closer asso- Warning: player characters on this Road can be very de-
ciation to Caine and thereby must adhere to stricter standards than structive to a chronicle by their very nature. The player who
those around them. The Embrace carries great power, but equally wishes to run a vampire on this Road should discuss it with the
heavy responsibilities, which are outlined in this code of conduct. Storyteller and the rest of the troupe. If everyone agrees, the
They hope that their example will encourage right behavior in resulting roleplaying can be very intense; just keep your friends’
other Cainites, thereby elevating all in the sight of God and Caine. sensibilities in mind.
The values of the Via Equitum are very much like those Cainites on the Devil’s Road idealize callousness and excess.
that will be practiced in later times. Honor and nobility of They practice the Virtues of Conviction and Instinct.
character are held above all, and the Cainite with neither is Road of Heaven
a sad thing indeed. One must respect one’s lord and superiors, Struggling to come to terms with their undead condition,
and duty to them is a solemn matter. Pleasure and one’s own wondering why God would create such creatures as themselves,
desire are secondary. Should they conflict with the Via, there some vampires come to one of two conclusions. Either they owe
is no argument — the Via comes first. Oaths are not made to their existence to the Devil and should serve him, or they are a
be broken; any oath made must be kept, and woe to the Cainite part of God’s plan and must serve Him.
who does not. Those weaker or unable to protect themselves are
to be aided when in need. Kine are viewed as noble beasts, like

VAMPIRE: THE DARK AGES

114
Many of the latter group, searching for some good purpose This Road is open to some interpretation; after all, the values
for their bestial powers, follow the Via Caeli. They believe that of the common people were different in the Dark Ages. Storytellers
vampires are intended by God to be His avenging angels. Sinners, and players often reflect their own morality by the way they interpret
murderers, foul witches and inhuman beasts: all must be ready to this Road. This is perfectly all right; it gives you a chance to explore
die at the hands of the childer of Caine. your own value systems in a harmless environment.
Interestingly, not all of these believe in the vampire mythol- The Human Road, rooted as it is in charity and temperance,
ogy of Caine and his descendants. Many on this road are not even urges the Virtues of Conscience and Self-Control.
Christian. The only requirement is faith in some sort of purpose
or plan to the universe, a purpose which includes supernatural Road of Paradox
beings designed to destroy the corrupt and sadistic. Christians, Few truly understand the games of the Ravnos, the charlatans
Jews, pagans and even Moslems have been known to share the and tricksters among the vampires. Outsiders are not taught the
Road of Heaven. Alas, they do not always accept one another…. ways of the Via Paradocis — the Road of Paradox. Those possessing
The Cainites of the Via Caeli kill without the slightest its secrets, however, realize that unlife is indeed but a dream, and
sense of irony or concern. Murderers are common prey, and in- living creatures the merest phantasms.
deed they sometimes kill those whose sins are quite petty (theft, The Road of Paradox teaches that all existence is fluid and
heresy, lechery), but they are convinced that they are justified. malleable. Nothing is permanent or real, but is composed of vari-
God has given them the task of destroying sinners and criminals able amounts of ethereal matter. The Ravnos refer to this matter
by whatever means necessary. They are damned for their actions as “weig.” In its natural state, weig flows willy-nilly from being
— but their actions are for the good of all people. They regard to being, object to object, creating and destroying without care.
themselves as the ultimate martyrs, called to sacrifice not only A given object can be filled with weig one moment and nearly
their bodies but also their souls to protect the virtuous. empty the next; such is change, such is existence.
These vampires punish sinners and criminals, especially those According to the Ravnos, the Antediluvians are beings who
who elude mortal justice. They know the innocent must be protected were momentarily filled with great amounts of weig and never
from sinners and criminals, from those who would tempt them into released it. They strove to sculpt reality into a fixed shape that
sin and from themselves if necessary. Every sinner should have the would enable them to retain their new power. To aid their cause,
opportunity to mend her ways, or if she refuses, should die. They they passed on small amounts of their weig, molding them into
only feed from pious or righteous persons if given permission. There their own images. Thus were other vampires created.
is enough food to avoid preying on God’s beloved. They especially Of course, the Antediluvians plan to reabsorb their weig in
loathe the Setites and Baali and will go to almost any length to due time. On this night — the night of Gehenna, or the Flux
bring one of these monsters the Final Death. — the 12 Antediluvians, acting in concert and devouring the
Those on Heaven’s Road uphold the Virtues of Conscience power of their children, plan to shape the universe permanently
and Self-Control. into the gray and stagnant mausoleum-realm that is their ideal.
Only the childer of the 13th weig-being, the Ravnos, know of
Road of Humanity this plan. The Ravnos’ clan founder decided to fight the newly
This Road has been both taught by elders and instinctively created Antediluvians on their own terms, creating a clan to assist
taken by the newly Embraced. Those who follow the Via Hu- it. Those on the Paradox Road believe that their founder came
manitatis, whether they call it that or not, try to hold onto their into being only to foil its brethren.
mortal scruples. These Cainites still think of themselves as people, Ravnos on this Road strive to unravel the reality of the
not alien monsters. They recognize that they too can succumb Antediluvians. To effect this, they learn to harness their internal
to the Beast, but they will fight such a thing with the ethics of weig for the production of reality-altering effects. These effects are
their human lives. mere illusions at low levels of power, but as the Ravnos becomes
The Road of Humanity assumes a certain amount of morality. more powerful, the effects gradually increase in potency. They
It does not focus on acting “human” as a murderer is “human.” also actively attempt to alter others’ perceptions of reality, usually
Instead, it recognizes that people have a certain potential for through trickery and theft.
goodness and charity, and encourages such behavior. Cainites Ultimately, the weig must be released into the vortex. Ravnos
who are well advanced along the Via Humanitatis tend to be just, who are far along this Road actively seek to do so. They seek out
merciful and fair. Still, there are those on this Road who have items that retain weig — “magic” items, Lupine fetishes and the
become fierce warriors among the childer of Caine. The balance like — and destroy them. The most powerful of this Via seek out
of necessity and virtue is a hard path to walk. vampires with great amounts of weig — of low generation — and
The Via Humanitatis has no formal code of ethics. Generally do likewise.
speaking, its followers must refrain from cruelty and perversion. Those of the Via Paradocis understand that reality is what one
They must not kill unless absolutely necessary, and they must makes it. They seek to change their surroundings for the better,
respect the rights of others. They should feel concern for the realizing that only chaos and change are truly natural. The more
welfare of mortals, as well as that of their own kind. The easiest reality can be altered between now and the night when reality
summation is one espoused by many religions and philosophies: will be reshaped, the more confused the Antediluvians will be
Treat your neighbor as you would want him to treat you. and the more likely it is that the universe will turn out for the

CHAPTER FOUR: CHARACTER

115
better. Therefore, they seek to trick, confuse and humiliate other The Road of Typhon is actually more like a religion than a
Cainites, particularly those high in the Antediluvians’ esteem. philosophy. Its practitioners are rumored to worship various enti-
This disconcerts the ancients and is great fun in the meantime. ties — perhaps personifications of various sins, perhaps otherwise
The vampires of Paradox strive for Conviction and — through blood libations and sacrifice. Through such worship,
Self-Control. the Typhonites believe, mystic understanding may be gleaned.
The followers of this Road continually seek to spread war, plague,
Road of Typhon poverty, filth, stagnation and fear through the world. Through the
The Followers of Set teach a moral code that has been handed creation and study of such phenomena, the Typhonites hope to
down from sire to childe from the time of great Set himself. Al- discover the truths about, and behind, earthly existence. In the Dark
though some Setites choose different philosophies to maintain, the Medieval world, it is obvious that they are doing quite well indeed.
most sinister are those who follow the shadowy Road of Typhon. The followers of the Path first practice their tenets upon
To those on this Path, corruption, pain, lies and sin are things others. As they advance in mystic understanding, they begin to
to be cherished and spread throughout existence. Misery is not practice their principles upon themselves; flagellation, self-mu-
a means to an end, but an end in and of itself. tilation and other masochistic depredations are commonplace
As far as the followers of Typhon are concerned, everyone among the enlightened. Only through a complete mortification
is missing the point. They reject self-control as a way of purging of their flesh may they transcend their earthly limitations, and
oneself of the world’s horrors. The Typhonites instead espouse dead flesh is difficult indeed to mortify.
the opposite: a complete immersion in one’s weaknesses and an There are rumors that those Setites who progress to the
active embrace of the world’s misery. Only through such can evil highest (lowest?) levels of the Path of Typhon become far too
be understood, and only through understanding can it truly be riddled with external and internal foulness to continue among
purged or assimilated. True happiness — fleeting as it is — is only the mortal world. They divorce themselves from any connection
gained through succumbing to one’s carnal desires. One had best to the natural world whatsoever, devolving into quasi-organic
understand and accept where one is before attempting to move embodiments of corruption. These stinking, bloated masses are
on to some vaguely conceived afterlife. housed in the depths of the most secret Setite temples, where
they perpetually rot and wail blasphemies in the dark.

VAMPIRE: THE DARK AGES

116
Those on the Via Typhonis reject the ideals of purity and Specialties: Catlike Reflexes, Swift, Sure-Footed, Light Touch
spiritual progress espoused by mortals. Only in corruption — by • Poor: You are clumsy and avoid sharp tools.
succumbing to all that is considered impure, vile and weak — •• Average: You can mend your own boots.
may true enlightenment be found. In weakness lies the greatest ••• Good: You have excellent raw athletic
strength of all. They refuse to struggle against their inevitable potential.
decay. They must force others to see themselves as they are, and
•••• Exceptional: You can juggle five knives.
to accept what they see. They experiment on mortals to advance
the arts of depravity and deformity whenever possible. Finally, ••••• Outstanding: You can juggle five knives
they attempt to keep redemption from as many as possible, lying while blindfolded.
and destroying to keep others from bettering themselves. •••••• Inhuman: Your hands are like striking
The Serpent’s Road prizes misery and excess; therefore, serpents.
Typhonites hold to the Virtues of Conviction and Instinct. Stamina
Attributes Stamina measures general health and resistance to pain; it
indicates how long you can exert yourself and how much physical
punishment you can sustain. Stamina is your staying power, both
Specialties physically and mentally, and one of its most important elements
For each Attribute or Ability Trait rated 4 or higher, a player is the will to live.
can select a specialty. A specialty is a particular subcategory that Specialties: Tireless, Enduring, Tough, Determined, Stubborn
a character is capable of performing with additional proficiency • Poor: You are frail in constitution and may
— a character may be able to appreciate music and carry a tune be sickly.
well, but her particular forte is playing the lute. •• Average: You are moderately healthy.
A specialty allows the player to reroll “10s” scored on actions ••• Good: You are in good shape and are
directly involving the specialty. The player gets to keep the success probably a hard worker.
indicated by the “10,” and may subsequently try again for another
•••• Exceptional: You could fight for hours.
success, rolling another die for each “10” obtained.
••••• Outstanding: You could swim the English
Physical Attributes Channel.
These Traits describe how strong, dexterous and sturdy a •••••• Inhuman: Your endurance is that of the
character is; they are the primary Traits of an action-oriented wild animal.
character. Physical Traits concern only the strengths and weak-
nesses of the body. Social Attributes
Your Social Traits describe your appearance, charm and
Strength familiarity with the human mind. Your Social Traits are vital in
This Trait measures your mean physical strength — your determining first impressions, leadership ability and the nature
ability to lift, carry loads and cause physical harm. A person with of your interactions with others.
a high Strength rating is usually larger than someone with a lower
rating. Of course, there are always exceptions. Charisma
Strength is used when you attempt to lift, carry, push, heave Charisma measures your aptitude for enticing and fascinating
or break something. In melee combat, your Strength Trait is others. You use Charisma to win others over to you emotionally and
added to your damage Dice Pool. Strength is also used when you get them to trust you. This Trait reflects a charismatic personality
attempt to make any sort of jump or leap. more than it does an overt manipulation of others. It is a sum of
your presence, charm and power of influence. Charisma reflects
Specialties: Strong Grip, Broad Shoulders, Bulging Biceps,
your power to convince others to put faith in you.
Wiry, Rocklike Fists
Specialties: Charming, Eloquent, Outgoing, Captivating,
• Poor: You can lift 40 lbs.
Commanding, Inspiring
•• Average: You can lift 100 lbs.
• Poor: Others avoid being around you.
••• Good: You can lift 250 lbs.
•• Average: You are likable.
•••• Exceptional: You can lift 400 lbs.
••• Good: People trust and confide in you.
••••• Outstanding: You can lift 650 lbs.
•••• Exceptional: Something draws people to you.
•••••• Inhuman: You can lift 800 lbs.
••••• Outstanding: You could lead a nation.
Dexterity •••••• Inhuman: Complete strangers would live
This Trait measures your general physical prowess — speed, and die for you.
quickness and agility. It indicates the capacity for moving precisely
and manipulating objects with accuracy and grace. Dexterity in-
Manipulation
cludes hand-eye coordination, fine motor manipulation, reaction This Trait measures your aptitude for active self-expression,
speed, reflexes and bodily grace. such as when you want to get someone else to do something. It is
important when you attempt to influence or manipulate another
CHAPTER FOUR: CHARACTER

117
person directly. You use Manipulation to trick, fool, bluff, out- •••• Exceptional: Your talents belong in the
maneuver and out-talk another. While you may be effective at king’s court.
manipulating people whom you have just met, those who know ••••• Outstanding: You’d make an excellent
you are rarely fooled. power behind the throne.
Manipulation is used in all attempts to influence or convince •••••• Inhuman: Your silver tongue rivals that of
another person overtly. Whether the person likes you or not is the Devil himself.
of no consequence (though it can affect the difficulty of what
you are trying). Appearance
If you fail a Manipulation action, and the target realizes what This Trait describes your attractiveness and force of presence.
you were trying to do (you botch, for instance), she may well be You do not necessarily need beauty to have a high Appearance;
angered. People are manipulated all the time, and usually ignore you only need looks that somehow attract others to you. Ap-
it. If the fact is brought to their attention, however, it can be pearance encompasses not just actual physical looks, but poise,
very disturbing. Manipulation can net great results, but is risky animation and expressiveness. It is a measure of how interesting
to perform openly. Characters with high Manipulation ratings and attractive you seem to others.
are not overly trusted by those who know them best. Appearance is vital in any social situation where words are
Specialties: Glib, Expressive, Cunning, Persuasive, Smooth not exchanged. It is more important than you might think; your
• Poor: You express yourself in as few words as impressions of another are heavily affected by that person’s looks,
possible. no matter how open-minded you are.
•• Average: Others might believe you. Appearance is often used by the Storyteller to judge
roughly how others react to you upon a first meeting. Thus, it
••• Good: You can get a good price out of most
can affect all other Social rolls you make involving that person
merchants.
(in some cases, your rating determines the maximum number

VAMPIRE: THE DARK AGES

118
of successes from a Social action that can actually be applied, that — it is the facility for understanding and the capacity for
making it impossible for an ugly person to achieve anything reasoning and evaluation. Intelligence rates an individual’s depth
beyond minimal success). and flexibility of thought.
Specialties: Bold Demeanor, Alluring, Striking Looks, Sexy Common sense, street savvy and wisdom are not components of
• Poor: You tend to attract the hostility of the Intelligence Attribute; these facets of the character are portrayed
others. by the player. However, low Intelligence can indicate a character who
•• Average: You are easily ignored, for you fit lacks the capacity to understand complicated thoughts and learns
in so well with the crowd. very slowly — he might see things only in black-and-white terms
••• Good: You have a pleasing appearance, and and can’t understand that things are really shades of gray.
people treat you well. Characters with high Intelligence, on the other hand, are
•••• Exceptional: Your beauty sets you apart sophisticated thinkers capable of evaluating many different levels
from your surroundings and commands of an argument or problem. They have discerning judgment and are
respect from others. well able to separate truth from lies, at least when they have time
to think things over. Intelligence caters to carefully reasoned judg-
••••• Outstanding: Others’ first reaction to you is
ments rather than snap decisions (which are the purview of Wits).
either awe, intense jealousy or complete
solicitude. Specialties: Discerning, Creative, Sharp Memory, Knowl-
edgeable, Clear Thinker
•••••• Inhuman: Beauty such as yours has no
natural origin. • Poor: Bumpkin.
•• Average: You can learn the ins and outs of
Mental Attributes your profession.
The Mental Attributes represent your character’s total mental ••• Good: You could attain moderate skill in
capacity, including such things as memory, perception and the several trades.
ability to learn and think. •••• Exceptional: You could master a field of
knowledge and pioneer its growth.
Perception ••••• Outstanding: Your reasoning and ideas are
This Trait indicates your awareness of the environment far ahead of your time.
around you. While Perception is sometimes used consciously,
•••••• Inhuman: The intricacies of your thought
such as when you search for something, it more often works in-
processes cannot even be explained to lessers.
tuitively — you simply notice something. At base, Perception is
a sensitivity to the world, an open-eyed quality common among Wits
children (for whom the world is a boundless and mysterious The Wits Attribute describes your ability to react quickly
place), and seldom present among the most jaded. and correctly to new situations, as well as your overall sharpness
Perception is used to see if you have the insight to understand of mind and cleverness. In the simplest of terms, Wits measures
or realize a certain fact or concept. It can help indicate your degree how quickly (as opposed to correctly) you think. Wits represents
of alertness to ambushes, the subtext of a noble’s speech or the shrewdness, sagacity and the capacity to understand problems in
subtleties of color in a painting. the simplest terms.
Specialties: Insightful, Attentive, Paranoid, Keen-Eyed Those with low Wits are occasionally unable to take appro-
• Poor: You are blind to anything but the priate actions because of surprise. A low Wits rating can indicate
obvious. that you are more easily tricked and fooled than most people, for
•• Average: You are unaware of the subtle you are a gullible and unsophisticated student of human (and
interactions that occur around you. vampire) nature. If you have high Wits, you are able to react
••• Good: You are aware of moods and textures. quickly to new situations and are seldom caught off guard by
•••• Exceptional: You are constantly alert to the sudden changes in events. Whatever else happens, you are able
nuances of life. to keep your Wits about you.
••••• Outstanding: You can see a needle in a Specialties: Clever, Shrewd, Practical, Combat Nerves
haystack. • Poor: You never doubt your betters.
•••••• Inhuman: You note things invisible to the •• Average: You know when to pull out of a
human eye. bad dice game.
••• Good: You can respond quickly to
Intelligence accidents or ambushes.
Intelligence represents both your memory and your ability to •••• Exceptional: You’d make an excellent
learn and think. It is important when using Abilities that require general…or outlaw.
complex thought processes. Some people describe Intelligence ••••• Outstanding: Reynard the Fox
as a person’s quickness of mind or judgment, but it is more than
•••••• Inhuman: Your reaction speed borders on
precognition.

CHAPTER FOUR: CHARACTER

119
Abilities
Possessed by: Sentries, Hunters, Burglars, Messengers,
Vagabonds
Specialties: Traps, Ambushes, Forests, Crowds, Noises,
Talents Paranoia
Talents describe all the untrained and intuitive Abilities. Athletics
Talents can never be trained or studied, but can only be learned
This Ability describes your general athletic prowess and
through direct experience — usually during a story. If your charac-
skill at physical games. It determines your ability to jump across a
ter takes an action using a Talent he does not possess, there is no
chasm, swim through a storm, throw a rock, vault a fence or climb
effect on your roll. A number of dice equal to the base Attribute
a tree. Athletics concerns complex motor actions; physical actions
are rolled. Talents are such natural and intuitive Abilities that
requiring only one type of motor action, such as lifting, do not
it is assumed that everyone has some small capacity in each one.
use the Athletics score, nor do athletic actions classified under
Acting another Ability. (Wrestling, for instance, would fall under Brawl.)
You are practiced at feigning emotions, beliefs or a certain • Novice: Serf
frame of mind. If the situation calls for it, you can easily play the •• Practiced: Squire
role of someone rather different from yourself. However, simply ••• Competent: Trained knight
because you have this Ability does not mean you use it unethically. •••• Expert: Skilled juggler or tumbler
Honorable leaders have used Acting to lend power and depth to their ••••• Master: Paragon among mortals
speeches. You are able to feign tears, anger, friendliness and virtue.
•••••• Legend: You could have beaten any ancient
• Novice: A rank amateur, you can feign Olympian at any event.
sickness.
Possessed by: Entertainers, Squires, Barbarians, Youths,
•• Practiced: You may have been in a passion Elite Warriors
play or two.
Specialties: Swimming, Juggling, Tumbling, Dancing,
••• Competent: You could earn a job with a Thrown Objects
traveling troupe.
•••• Expert: You could play a part well for days Brawl
on end. You know how to fight unarmed, as well as with casual
••••• Master: You can become someone else weapons such as pokers and table legs. This Ability includes such
whenever the mood strikes you. maneuvers as punching, kicking, grappling, throttling, throwing,
•••••• Legend: They’d be fooled even if they could gouging and biting. Brawling can get quite ruthless, but generally
read your mind. it is a nonlethal form of combat.
Possessed by: Traveling Players, Courtiers, Gamblers, • Novice: You know what to do, but you
Charlatans, Spies haven’t had much experience.
Specialties: Pretend, Inspirational, Feign Emotions, Religious •• Practiced: You know where to hit people
Awe, Mimicry and make it hurt.
••• Competent: Nobody in your village bothers
Alertness you anymore.
Over the years, you have become practiced in noticing all that •••• Expert: You can take a sword away from a
happens around you, even if you are not actively concentrating upon robber with little trouble.
the surroundings. This Talent dictates not the ability to search a ••••• Master: You can wrestle bears to the ground.
specific area, but rather the ability to stay alert for a long period
•••••• Legend: You have mastered techniques
of time. Alertness simply indicates how aware you are of the world
unknown to the greatest fighters of your time.
around you. It describes how much attention you pay to things
other than the rumbling of your belly or the doubts in your mind. Possessed by: Soldiers, Bullies, Brigands, Rustics
• Novice: You tend to be alert to changes, Specialties: Armlocks, Boxing, Wrestling, Grappling,
moreso than most. Throws, Showing Off
•• Practiced: You are watchful and very Dodge
attentive to your surroundings. The most effective way to win a fight is not to be struck. Be-
••• Competent: You are highly vigilant. coming proficient in the Dodge Talent is a very wise choice. Your
•••• Expert: You are a truly cautious individual score in this area describes your ability to avoid both melee and
and rarely let down your guard. missile attacks, which includes diving for cover and ducking punches.
••••• Master: You notice everything that goes on • Novice: You hit the ground if someone
around you. screams, “Look out!”
•••••• Legend: You notice when a flea enters or •• Practiced: You can come out of a fistfight
leaves the room. without many bruises.

VAMPIRE: THE DARK AGES

120
••• Competent: You can anticipate where the Larceny
next sword blow is coming from. This Talent actually covers a wide range of criminal activ-
•••• Expert: They’d have to be lucky to lay a ities, including both knowledge of the physical aspect of skills
hand on you. and the ability to find and deal with criminal groups. That said,
••••• Master: You can avoid arrows. there isn’t much of an organized underworld in medieval Europe.
•••••• Legend: You dance untouched through Most criminals act alone or with small bands of friends. Cities are
great battles. simply too small and communications too poor to support large
Possessed By: Criminals, Scouts, Light Troops, Canny criminal syndicates. Only in the largest cities — Venice, Genoa,
Brawlers, Animal Trainers Paris, London — might large groups be found.
Specialties: Leap, Sidestep, Duck, Find Cover, Dive However, this Talent is still very useful, both for dealing
with these scattered groups and for committing petty crimes. First
Empathy and foremost, Larceny allows you to blend in with the local scene
You understand and can sympathize with the emotions of others, without drawing attention to yourself. Gossip, felony theft and
and are thus able to respond to them appropriately. You can often street slang are also imparted by using this Talent. Finally, those
discern the motives behind someone’s actions by simply listening to skilled at Larceny can perform minor criminal acts involving
him. You can also detect when you are being told lies. Empathy has sleight of hand (drugging drinks or cutting purses, for instance).
a down side, however — because you are so open to the feelings of For example, the locks of the Middle Ages may be picked
others you often feel the same emotions as those around you. with Dexterity + Larceny (usually difficulty 8); moving a wax
• Novice: Gossipy widows feel they can trust seal from one document to another requires an Intelligence +
you. Larceny roll (difficulty 8).
•• Practiced: Occasionally you get sympathet- • Novice: You can get through a simple
ic pains from others. latched door.
••• Competent: You have an amazing insight •• Practiced: You can spot a careless cutpurse.
into others’ motivations. ••• Competent: You could make a living at theft.
•••• Expert: No lies ever get past your scrutiny. •••• Expert: You make an excellent burglar,
••••• Master: You often finish other people’s forger and spy.
sentences. ••••• Master: You could steal a kingdom’s crown
•••••• Legend: You read complicated emotional jewels.
textures at a glance. •••••• Legend: You could borrow the king’s eye-
Possessed by: Gossips, Skilled Merchants, Priests, Parents, teeth.
Fortunetellers Possessed by: Robbers, Beggars, Vagabonds, Traveling Players
Specialties: Emotions, Truths, Family Problems, Personali- Specialties: Picking Pockets, Rumor Mill, Fencing, Slang
ties, Background Emotion Terms, Lockpicking
Intimidation Leadership
The art of intimidation comes in many forms, ranging from a You can get people to follow your lead and obey your orders
subtle suggestion to outright physical damage. Each method of intim- through exerting authority and by example. Leadership isn’t so
idation has its time and place. You understand the science of being much knowing the techniques of getting people to follow you
overbearing and know how to use it to get what you want. People as it is being the type of person people will follow. Leadership is
with high Intimidation scores seem to radiate an aura of authority. often used in conjunction with Charisma.
• Novice: Stray dogs cross the street to avoid • Novice: You could organize a work party.
you. •• Practiced: Your voice is a dominant one,
•• Practiced: You win an occasional staredown. and you can demand silence.
••• Competent: Your gaze is very unsettling. ••• Competent: You can rally your neighbors
•••• Expert: You can dominate foreigners on when the need arises.
their home ground. •••• Expert: You attract followers without really
••••• Master: You can make vicious animals turn trying.
tail and run. ••••• Master: You could be the next
•••••• Legend: Demons themselves would quake Charlemagne.
in your presence. •••••• Legend: They tend to worship rather than
Possessed by: Brigands, Witch-Hunters, Sovereigns, Tor- follow you.
turers, Knights Possessed by: Nobles, Military Officers, Constabulary,
Specialties: Staredowns, Subtle Hints, Overt Violence, Churchmen
Threats, Political Specialties: Commands, Orate, Compelling, Friendly, Noble,
Military
CHAPTER FOUR: CHARACTER

121
Subterfuge
You know how to conceal your own motives; moreover, you
know how to decipher the motives of others and how to use those
against them. The secrets and intrigues of others interest you, and
you work at understanding their weaknesses. A command of this
skill makes you the ultimate conversationalist, or the ultimate spy.
• Novice: You understand tact.
•• Practiced: You could hold out on the tax
collector.
••• Competent: You could woo two women at
once.
•••• Expert: You could sell pig sweat as alkahest.
••••• Master: You could, with time, convince
your archenemy to trust you.
•••••• Legend: They’ll never know why the
kingdom really fell.
Possessed by: Courtiers, Charlatans, Wooers, Minstrels,
Traveling Players, Spies
Specialties: Finding Weaknesses, Seduction, Selective
Omission, Fast-Talk, Flattery, Changing the Subject

Other Talents
Search, Guile, Intrigue, Expression, Painting, Sculpture

Skills
Skills are all the Abilities that are learned through appren-
ticeships or rigorous training. If you try to use a Skill but have
no rating in it, the difficulty goes up by one. You are simply
untrained in the techniques of that Skill and thus have a harder
time accomplishing the task than someone who has at least some
idea of what he is doing.

Animal Ken
Animals do not behave in the same way that humans do under
the same circumstances. The ability to understand the actions
of animals can come in quite handy. Those characters skilled in
Animal Ken can not only predict the actions of animals, but can
use this knowledge to calm or enrage them. Animal Ken also is the
Skill used to train animals. It is worth noting that many animals
are uneasy around vampires, and Animal Ken is invaluable for
any Cainite planning to ride horses.
• Novice: You can befriend a domesticated
animal.
•• Practiced: You can teach a dog to come
when you call.
••• Competent: You could train a hunting hound.
•••• Expert: You could be the king’s own falconer.
••••• Master: You could domesticate a wild animal.
•••••• Legend: You are one with God’s creatures.
Possessed by: Kennel Masters, Falconers, Stablehands, Manor
Lords, Squires, Hermits
Specialties: Dogs, Raptors, Horses, Bears, Farm Animals

VAMPIRE: THE DARK AGES

122
Archery with which you are most familiar. You use Etiquette during actions
You can fire bows and crossbows. You can also string a bow, such as dancing, seduction and haggling. Etiquette is also used
and care for and make minor repairs to bows, crossbows, arrows when engaging in diplomacy.
and quarrels. • Novice: You know when to shut up.
• Novice: Your father showed you how. •• Practiced: You know how to address a local
•• Practiced: You practiced regularly on the lord or alderman.
village green. ••• Competent: You understand the nuances of
••• Competent: You could find work as a forester. courtly manners.
•••• Expert: You could make extra money at the •••• Expert: You could get along with just about
archery competitions at local fairs and anybody.
tournaments. ••••• Master: You can seat blood enemies at the
••••• Master: Robin Hood or William Tell. same table and keep them happy.
•••••• Legend: You can put an arrow through your •••••• Legend: You could get five Mongols through a
enemy’s eye on a moonless night. royal Spanish ball without offending anyone.
Possessed By: Foresters, Poachers, Competitors, Militias, Possessed by: Envoys, Nobles, Heralds, Courtiers, Hand-
Bandits maidens
Specialties: Target, Forests, Hunting, Moving Target, Quick Specialties: Courtly Manners, Street Culture, Peasants, Foreign
Shot Customs

Crafts Herbalism
Craft Skills are simply the professional skills most medieval Important in the Dark Medieval world, this covers the
people have, which they use to survive. Remember that almost identification and preparation of herbs for cooking, healing and
everyone at this time works with their hands. Some may have harming. You can find, prepare, blend and preserve herbs for any
two Crafts (e.g., a farmer who also works as a carpenter), but of these purposes.
most specialize in one. • Novice: You watched your mother prepare herbs.
Such Skills often include various petty abilities. So, Farming •• Practiced: You learned all your mother knew.
does not just cover sowing and reaping; it includes handling ••• Competent: Village expert
sheep and domestic animals, repairing buildings and driving carts. •••• Expert: People come from surrounding
Goldsmithing allows a character to evaluate gems and metals, to villages to buy your herbs and remedies.
speculate upon the age of jewelry, etc. ••••• Master: You could make an excellent living
Examples of Craft Skills include Farming (the most common), as an apothecary.
Carpentry, Blacksmithing, Glazing, Stonemasonry, Wheelwright, •••••• Legend: Some whisper you can raise the dead.
Tanner, Brewing, Goldsmithing, Dyeing, etc. Possessed By: Village Wise Women, Cooks, Healers, Bandits
• Novice: An apprentice or part-time worker. Specialties: Culinary, Medicinal, Poisonous, Narcotic, Herbs
•• Practiced: A newly qualified craftsman or as Charms
inexpert farmer.
••• Competent: An experienced, competent Melee
professional, earning a fair living. In the Dark Medieval world, skill in armed combat can be
•••• Expert: A respected master craftsman. vital to a vampire’s survival. Proficiency in this Skill allows you
to use hand-held weapons. Melee covers everything from simple
••••• Master: An artisan who has elevated his trade
knives, axes and swords to wooden stakes and 20-foot pikes. Al-
to the level of an art, or a farmer who could
though not every Cainite will have possessed this Ability in life
make crops grow through a drought.
(lords are often loath to teach their vassals to fight), many learn
•••••• Legend: Your finest work is obviously it from their sires or other sources afterward.
beyond any human craftsman’s powers.
• Novice: You’ve seen a knife being used.
Possessed By: Artisans, Farmers, Townsfolk
•• Practiced: Peasant militia
Specialties: Detail, Working Quickly, Inventive, Organi-
••• Competent: Typical knight
zation, Evaluate.
•••• Expert: Any weapon is deadly in your grasp.
Etiquette ••••• Master: Lancelot
You understand the small nuances of social life and are •••••• Legend: No warrior can stand before your
able to conduct yourself in a manner that is both unobtrusive whirling blade.
and gracious. You understand how to get along well with mortal Possessed by: Soldiers, Militia, Robbers, Lords, Barbarians
society, whether courtly or rustic. Your specialty is the culture Specialties: Swords, Axes, Knives, Clubs, Disarms

CHAPTER FOUR: CHARACTER

123
Music Ride
You can create and play music; you know how to play one You are able to ride comfortably on a horse, and with practice
instrument for each rating point you have. Of course, the higher might be able to fight from horseback. You can also tell the rough
your rating, the better you are at playing your instruments, espe- value of a horse, are familiar with their tack (bridles, saddles, etc.)
cially the first instruments you learned. This is the ability to create and can spot obvious ailments and defects.
music — the higher your rating, the greater your musical ability. • Novice: Hang on, shut up, and don’t try to
You should decide what instruments you play. gallop.
Typical medieval instruments include the recorder, ham- •• Practiced: You can gallop, clear small
mered dulcimer, harp, lute and psaltery. jumps, etc.
• Novice: You can carry a tune and plink out ••• Competent: You can ride in a hunt or in
a chord or two. battle, jump hedges safely and ride all day
•• Practiced: Your voice stands out during hymns. without getting saddle-sore.
••• Competent: You could make a decent •••• Expert: Perfectly at home in the saddle, you
living as a troubadour. could ride for weeks without discomfort.
•••• Expert: Your skill is haunting and memorable. ••••• Master: If you wanted, you could stand on
••••• Master: You could compose before you were the saddle, pluck handkerchiefs from the
three. ground or perform other flashy tricks.
•••••• Legend: They say you can sing tears from •••••• Legend: You know your horse’s capabilities
the stones. better than it does, and can make use of
Possessed by: Minstrels, Singers, Noble Ladies, Monks, Bards them all at will.
Specialties: Harp, Composition, Lyrics, Chanting, Bawdy Songs Possessed By: Knights, Squires, Nobility, Messengers, Hunts-
men, Officers, Wealthy Merchants, Priests
Specialties: Jumping, Speed, Mounted Combat, Tricks, Forest

VAMPIRE: THE DARK AGES

124
Stealth a cathedral school or monastery. A high rating indicates that
Stealth is the ability to sneak about or hide without being you attended one of the universities, in Paris, Salerno, Oxford or
seen or heard, and is often rolled against another character’s Bologna. This education did not come cheap. You, your parents
Perception. Stealth is of extreme importance when vampires or your guardians obviously had some wealth.
engage in the Hunt. Remember, most medieval people are entirely illiterate. Without
• Novice: You can hide in the dark. some understanding of Academics you can neither read nor write.
•• Practiced: You can hide in the shadows. • Dabbler: You can speak Latin, read and
(kind of) write. You’ve heard of Aristotle.
••• Competent: You are an accomplished
hunter. •• Student: Your Latin grammar is excellent,
and you have a good grounding in math,
•••• Expert: You could walk silently over two
philosophy and theology.
inches of dry leaves.
••• Learned: You are well versed in the writings of
••••• Master: You could sneak up on a pack of
learned theologians and pagan philosophers
wolves.
like Aristotle.
•••••• Legend: Assamite elder
•••• Scholar: You are qualified to teach in any
Possessed by: Burglars, Spies, Scouts, Hunters, Vampires university and can debate with the finest
Specialties: Prowl, Hide, Lurk, Shadows, Crowds, Crawling, minds in Europe.
Wilderness ••••• Savant: You are a learned theologian and
Survival could teach a thing or two to Aristotle.
The wilderness is a dangerous place, at least for those who do •••••• Visionary: The obscure and forgotten rests
not understand it. The skill of Survival includes seeking shelter, lightly on the tip of your tongue.
finding a direct route through and relative safety in the wilderness, Possessed by: Ranking Priests, Monks, Teachers, Scribes,
and tracking. When you use Stealth in the wilderness, you cannot Royal Administrators
roll more dice for your Stealth rating than you have in Survival. Specialties: Theology, Mathematics, Calligraphy, Metaphys-
• Novice: You can survive a five-mile trek. ics, Heresy, Grammar
•• Practiced: You are familiar with the Hearth Wisdom
wilderness.
Yours is the common wisdom of the peasant, what some
••• Competent: You can feed yourself might call “superstition” or “folklore.” You may not understand
adequately for long periods of time. the complexities of Lupine ways or fae Glamour, but you know
•••• Expert: You are at home in the wild. that the simple items (silver, holy water, cold iron, etc.) have
••••• Master: You could live off the land for years some power over supernatural beings, perhaps more than those
on end. beings would care to admit. You may also be able to use such bits
•••••• Legend: You fear neither desert nor tundra. of knowledge against your vampiric opponents. Hearth Wisdom
Possessed by: Barbarians, Hunters, Bandits, Refugees, Hermits can also be used for simple herbal remedies, although it is not
Specialties: Tracking, Highlands, Edible Plants, Marsh, as potent as the Herbalism skill; such remedies will be for minor
Hunting aches, fertility, colds and other small things.
Hearth Wisdom carries certain corollaries with it, however.
Other Skills Folklore can vary from place to place, and what a Russian character
Cooking, Boating, Painting, Smithwork, Weaving knows may mean nothing to his Irish friend. Likewise, while a

Knowledges great deal of folklore may have that kernel of truth in it, the rest
is chaff, and only experimentation may prove which is which.
Knowledges include all Abilities that require the rigorous ap- Most truth-fiction ratios should run about 20/80 or so, more or
plication of the mind, not the body, so nothing but Mental Traits less depending the Storyteller and the character. For example, a
can be used to modify Knowledge rolls. Though the ratings discuss Romanian may have lots of stories and superstitions about vam-
Knowledges in terms of college degrees, school is not the only way to pires, but may know almost nothing of faeries. The Occult Ability
gain Knowledges — it is simply the most common. These are scholastic accounts for harder facts and the resources to acquire such facts.
Abilities for the most part, but self-study or tutoring is also possible. • Dabbler: You listened to Granny’s fireside
If you do not have a Knowledge, you cannot even attempt a stories.
roll that involves it. There are exceptions, however, such as when •• Student: You can recognize a creature when
the Storyteller rules that the roll deals with trivial information you hear of it, and learned from your village
that anyone has a chance of knowing. wise woman.
Academics ••• Learned: People come to you for advice and
simple cures. You are familiar with lore
You understand Latin, can read and write, and have been
from neighboring countries, but not well
taught something of theology and philosophy. This is the standard
versed in it.
medieval education, and requires that you have attended at least
CHAPTER FOUR: CHARACTER

125
•••• Scholar: You are a fountain of lore from your Linguistics
native culture and one or two others. Some of It is assumed that you can speak your natural language, but
that lore comes from personal experience. you must purchase any other languages you wish your character to
••••• Savant: Your word is respected, and you speak. For each level of Linguistics, your character may fluently
speak with authority about certain denizens speak another language. However, Linguistics also gives a character
of the shadow world. an understanding of the structure of language, which is in turn the
•••••• Visionary: Your knowledge, although basis of thought. With this Ability, you can identify accents. You also
cloaked in riddles and stories, is legendary, have a chance of figuring out phrases from languages related to the
and you may be considered a threat by some languages you know. For instance, you might be able to decipher some
supernaturals, including your own kind. vulgar French (a Romance language) if you know Latin. NOTE: You
Possessed by: Village Elders, Old Wives, Witches, Wise Wom- do not need to purchase this to speak Latin if you have Academics.
en, Cunning Men, Hermits, Herbalists, Peasants, Mages, Farmers. • Dabbler: One additional language.
Specialties: Irish, German, Scottish, English, French, Scan- •• Student: Two additional languages.
dinavian, Russian, Italian, Eastern European, Jewish, Middle ••• Learned: Three additional languages.
Eastern, Omens, Cures, Wards, Charms •••• Scholar: Four additional languages.
Investigation ••••• Savant: Five additional languages.
You are trained to notice all sorts of details others might miss, •••••• Visionary: Eight additional languages.
and at high levels may function as a detective. This Knowledge Possessed by: Travelers, Scholars, Diplomats, Interpreters
also reflects a character’s ability to do research, both in libraries Specialties: Curse Words, Technical, Diplomatic, Political
(rare) and through questioning.
• Dabbler: You’d notice the footprints on the Medicine
stable floor. Medieval medicine is very primitive by modern standards.
•• Student: You can get information by Even the simplest internal surgery has a difficulty factor of 9. In
buying a few drinks. practical terms, this Knowledge is only useful for basic “first aid”
— stopping bleeding, treating burns — and for simple procedures
••• Learned: You can tell an accidental fire
like treating fractures, fevers or stopping wounds from festering.
from a deliberate one.
• Dabbler: You know a little about binding wounds.
•••• Scholar: You catch minutiae with a brief
scan of the room. •• Student: You can bleed someone with little risk.
••••• Savant: Brother Cadfael ••• Learned: You can diagnose and treat simple
illnesses.
•••••• Visionary: You could make a living at
tracking down Assamites and Nosferatu. •••• Scholar: You can deliver a child and rarely
lose the mother.
Possessed by: Spies, Constables, Tax Collectors, Abbots,
Bounty Hunters ••••• Savant: You could advance medicine to
the next level in your area of expertise.
Specialties: Search, Prowl, Locate Informant, Monastery
Records, Shadowing •••••• Visionary: Your healing arts are so great some
whisper you have a pact with the Devil.
Law Possessed by: Apothecaries, Midwives, Barbers, Field Surgeons
Prisons do not exist as a formal institution, and a criminal’s Specialties: Herbs, Poison Treatment, Battle Wounds, Disease,
rights are often whatever the local authorities feel like grant- Leeching, Childbirth, Petty Surgery, First Aid, Diagnosis
ing. This Knowledge allows characters to know what is locally
illegal and how severely infractions are punished. More often, Occult
this Knowledge allows local judges, officials and rulers to settle This Knowledge is a catch-all dealing with local folklore, arcane
disputes over property and the like. In a feudal society, the laws texts, ancient legends and most other forms of supernatural facts and
of ownership are of paramount importance. hearsay. This understanding of the more sinister side of the world
• Dabbler: Practical knowledge; city guard includes knowledge of curses, rituals, magic and mysticism, and
•• Student: Captain of the guard contains much that is only speculation and fantasy. This Knowl-
edge is of the utmost interest to many vampires, and pursuit of this
••• Learned: Town official
Knowledge may indeed become a major facet of your chronicle. A
•••• Scholar: Experienced judge 4 or 5 rating indicates a deep understanding of vampires and other
••••• Savant: King Solomon aspects of the occult (mostly what is patently false).
•••••• Visionary: Hammurabi was a pretender • Dabbler: You’ve heard some tales.
next to you. •• Student: You listen to the local wise woman’s
Possessed by: Constabulary, Judges, Criminals, Sovereigns rambling.
Specialties: Courts, Local Law, Punishments, Criminal, Laws ••• Learned: You’ve found proof to back up
of Ownership, Nobles’ Rights some of your beliefs.
VAMPIRE: THE DARK AGES

126
•••• Scholar: You have found great secrets hidden Possessed by: Lords, Courtiers, Heralds, Jesters
among the dross. Specialties: Feudalism, City, Religious, Heraldry, Vampiric
••••• Savant: Fully initiated in many of the great Hierarchies
mysteries. You don’t need your sire to tell
you what’s going on! Science
•••••• Visionary: You can recite verbatim what You have at least a basic understanding of metallurgy, botany,
even magicians believe to be lost. biology, engineering and astronomy. Your knowledge is tempered
by local beliefs and superstitions; still, you have enough practical
Possessed by: Heretical Scholars, Vampires, Pagans, Hedge
learning to be in demand.
Wizards, Kabbalists
• Dabbler: You’ve been apprenticed to a smith
Specialties: Vampires, Witches, Mystical Powers, Cults,
or monk.
Ancient Wisdom, The Kabbala
•• Student: You studied the illustrations in
Politics the abbey’s library.
This Knowledge provides a familiarity with the politics of the ••• Learned: You know about basic fortification and
day, including the people in charge and how they got there. It can are a local authority on the animals of the forest.
be applied to almost any organization, from the Church to a local •••• Scholar: You can design effective siege
gaol. This can be an essential Ability when attempting to deal engines (and ways to stop them).
with mortal authorities in any way. This Ability even has some ••••• Savant: Alchemists’ hopes everywhere ride
influence on being a capable politician yourself. Long familiarity on your shoulders.
with a subject can sometimes give one ideas.... •••••• Visionary: You are truly ahead of your time,
• Dabbler: Casual observer and would do well in the Renaissance.
•• Student: Local herald Possessed by: Alchemists, Engineers, Hermits, Architects,
••• Learned: Aspiring heir Metalsmiths, Eastern Scholars
•••• Scholar: Courtier Specialties: Biology, Astronomy, Botany, Astrology, Met-
••••• Savant: Eminence grise allurgy, Engineering
•••••• Visionary: You know when the rebellions
will come.
CHAPTER FOUR: CHARACTER

127
Seneschal es? What kind of contacts do you have? Where does all of this
During your breathing days (or perhaps in your unlife), you influence come from? Make sense out of your Background Traits
were responsible for managing and maintaining a household or and integrate them into your character concept.
organization. Maybe you were Mother Superior or the abbot of You can make rolls using these Traits to obtain information,
a convent or monastery, or you might have been the chief stew- resources or favors. Frequently, these Background Traits are used
ard of a nobleman. Perhaps you maintained a cathedral, or you in conjunction with an Attribute, such as rolling Charisma +
were simply the lady of the house. This reflects your knowledge Influence to set the constabulary on a rival, or Wits + Resources
and experience in balancing the books, keeping inventory of to tap into your cousin’s treasury.
the larder and wine cellar, managing the servants, entertaining Allies
guests, keeping the house and lands in good repair, and in general
Your allies are mortals who help and support you — they
making certain that the household, abbey, cathedral, guildhouse
could be family, friends or even an organization with which you are
or whatever was in good running order. Even a farmer might have
friendly. Allies have their own lives to live, so they are not at your
some similar ability in making sure there was enough money for
beck and call, but they often have influence in the community and
rent and keeping his farm in order.
access to their own contacts or resources. An ally is ultimately a
Along with the attendant experience, this Knowledge may mortal whom you have befriended, and who protects and aids you
allow you to evaluate how another household is running (and out of love or common interest. Be sure to rationalize how it is that
to spot and correct problems), appraise quality of trade goods you keep contact with your allies if you can only be active at night.
or entertain a guest even if you’re not in your usual household.
For each point of Allies that you have, consider yourself to
• Dabbler: You can keep a smaller place have one ally. This individual is a person of influence in the city
running without too many problems, and where you live. An ally could be a sheriff, a town councilor or even
know how much money is available. (if your rating is a 4 or 5) the burgomeister himself.
•• Student: You can balance your books and Allies are generally very trustworthy and loyal. However, it
budget for expenses, and guests are never a requires time and energy to maintain the alliance, for the friends
problem. expect the aid of the character in return in time of need. Though
••• Learned: You can handle a larger house- they likely do not know you are a vampire, they may know some-
hold with no one assisting you, and your guests thing of your powers and thus may come to you for favors. This is
always have a good night. often an excellent means for a story to begin.
•••• Scholar: You can manage a large household • One ally, of moderate influence and power.
or series of smaller households with no •• Two allies, both of them of moderate power.
trouble.
••• Three allies, one of them quite influential.
••••• Savant: You can keep your house running
•••• Four allies, one of them very influential.
even during the most difficult times, and
your superiors consider you indispensible. ••••• Five allies, one of them extremely influential.
•••••• Visionary: Your abilities to handle crises Contacts
and manage your household are the talk of You know people from many different walks of life, and they
your social stratum, and other seneschals look comprise a system of information and help that could come in
to you as an example. very handy some day.
Possessed by: Innkeepers, Noblewomen, Wives, Chief Contacts are not only the people you can manipulate or
Stewards, Seneschals bribe to get information, but friends whom you can really count
Specialties: Kitchens, Hostels, Noble Households, Account- on (major contacts) to provide you with accurate information
ing, Innkeeping, Taverns, Religious Orders (in their areas of expertise). You should describe your major
contacts as complete characters, either as the chronicle progresses
Other Knowledges or beforehand. You also have a number of minor contacts spread
Astrology, Philosophy, Cartography, Navigation, History, through the city. When you wish to get in touch with a minor
Theology contact, make a roll using your Contacts rating against a difficulty

Backgrounds
Cuius regio eius religio.
of 7. Each success means you have made successful contact with
one of your minor contacts; of course, you will need to bribe or
charm her into giving you needed information.
(He who controls the area controls the religion.) • One major contact
— Anonymous Latin proverb •• Two major contacts
Background Traits describe the special advantages of your ••• Three major contacts
character. However, you must determine why and how you came •••• Four major contacts
to possess these particular Traits. Where did you get your resourc- ••••• Five major contacts

VAMPIRE: THE DARK AGES

128
Generation the character’s Influence derives from (a reputation for wisdom?
Starting vampires in a Dark Medieval chronicle are assumed powerful relatives? etc.), and keep that in mind when using this
to be 12th generation. Although this may seem unusually far re- Background in your stories.
moved from Caine, it is assumed that the conditions that support • Moderately influential; you have some sway
the Dark Ages’ vampiric population have prompted vampires to in a town.
sire many childer. Characters of earlier generations will have •• Well-entrenched; a factor in a city’s politics.
serious repercussions on the tone of the chronicle, and it is up ••• Position of influence; you have some power
to the Storyteller to decide whether a character may take this in a barony or several strong parishes.
Background at all. A player should not assume that her Storyteller •••• Broad personal power; you can partially
will allow earlier-generation vampires. sway a county or diocese.
If your Storyteller does allow this Background, these are the ••••• Vastly influential; your suggestions might
advantages for each rank: even reach the king’s ears.
• Eleventh generation
•• Tenth generation
Mentor
This Trait describes one or more elders (your sire?) who look
••• Ninth generation
after you. Each rating point of Mentor you possess describes how
•••• Eighth generation powerful your mentor is in the community of the Cainites. Your
••••• Seventh generation mentor could simply be a vampire who has learned her way around
Herd the land, or an ancient who has garnered huge amounts of power
in both the mortal and immortal worlds. Your mentor can give you
You have built a group of mortals from whom you can feed
advice, protect you from other elders, caution you when you intrude
without fear. This herd also helps protect you and can be used to
on the affairs of other elders and inform you of opportunities for
perform a number of different services. However, the herd is not as
power and advancement.
tightly controlled or as loyal as are retainers, and is not as closely
connected to you as are allies. Ultimately, the Herd describes only Often a mentor is your sire, though it can be any vampire who
the number of vessels you have readily available. Your Herd rating has taken interest in you. If your mentor is powerful, it might not be
is added to your Hunt rolls, as described in Chapter Nine. a single person, but a group. Thus, a coterie could be a mentor, as
could the ruling council of a clan. Tremere often have the Mentor
• 3 Vessels
Background Trait because of the aid they receive from their elders.
•• 7 Vessels
A mentor may expect to receive something in return for the
••• 15 Vessels aid she provides. Though she may simply enjoy your company,
•••• 30 Vessels in time of need she may call upon her “apprentice.” This may
••••• 60 Vessels begin a number of excellent stories. In general, however, you do
receive more than you need to give out.
Influence • Mentor is an ancilla and of little influence.
Influence denotes a character’s ability to sway the mortal
•• Mentor is an elder and is well respected.
world. However, it has its limitations. Few things happen during
the night in medieval society. Major nobles may hold nighttime ••• Mentor holds strong influence in the city.
feasts and revels, and peasant celebrations may carry on after •••• Mentor is a prince, and has much power
dark, but generally the night is a time for private pursuits and for over the city.
sleep — and there are no phones, faxes, computer nets or mail ••••• Mentor has great power beyond her domain.
services with which to manipulate events at a distance. How is
a vampire going to influence mundane society? Resources
To make use of this Background, a character may have to A medieval person’s assets are unlikely to be static. Most
combine it with another Background like Retainers or Allies. A peoples’ Resources will be land and animals, which must be farmed
character would usually require ghouls or other mortal pawns as to generate revenue. Merchants must trade. Nobles must collect
intermediaries when exploiting this Background. taxes and dues. And of course, all these activities take place in
daylight in the medieval world. Realizing assets (selling animals,
Also remember that Influence in the medieval world is often
for example) also requires that the person be able to move about
highly compartmentalized. A respected monk may have influence
during the day. Tricky.
within the Church, for example, but not among merchants. A
town mayor might be despised by the local nobility. A baron need There are no medieval investment funds or stockbrokers.
not have any influence with the Church. Work out exactly where If a character has Resources, she must either manage her assets
in person (hard to do at night) or employ a bailiff (manager); in

CHAPTER FOUR: CHARACTER

129
this case, think about and develop the character’s relationship Retainers must always be controlled in some way, either
with her proxy. It is also worth specifying roughly what these through a salary, through the donation of your blood or through
resources are. Farm animals? Land? Trade goods? the direct control of their minds. They may not always be loyal,
On the other hand, medieval vampires are unlikely to have though typically they are. If given the chance, they may betray
much use for money. They might want weapons, or cash to pay you, depending on how well they have been treated.
bribes, but what do they need? They don’t need food (on which Retainers should not be supermen, even if they are ghouls.
medieval craftsmen spend 90% of their income), don’t need to Each should have a weakness. For instance, one retainer might be
spend money running a car and are unlikely to pay rent. Markets very loyal, but not very skilled. Another retainer might be very
and traders are only open during daylight hours, so vampires powerful, but have a very independent mind. No retainer should
without mortal servants won’t even be able to buy anything. ever be the perfect bodyguard; nothing is that easy in Vampire:
• Scant resources: You have just enough to The Dark Ages. Retainers are meant to be characters in and of
afford the bare necessities — shoes and themselves, something to add flavor to the chronicle. Do not let
clothes when yours wear thin — but them be abused.
nothing more. • One retainer
•• Sufficient resources: You can meet your •• Two retainers
basic requirements and still have one or ••• Three retainers
two shillings spare per month. •••• Four retainers
••• Comfortable: You might own a small house ••••• Five retainers
and have some means of making a
comfortable living. You earn five Librum per Status
year (about average), all spending money. You have something of a reputation and a standing within
Consequently, you have five shillings per month. the Cainite community. It is usually determined by your sire’s
If you sold up and moved out you would get no Status and the respect your particular clan is due.
more than five Librum. The more Status you have, the less ill-treated you are by the
•••• Wealthy: You have a large house or small elders, and the more respected you are. Status is sometimes used in
manor. You might own a village or you rolls with Social Traits and reflects your prestige in such instances.
might be a wealthy merchant. You could • Known: a neonate
afford to keep a horse, and you certainly •• Respected: an ancilla
have a few servants. (How will you keep
••• High status: an elder
your secret from them? Those that will stay
•••• Powerful: an advisor to the prince.
loyal to you regardless should be counted as
retainers.) In addition, you have five shillings ••••• Luminary: a prince


•••••
per month. In total, your estate is worth
around 400 Librum.
Vast Wealth: You might own a castle and
VirtuesO conscience, upright and stainless, how bitter a sting to thee
vast tracts of land (10-20 entire villages), or is a little fault!
run a huge trading empire. If you can work — Dante Alighieri, Purgatorio
out a way to exploit these resources, you A character’s Virtues describe his orientation on life and his
could maintain a huge household, essential integrity and moral strength. These Traits are intended to
including stables, servants, etc., and still help you understand and direct your characters, not force a certain
have one Librum per month to spend. The action upon them. However, a vampire is a creature of great passion,
estate would be worth thousands of Librum, and sometimes Virtue rolls are required, with failure indicating that
if you could find anyone wealthy enough to the character cannot avoid going into a frenzy, has lost ground to
buy it. the Beast or is not brave enough to conquer terrifying circumstances.
Retainers Your character’s Road will determine his Virtues: whether
You have one or more servants and assistants who are your he believes in Conscience or Conviction, or whether he relies on
loyal and steadfast companions. Retainers may be ghouls who are Self-Control or Instinct. Courage is universal; no Road can value
bound by the Blood Oath to you, individuals whom you have so cowardice and survive long. (Note: For those players used to the
Dominated over the years that they are incapable of independent morality codes for the Sabbat for Vampire: The Masquerade,
action, or individuals whom you have so overwhelmed with your Conviction and Instinct are not the same as Callousness and
Presence that they would do anything for you. Ghouls are treated Instincts. Like everything about the Paths of Enlightenment, the
as mortals or animals with Potence 1, who may use the Cainite Sabbat Virtues were codified long after the Dark Ages, based partly
blood they drink much as vampires do. on the Virtues and Roads of previous ages.)

VAMPIRE: THE DARK AGES

130
Conscience/Conviction
Conscience and Conviction are Traits of self-awareness
which enable you to evaluate your own conduct. The judgments
made by Conscience stem from your attitudes, ideals and morals.
Similarly, Conviction details your ability to remain reasonable in
the face of suffering or need. They are internalized prescriptions
of self-worth and the voice of the real self — not the façade you
might present to the world. These rolls are made to determine
whether you lose ground along your Road by committing immoral
(for your Road, that is) acts. A character with high Compassion
will feel remorse; a Cainite with high Conviction will recognize
her trespass and attempt to overcome it.
• Chaste/Steady
•• Moral/Sure
••• Just/Determined
•••• Charitable/Committed
••••• Remorseful/Dedicated

Self-Control/Instinct
These Traits represent the amount of control or influence you
have over your emotions. Self-Control represents your discipline,
your self-mastery. Those with high Self-Control rarely surrender
their reason. Instinct is your ability to “ride the Beast,” so to speak. It
allows a vampire to put frenzy aside in the name of self-preservation.
Self-Control and Instinct are used to resist going into a frenzy.
When you use either Virtue, you can never roll more dice than the
points you currently have in your Blood Pool. Quite simply, the
hungrier you are, the harder it is to resist. (See the Frenzy section
of Chapter Seven for more information.)
• Calm/Rudimentary instinct
•• Temperate/Intuitive
••• Disciplined/Animalistic
•••• Hardened/Visceral
••••• Total self-mastery/Primal

Courage
Courage is a quality of the mind that enables you to stand fast in
the face of opposition, hardship or danger. Courage is used to resist
running away in terror from things a vampire instinctively fears, such
as the sun, fire or a cross held by a person with holy powers. (See
the Rötschreck section of Chapter Seven for more information.)
• Bold
•• Dauntless
••• Steadfast
•••• Gallant
••••• Valorous

Via Score
The basic reason to preserve your character’s Via rating is
simple: if his Via ever falls to zero, he becomes a monster under
the Storyteller’s control. Permanently. Of course, there are other
reasons. For instance, you cannot roll more dice in any Empathy
roll than you have in your Via score. The fewer Via points you
have, the deeper you sleep, and the more difficult it is for you
to wake up in an emergency. You also tend to go into a frenzy
CHAPTER FOUR: CHARACTER

131
more often in stressful situations, as you find it difficult to control
your primal instincts when you are in danger. The actions you
take when in frenzy could lead you to lose even more Via points.
This Trait can be seen as what separates a vampire from a
human. Vampires with high Via ratings are closest to human (as
distinct from humane). Those far behind on their Road are bestial
and monstrous, and not by choice.

Effects of the Roads


• To a large extent, a Via rating determines how human a
vampire appears and how easily she can pass for human in the
general populace. The farther back along a Road a character is,
the more bestial she appears.
• Vampires tend to sleep very deeply and, even if there is
danger, can be difficult to wake up. During the day, especially
after being awakened, you cannot roll more dice on any roll for
any action than your character’s Via rating. See the Awakenings
section for more information on how the Roads affect activities
during the day.
• Roads directly affect Virtue rolls when you attempt to resist
going into frenzy. You cannot roll more dice than your character’s
Via rating. Therefore, as you sink into the abyss of bestiality, you
cannot long resist the call of the wild. As the Road is lost, the char-
acter comes slowly closer to the day when he loses all self-control.
• The length of time spent in torpor is also directly affected
by the Via rating. The fewer the character’s Via points, the longer
he remains in torpor.

The Forking Path


Sometimes, a character’s philosophy evolves enough during play
to warrant a change of Road. If the Storyteller and player agree that
such a change is appropriate, the Cainite may move to a different
Road. (For obvious reasons, a vampire cannot spend any real time
“between” Roads. Such indecisiveness is fodder for the Beast.) If the
new Road uses the same Virtues as the previous one, the character’s
new Via score is worked out as if the character was newly created
(i.e., all dots gained from experience or freebie points are lost). If a
Virtue changes, then the new Virtue starts with one dot and cannot
be raised higher for at least three sessions. Such a dramatic change
in philosophy takes some getting used to.
For example, the Ravnos Taltin began play on the Road of
Paradox. However, constant exposure to mortals has begun to soften
him, and his personal ethics are beginning to lean toward the Via
Humanitatis. His player and Storyteller agree that this change would
be appropriate, and Taltin moves to the Human Road. Since his new
Road prizes Conscience and Self-Control, and the Via Paradocis
valued Conviction and Self-Control, his Conviction must change.
His new Virtue of Conscience starts at one dot. His Self-Control,
however, can remain at the four dots it previously possessed. Taltin
now has a score of 5 on the Road of Humanity.

Degeneration
Sometimes a character will take an immoral action, either
willfully or despite her best intentions (while in a state of frenzy).
In such cases, the Beast might take a little more control of her soul.

VAMPIRE: THE DARK AGES

132
Road of the Beast Road of Blood
Road Rating Minimum Wrongdoing Road Score Minimum Wrongdoing
for Conviction roll for Conviction Roll
10 Attacking a clearly superior 10 Breaking your word of honor
foe. to a clanmate.
9 Not challenging a clearly 9 Failing to assist or avenge
weak leader for leadership. a clanmate; revealing clan
8 Killing for any reason other secrets to outsiders.
than survival. 8 Placing personal desires or
7 Avoiding contact with nature ambition above duty.
or wild animals. 7 Not killing a non-Assamite
6 Needless torture. vampire when there is need.
5 Making a sacrifice for 6 Failing to pursue blood or
someone unrelated to you. knowledge in the face of
minor danger.
4 Refusing to kill when
important to your survival. 5 Breaking your word of honor
to a mortal.
3 Failing to defend your
territory. 4 Being disrespectful to clan
leaders; not pursuing greater
2 Showing mercy to a dire
knowledge of Haqim’s teachings.
enemy.
3 Failing to pursue vampire blood
1 Abstaining from feeding
or knowledge of Caine when
when hungry.
there is moderate danger.
2 Succumbing to frenzy.
Road of Chivalry 1 Ignoring an opportunity to
Road Rating Minimum Wrongdoing obtain vampire blood of a
for Conscience roll lower generation than your
10 Failing to assist mortals in need. own, no matter the cost.
9 Treating a peer with disrespect.
8 Placing personal desire above duty. Road of the Devil
7 Breaking your word to a clanmate Road rating Minimum wrongdoing
or peer. for Conviction roll
6 Failing to assist clanmates or peers 10 Refusing to sire new vampires.
in need. 9 Failing to pursue a new form
5 Striking an unarmed opponent. of pleasure.
4 Failing to provide hospitality to 8 Failing to ride the wave of a
another Cainite. frenzy.
3 Treating a superior with disrespect. 7 Avoiding injury to others at
2 Breaking your word to your lord the cost of your own pleasure.
or prince. 6 Refusing to murder humans
1 Breaking a sacred oath. when it would be in your
best interest.
5 Refusing to commit cruel acts
that are in your best interest.
4 Refusing to tempt the virtuous
when opportunity awaits.
3 Turning down a chance for
material gain.
2 Acting altruistically.
1 Aiding servants of virtue, God,
or similarly opposed powers.

CHAPTER FOUR: CHARACTER

133
Road of Humanity
Road of Heaven Road Score Minimum Wrongdoing
Road Rating Minimum Wrongdoing for Conscience roll
for Conscience Roll
10 Accidental wrongdoing.
10 Failing to show respect to the
9 Purposeful wrongdoing.
Church (or similar institution).
8 Purposeful infliction of injury.
9 Failing to speak out against
corruption, sin, greed, pride, etc. 7 Theft and robbery.
8 Being motivated by pride, 6 Unmeditated murder.
avarice, gluttony (e.g., for blood) 5 Wanton destruction.
or some other sinful impulse. 4 Deliberate cause of injury.
7 Theft, robbery, willful vandalism. 3 Sadism and perversion.
6 Causing harm to a pious and 2 Meditated murder.
virtuous person. 1 Only the most heinous
5 Feeding from an innocent and demented acts.
without permission.
4 Blasphemous or heretical acts.
3 Allowing a crime or major sin Road of Typhon
to go unpunished. Road score Minimum wrongdoing
2 The murder of an innocent for Conviction roll
(i.e., not a sinner or 10 Attempting to maintain any
criminal) without any cause. sense of self-control, purity
1 Aiding a demon, Infernalist, or worth.
Setite or other supernatural 9 Refusing to succumb to one’s
servant of evil. own weaknesses (this includes
attempting to avoid frenzy
or Rötschreck).
Road of Paradox 8 Failing to destroy a vampire
Road score Minimum wrongdoing in Golconda.
for Conviction roll 7 Destroying a foe expediently
10 Refusing to commit diablerie and mercifully rather than
upon an elder of another clan. “poetically”.
9 Refusing to lead a “locked” 6 Failing to undermine the
being into the light — or current social order in favor
into destruction. of the Setites.
8 Showing any concern for mortals. 5 Failing to replace faith with
cynicism and despair.
7 Failing to acquire items or
knowledge that would affect 4 Failing to exploit another’s
reality. weaknesses.
6 Failing to trick others when 3 Allowing one’s feelings for a
the opportunity arises. mortal to override the need
to corrupt said mortal.
5 Being caught altering another’s
reality via the select redistribution 2 Refusing to corrupt a vampire
of possessions (known among the for the Setites.
vulgar as stealing). 1 Not attempting to awaken
4 Refusing to destroy an Set at the earliest opportunity.
empowered device.
3 Actively joining or maintaining
an existing Cainite power
structure.
2 Actively hindering change.
1 Actively inducing boredom.

VAMPIRE: THE DARK AGES

134
Controlling the loss of Via points is one of the most important Willpower from the Willpower Pool goes up and down a
elements of the Storyteller’s role. If she lets the players get away great deal during a story. It decreases by one every time the player
with anything, then the whole fabric of the game is destroyed. uses a Willpower point to do something extraordinary, such as to
Conversely, if she’s too strict, the chronicle will last about three retain self-control or gain an automatic success. Eventually, the
game sessions. These rules are open to interpretation and adjusting, character will have no Willpower left, and will no longer be able
but should never fall by the wayside. to exert himself the way he once did. The character is mentally
Whenever a character takes an action which the Storyteller exhausted and can’t rouse himself enough to give a damn — he’s
believes to be morally questionable (according to his Road), she expended all his Willpower.
may decide it is serious enough to warrant a loss of Via score. A • Weak
degeneration roll is made by rolling Conscience or Conviction, •• Timid
whichever the character has. The difficulty is commonly 6, though ••• Unassertive
it can vary at the Storyteller’s discretion. •••• Diffident
If the player succeeds in the roll by getting even one success, ••••• Certain
then the character does not lose the Via point. If he fails the roll, or
•••••• Confident
botches, then the character loses both a point of Conscience/Con-
viction and a point on his Road. A botch also indicates the character ••••••• Strong
gains a Derangement from the mental trauma involved in such a loss. •••••••• Controlled
••••••••• Iron-willed
Remorse •••••••••• Unshakable
The Storyteller should always try to warn a player before she
takes an action that will result in her character losing ground on Using Willpower
her Road. Players should understand the consequences of what Willpower is one of the most active Traits in Vampire: The
they are doing and be able to savor the anticipation if there is a Dark Ages, simply because there are so many different ways to
chance they might not be able to do anything about it (say, they’re employ, regain and change it. Willpower is such a focus of the
in a frenzy). When the players get complacent and think they can game that you will be paying a lot of attention to it, so you had
get away with anything, that’s when the Storyteller should start better understand the following rules:
to warn them. However, the Storyteller should never cry wolf by • A Willpower point can be used to give you one automatic
warning them and then not calling for a roll. success in an action. Only one point of Willpower can be used in
this way on a single turn, but it gives you a single guaranteed success.
The Hierarchies of Sin In this fashion it is possible to succeed automatically in any simple
It stands to reason that a character with a score of 3 on the action, merely by concentrating. For extended rolls, the extra success
Road of Humanity is less humane than one with a score of 10. can make the critical difference between success and failure. There
The vampire with a high Via score is always very advanced his are some situations in which the Storyteller may not allow such a
their chosen morality. However, the farther one goes, the harder use of Willpower. Only vampires may use Willpower in this way.
it is to keep to the path. The Cainite with a 10 will need to make
• On some occasions, the Storyteller may tell you that your
Virtue checks for even trivial infractions of his Road’s ethics; he
character does something because of instinct, primal urge or gut
must be a paragon of his code to keep as far from the Beast as he
reaction. (“You run away from the window in mortal terror as
does. But the vampire with a 3 on the Human Road will only
the sunlight streams through.”) You can use a point of Willpower
lose ground by committing decidedly cruel acts.
to avoid this so you can do as you please. However, the feeling
The Hierarchies of Sin are rough guides to help the Storyteller might return, and another Willpower point might be required.
and players know what sort of actions will require a Conscience Sometimes it will return more times than you have Willpower,
or Conviction roll. The charts list the minimum wrongdoing while other times you may completely overcome the urge.
that merits a roll. The Storyteller, as always, is the final arbiter
• When one of your Derangements is about to cause you
of such things. He may ask a player to roll for degeneration even
to take a course of action you would rather not do, a Willpower
when the rules do not require it. The players should trust their
point can be used to control yourself. However, each time you
Storytellers in this.
attempt to overcome the Derangement, another Willpower point

Willpower
Willpower measures how capable a character is at overcom-
must be spent. Eventually, if enough Willpower points are spent,
the Derangement is overcome permanently. This is the only way
Derangements can be overcome, though this is not effective on
ing the urges and desires that may tempt her. However, unlike a Malkavian’s initial Derangement.
other Traits, it is not something you roll (at least not often); Willpower can only be increased permanently by the ex-
Willpower is something that you use up. When you use a point penditure of experience points, but the Willpower Pool can go
of Willpower, you remove it from the character’s Willpower Pool through enormous changes during a story. Discussed below are
(the squares), not from the Willpower rating (the circles). The the various ways Willpower can change.
rating stays constant, while the Pool gets used up during the story.

CHAPTER FOUR: CHARACTER

135
Recovering Willpower • One Blood Point can be spent to restore one Health Level,
Characters recover their Willpower Pool whenever they are able but only if the character is at rest and inactive. It takes one turn
to rest or get a chance to restore their self-confidence. It is up to the to heal one Health Level.
Storyteller to decide when and how a character recovers Willpower. • One Blood Point can add one point to a specific Physical
Listed below are the three different ways in which a character Attribute (Strength, Dexterity or Stamina). The player must
can regain Willpower. This does not have anything to do with the announce the expenditure of a Blood Pool point, and for the
Willpower rating (which can be changed only with experience). remainder of the scene she gains one extra die. Only one Blood
Point can be used per turn, but the effects accumulate over a
• At the end of the story (not a game session), characters
number of turns as more Blood Points are used. After three turns
regain their Willpower — all of it returns, up to the amount of
and three Blood Points, a character could have +2 Strength and
the Willpower rating. The Storyteller may wish to restrict them
+1 Dexterity. Of course, Cainites of lower generations can often
somewhat by insisting the characters attain some modicum of
spend more blood in a turn.
self-pride or achieve moderate success in the story.
• A vampire can give a portion of her Blood Pool to another,
E.g.: The story ends with a partial stalemate. You didn’t get
thus enabling him to restore Health Levels or take special actions.
everything you were after, but didn’t embarrass yourself either.
This necessitates slashing open an artery and letting the other
Recover all your Willpower.
character drink from it. Some characters may frenzy and attempt
• (Optional) You achieve some special success during the story to drink more than they should, so this action can be somewhat
that the Storyteller judges would cause the character to recover her dangerous. Additionally, if this is the third time someone has drunk
self-confidence (and thus all or some of her Willpower). a certain Cainite’s blood, he will become the donor’s Thrall unless
E.g.: You rescue your husband from the fire consuming your he is already currently under the Blood Oath to another vampire.
mortal house. Regain three Willpower points. When a character drinks the blood of an animal or human, she
• (Optional) Fulfill some criterion of the character’s chosen gains nourishment — essential for a vampire to live. This is described
Archetype, thus regaining from 1 to 3 Willpower points, subject to in the game as Blood Pool. If a character’s Blood Pool is full, she is
Storyteller judgment. This must be achieved through roleplaying, sated and cannot benefit from drinking more. If a vampire drinks all
and approved by the Storyteller. of a person’s blood, that person will die. If more than half is drunk,
E.g.: As a Penitent, you give the riches you took from the the person will need to be hospitalized and will perhaps die (mortals
bandits to a recent (and surviving) victim of yours. Regain two drop one Health Level for each point of blood lost).
Willpower for your contrition.
If none of the options above suits your style of play, consider Gaining Blood Pool
allowing the characters to regain one point of Willpower after When a vampire drinks the blood of a human or an animal,
they wake up each evening. It’s a simple way to organize it because she is able to add blood to her Blood Pool. Up to three points of
they are already subtracting a point from the Blood Pool, and it blood can be drained in one turn. The shorter the turn, the less
guarantees a steady recovery of Willpower. leisurely the character is taking the sustenance. Many Cainites
drink very slowly so as to eke more pleasure out of the experience.
Blood Pool It is impossible to take more than three points of blood in three
This is simply a measure of how much blood a vampire has in seconds (the shortest an action turn gets).
his system. The Blood Pool can be empty, which means that the
character has used up all available blood in his body system. He will
then lose a Health Level the next time the rules require him to lose Source Blood Pool size
a Blood Point (such as when a night passes). In other words, when Vampire 10 - 50
the Blood Pool is empty, the character may not use Blood Points. Lupine 25
Blood Pool is an important factor in all Self-Control/Instinct Average Human 10
rolls. You may never roll more dice on any roll involving the Cow 6
Self-Control/Instinct Trait than you currently have as a rating
Child 5
in your Blood Pool. Thus if you only have three Blood Points
Hound 4
left, you can only roll three dice to avoid going into frenzy, even
if your Self-Control is 4. This reflects the negative influence Sheep 4
hunger has on Self-Control/Instinct. Pig 4
The size of your character’s Blood Pool depends entirely on Cat 3
her generation. Rat 1/2
Bird 1/4
Using Blood Pool
Every night of existence uses up one Blood Point (scratch it
off after a day of sleep). However, characters can decide to use
Blood Points for other purposes. The number of Blood Points a
character can use per turn is determined by her generation, though
the effect is cumulative over a number of turns.
VAMPIRE: THE DARK AGES

136
Health
Once a human is bitten, he no longer resists the attack of
the vampire, and indeed becomes a full partner in the ecstasy.
Thus, the vampire need not fear the victim once the teeth have
sunk in. In the cases of exceptionally strong-willed individuals This is a measure of how hale and hearty a character is. There
(9+ Willpower), resistance may continue, but eventually even are various levels of injury, and each applies a different penalty to
they are drawn into the seduction of the Kiss. Some mortals, the person so injured. A character who is Hurt, -1, would have one
given the opportunity, learn to enjoy the Kiss and may develop fewer die to roll on all her rolls, while a character who is Crippled,
a lust for it. -5, would have five fewer dice to roll. If that leaves the player
with no dice to roll, then the character cannot take that action.
If a vampire drinks more than half of a victim’s Blood Pool,
that person’s life is in serious danger, and some sort of treatment A vampire who is Incapacitated can take no action whatso-
is usually necessary to ensure the victim’s survival. If more than ever. She is immobilized, and the only action she can perform is
three-fourths of a victim’s blood is taken, then immediate medical to heal herself using Blood Points or swallow blood that is offered
care is required or the vessel will surely die. to her. A mortal who reaches this state is very close to death; if
she loses one more Health Level, she dies. If a vampire sustains
A wounded character usually has less blood than normal.
an aggravated wound at the Incapacitated level, then he dies the
Assume that a normal-sized human has one fewer Blood Point
Final Death as well.
for each level of wound. Vampires do not lose blood to wounds
in this way. Assume humans regain one Blood Point a day if
they do not have a full supply of blood. While some animals Health Levels
may have much more blood than a human by volume, it is far Bruised: Character is only bruised and
less nourishing and therefore is worth less in Blood Points. has no action penalties.
Old blood is never as nourishing as fresh blood, unless it is Hurt: -1 Character is only mildly
extraordinarily potent, like the blood of an elder. Such blood hurt; movement isn’t
will maintain its vitality for some time. If a vampire drinks the hindered.
blood of an ancient, each point taken may be worth two Blood Injured: -1 Minor injuries; little
Points or more. Therefore, it is possible by feeding from such hindrance to movement.
creatures to gain a tremendous amount of Blood Points. Elders
Wounded: -2 Character cannot run, but
are able to concentrate the blood they drink, thereby increasing
can still walk.
their effective Blood Pools. Each “point” of their Blood Pool is
therefore worth 1/10th of their total Blood Pool. Mauled: -2 Character is badly injured
and can only hobble about.
Essentially, elders have much larger Blood Pools than other
vampires, although they are not physically larger. They are able Crippled: -5 Character is severely
to contain the blood only because they are able to concentrate injured and can only crawl.
it. Thus, if another vampire drank that blood, she would receive Incapacitated: Character is completely
a highly concentrated dose (which often has special properties incapable of movement.
as well). The blood of Lupines is just as potent.

Generations Chart
Trait Max Rating Blood Pool Size Blood Points/Turn
Third 10 ? ?
Fourth 9 50 10
Fifth 8 40 8
Sixth 7 30 6
Seventh 6 20 5
Eighth 5 15 3
Ninth 5 14 2
Tenth 5 13 1
Eleventh 5 12 1
Twelfth 5 11 1
Thirteenth+ 5 10 1
Trait Max Rating: This indicates the highest Trait rating a vampire can have. This is especially important when it comes to Disciplines. Note
that player characters can only buy a six rating in any Trait with experience points.
Blood Pool Size: Ancient vampires are capable of storing more blood (or its energy) in their system than younger ones.
Blood Points/Turn: This describes how many Blood Points a vampire can use in a single turn for either extra dice or levels of healing.

CHAPTER FOUR: CHARACTER

137
VAMPIRE: THE DARK AGES

138
hapter Five:
Disciplines
As for myself, I walk abroad o’ nights
And kill sick people groaning under wall:
Sometimes I go about and poison wells.
— Christopher Marlowe, The Tragical
History of Doctor Faustus

In a latter day, Disciplines might be called


supernatural abilities. In the Dark Ages, they are
known for what they truly are: the dividing line
between humanity and the Beast. Whether
they be gifts from God (as some suggest), the
marks of Satan (as most believe), Lilith’s kiss
(as Cainite legends claim), or a simple primal
heritage, Disciplines grant vampires powers
unknown to mortals.
Each Discipline bestows some special ability.
Some forge bonds with animals or grant the
powers of illusion. Others convey great strength,
inhuman speed or the solidity of stone,; allow
her to change into beasts at will; or enable her to
turn an entire room of strong-willed warriors
into slaves. Whatever spawned these mystical
powers, their existence defines the might of the
undead.

CHAPTER FIVE: DISCIPLINES

139
In game terms, Disciplines range from one to five dots (see
Traits). Six-dot Disciplines are also included for players and
Storytellers running characters of seventh generation and lower.
Some Disciplines involve a single ability, like great strength (Po-
tence), while others span several related talents, like sorcerous
Thaumaturgy. Depending on the Discipline, each dot either grants
a character some new power or enhances a single one to greater
levels. Each of the Disciplines listed in this chapter offers a variety
of powers and the levels necessary to achieve them.
Each new character begins the chronicle with four dots
in her clan’s special Disciplines — those abilities her clan has
mastered. From there, freebie points may be spent to raise those
Disciplines or purchase others. As a character progresses, she
may spend experience points to increase her powers still further,
potentially rivaling those of a Cainite elder.
Naturally, a character should have some “in-game” reasons
behind the increases in her powers. These rationales will depend
more upon the vampire or her clan than upon flat rules. A Gangrel
might raise her Animalism rating through constant contact with
beasts, while a Tremere learns the spells that unlock the animal
bond, and a Malkavian devolves to such a bestial state of sanity that
he becomes one with the animals when he so chooses. Whatever
the story may be, the player should invent the methods her vampire
uses to increase her Discipline ratings before she adds on new dots.
It bears repeating that Disciplines clearly mark the charac-
ter’s supernatural origin. While the lowest levels of Celerity or
Potence may be passed off with “Oh, she’s just quick on her feet
(or strong for her size),” most such powers set the character apart
from the living. Mortals who see Disciplines in action may fear
the Cainite who wields them, or grow jealous and try to have her
destroyed. Vampires themselves often express reservations about
these powers; even gifts from God take time to grow accustomed
to. A freshly Embraced neonate might well wonder how much
farther into damnation these uncanny talents would drag him….

Advanced Disciplines
To those with the strength of blood and will, the first five
levels of each Discipline are just the beginning of a vampire’s
potential. Unusually talented vampires may advance beyond the
basic five levels and develop their own variations on the power.
At the sixth level (or higher), a vampire achieves such
mastery that her Disciplines mirror her inner nature. A vicious
Brujah with six dots in Dominate may terrify a roomful of people
through some unique power, while a more subtle member of the
same clan could shame an incubus with his seductive influence.
Each Discipline lists several options for sixth-level powers; at
the Storyteller’s discretion, a player may create a new, individual
power. Whichever option a player chooses, the manifestation of
the power should reflect the vampire’s personality.
With enough experience (and good reasons behind new
powers), a player may buy more than one sixth-level Discipline
power. Naturally, this requires plenty of experience points;
obtaining even one Level Six power costs 30 points, and each
additional one costs another 30. Vampires’ lives are measured
in millennia, of course, so slow advancement is not much of an
inconvenience. Any clever Cainite may think of dozens of uses

VAMPIRE: THE DARK AGES

140
for even the lowest Discipline levels; the additional powers are • Feral Speech
simply spice to an already savory gruel.
God’s gift of speech was not reserved for humans alone. Feral
Truly ancient vampires may command talents beyond even the Speech allows a Cainite limited communication with animals, al-
sixth level; Storytellers are encouraged to invent awesome powers lowing for specific requests of creatures. To invoke this power, the
in addition to those offered here, or give godlike elders a variety of Cainite must look into the animal’s eyes. Once contact has been
Level Six Disciplines. Thus, an ancient Cainite who has achieved a made, the vampire may issue the creature commands by speaking
Dominate rating of 8 may have more than eight Dominate powers. in its tongue, whether in chirps, hisses or barks. Some Nosferatu
Fear your elders, childe.… are said to be able to give orders silently, but they must maintain
Animalism eye contact with the animal throughout the conversation and
must reestablish contact to give the animal any new instructions.
In the Dark Ages, humanity’s conquest of nature is far from
complete. The forests are filled with beasts capable of giving even Feral Speech provides no guarantees that an animal will
an experienced huntsmen a fearsome match. Killing a pack of want to deal with the vampire, but the animal usually becomes
ravenous wolves means an up-close and bloody confrontation better disposed toward her. Smaller animals may be cowed into
with rabid beasts. accepting commands, while orders for large predators are better
couched in terms of requests. It is highly recommended that all
Humanity’s ignorance of the behavior of wild animals has
communication be roleplayed.
spawned fear and hatred of many species like the wolf and the bat.
Conversely, humanity’s dependence on domesticated animals, as If communication is effective, the animal tries to perform the
beasts of burden, food sources and protection, links people closely command to the best of its ability and intellect. Highly complex
to the animal world. commands (like anything with conditional logic) are lost on all
but the very brightest animals. Commands are deeply implanted,
The Discipline of Animalism gives a Cainite intense empathy
though, and may affect the animal for some time.
with and rulership over all animals, domestic or wild. Animalism
also provides some measure of control over the Beast which lurks System: No roll is necessary to talk with an animal, but the
within the soul of every vampire. player must make a Manipulation + Animal Ken roll (difficulty 6) to
get it to do favors. This difficulty can be adjusted by circumstances
Animalism is found primarily among the Gangrel, Nosferatu,
and roleplaying skill. The character’s approach to the conversation
Ravnos and Tzimisce clans. The Gangrel are especially renowned for
depends heavily on his Nature. The character might try intimida-
running with beasts through the dark forests of Europe. Other clans
tion, teasing, cajoling, rationality or emotional pleading. The player
have difficulty developing this Discipline, as few members of the
should understand that he does not simply play his character, but
above clans are especially predisposed to tutoring others in the art.
the Beast within as well.
Lacking this Discipline or the Skill of Animal Ken leaves a
Cainite with the curse of being offensive to animals. Beasts are •• Noah’s Call
distinctly uncomfortable around the undead and do all they can This power allows the Cainite to cry out in the voice of
to move away or perhaps attack. a specific type of animal. All such animals within earshot are
Animalism is one Discipline which pious vampires tend to summoned, but may choose whether or not to respond. Those
view positively, citing the apparent use of such powers by Noah, that do will not necessarily provide immediate assistance to the
Daniel and even Jonah to support a claim that the power may vampire. However, they are favorably disposed toward the Cainite,
stem from above rather than below. While these Cainites are a and most offer assistance.
minority among those who possess Animalism (most Gangrel The few Cainites who cling zealously to their Christian beliefs
being pagan barbarians and Tzimisce believing themselves gods), and who achieve mastery of Animalism liken this power to that
they zealously cling to their interpretations. of Noah, who called to him two of all creatures and shepherded
Whenever characters interact with animals, the Storyteller them into the ark.
should give the creatures unique personalities and manners of System: The player must roll Charisma + Survival (difficulty
speech. Animals may eventually befriend characters, so the better 6) to determine the response to the call. Consult the table below.
a creature is portrayed, the longer it remains interesting to the The only animals that might respond are those that hear the call.
player. Remember that animals are generally simple-minded and At the player’s discretion, the call can be targeted to even
take things quite literally. more specific groups of animals. For example, a vampire could
Depending on what level of fantasy you choose to inject call for all gray-furred wolves in the area, for only a certain wolf
into your Dark Ages chronicle, Animalism may aid Cainites’ pack or for only the alpha male of the wolf pack.
interaction with supernatural beasts (griffins, manticora, etc.). 1 success One animal responds.
The difficulty of powers is increased by one or two when using
2 successes A quarter of the animals within earshot
Animalism on such creatures. Also, fantastic beasts are usually
respond.
much more intelligent than common ones.
3 successes Half of the animals respond.
4 successes Most of the animals respond.
5 successes All of the animals respond.

CHAPTER FIVE: DISCIPLINES

141
obtained determines how thoroughly the character’s soul overrides
••• Cowing the Beast the spirit of the animal. Multiple successes allow the character
Cainites are the supreme predators of the natural world. to utilize some mental Disciplines while possessing the animal.
Many Cainites believe that within each of them lies the spirit Fewer than three successes means the player must use Willpower
of a ravenous Beast, similar to but also superior to the Beast that points to take any action that directly violates the instincts of
lies in every mortal heart. With this power, a Cainite may touch the animal in question.
any mortal human or beast and for a brief moment connect their 1 success Cannot use Disciplines.
bestial spirits. That brief contact is enough to make the subject’s
2 successes Can use Auspex.
Beast cower before the Cainite’s.
3 successes Can also use Presence.
The subject loses all courage, hope and inspiration. The
most courageous mortals simply become apathetic and depressive, 4 successes Can also use Dominate, Dementation.
while sensitive ones may suffer from phobic Derangements while 5 successes Can also use Thaumaturgy, Chimerstry.
under the power’s influence. The possessing character behaves much like the animal if
Christians among the Nosferatu purport that this power fewer than five successes are obtained — her soul is clouded with
was manifested by Daniel when he was cast into a den of fero- needs and impulses from the animal’s spirit and body. Because the
cious lions in ancient Babylon and emerged unscathed the next character’s soul and the spirit of the animal become so entwined,
day. Most religiously orthodox Cainites, like these Nosferatu, the character may continue to think and feel like that animal, even
believe this power will not take effect if they have recently been after the connection has been broken. This should be roleplayed.
unfaithful to their beliefs. Conversely, Tzimisce simply see the The effect continues until a total of seven Willpower points are
power as further evidence of their superiority over lesser beasts. spent to resist and overcome the animal’s nature.
Ravnos don’t particularly care where the power comes from, but At the end of any particularly exciting incident during
find it useful to calm the mortals they have just thieved. Gangrel possession, the player should roll Wits + Empathy (difficulty 8)
and some Nosferatu are said to use a similar power that soothes for the character to retain her own mind. Failure indicates that
the subject’s Beast into a state of utter complacency rather than the character’s mind returns to her own body, but still thinks in
oppressing it through fear. This power functions identically to purely animalistic terms. A botch sends the character into frenzy
Cowing the Beast, but is known as Song of Serenity. upon returning to her own body.
System: The player must roll Manipulation + Intimidation (or When employing this power, it is possible for a vampire to
Empathy if using the soothing Song of Serenity) at difficulty 7. It is travel about during the day, albeit in the body of an animal. How-
an extended action and the player must collect as many successes as ever, her body must be awake to do so, and therefore the player
the target has Willpower (5 for most animals). Any failure indicates must successfully make a roll to stay awake (see Chapter Seven).
that the vampire must start over from the beginning, while any botch
indicates that he is never again able to affect that subject’s Beast.
••••• Drawing out the Beast
At this level of Animalism, the Cainite has a keen understand-
When a mortal’s Beast is cowed or soothed, he can no longer
ing of the Beast within. Whenever the predator spirit threatens
use or regain Willpower. He ceases all struggles, whether mental
to overwhelm the vampire’s soul and send her into frenzy, she
or physical. He cannot even defend himself if assaulted, though
may instead fling the spirit of the Beast out of her body and into
the Storyteller may allow a Willpower roll if the mortal’s life
another’s. The recipient of the Beast’s raging spirit is instantly
is threatened. To recover from this power, the mortal may roll
overcome by frenzy. Since the victim receives the Cainite’s own
Willpower (difficulty 6) once per day until he accumulates enough
spirit, the behavior and expressions of the Cainite are evident in
successes to equal the Cainite’s Willpower. Cainites themselves
the victim’s frenzied actions. Facial expressions, body language
cannot be affected by this power.
and even changes in vocal inflection mirror the Cainite’s own.
•••• Ride the Wild Mind Gangrel are especially fond of passing their Beasts onto their
In the Dark Ages, religious doctrine asserts that animals have ghouls during combat. Autarkis Gangrel have been known to
no souls, only spirits. Using this power, Cainites believe they are send bands of their ghouls sweeping through hamlets in frenzied
able to fill that vacancy by moving their own souls into the bodies of fervor while their masters follow to feast upon the destruction.
animals. By staring into the eyes of an animal, the vampire can move By the time the hamlets’ protectors can arrive, both madmen and
her anima — her conscious mind — into the animal and possess it. monsters have escaped into the night.
The vampire’s body falls into a motionless state like torpor, but her System: To use this power, the vampire must be in frenzy
mind takes control of the animal’s actions. or close to it, and the player must roll Manipulation + Animal
Tzimisce seldom use this power, considering it debasing Ken (difficulty 8). The player needs to announce his preferred
to enter the body of a lesser creature. When they do, they only target prior to rolling; it must be someone within sight. Refer to
possess predators. Ravnos make a habit of killing and sucking the the table for the results:
vitae from animals after the possession, for fear that their souls 1 success The character transfers the Beast, but
will be retained in the animals. releases it upon a friend.
System: The player must roll Charisma + Animal Ken 2 successes The character is stunned by the effort and
(difficulty 8) as the character looks into the animal’s eyes (only may not act next turn, but transfers the Beast.
animals with eyes can be possessed). The number of successes 3 successes The character is completely successful.
VAMPIRE: THE DARK AGES

142
If the attempt fails, the intensity of the frenzy actually increases; System: Use of this power requires a Perception + Animal
as the character relaxes in expectation of relieving himself of savage Ken roll (difficulty 6). Each turn after the first spent in this melded
desires, the Beast takes that opportunity to dig deeper. The frenzy state requires the character to spend a Willpower point. It usually
lasts twice as long and is twice as difficult to shrug off; it is also takes two turns to locate and extract a precise memory, and about
many times more severe than normal. A botch on this roll is even five turns to share spirits completely.
more catastrophic. The heightened frenzy is so extreme that not
even expending Willpower effectively curbs its duration or effects. Auspex
If the character leaves the target’s presence before the frenzy A vampire with Auspex sees with the eyes of a god. At low
concludes, he loses his Beast, perhaps permanently. While no levels, she notices things no mortal could perceive. The more esoteric
longer vulnerable to frenzy, the character is not able to use or abilities allow her to expend her consciousness enough to leave her
regain Willpower and becomes increasingly lethargic. To recover body behind for short periods. Auspex powers usually require Per-
the Beast, he must find the person who now possesses it (who ception rolls; the better the roll, the more the Cainite understands.
probably isn’t enjoying herself very much) and retrap the Beast. Naturally, the vampire who senses more than most has a
He must behave in ways that make the Beast want to return; the distinct advantage in these dim times. Whether such talents let
Beast does not always wish to do so. her view a distant battle, sense a duke’s mood before an audience,
or pluck the hidden sins from the minds of saints, Auspex is a
•••••• Quickened Unity powerful tool. A sensitive vampire may, of course, become easily
With this power, a vampire may touch an animal and link distracted by beautiful things, loud noises or foul smells; sudden or
the spirit of his own Beast to the spirit of the animal. Once the potent events might even disorient the vampire unless she makes
two are linked, the Cainite can pull the thoughts, memories and a Willpower roll to ignore them. The more potent the source of
experiences from the animal, mentally reliving the animal’s past. distraction, the higher the difficulty will be. Failure overwhelms
The longer the vampire maintains the link, the more information the character’s senses, and she may notice nothing else for a turn or
he can gather. However, if the link is maintained too long, the two. The notorious weakness of the Toreador illustrates this point.
vampire may become confused as to which memories are his own
and which are the animal’s. • Heightened Senses
Cainites use this power for all manner of purposes. For By sharpening all five of her senses, the character may double
example, wild stags know the lay of the surrounding forest, war the usual range of her hearing and sight. This happens at will and
horses remember how various battles fared, and rats know all the lasts as long as she wants it to. Although her other senses — taste,
crawlways into a castle and what lies below that castle.
CHAPTER FIVE: DISCIPLINES

143
touch, smell — do not extend any farther than usual, they become ••• The Spirit’s Touch
far more acute; she might be able to taste the ale in a vessel’s blood
Each being leaves traces of its essence upon the objects it touch-
or smell a distant horse long before a hunter comes into sight.
es. With this Auspex level, a character can read these impressions
Occasionally, this talent provides insights that transcend and see who has handled an item, when he last held it, and why.
the usual five senses. Odd premonitions or flashes of empathy If a Cainite turned her attentions to a dagger, for instance, she
are common, if unfocused, examples. These perceptions should might get some insights into the last person to hold the blade. For
be left up to the Storyteller’s discretion. the most part, these visions offer a momentary glimpse of the item
This insight has a price. Bright lights or strong smells present and its “owner.” a short look might not tell the reader much, but a
a hazard while the vampire uses the power. In addition to the dis- successful one might reveal a wealth of details: what the dagger’s
tractions mentioned above, an especially sudden stimulus — like a owner looked like, how the weapon came into his possession, and
flaring bonfire or a clap of thunder — might actually blind or deafen possibly even a vision of the murder it was used in.
the character for an hour or more. So long as she avoids such events, Obviously, each clan uses this power differently. The Cappado-
however, the Cainite may detect things her companions miss. cians are said to utilize it to discover objects precious to the shades
System: Although this power is best defined by Storyteller of the dead. Ancient Toreador reexperience the rapture of creativity
descriptions and the player’s imagination, dice are sometimes nec- when handling works of art, while Tremere scholars may sense the
essary. Whenever some threat could be revealed, the Storyteller hidden power of those standing before them. No matter what use the
rolls the character’s unmodified Auspex rating. The roll’s difficulty vampire prefers, she must hold the object and enter a shallow trance
varies according to the circumstances (and whim). For instance, while concentrating upon the information she wants to uncover.
a warning that a goblet of fresh vitae has been laced with poisons Although most visions concern the last person to handle the item, a
might require a 6, while the sudden realization that a rival lord long-time owner will leave stronger impressions than someone who
in the next county is mobilizing against you might require a 9. picked up the item once.
•• Soulsight System: The character must make a Perception + Empathy
roll. The difficulty is determined by the age of the impressions
By peering past the layers of a target’s personality, a vampire
and the mental and spiritual strength of the person or event that
may discover clues about his true nature or intent. This power
left them. The number of successes scored determines the amount
allows the Cainite to read the mystical halos surrounding all
of information gained.
things; the colors she sees may tell her much.
Events involving strong emotions (a gift-giving, a murder, a long
Even the simplest peasant has many shifting hues within this
family history) leave stronger impressions than does short or casual
halo; strong emotions predominate, while minor undercurrents or
contact. Assume that each success offers one piece of information.
deep secrets trickle through. This Auspex level lets the Cainite detect
While one success would only tell her “a man held this dagger last,”
vampires (their halos are pale), magicians (who often crackle with
three would reveal that he was cruel, middle-aged and afraid. Four
suppressed power) and werebeasts (whose colors seem brighter and
successes would reveal her his name, and five or more would reveal
more frantic than any mortal’s should be). As the target’s emotional
his connection to the knife and the things he did with it.
state changes, the colors in his soul-halo shift, blend or surge into
dancing patterns. The stronger the emotion, the brighter the colors •••• Steal Secrets
become. By forming a bridge between her mind and another’s, the
System: The player must make a Perception + Empathy roll character may speak without words or read a victim’s deepest fears.
(difficulty 8). The Storyteller may wish to make this roll so the player Thoughts “stolen” thusly are as audible to the Cainite as normal
doesn’t know whether she failed or botched. Each success indicates speech would be. Naturally, such a talent makes its wielder one
how much of the target’s halo can be seen and understood (see the to be feared among the courts of Europe. While the Tremere and
chart). A botch indicates a misleading interpretation. Tzimisce manipulate their mortal servitors through mindplay, some
1 success Can only distinguish the shade (pale or bright). Malkavians disturb their victims by babbling a person’s thoughts
2 successes Can distinguish color as well. aloud (often adding their own mad rantings to the torrent).
3 successes Patterns can be recognized. System: The player must make an Intelligence + Subterfuge
4 successes Subtle shifts can be detected. roll, with the subject’s current Willpower as the difficulty. One
5 successes Can identify mixtures of color and pattern. success must be rolled for each individual item of information
The Halo Colors chart offers examples of some common plucked or for each layer of thought the vampire strives to reach.
colors and the emotions they represent. Deep secrets or buried memories are harder to obtain than surface
emotions or unspoken retorts.
A character may only view another’s halo once; if she tries
to look at it again, any failure should be considered a botch. It is Such powers do not normally work upon the undead mind; by
very easy to imagine seeing what one wants to see when judging expending a Willpower point, however, a character may attempt to
someone’s intentions. do so. After the point is spent, the normal roll applies.
Storytellers are encouraged to describe thoughts as flowing
streams of impressions and images. Rather than using flat statements
like “He’s planning to kill the captain of the guard,” say “You see a
fleeting series of visions: Von Mark, the captain of the guard, deep

VAMPIRE: THE DARK AGES

144
lost in the world of shades. Returning to one’s body after such an
Halo Colors experience — if possible — is a long and terrifying ordeal. The
Condition Halo Colors obvious risks of travel keep many Cainites from leaving “home”
for long. Those who dare, however, may discover much.
Afraid Orange
System: Leaving the material self behind requires a point
Aggressive Purple
of Willpower and a Perception + Occult roll (difficulty varies
Angry Red depending on the distance and complexity of the trip, with 7 being
Bitter Brown average and 10 reflecting a trip far from familiar territory — to
Calm Light Blue unknown Cathay, for example). The better the roll, the easier
Compassionate Pink and more productive the journey is. Failing or botching this roll
Conservative Lavender can have nasty consequences.
Depressed Gray Each time the vampire changes her destination, she must roll
Desirous or Lustful Deep Red again; failure indicates that she has lost her way and must retrace
Distrustful Light Green the path of her silver cord. A botch at this stage means the cord has
snapped and the anima is stranded in the mysterious spirit worlds.
Envious Dark Green
An anima may travel at great speeds and carries no clothing
Excited Violet
or material objects of any kind. Some artifacts are said to exist
Generous Rose in the spirit world as well, and these may be taken along if they
Happy Vermilion are found. The anima is a witness only; it cannot interact with
Hateful Black the material world unless the character spends an additional
Idealistic Yellow Willpower point to manifest into a ghostlike shape. This lasts one
Innocent White turn, then fades. Auspex powers may be used normally, however.
Love Blue If two anima encounter each other, they interact as if they
Obsessed Green were solid. They may talk, touch and even fight as if both were
Sad Silver still in the material world. Since their bodies have been left
behind, two anima travelers may try to cut each other’s silver
Spiritual Gold
cords. When fighting this way, consider Willpower points to be
Suspicious Dark Blue Health Levels; when all of a combatant’s Willpower is lost, the
Vampire Appropriate color is pale cord is severed. Because Physical Traits mean nothing in this
Confused Mottled, shifting colors state, the character’s Mental ones take their place: Dexterity
Daydreaming Sharp flickering colors becomes Wits, Manipulation replaces Strength, and Intelligence
Diabolist Black veins in aura becomes Stamina.
Frenzied Rapidly rippling colors Although a vampire in this state remains in the reflection
Psychotic Hypnotic, swirling color of the mortal world (the Penumbra, for those familiar with other
Magic Use Myriad sparkles World of Darkness games), she may occasionally go farther into
the spirit realms, especially if she becomes lost. Some beings, such
as werewolves, ghosts and even rare magi, travel the spirit world
in thought; a dagger, larger than any you’ve ever seen, in your own as well, and can see and affect an anima normally. Storytellers are
hands as you advance through the shadows; your own heart, mortal encouraged to make anima trips as wild and mysterious as possible.
now and hammering with panic as you raise the knife; and above The world of spirit-borders is a vivid and fantastic place where the
all, the cold fear of discovery.” Such descriptions not only add to true nature of things becomes stronger than their earthly appearances.
the story, they also force the player to decide for herself what she
reads. Understanding minds — especially the minds of the deranged •••••• Farsight
— can be a difficult and puzzling task. At this level of ability, distance becomes immaterial to the
Cainite. With a minor effort, she can see and hear distant activ-
••••• Anima Walk ities without leaving her body. By concentrating upon a given
By expanding her senses beyond her physical shell, the char- place, thing or person, she may hear or see everything around it
acter can step outside her body and travel quickly to any place she as if she were there herself. Naturally, she must be familiar with
can imagine. She may “fly,” cross oceans and descend beneath the that place or person before she can spy on it, but immortals have
ground, so long as she remains below the moon’s orbit. Through this plenty of time to build up such familiarities.
power, the ancients are said to watch over their childer. Even Caine System: The player must make a Perception + Empathy roll
himself may still walk the world this way…. (difficulty 6) to home in on her target. Once she finds it, she may
While the Cainite’s anima, or mental self, is separated from use other Auspex powers normally. She might scry a clearing at the
her body, that husk lies in a torpid state. Anything can happen edge of her land, heighten her senses to discover the intruder lurking
while the vampire is gone, and she will never know about it until there, and use Soulsight to discover who he is and what he wants.
she returns. During the journey, an ephemeral silver cord connects Each power used in this manner must be rolled and accounted for
body to mind; if this cord is severed, the anima becomes hopelessly in the normal ways.
CHAPTER FIVE: DISCIPLINES

145
Celerity despise the clan, while other fae have traded blood for favors.
These favors are bartered among different fae like currency, and
For some Cainites, the mortal world moves in slow motion. some Ravnos end up owing debts of service for hundreds of years
In times of stress, vampires with Celerity can move with amazing to faeries they have never met.
speed, becoming blurs of motion to anyone, mortal or immortal,
who does not possess the Discipline. • Ignis Fatuus
Celerity is common to the Assamite, Brujah and Toreador These minor, static illusions affect one sense. Anyone in
clans. The Assamites utilize the Discipline to strike down their the area can detect the illusion with that sense, but not with any
foes before they can mount a counterattack. Toreador are more others. Note that even if an illusion can be detected by touch, it
likely to use the Discipline to lend supernatural grace to live is not really there. Thus, an invisible Ignis Fatuus wall could be
performances such as dance, but can be as terrifying as Assamites touched, just as an illusory slap could be felt, but the wall could
if they are angered. not bar a person’s passage, nor could an illusory bridge be used to
System: Characters with Celerity may take multiple actions cross a river.
in a single turn. While anyone can decide to split his Dice Pool System: An illusion costs one point of Willpower to create,
during a single turn, a character with Celerity can perform extra and lasts until the character can no longer sense it, decides to end it
actions (including full movement) without penalty. or it is seen through in some way. Ending an illusion takes no time
Each point of Celerity allows up to one extra action, and the or effort and occurs whenever the creator wishes.
vampire may use his entire Dice Pool for each additional action taken. •• Dweomer
The vampire must spend one Blood Point per extra action taken per
An illusion created with this power can be detected by any or
turn and may spend a number of Blood Points on this power per turn
all senses, as decided by the creator of the illusion. Once again, the
equal to his Celerity rating. (The normal limits on the expenditure
illusion is not really there, and tactile ones can be passed through.
of Blood Points do not affect the use of this Discipline.) For instance,
if a vampire has a Celerity of 4 and wishes to take five actions in a System: Like the illusions created by Ignis Fatuus, these are
single turn, he needs to spend four Blood Points. static and cannot be moved once created. They cost two Willpower
points to create and disappear per Ignis Fatuus illusions.
Chimerstry ••• Apparition
The Ravnos have a well-earned reputation as the masters
This power is used in conjunction with either of the above
of trickery and deceit. Beyond their cunning and wit, they have
powers. Apparition allows the illusion in question to have a full
earned this reputation through their Chimerstry Discipline.
range of motion. This motion appears perfectly natural as long as
Chimerstry allows the Ravnos to create compelling illusions and
the vampire maintaining it is familiar with the proper movement
hallucinations that befuddle the senses of others.
of the subject.
Basic illusions may create distractions in market squares or
System: The creator spends one Blood Point to make an
make a copper penny seem to turn into a gold crown. Advanced
illusion move in one specific way; she can change or stop this
Chimerstry illusions affect their victims on a deep psychological
motion, but only if she has done nothing save concentrate on
level, such that an hallucinatory wooden stake could actually hurt
the illusion after creating it.
a vampire and make her believe she is paralyzed.
Since most people in the Dark Medieval period believe in •••• Permanency
magic and would not be entirely surprised to see someone conjure This power, also used with Ignis Fatuus or Dweomer, allows an
an item out of thin air, Chimerstry powers rarely face resistance illusion to continue even when the vampire is not in its presence.
rolls. Conversely, the same folk who believe in magic have also Even illusions that have a range of motion through the use of
heard tales of faerie gold and other illusions; pervasive belief in Apparition can be made permanent, though the vampire must first
magic engenders skepticism of objects offered by known magi- concentrate on the illusion as it goes through the range of motion
cians. When it comes to scaring a peasant lynch mob, an illusion desired. The illusion then continues to follow this pattern for as
could send superstitious mortals running or could fuel them with long as it exists. Note that this power only affects illusions created
religious fervor against the “diabolist.” by Chimerstry and has no effect on other Disciplines or objects.
An illusion cannot be created if the vampire making it cannot System: The vampire need only expend a Blood Point, and
sense it. A blindfolded Cainite cannot use Ignis Fatuus to create the illusion remains intact until dissolved.
an image of a sword. However, she can use Dweomer to create
one in her hand because she can touch it, and other people could ••••• Horrid Reality
still see, smell, feel, taste and smell the sword. This power is only effective against one person at a time.
The Ravnos believe their Chimerstry power originated from Essentially, the victim of Horrid Reality believes completely and
drinking the vitæ from the true masters of illusion, the fae. Every totally that the illusion exists. A fake fire burns him, a fake wall
time a Ravnos sets out to learn a new Chimerstry power, she must bars him passage, and a fake arrow wounds him.
first seek out a faerie and drink its blood. The custom has led to System: A Horrid Reality costs two Willpower points to
a painful initiation ritual among Ravnos who seek to learn this create. If the vampire attempts to damage a foe with this power,
Discipline. It has also created mixed relationships among the the player must roll Manipulation + Subterfuge (difficulty of
fae and Ravnos clan. Fae who have been attacked for their vitæ the victim’s Perception + Self-Control/Instinct). Each success
VAMPIRE: THE DARK AGES

146
inflicts one Health Level of damage upon the victim, though the
character can do less than the full amount if, before the dice are
rolled, she announces a maximum amount of damage she wants
to inflict. A person cannot actually be killed in this manner, and
all injuries disappear once the victim is truly convinced that he
has not been harmed (which can and will take a considerable
amount of time; assume that the “dead” victim later awakens from
unconsciousness to find himself perfectly healthy).

•••••• Mass Horror


This power causes more than one person to experience a Horrid
Reality. Anyone in the same general area of the illusion senses
it as if it were actually present. Thus, if an illusion of a dragon is
created, the dragon can blast its fiery breath on several people.
System: This power works exactly as Horrid Reality, except
that multiple targets can be affected. A vampire can generally
affect a number of individuals up to her Willpower.

Daimoinon
This Discipline is included for Storyteller use only; Baali
are not known for their ability to work with others and there-
fore do not make suitable player characters during this period.
Their power is that of the Devil himself, and through the use of
Daimoinon they draw upon the forces of Hell to demoralize and
cripple their enemies. It is for this reason that all Cainites stand
united in their hatred of the Baali, whose lust for power threatens
to undermine vampire society.

• Sense the Sin


It is said that creatures of evil can turn even the most pious
man to evil, for does not everyone fear the capacity for sin? This
power allows the Baali to see into the soul of his victim, to ferret
out her greatest weakness.
System: By making a Perception + Empathy roll against a
difficulty of the target’s Self-Control/Instinct + 4, the Baali can
sense the subject’s greatest character flaw, be it a low Virtue, a weak
Willpower, a Derangement or whatever. The Storyteller should use
discretion should the “flaw” be something without a stat, such as
the subject’s guilt at having killed her sire.

•• Fear of the Void Below


Through the use of this Discipline, the Baali can send those
who listen to her into fits of terror at the damnation that awaits
them in the afterlife. This power is feared by pagan and Christian
alike, for such is its power that even blasphemers tremble at the
Baali’s words.
System: The Baali must first use Sense the Sin (above) to
discern the tragic flaw of the target. She must then speak to the
target, telling him of his inevitable damnation. If the Baali makes
a Wits + Intimidation resisted roll against the target’s Courage
+ 4, the victim falls into Rötschreck; if the Baali scores three or
more successes, the target collapses in panic.

••• Flames of the Netherworld


By using this power, the Baali may hurl blasts of flame at his
enemies — a truly spectacular sight which will instantly convince
any onlookers that the Baali is indeed a creature of Satan.

CHAPTER FIVE: DISCIPLINES

147
System: The Baali throws blasts of hellfire that do one die • Incubus Passion
of damage per Blood Point spent. Striking an intended target
The Cainite using Incubus Passion doubles or triples her
requires a Dexterity + Occult roll with a difficulty dependent on
victim’s emotional intensity. The vampire cannot choose the
range. This eldritch fire does aggravated damage.
emotion, merely amplify what is already present. This power
•••• Psychomachia works on other Cainites as well as mortals.
The Baali is able to summon the Beast in an individual. After System: The player rolls Charisma + Empathy (difficulty
using Sense the Sin (above) to discern weakness, the Baali can of the victim’s Via score). The number of successes determines
actually coax the Beast to the surface, causing her victim to lose the duration (and, at the Storyteller’s discretion, the intensity).
control and become ruled by his passions. Properly timed use of this Discipline increases the target’s difficulty
System: The victim must roll his greatest weakness (i.e., to resist frenzy or Rötschreck by one per success, to a maximum
lowest Virtue) against a difficulty of 8 or fly into a frenzy; any difficulty of 10.
Derangement possessed by the victim manifests violently. 1 success One turn
2 successes One hour
••••• Curse 3 successes One night
The Baali may call upon his hellish powers to inflict a curse 4 successes One week
upon his enemies, often disfiguring or crippling them. The Baali
5 successes One month
may remove this curse at will, should he choose. Few ever do.
System: By making an Intelligence + Occult roll against a •• Haunt the Soul
difficulty equal to the target’s Willpower, the Baali may cast a curse The vampire may stimulate the victim’s mind, flooding it
on the target. One of the target’s Traits, chosen by the Baali, drops with intense visions. The images appear to be fully real, but can
to zero for a duration dependent on the number of successes: only be seen for a second or out of the corner of the eye. The
1 success One night Cainite has no control over what his victim sees, and the visions
2 successes One week haunt the unfortunate target for a night, a fortnight or possibly
3 successes One month even months. The vivid images visit sporadically, mostly at night
and usually when the person is alone. They can be anything from
4 successes One year
visions of devils and succubi to nightmares from the victim’s
5 successes Permanent deepest memory. The Storyteller should let her imagination run
wild in describing these visions; St. Anthony’s temptation is only
•••••• Ignore the Searing Flames one of the possible inspirations for an exciting and disturbing use
At this level of mastery, the Baali is no longer harmed by of Haunt the Soul.
fire. Her skin may take on a slightly iridescent sheen as it becomes System: The player rolls his Manipulation + Subterfuge (dif-
immune to this bane of vampiric existence. Rötschreck check are ficulty equal to the victim’s Perception + Self-Control/Instinct).
not required in the presence of flames. Note that the character The number of successes determines the duration of the period
is still vulnerable to sunlight. during which visions manifest.
System: The character becomes immune to the damaging 1 success One night
effects of fire. A blow with a lit torch or red-hot branding iron
2 successes Two nights
still inflicts bludgeoning damage, but the damage is solely from
3 successes One week
the object itself and not from the fire.
4 successes One month
Dementation 5 successes Three months
To the medieval mind, madness is a curse, or synonymous
with demonic possession. The Malkavians know that their ••• Eyes of Chaos
madness is a malediction laid on their bloodline by Caine Through this unusual power, the Malkavian can weigh the
himself. Indeed, some claim that the natural state of vampires taint of sanity on a person. He can perceive another individual’s
is insanity, and that they alone are sufficiently pure of blood to true Nature, although the form such a vision takes varies from
have such divine lunacy. The Discipline of Dementation is an Cainite to Cainite. The Eyes of Chaos also reveal the “mark of
offspring of this madness. Dementation grants a Malkavian the Caine’s purity” on a soul (the Malkavian euphemism for madness).
power to spread his lunacy to a victim, drawing the subject into This power reveals the blight of lunacy in its tatterdemalion,
his shattered world. The Malkavians do not zealously guard the oh-so-delicate patterns, even those designs invisible to the most
secrets of this Discipline; they claim that protecting vampires from sagacious individuals.
lunacy is akin to heresy. In some ways, Dementation is similar System: The player makes a Perception + Occult roll. The
to Dominate. The frightening part is that it catalyzes more than difficulty depends on the intricacy of the soul’s pattern and the
it controls, meaning that madness is not so alien to the mortal time the Malkavian has to study it. To discern the Nature of a
— or Cainite — mind. passing pilgrim requires a 10, but scrying his soul after journeying
with him for a week resets the difficulty at 8. Assaying a secretive

VAMPIRE: THE DARK AGES

148
Cappadocian who is careful to hide all evidence of his doings
would be an 8, while discerning the mind behind a code buried in
apocryphal scripture would be a 7. The Malkavian can even detect
an unseen hand in seemingly random events, such as the circling
of bluebottle flies or the patterns of smoke rising from a bonfire
(both at difficulty 6). These patterns likely bear no meaning, but
might hold the Cainite’s attention for hours by their intricate form
and possibilities.

•••• Confusion
The Cainite may cloud her victim’s senses just by making
eye contact and conversation. The target loses all sense of time,
cannot recall most of his memories, and generally wanders aim-
lessly until the confusion lifts. The victim often allows himself
to be “aided” during this time; this tractableness can lead to a
gruesome fate.
System: The vampire must meet her victim’s gaze and speak
to him, while the player rolls Manipulation + Intimidation (dif-
ficulty equal to the target’s Perception + Self-Control/Instinct).
The duration depends on level of success.
1 success One turn
2 successes One hour
3 successes One night
4 successes One week
5 successes One month

••••• Howling Lunacy


The vampire with this power may drive his victim, whether
serf or saint, mortal or scion of Caine, completely mad. The victim
suffers five Derangements (see Page 203) of the Storyteller’s choice.
To enact this ability, the vampire must gain his victim’s undivided
attention for at least one turn. Most Malkavians cloak this power
amid fervent conversation; more than one hapless wayfarer has
stopped to talk with an innocent-seeming hermit, only to flee
gibbering into the woods or fall into an unseeing, unhearing stupor.
System: The Player rolls Manipulation + Intimidation
(difficulty equal to the victim’s Willpower rating). The number
of successes determines the duration of the lunacy.
1 success One turn
2 successes One night
3 successes One week
4 successes One month
5 successes One year

•••••• Kiss of the Moon


The Cainite with mastery of this dread power may drive
his victims permanently mad. The vampire makes eye contact
and speaks quietly to the target, describing the lunacy he wants
the victim to manifest. Kiss of the Moon works equally well on
vampires and mortals.
System: The player makes a resisted Manipulation + Empathy
roll against the victim’s current Willpower rating. If the vampire
scores at least two successes, the victim takes on a permanent
Derangement of the Cainite’s choice.

CHAPTER FIVE: DISCIPLINES

149
Dominate may be unable to spend experience points to increase Abilities
such as Empathy.
Dominate is used to control the thoughts and actions of Mortals who can resist Dominate are few. The Church
others by superimposing aspects of the controller’s will upon her may be the only recourse for most mortals; learned clergymen
victim. To manipulate the soul of another is thought by many to have written of rituals that make individuals and even whole
be tempting fate, and thus many during this era shun those who congregations immune. There is even word of people who bear
use Dominate. By removing the victim’s free will, the vampire this divine protection and hunt Cainites.
may imperil her own soul. Of course, there are many among the Restrictions: It is impossible to Dominate another vampire who
ranks of the undead who do so without compunction or hesitation. is of stronger blood — the character must be of a lower generation
Use of Dominate requires that the vampire capture his victim’s than the subject for Dominate to be effective. Vampires may resist
eye, and can only be used against one person at a time. Commands any attempt at Dominate by spending a Willpower point for each
must be issued verbally to those under the vampire’s sway, which success scored on the Dominate roll. The subject is then immune
means that a Russian vampire may not give a French princess a to attempts at Dominate for the rest of the scene. The target must
command, unless they both speak a single language, whether French spend the full Willpower; partial expenditures do no good.
or Russian. Certain orders, particularly one-worded, may be given If a Dominate roll botches, the target is rendered immune
with signs (a pointed finger and stern expression to indicate “Go!”). to future attempts by the same vampire for the rest of the story.
Latin may be a good common language if both vampire and subject
are educated, but will be of little use with the average peasant. • Observance of the Spoken Word
Dominate can only be used against one person at a time. By intruding upon a subject’s communion with the divine, a
Commands must be issued verbally to those under the vampire’s Cainite can impose a one-word command which must be instantly
sway. The extent to which control may be extended is determined obeyed. The command must be clear and unambiguous — run,
by the levels of the Discipline. cough, fall, yawn, laugh, sneeze, burp, follow. If the command is
Cainites who make use of the Dominate Discipline often at all confusing, the subject may be slow to respond or clumsy in
cast their wills about before ever being Embraced. Their prideful his performance. The command may be sown into a sentence and
taints were already evident, and were perhaps what drew would-be stressed like a prominent stitch, concealing the vampire’s intent
sires to their next childer. Characters with high Dominate scores to the ignorant or unwary.

VAMPIRE: THE DARK AGES

150
System: The character must make a Manipulation + Intim- 4 successes May alter or remove entire scene from
idation roll (difficulty of the target’s Willpower). More successes subject’s memory.
force the target to act with greater vigor. 5 successes Whole periods of subject’s life may be
reconstructed.
•• Murmur of the False Will
The Cainite can impose false thoughts and revelations upon an- •••• Lure of Subtle Whispers
other mind. The False Will requires intense concentration between Through constant manipulation and subtle temptations, a
vampire and victim, and orders or instructions must be precisely Cainite may make the subject more pliant to suggestion. Over
and clearly worded to be carried out. The imposed inspiration may time, the soul cannot resist the vampire’s Dominate and is more
be acted upon immediately, or worldly events may recall it later. resistant to the corrupting efforts of other immortals. Complete
Eye contact is required while the command is imposed. control over a victim’s mind is no small task, taking weeks or
The Cainite’s command may be clear and unquestionable, sometimes months to accomplish.
such as “return to the refectory” to “drop your sword.” Control Cainites often fill their servants’ heads with subtle whispers
can also be protracted and much more subversive. Vampire and and distractions, ensuring these mortals’ loyalty. Yet vampires
victim need look into each other’s souls no longer than it takes must pay a high price for the souls they purchase: retainers who
to make the initial suggestion. have been Dominated over time have little passion and certainly
Commands issued cannot force the subject to harm herself no soul. They follow orders in letter rather than spirit; Dominated
or defy her innate Nature. Only one idea may be inspired in a retainers become like the walking dead.
subject at a time. System: The player must roll Charisma + Leadership (dif-
System: The player must roll Manipulation + Leadership (dif- ficulty is the target’s Willpower). Conditioning is an extended
ficulty equal to the target’s Willpower). The number of successes action. The Storyteller determines in secret how many successes
determines how well the suggestion is implanted. At fewer than three are required, and keeps track of how many are gained. Typically
successes, the subject cannot be forced to do anything that seems between five to 10 times the subject’s Self-Control is required.
strange to her. The subject might walk outside, but is unlikely to Only through roleplaying may a player discern whether a target
pretend to be a chicken. At fewer than five successes, the suggestion is successfully conditioned.
is effective unless heeding it would endanger the subject. A merchant The subject becomes so completely Dominated that neither the
won’t pick a fight with someone, but a bravo will in a heartbeat. At vampire’s presence nor eye contact is required to maintain absolute
five successes, nearly any sort of command can be issued. control. He does exactly as he is told as long so he is within earshot
of his master. No command roll is necessary, unless the subject is
••• Reveler’s Memory totally isolated from the vampire. Even if a command roll is failed,
With this power, a vampire can steal and recreate the mem- the subject is still likely to carry out part of the orders given. Ad-
ories of another. A subject’s mind can be altered only slightly to ditionally, others find the subject more difficult to Dominate, as
eliminate memories of meeting or even being fed upon by the conditioning raises others’ difficulties by two (to a maximum of 10).
vampire, or the vampire can utterly undo the victim’s awareness
of his self, life and virtues. ••••• Vessel
Fortunately for the subject, the power is not always completely This power allows the vampire to perform the atrocity of
effective; the victim may remember being bitten, but believe it taking complete control of another’s body and mind, making
to have been by an animal in the manor copse. Other times, the that person the Cainite’s vessel. By wholly stealing the mind of
victim might recall her altered experiences through a trigger such another, a Cainite has absolute control over the subject’s body,
as an odor or spoken phrase or subconsciously through dreaming. and may use it as freely as he uses his own.
If another’s memories are known to have been altered by As with the power Lure of Subtle Whispers, such control comes
use of this power, the Cainite can restore them. Others’ falsified at a price. While the vampire controls his victim, the immortal’s
memories can also be recognized in this manner. Unfortunately, body lies motionless, as if in torpor, and defenseless against attacks.
the vampire cannot use this power on himself. Vampires cannot use each other as vessels in this manner. Such
System: Roll Wits + Subterfuge (difficulty is the target’s control over other vampires is only possible through a Blood Oath.
Willpower score), and then consult the following table to see System: In order to make a vessel of another individual, a
how much may be done to the subject’s memory. character must completely strip away the target’s Willpower. The
To attempt to uncover removed memories or detect cre- two square off in an opposed roll; the subject rolls Willpower, while
ated memories, the character must possess at least the level of the vampire rolls Charisma + Intimidation (difficulty 7 for both).
Dominate of the vampire who made the alterations, and must For each success the attacker obtains over the other’s total success-
roll Wits + Subterfuge (difficulty equal to the Willpower score es, the target loses a point of Willpower. A victory by the subject
of the original vampire), gaining more successes than did the does nothing but prolong the struggle, for each success provides
character’s predecessor. her with that many extra dice to roll on the next turn. A botch by
1 success Memory loss lasts a day. the attacker, however, makes the subject permanently immune to
2 successes May remove, but not alter memory. a character’s Dominate attempts.
3 successes May make slight alterations to memory.

CHAPTER FIVE: DISCIPLINES

151
•••••• Fealty System: The character assuming this form must simply spend
a Blood Point. If attempting to use the power on another, the
Fealty allows a vampire to ensure the loyalty of those who
intended victim must be touched, a Blood Point must be spent,
voluntarily swear allegiance to her. Whenever a mortal or Cainite
and the player must make a Stamina + Medicine roll (difficulty
freely makes an oath to a vampire who then uses Fealty, the subject
equal to the victim’s Stamina + 3). The effects of this power last
is locked into fulfilling the oath to the best of her ability. Whether
until the next dawn or dusk. Characters under the influence of
the subject has false intentions or is sincere but later changes her
this power subtract two from their Dexterity and Appearance
mind, the oath is binding once it’s uttered and Fealty is invoked.
ratings (minimum of 1). A vampire affected by this power may
The subject is unable to resist upholding the oath, though she may
spend two Blood Points to remove its effects.
act against the vampire in any matter not covered by the oath.
The Lasombra are said to manipulate their victims into •• Blight
freely making oaths on even the worst deals, and then binding This power allows the character to cause rapid aging in an
them with Fealty. opponent. The victim begins to suffer the effects of old age: skin
System: The player rolls Charisma + Leadership (difficulty becomes pallid and thin, bones become brittle, and the victim
is the target’s Willpower). The number of successes determines may even begin to experience advanced effects of arthritis or
the duration of the Fealty, as follows:. other ailments of the elderly.
1 success One day System: This power requires the character to touch his
2 successes One week opponent. The player must then score a number of successes
3 successes One month on a Manipulation + Medicine roll (difficulty of the opponent’s
4 successes One year Willpower) and expend one point of Willpower. Use of this
ability causes the victim to suffer the effects of extreme old age
5 successes 10 years
(subtract three from all Physical Attributes, down to minimums
Fortitude of 1). Cainites are affected by this power just as mortals are; it is
as if they were Embraced at a later age, though blood can still be
While all vampires possess a supernatural constitution that
allows them to quickly heal injuries to their undead bodies, Cainites spent to increase Attributes.
who possess the Discipline of Fortitude are able to withstand truly A mortal who undertakes strenuous activity while under the
devastating physical punishment without flinching. On the battle- effects of this power risks heart failure. For each round the mortal
field, these Cainites shrug off sword blows and leap through storms maintains such activity, she must make a Stamina roll (difficulty
of arrows undeterred. Ventrue have been known to mock opponents 6), or suffer a heart attack. The effects of this power last until the
during duels by letting themselves be stabbed, just so the Ventrue following dawn or dusk.
can trap their opponents’ blades and deliver fatal counterattacks.
••• Awaken
In addition, whereas most Cainites are very susceptible to
A character who possesses this power can pry himself from
sunlight and fire, those with Fortitude are not easily bowed by
death’s grip. The character can awaken himself or another vampire
even these elemental forces.
who is in torpor.
System: Fortitude provides the ability to resist sunlight and fire.
System: By expending two Willpower Points, the character
For each level of Fortitude a character possesses, he may roll one die to
can attempt to awaken himself or another vampire from torpor. The
soak damage from fire and sunlight. A character’s rating in Fortitude
character must then roll his permanent Willpower (difficulty varies
is also added to his ability to soak other wounds (see Chapter Seven).
depending upon the target’s Via). To obtain the difficulty, subtract
Mortis the target’s Via from 10. Thus, the difficulty to awaken a character
with a Via of 6 would be 4. If attempting to awaken another vampire,
This Discipline was developed by the Cappadocians in an
the character must touch the vampire he intends to awaken. If the
attempt to uncover the secrets of death. It seeks to explore many
subject of this power was driven into torpor due to blood loss, she
aspects of death, from outright cheating it, to causing it with a
awakens with one Blood Point.
single touch. Rumor has it that masters of Mortis are able to defy
death itself. Practitioners of Mortis are often consumed with all •••• Death’s Whisper
aspects of death and the afterlife. For a brief time the character sloughs off Caine’s curse. While
• Masque of Death the character is under the influence of this power he is not affected
by any of the traditional banes against vampires. His body is not
This power allows the vampire or a chosen subject to assume
burned by sunlight, and holy water does not harm him in any way;
a visage of death. Flesh becomes taut and sallow, and joints grow
however, his body becomes nothing more than a corpse. A character
rigid and stiff. Assuming the appearance of a corpse can be quite
who is staked through the heart while under this power is still para-
useful — if a hunter searches a mortuary for a vampire, he would
lyzed once the power’s effects wear off. This state is beyond that of
be likely to ignore one under the effects of this power. The Dis-
even torpor; the character cannot use Disciplines of any kind, and
cipline may also be used as a dreadful curse, causing another to
is unaware of anything that transpires around him. For the duration
appear as the walking dead.
of the power, he is truly dead.

VAMPIRE: THE DARK AGES

152
System: There is no cost to assume this form, although the A zombie created in the method has the same Physical Attri-
character must expend two Blood Points to awaken. While the butes as the original person, and the body appears as it did at the time
character is in this state he may take no actions whatsoever, and of creation. These creatures do possess some degree of intelligence
even mental Disciplines may not be used. (lower all mental Attributes by one), but are so overwhelmed by the
bond to their masters that they seldom exhibit free thought. They
••••• Black Death possess three extra Health Levels, do not suffer wound penalties,
By touching an individual, the character can cause the victim and are destroyed when they reach Incapacitated.
to experience an early death (or, in the case of vampires, to enter These automatons crumble to dust on the third sunrise after
torpor). The victim, if mortal, begins to exhibit signs of plague: their creation. The duration of their existence can be extended by
sunken and blackened eyes, swollen lymphs and a sickly pallor feeding the creatures more blood at the time of creation — they
of the skin. Within one day, all bodily functions cease. Cainite remain in existence for one additional day for each additional
victims of this power enter torpor immediately. Blood Point spent.
System: The vampire must touch the intended victim, and the
player must roll Stamina + Occult (difficulty equal to the target’s Obfuscate
Willpower) and expend two Willpower points. Success indicates The Devil, it is said, can hide himself from even the honest
that the vampire has caused his target to expire (or go into torpor). man’s sight. Certain Cainites may conceal themselves from mortal
vision through this uncanny power. By simply wishing to remain
•••••• Vigor Mortis unseen, a vampire skilled in Obfuscate can disappear, even if he
By feeding a corpse some his blood, the Cainite may reani- stands in full view of a crowd. Although his substance stays the
mate the body, creating an undead servant that serves its master same, any observers who might see him are deluded into thinking
until it falls completely into decay. This walking corpse cannot that he has vanished. Nor do the deceptions stop there. This
talk (though some have been known to utter a low moan), but Discipline’s more potent applications include changing faces,
is servant to its creator through the Blood Oath. concealing other people and objects, or even hiding one’s true
System: In order to reanimate a corpse, the character must feed thoughts behind a mask.
it three Blood Points. As soon as the first drop falls onto its lips, the Although several clans use this power, it stands as the hallmark
corpse animates and begins to drink of its own accord. This can be of the hideous Nosferatu. Common lore suggests that Caine, or even
a dangerous time for the Cainite, as some corpses have been known God Himself, was so affronted by the original Nosferatu’s appearance
to continue feeding after the initial Blood Points have been taken. that He cloaked the childe in secrecy so that He would not have bear
the sight of him. A lesser-known legend tells of Lilith’s motherly
CHAPTER FIVE: DISCIPLINES

153
compassion for her disfigured foster son. Through her arts, she taught
him to hide from his own reflection. Whatever the origin of this
power, the Nosferatu are most closely associated with its mastery.
Obfuscate and Auspex oppose each other. When a vampire
attempts to use her heightened perceptions to discover a hidden
opponent, she sees him if her Auspex rating is higher than his
Obfuscate. If his Obfuscate outranks her Auspex, he remains
undiscovered. If the two are equal, both vampires make a resisted
roll of Perception + Subterfuge (Auspex) verses Manipulation +
Subterfuge (Obfuscate). The difficulty for the roll is 7, and the
character with the most successes wins.
Under most circumstances, few mortals can penetrate Ob-
fuscate’s devilish disguise. Many animals, however, may sense
(and fear) the vampire’s presence, even if they cannot see him.
Children, saints and other innocents might also be able to pierce
this dark art, at the Storyteller’s option.

• Cloak of Shadows
A Cainite who has not yet mastered the art of deception may
warp nearby shadows to cover his presence. In well-lit rooms, the
vampire can hide behind more solid obstacles like tapestries, furni-
ture and shrubbery. Since shadows are exceedingly common in this
candlelit world, finding suitable cover is rarely a problem. So long
as something exists that a person could hide within (or behind), the
Obfuscating vampire may remain hidden.
Once concealed, the Cainite must stand silent and still. If
he moves, attacks or falls under direct light, the Cloak disappears
and the creature stands revealed. The deception also cannot stand
close observation without fading.
System: If the character fulfills the criteria above, no roll
is necessary. So long as he remains quiet and motionless, no one
but a vampire with a high Auspex rating can see him.

•• Unseen Presence
With a bit of experience, the vampire can move around without
being seen. Shadows seem to cling to him, and others avert their eyes
as he passes by. Unless someone deliberately seeks out the Cainite,
he stays out of mind as well as sight. People look away without
realizing they have done so, and often scurry off in nameless fear.
So long as the vampire disturbs nothing, he may come and go as
he pleases, staying out of sight indefinitely.
System: Again, no roll is necessary unless the character
speaks, attacks or otherwise draws attention to himself. If he wants
to cross a squeaky floor, tangled underbrush, water or some other
surface that might show where he’s been, the player may have to
make a Wits + Stealth roll to determine how well the vampire
avoids a disturbance. Speaking without giving one’s position away
demands three successes or more.

••• Mask of a Thousand Faces


The Cainite with this power may masquerade as someone else!
This tactic is a favorite Malkavian trick. Although the vampire’s
body itself does not change, any observer who cannot sense the
truth sees whomever the Cainite wishes him to see.
System: The player rolls Manipulation + Acting (difficulty
7) to determine how well the disguise works. If the vampire tries
to be someone else, it helps to know some facts about that person.

VAMPIRE: THE DARK AGES

154
This is a more intimate age than the modern day, after all; when
someone shares a room with his friends or family, it is difficult •••••• Soul Mask
to impersonate him to their satisfaction. For especially difficult Not all disguises run skin-deep. With this advanced power,
deceptions, like fooling a lover, lieutenant or manservant, some the vampire may conceal his soul-halo from another’s Soulsight.
bit of personal knowledge or habit may be essential. Although it works in all ways like the Mask of a Thousand Faces
1 success The vampire looks much the same as he ability, the Soul Mask disguises the character’s true nature, not
always does, with slight differences. his features. If it suits him, he may appear mortal, innocent or
more corrupt than a thousand Vandals.
2 successes He looks somewhat different; people don’t eas-
ily recognize him or agree about his appearance. System: The player may choose only one “disguise” color per
time he purchases this power. If he wants his halo to appear blue-
3 successes He appears the way he wants to appear.
white, for instance, it will be blue-white every time he uses the
4 successes Gestures, mannerisms, appearance and Soul Mask. To change his color to red, he must buy this power a
voice completely transform. second time. Otherwise, it works like the Mask of a Thousand Faces.
5 successes He may masquerade as someone of the Low rolls only tint the halo’s true color, not conceal it entirely.
opposite sex or of a vastly different age or size.

•••• Vanish from the Mind’s Eye


Obtenebration
This disturbing Discipline is practiced primarily by the Lasombra,
This power is so advanced that the Cainite who knows it may for they desire nothing less than power over all things, even over
disappear from plain view. Even if he stands face-to-face with some the primordial abyss itself. Certainly, this power smacks of sinister,
other person, he may simply fade away whenever he chooses. All pre-Christian forces, and few outside the Lasombra clan would dare
but the most jaded mortals would be stunned for a turn or two if the to wield powers of such problematic origin.
person in front of them suddenly disappeared; one or two among
Obtenebration allows its practitioner to evoke a strange
a large group might be able to react. Most people simply panic.
force of “living darkness,” the very stuff of shadow made tangible.
Especially weak-willed peasants or serfs wipe the memory of the
The exact source of this amorphous blackness is a subject of great
character from their minds, or cross themselves with fear and hide
debate among the clan. Some Lasombra speculate of a great abyss
away. Although vampires are not shaken so easily, even the undead
surrounding the planetary spheres, perhaps Hell, perhaps pagan
may be disconcerted if a companion vanishes this way.
Stygia, perhaps something else entirely. Others, particularly those
System: The player rolls his character’s Charisma + Stealth on the Via Diabolis, sneeringly rebut that the darkness is nothing
to activate this power. The roll’s difficulty equals the target’s Wits more than the manifestation of its wielder’s sin-tarnished soul.
+ Alertness (use the highest one in the group if he disappears in
This Discipline is exceedingly unnatural and intimidating
front of a crowd). With more than three successes, the vampire
to most of God’s creatures. Protracted use of Obtenebration al-
disappears completely. With three or fewer, the character fades
most inevitably sends normal animals into a panic, and mortals
but does not vanish, becoming an indistinct, ghostlike figure. If
must often make Courage rolls upon confronting Obtenebration
the player scores more successes than an observer’s Willpower
effects. Areas blanketed with Obtenebration often lose their color,
rating, that person forgets that the vampire exists at all. So long
becoming bleached or stained.
as he does nothing to refresh the observer’s memory, she will
recall him only in vague and tortured dreams. The competitive Lasombra often view their use of this
Discipline as a “struggle for supremacy” with the forces of the
••••• Cloak the Gathering outer darkness. Lasombra who employ Obtenebration overmuch
By extending his deceptions to cover a large area, the sometimes find their steps haunted by mocking shades, and some
Cainite may conceal others the way he once disguised himself. ambitious Lasombra have been known to disappear forever into
Any Obfuscate power may be bestowed upon others nearby if the the shadows they have summoned.
vampire wants to do so.
• Shadow Play
As with anything, there is a price attached: any protected
The vampire can manipulate shadows, shroud areas, dim
person who compromises the Cloak exposes himself to view. If
(though not extinguish) ambient illumination, and play other
the one who invokes the Discipline gives himself away, the Cloak
“tricks of the light.” Among other things, this allows the vam-
falls and everyone becomes visible. Tales tell of small armies
pire to warp or erase her own shadow, cloak herself or make her
hidden this way during interclan warfare; when the Nosferatu
silhouette more intimidating.
masters withdrew their veils, screaming ghoul warriors charged
into battle, often behind enemy walls. It’s said that many Ventrue System: The vampire must spend a Blood Point to evoke
forbid this practice within their domains. the power. The difficulties of all Intimidation and Stealth rolls
the vampire makes are reduced by one, and the difficulty to be
System: The vampire may conceal one extra individual for
hit by missile weapons increases by one (the shifting shadows
each dot of Stealth he possesses. Each power must be accounted
throw off depth perception).
for in the usual ways (see above), but one roll counts for everyone.
Additionally, this power is very disconcerting to mortals and
animals. Whenever this power is used in a mortal’s vicinity, that
mortal must make a Courage roll (difficulty 8) or reduce all Dice
Pools by one due to creeping unease. Once a particular mortal

CHAPTER FIVE: DISCIPLINES

155
has successfully made a Courage roll against this power, he need ••• Arms of Ahriman
never do so again. Animals always lose a die and never overcome
The vampire can summon one or more “tentacles” of solid
their fear; indeed, most animals flee on exposure to this power.
darkness from a shadowy area. These tentacles may grasp, restrain
•• Nocturne or even constrict foes.
The vampire may blanket a swath of ground or sky with System: A Manipulation + Occult roll (difficulty 7) must be
an impenetrable inky darkness. This darkness is deeper than a made; each success enables one tentacle to be evoked. A tentacle
moonless night; only the subterranean caverns of inner earth is six feet long and has Strength and Dexterity scores equal to the
compare to it. Beings swallowed by this viscous matter find it vampire’s Obtenebration rating; Blood Points may be spent (“fed”
greatly disorienting and unnerving. to the tentacles) to increase these parameters (each Blood Point
System: The vampire may automatically cloak a 10-foot-di- spent increases Strength by one, Dexterity by one or length by
ameter area (more or less — the darkness constantly roils, seethes six feet). A tentacle does Strength + 1 crushing damage, has four
and extends “psuedopods”). The power can be projected to a Health Levels and takes damage from fire and sunlight.
range in yards equal to 10 times the vampire’s Perception + •••• Nightshades
Occult total. Each success with a Manipulation + Occult roll
The vampire may evoke shadowy illusions. These illusions are
(difficulty 7) enables the vampire to double the diameter of
monochromatic and murky, but may be of anything: the vampire
the power. The darkness extinguishes light and even obscures
himself, monsters, walls, etc. The illusions are human-sized, but
sound; most opponents are completely blinded and disoriented,
successes may be spent to create larger images. Alternatively, the
and even those with Heightened Senses or Witness of Darkness
vampire may use this power to infest an area with a chaotic saraband
suffer three-dice penalties to most actions. Furthermore, mortals
of whirling shadows, disorienting all in the vicinity.
and animals swathed in the pitchy stuff must make Courage rolls
as under Shadow Play, above, or panic. System: Each success on a Wits + Occult roll (difficulty 7)
allows the vampire to evoke one Nightshade or double the size of
If the vampire uses the power to envelop a flame or flames
a previously evoked Nightshade.
(torches, a hearth fire, etc.) and spends a Willpower point (more
for pyres and conflagrations), he can actually douse the flames. Alternatively, the vampire may blanket the scene with
flitting, writhing shadows. All in the turmoil who do not possess
Obtenebration increase initiative difficulties by three and suffer a

VAMPIRE: THE DARK AGES

156
one-die penalty to all Dice Pools. Additional successes allow the
vampire to direct the Nightshades more precisely, perhaps sparing Presence
allies or leaving certain areas unshrouded. This is the Discipline of supernatural attraction. With it, the
Cainites raise mobs, lead armies and sway the opinions of the highest
••••• Tenebrous Form in the land. Presence is a subtle power, and while it has disadvan-
The vampire can turn her body into a slithering, undulating tages, it is one of the most useful Disciplines a vampire can have.
shadow. Vampires in this form are virtually invulnerable, may slither First, quite aside from its deliberate uses, Presence conveys
through the narrowest cracks, and may see in the deepest darkness. upon the vampire an indescribable mystique. Whatever her class
System: Three Blood Points must be expended to use the power, or appearance, the Cainite is always noticed, even by those above
and the change takes three turns to occur. The vampire is immune her station. In fact, it is quite easy for viewers to believe that she
to physical attack, but may not physically attack others (though she is actually from a social position a step or two above that which
may wrap around and ooze over victims like a vast, probing slime she seems — but the façade needs to be bolstered by the right
mold; such contact is extremely disconcerting and may prompt a mode of speech and proper courtesies. In the Dark Ages, etiquette
Courage roll to avoid panic). Fire and sunlight still inflict normal is more important to a disguise than looks, and Presence is most
damage, and indeed are more painful to vampires in this form; all useful to those who can shift their manners to fit the audience.
difficulties to avoid Rötschreck from these banes increase by one so Second, some of these powers can be used on entire crowds
long as the vampire maintains this form. of people at once. The vampire’s face must be clearly visible to
whomever she wishes to affect, but unlike Dominate eye contact
•••••• Walk the Abyss is not required.
The vampire may step into a human-sized or larger shadow and
Third, Presence transcends race, religion, gender, class and
exit another (of similar size) at another location. He may also reach
(most importantly) generation. The vampire’s basic noticeability
into a shadow and have his hand and forearm protrude through another
works on anyone, and the active powers have as much chance (in
shadow at a different location — for example, to grab a victim or
theory) to work on a Methuselah as on the local blacksmith. In
object resting near the other shadow. Once grasped, the object may
practice, the older and tougher the Cainite, the more likely he is
be jerked through the “destination” shadow to the vampire’s own.
to realize what is being attempted, and resist.
System: The vampire must decide his exit point and inform the
Anyone can resist Presence for a turn by spending a Will-
Storyteller. Successfully traveling anywhere requires an Intelligence
power point, but the affected person must continue spending
+ Stealth roll (difficulty 6), while successfully pulling someone/
points until she is no longer watching the vampire. The simplest
something through requires an Intelligence + Brawl roll (difficulty 7;
way to deal with this is to turn around and stop looking. Normal
one success needed to grasp, two successes needed to pull the victim
humans in this time will not think of this, though pagans and
through). Failing the roll means the vampire goes/reaches nowhere;
other wisely superstitious folk have signs that ward off the “evil
a botch means something from the abyss comes out.
eye” by covering both of their own.
The vampire may travel/reach a maximum distance equal
The major drawback of this Discipline is that it controls only
to five yards times his Intelligence + Stealth total. Additionally,
the emotions. The reason and the will are both left intact, and the
anyone who travels (or is pulled through) the “abyss” must make a
Cainite cannot give direct verbal orders to those affected. Though
Courage roll (difficulty 5 for the power user, 6 for a willing traveler,
the peasantry might follow commands, most free mortals will not, and
8 for a hapless victim) or enter panic/Rötschreck upon reemergence.
the resentment the commands engender may mean losing control.
Potence However, persuasion of the long-winded or monetary variety is very
useful when combined with Presence, and the Ventrue, at least, are
Vampires with the Potence Discipline possess physical strength
beyond mortal bounds. Potence allows vampires to leap great dis- adept at using Presence and Dominate in efficient combination.
tances, lift massive weights and strike opponents with terrifying • Awe
force. Vampire nobles have been known to break open fortress Awe is very simple. Once the vampire employs this power,
gates with their bare hands and cut war horses in two with one those who are near her want to be closer to her. It is an imme-
stroke of a greatsword. In an age when military matters boil down diate and intense attraction, but not so overpowering that those
to the clashing of sword against sword, a knight with the strength affected lose their sense of self-preservation.
of 10 men can turn the tide of battle.
Danger breaks the spell of fascination, as does leaving the
Members of Clans Brujah, Lasombra and Nosferatu often area. Victims will remember how they felt, though, and this will
possess the Potence Discipline, although almost every clan finds affect their reactions should they ever encounter the vampire again.
some use for it. Some Nosferatu believe that they will temporarily
Awe is extremely useful in mass communication. It does not
lose their superhuman strength if they do not periodically dine
matter what is said — the hearts of those affected will lean toward
on the vitæ of oxen, bears or similar physically powerful animals.
the user’s opinion. The weak want to agree with the vampire; the
System: The character’s rating in Potence provides her with strong-willed soon find themselves outnumbered.
automatic successes on nearly all Strength rolls — one automatic
System: The player must roll Charisma + Acting (difficulty 7).
success per rating point. Thus she can succeed at most Strength feats
Those affected can use Willpower points to overcome the effect, but
automatically without needing to make a roll at all. In melee and
must continue spending Willpower every few minutes for as long as
brawling combat, the automatic successes count on the damage roll.
they remain in the same area as the character. However, as soon as a
CHAPTER FIVE: DISCIPLINES

157
number of Willpower points equal to the number of successes rolled
is spent, the Awe is completely shaken off, and the subject can’t be •••• Summon
affected for the rest of the scene. With this power, a Cainite can call to herself any person she
The number of successes rolled also determines how many has ever met, across any distance. The summoned one comes, per-
people can be affected: haps not knowing why, as fast as he is able. He knows exactly how
1 success One person to find the summoner, though not until he is about to take each
step. If the vampire moves between calls, the summoned one goes
2 successes Two people
to the new location — he is coming to the vampire, not following
3 successes Six people orders to meet the Cainite at a specific place.
4 successes 20 people Though this ability is very powerful, it is more useful locally.
5 successes Everyone in the vampire’s immediate vicinity While a vampire in England could summon her bondsman back
(e.g., an entire church or audience chamber) from the Crusades, the journey from the Holy Land might take
years. Though a loyal servant could be trained to continue the
•• Dread Gaze journey after only one call, in order to bring anyone else, the
This power engenders unbearable terror in its victims. Dread
Cainite would need to Summon every night until the person
Gaze, like the legendary hypnotism of the cobra, stupefies the
arrives. Class distinctions are also a factor; if the subject has
victim into madness, immobility or reckless flight.
no great resources at his disposal, the journey will take longer.
To use this power, the vampire merely shows the mark of Caine The only good news is that it is possible (in theory) for the poor
upon him — baring claws and teeth, hissing loudly and with malice. bondsman to walk and swim from any corner of the “known”
Any vampire can do this, but students of this Discipline are more world to any other corner.
insanely terrifying than mere sight can explain.
System: The player must roll Charisma + Subterfuge. Nor-
System: The player must roll Charisma + Intimidation mally the difficulty for a Summon roll is 5, but if the subject is a
(difficulty is the victim’s Wits + 3). Any success indicates that stranger, the difficulty increases to 7. If the Cainite has successfully
the target is cowed, while three or more successes indicate that used the Presence Discipline on the subject in the past, then
he runs away in fear. Moreover, each success subtracts one from the difficulty is only 4, but if the target previously resisted the
the number of dice the victim is allowed to roll the next turn. vampire’s Presence attempt it is an 8. The number of successes
This roll may only be attempted once per turn, though if indicates the subject’s reaction:
performed in successive turns, the vampire may collect successes 1 success Target approaches, but slowly and hesitantly.
as an extended roll in order to subjugate the target completely.
2 successes Target approaches reluctantly and is easily
Eventually the target may lose so many dice that he becomes
thwarted by obstacles.
unable to do anything but curl up on the ground and weep. Failure
3 successes Target approaches with reasonable speed.
indicates that the attempt has faltered. All collected successes
are lost, the victim may act normally again and the player must 4 successes Target comes with haste, overcoming any
start over next turn. A botch indicates the victim is not at all obstacles in his way.
impressed, and any further use of Presence by the character is 5 successes Target rushes to the character, doing
ineffective against him this story. anything to get to him.

••• Entrancement ••••• Majesty


This power turns others into the Cainite’s willing servants. This power heightens the general Presence mystique a thou-
Out of what seems to them true and enduring devotion, those sandfold. The beautiful become paralyzingly lovely; the hideous
affected heed the vampire’s every desire and command. They become positively demonic. The Cainite inspires respect, devotion,
retain their creativity and free will. fear or all in almost everyone who sees her. Serfs obey without
These spirited, obedient minions are more pleasant than the thinking, free men treat her with the deference due royalty, and
mind-slaves created by Dominate, but somewhat unpredictable. In royalty parley with her as an equal, at the very least. No one who
addition, the uncertain duration of the effect can be troublesome. is affected would dare risk the vampire’s displeasure by touching
The disenchanted are also often displeased. Wise Cainites either her least garment, let alone her person.
dispose of those they Entrance or bind them more securely by a Under the influence of Majesty, hearts break, power trembles,
Blood Bond, made much easier by the minion’s willingness to serve. and the strong-willed shake. The wise use it with caution; the
System: The player must roll Appearance + Empathy (difficul- kine must keep face just as the Cainites must. Once cowed in
ty of the target’s Willpower) to Entrance a subject . The number public, a king is useless as a tool. As for the Cainites… a vampire
of successes determines how long the victim is Entranced. There remembers humiliation longer than even dragons do. Vengeance
is no way to extend a period of Entrancement. lives for centuries.
1 success One hour System: The subject must make a Courage roll (difficulty
is the character’s Charisma + Intimidation) if she wishes to be
2 successes One day
rude, crass or even nonservile to the vampire. A subject who fails
3 successes One week
the roll will go to absurd lengths to humble herself before the
4 successes One month vampire. Kindred may spend a point of Willpower to overcome
5 successes One year such feelings if the roll is failed.
VAMPIRE: THE DARK AGES

158
•••••• Passion
This power allows the vampire to create wild passions within
Protean
This Discipline allows a vampire to manipulate the base
an individual. It is usually used either to inspire love or to incite element of her being — her body. Perhaps this power is a worldly
the victim to rage. When inspiring love, the power works similar reflection of the vampire’s eternal mark — just as Caine’s curse sets
to Entrancement, but is much more compelling. This power his disciples’ souls apart from those of God’s children, so it sets his
duplicates the effects of a Blood Oath for as long as the target is disciples’ bodies apart. A vampire can thus show the signs of the
in the presence of the character. Alternatively, the vampire may Beast and become akin to the very earth and air.
induce feelings of irritation and hostility in those around him.
Vampires with the Protean Discipline can grow claws, assume
The slightest spark provokes arguments and fights.
the forms of wolves and bats, change into mist and meld into
System: Successful use of this power requires a Manipulation the earth. Most other Disciplines are still useful while changing
+ Subterfuge roll (difficulty of the target’s Willpower). If successful, form, but some clearly are not. A Cainite in wolf form can read
the power allows the character an immense amount of influence auras and communicate with other animals, but a Cainite in mist
over the victim. This power affects a variable number of targets form cannot use Dominate because no eye contact is possible.
depending on the number of successes. In all cases of shapechanging, clothes and personal items change
If this power is used to incite rage, all vampires who are along with a vampire, but other beings and large objects cannot
affected must spend a Willpower point or immediately fall into a be affected — heaven’s protection of its own?
frenzy. If the character again rolls successfully, another Willpower A vampire that has been staked and its soul trapped within
point must be spent each turn in the character’s presence. The the mortal coil cannot transform, though some Cainites claim
only way to avoid the need to spend a Willpower point is to leave that the truly powerful among them — those at higher levels of
the vampire’s presence. the Discipline — can.
1 success Two people
2 successes Four people
3 successes Eight people
4 successes 20 people
5 successes Everyone in the character’s immediate vicinity

CHAPTER FIVE: DISCIPLINES

159
• Witness of Darkness
The Cainite is able to see normally after sunset, without
torchlight, and can even perceive things hidden in the darkest
caves. When this power is used, the vampire’s Beast makes itself
evident in his red, glowing eyes. Mortals have pronounced the
effect, perhaps accurately, “the evil eye.”
System: No roll is made, but it takes one full turn for the
change to occur.

•• Talons of the Beast


The vampire can sprout long claws on each hand, like those
of a beast. The claws can rend flesh and armor; even a doughty
knight should be wary. The wounds inflicted are aggravated and
cannot be healed through the expenditure of Blood Points. Some
Cainites have been seen to bleed from the palms when this power
is summoned, the blood pooling in the shape of a pentagram.
System: No rolls need be made; the transformation is auto-
matic, requiring only a turn to occur. One Blood Point must be
spent each time claws are grown.

••• Interred in the Earth


This power allows a Cainite to meld with and become one
with the earth. Some elders claim that because vampires defy
death, they can defy the rightful order of things. Onlookers see
vampires with this power actually sink into the bare ground.
Though a Cainite can wholly enter the ground, she cannot
move around within it. She must also be in direct contact with bare
earth. Even if the ground lies beneath a castle floor, she cannot
pass through the floor to enter the soil beyond.
Outdoors, away from haven and resting place, a vampire can
find full protection from daylight by interring her body. Perhaps
out of respect for God’s order, some vampires sleep within the earth
for centuries as if attempting to find a proper death. Yet, many
seem to mock death, for in sleeping below they gain power and
strength. Like foolish, prattling peasants, some Cainites whisper
that thousands of Ancients sleep below the ground, waiting to
awaken on the night of Gehenna.
Surely the power to descend into the earth is absolute proof
of Cainites’ damnation — sinking into Hell to receive Lucifer’s
direct commands.
System: No roll is necessary and the transformation is au-
tomatic, but a Blood Point must be spent.

•••• Form of the Beast


A vampire with this power may transform into a wolf or bat. In
animal form, he retains his own morals but can call upon the wiles
and abilities of the beast — increased senses for wolf and flight for
bat. It is rumored that other forms are possible for vampires from
distant lands, and for some few among the known Cainite world.
An Egyptian vampire might transform into a cat or jackal; others
have been known to assume the forms of stags and vermin.
System: No roll is required, but the transformation requires
the expenditure of one Blood Point. It takes three turns to complete
the transformation (though the Storyteller may allow it in one turn
with the expenditure of three Blood Points).

VAMPIRE: THE DARK AGES

160
••••• Body of Spirit can break the utter stillness that surrounds the Assamite. However,
sounds originating outside the power’s area of influence travel
Cainites dispute the origins and meaning of this power.
normally into the area.
Many elders, often those Embraced before hearing the word of
Christ, maintain that Cainites who know their true selves are System: Activation of this power evokes complete silence
able to transcend their bodies and become one with their spirits, in the area immediately surrounding the Assamite. Generally, a
forming a very mist in the air. Some vampires Embraced more small room (about 15 feet square) can be blanketed with silence.
recently, and who are still true to Church and God, insist that This power costs one Blood Point to create and lasts approximately
the Damned are not completely forsaken — that the ability to an hour per activation.
become mist is proof of a soul, whether barred from Heaven or •• Weakness
still capable of penance.
Assamites have developed control over mystic properties
Regardless of its source, vampires with this power can turn of Cainite blood. They are able to change the properties of their
into mist. They may float at a brisk pace and may slip under doors, own blood and utilize them to create an arsenal of deleterious
down flues and through sack-clothed windows. Furthermore, sun- effects on mortals and other Cainites.
light inflicts one fewer die of damage on vampires in mist form.
The power of Weakness allows an Assamite to transform
The vampire’s ability to resist powerful winds perhaps demon- his own blood into poison and infect the body of his victim. The
strates that mist encompasses a spirit or soul. Even storm winds flail Assamite simply chooses a portion of his body, usually the palm,
vainly when striving to tear apart a Cainite. Yet those same winds and some of his blood instantly seeps out onto the surface of his
can drive the vampire from her chosen path, like a leaf from a tree. skin and transmutes itself into the Weakness toxin. As soon as
System: No roll is required, but the transformation requires the Assamite can press the toxin to the flesh of his prey, it infects
the expenditure of one Blood Point. It takes three turns to com- the victim and robs her of her vigor.
plete the transformation (though the Storyteller may allow it to System: Successful use of this power requires that the As-
take place in only one turn with the expenditure of three Blood samite touch the victim (usually via hand contact), spend one
Points). Strong winds may buffet the vampire about; she may use Blood Point and succeed in a Willpower roll (difficulty equal to
Potence, and only Potence, to resist. the target’s Stamina + Fortitude). If successful, the victim loses
•••••• Blissful Slumber one point of Stamina. The number of successes scored on the roll
determines how long the Stamina is lost.
Vampires of great will or conviction are able to sleep in mist
form. The power offers great protection, but the vampire cannot 1 success One turn
be roused by noises or commotion surrounding her resting place. 2 successes One hour
Only a breeze that disturbs her can wake her. 3 successes One day
System: No roll is required, but the transformation requires 4 successes One month
the expenditure of five Blood Points when the vampire rests. Mist 5 successes Permanently (though Stamina can be
form is retained until the vampire rises again, whereupon physical bought back up with experience)
form is resumed. Physical attacks cannot affect a vampire sleeping If a mortal is reduced to zero Stamina by this power, she becomes
in mist form, but the vampire cannot awaken before dusk unless very sick and loses her immunities to disease. If a Cainite is reduced
her mist form is physically disturbed. to zero Stamina by this power, she immediately enters torpor and does
Quietus not recover until one of her Stamina points returns. If all a Cainite’s
Stamina is permanently destroyed, she may only recover from torpor
The unlife of an Assamite centers around two things: silent through mystical means.
death and the power of blood. The clan’s Discipline of Quietus
embodies these, endowing the Assamite hashashiyyin (assassin) ••• Disease
with mystic powers to further the clan’s fanatical cause. This power is similar to Weakness, only more devastating.
Storytellers and players of Vampire: The Masquerade will Both mortals and Cainites may fall ill at the Assamite’s touch, as
note differences in this version of Quietus. This is the Discipline as their lifeblood trickles out their ears, noses and mouths. Victims
it was practiced before the Tremere laid the ritual that prevented become disoriented, as many in the grip of fever do, and may show
the Assamites from committing diablerie. Storytellers running signs of illness long after their afflictor leaves.
modern Vampire chronicles may wish to use this version for the System: To use the Disease power, the attacker must expend
Assamite antitribu. three Blood Points, touch his foe and make a Willpower roll
(difficulty of the opponent’s Willpower). If successful, the victim
• Silence of Death loses one point from all three Physical Attributes. The number
Many Assamite hashashiyyin claim never to have heard their of successes indicates the duration of this power’s effects (per
Cainite victims’ final screams before their blood is released to Weakness, above). If either Strength or Dexterity is reduced to
strengthen the clan. When invoked, Silence of Death surrounds zero, the target cannot move until a point of one or the other
the Assamite with preternatural calm. No sound originates from is recovered. The effects on Stamina are equivalent to those of
the area directly around the vampire. Nothing — not footfalls, Weakness.
doors creaking open, bed curtains rustling or Final Death screams

CHAPTER FIVE: DISCIPLINES

161
•••• Blood Agony
Other Cainites fear the weapons of the Assamite, and with
just cause. Blood Agony allows an Assamite to poison any weapon
with his own blood. This blood-turned-poison causes aggravated
wounds to any Cainite struck by the coated weapon. In the midst of
pitched melee, Assamites are often seen licking their own daggers,
thereby cutting their tongues and bleeding onto their weapons.
Blood Agony works on almost any bladed weapon, from daggers
to swords to spears, or even fingernails. Weapons like arrowheads,
however, will not be able to hold the blood, especially in flight.
System: Weapons coated using Blood Agony inflict damage
normally, but each wound inflicted is an aggravated one. Each
extra Blood Point used on a weapon allows that weapon to inflict
aggravated wounds on an additional hit. Thus if an Assamite spent
two Blood Points coating his broadsword, he could hit once and
inflict aggravated damage, miss and then hit again for aggravated
wounds. No more hits would cause this sort of damage until he
again coats the blade. Note that if a character hits but does no
damage, the blood is used but no aggravated wounds are inflicted.
Smaller weapons may not be able to hold more than one Blood
Point at a time, at the Storyteller’s discretion.

••••• Blood Essence


Blood Essence allows Assamites to diablerize their victims
without themselves feeding upon and sucking out the final essence
of those victims. The Assamite may bleed his victim’s vitæ into any
suitable container and use Blood Essence to draw out the victim’s
life force so that it flows with the blood into the container. Any
Cainite who subsequently drinks the entire contents of the Blood
Essence draught gains the benefits as if he had directly diablerized
the victim. Unfortunately, the potency of Blood Essence draughts
only lasts for a few days after drawn from the victim.
System: Instead of the normal Strength roll required to
“bleed” the last Health Levels from a diablerized victim, the
character must instead succeed in an extended Willpower roll
(difficulty 9), accumulating enough successes to deplete the
remaining Health Levels of the victim. Once the victim expires,
the collected blood has its full potency.

•••••• Blood Sweat


The Assamite master of Quietus is able to command the
blood of another vampire, causing a Cainite victim to lose large
quantities of vitæ through profuse sweating. Not only does the

Retain the Quick Blood


Quietus 3, Celerity 3
Assamites who achieve some mastery of Quietus and
Celerity are said to have developed control over the vitæ they
use to give them speed. Those who master this ability are able
to recover the blood spent inducing speed through Celerity.
Any blood spent by the Assamite to buy extra actions
through Celerity returns to the Assamite’s Blood Pool as
if it had never been used. Blood Points are restored at the
rate of one per hour. This power costs 15 experience points.

VAMPIRE: THE DARK AGES

162
victim lose valuable vitæ, but sweating blood at inopportune •••• The Form of the Cobra
moments can create all kinds of social difficulties in the religiously
The Setite may change his form into that of a huge black
zealous Dark Ages.
cobra. The serpent weighs as much as the vampire’s human form,
System: The vampire must be able to see the target, and must stretches over eight feet long, and is as thick as a woman’s thigh.
successfully roll Willpower (difficulty of the target’s Stamina + The Form of the Cobra grants several advantages, including a
3). The number of successes signifies the number of Blood Points venomous bite, the ability to slither through small holes and
the target loses. The blood drains from the target’s body at a rate a greatly enhanced sense of smell. The character may use any
of two Blood Points per round, to the maximum indicated by Disciplines while in this form save those that require hands (such
the dice. A mortal target who is reduced to two or fewer Blood as Talons of the Beast).
Points dies as a result of blood loss. A Cainite target risks frenzy
System: The Setite spends one Blood Point; the change is
or Rötschreck (the former if Self-Control/Instincts is lower than
automatic, but takes three turns. The Storyteller may allow the
Courage, the latter if the reverse is true) from blood loss.
Setite bonus dice on all Perception rolls related to smell, but the
Serpentis difficulties for all hearing rolls are increased by two. The cobra’s
bite inflicts damage equal to the vampire’s, but the vampire does
Serpentis is the legacy of Set, his gift to his children. The
Followers of Set carefully guard this Discipline’s secrets, teaching not need to grapple his victim; furthermore, the poison delivered
the art of corruption only to those they deem worthy (almost is fatal to mortals.
never outsiders). Most Cainites fear the Setites purely because of ••••• Cheat Thoth’s Scale
this Discipline, the way of the serpent and the tempter. Serpentis
The Setite with mastery of Serpentis may pull her heart from
can evoke an almost primordial fear in others, particularly those
her body. She can even use this ability on other Cainites, although
who recall the tale of Eden. After all, hiss the Setites, the serpent
this requires several hours of gruesome surgery. Only the new moon,
was an evil older than even Caine himself.
the invisible moon, may grant this power success. If performed under
• The Eyes of the Serpent any other moon, the rite fails. Upon removing her heart, the Setite
This power grants the Setite the legendary hypnotic gaze of places it in a small clay urn, and then carefully hides or buries the
the serpent. The Setite’s eyes become gold with large black irises, urn. She cannot be staked by any wood that pierces her breast, and
and mortals in the character’s vicinity find themselves strangely finds it easier to resist frenzy. The heart is the seat of emotion, after
attracted to him. A mortal who meets the vampire’s beguiling all, and so the difficulties of all rolls to resist frenzy are two lower.
gaze is immobilized. Until the character takes his eyes off his Setites are careful to keep their hearts safe from danger. If
mortal victim, the person is frozen in place. someone seizes her heart, the Setite is completely at that person’s
System: No roll is required, but this power can be avoided if the mercy. The Setite heart can only be destroyed by casting it into
mortal takes care not to look into the Setite’s eyes. Vampires and other a fire or exposing it to sunlight. If this happens, the Setite dies
supernatural creatures (Lupines, mages, et al.) can also be affected by where she stands, boiling away into a blistering heap of ash and
this power if the Setite makes a Willpower roll (difficulty 9). blackened bone. Plunging a wooden stake into an exposed heart
drives the Setite into instant torpor.
•• The Tongue of the Asp A Setite may carry her heart with her, or have several false hearts
The Setite may lengthen her tongue at will, splitting it into buried in different places. A Setite often avoids her heart’s hiding
a fork like that of a serpent. The tongue may reach 18 inches and place, to deter discovery. Those wise in Setite lore whisper that the
makes a terrifyingly effective weapon in close combat. corrupt elders of the clan often hold their underlings’ hearts, the better
System: The tongue’s razor fork opens aggravated wounds to control the errant hatchlings. Many vampires seek out Setite hearts
(difficulty 6, Strength damage). If the Setite wounds her enemy, in order to increase their power base or keep the Serpents at bay.
she may drink blood from the target on the next turn as though Needless to say, these are exceptionally hazardous quests.
she had sunk her fangs into the victim’s neck. Horrifying though System: This power requires no roll. Those who witness a
it is, the tongue’s caress is very like the Kiss, and even strikes Setite pull his heart from his breast (or cut the heart from another
mortal victims helpless with fear and ecstasy. Cainite) must make Courage rolls. Failure indicates anything from
strong uneasiness to complete revulsion and even Rötschreck.
••• Bitumenous Flesh
This power allows the user to mummify herself, shriveling into •••••• Breath of the Basilisk
an almost invulnerable form. Bitumenous Flesh induces a state The Setite may call on her inner corruption and spew it forth
similar to torpor; only sunlight and fire can harm the mummified in a poisonous cloud of taint. This airborne poison is powerful
Setite. However, the character is completely immobile, and may enough to wither trees and even corrode stone. The breath covers
not even employ those Disciplines that are normally active during an area roughly three feet across, and can catch someone’s head
torpor. The character can only be revived from this state by the and torso if well aimed. This power was given its current name
taste of blood. Rumors speak of powerful Setite elders who took by a horrified Toreador who watched his Lasombra patron wither
the form of Bitumenous Flesh long ago, and still wait for loyal and perish, eaten away by an angry Setite elder’s bile.
followers to awaken their evil once again. System: The Setite spends one Blood Point to exhale a fine
System: No roll is required to evoke Bitumenous Flesh, but mist. In melee, the Setite can roll Dexterity + Brawl (difficulty 6)
the change takes one turn. to catch an opponent up to six feet away. The target may attempt
CHAPTER FIVE: DISCIPLINES

163
to dodge the cloud (the only hope for most). Each success inflicts
one Health Level of aggravated damage, soakable only by Forti- Thaumaturgical Paths
tude. The targets are likely poisoned as well, and mortal victims One of the powers gained from the study of Thaumaturgy
may well die within hours. This power can also be used to corrode is knowledge of the Via Vim or Paths of Power. The first Path
inanimate objects; generally speaking, one breath pits and weakens a character learns is generally taught to him by his sire. During
an inch’s depth of stone, corrodes metal blades into uselessness (if the course of a chronicle a character may learn additional Paths
not destroying them), or thoroughly rots wood as thick as an inch. from a tutor or by studying a manuscript. Experience points are
also necessary to acquire and progress in these Paths; the costs
for such are listed in Chapter Seven.
Hatch the Viper The first Path learned is referred to as the character’s primary
Serpentis 4, Protean 2 Path; additional Paths learned are referred to as secondary Paths.
This rare and horrific power is known to Setites alone. A vampire can learn as many secondary Paths as he has access to,
The members of any other clan are hard-pressed to master though he will always be more adept at his primary. A vampire
Serpentis to this degree, much less find a Follower of Set may only choose to learn secondary Paths once he has acquired
willing to teach the ability. The Setite spends four Blood at least two dots in his primary. Furthermore, his primary Path
Points and an entire round to work the ability; no roll is must always be at least one level higher than any of his secondary,
needed. The following turn, the Setite may disgorge from at least until he has achieved mastery in his primary. Only once
his mouth a living poisonous serpent, formed from his blood. the vampire has reached mastery (five dots) in his primary may
The serpent (which is considered a ghoul with Fortitude he raise a secondary to the same level.
1) may act independently, but follows its “parent’s” com- Each time these individual powers are employed, a Blood Point
mands. It must be fed one Blood Point every three nights, must be spent and a Willpower roll must be made against a difficulty
or else break down into a mass of tainted plasm. Drinking of the power’s level + 3. A failure on the roll indicates that the magic
the venomous remains immediately causes four Health fails. A botch indicates that a permanent Willpower point is lost.
Levels of damage, soakable only by Fortitude.
The Setite may create and maintain as many serpents Rego Vitae
as he likes; the serpents must be fed their master’s blood, • A Taste for Blood
however. Cainites with Animalism may communicate This ability was developed by the Tremere as a means of gauging
with created serpents, but the snakes always reflect too the strength of their enemies — something very important to a clan
much of their master’s personality to pass for natural whose very existence has been constantly in jeopardy. By tasting
animals. Created serpents have a distinct pattern, each the blood of a mortal or Cainite, the vampire may determine how
one unique to the creator (gold diamonds on black skin much blood is left in the individual, or how recently a vampire
seems to be a common motif). Acquiring this power costs has fed and the subject’s approximate generation.
18 experience points.
System: The number of successes determines how much
information is received and how accurate it is.
Thaumaturgy •• Blood Rage
The Discipline of Thaumaturgy is one of the Tremere’s most This power allows a vampire to cause another Cainite to use
closely guarded secrets. It gives the clan an edge over other Cainites blood against her will, thus potentially weakening the opponent. The
that they will not relinquish easily. Its power and unpredictability intended target must be touched — only the lightest brush is required
are among the reasons that this burgeoning, enemy-plagued clan — causing the blood to be instantly spent. A vampire so affected may
has been able to survive. feel the effects as the blood rushes through, heightening a Physical
Thaumaturgy combines hedge magic and older pagan arts Attribute of the Thaumaturgist’s choice. This power is also often used
with the high ritualistic magic practiced by the Order of Hermes. to incite frenzy in other Cainites. The expenditure of blood causes the
While few mortal wizards know of Thaumaturgy, those who do subject to become more excitable, as well as reducing the amount of
fear and loathe it as an aberration of true magick. blood available, possibly causing the victim to enter a feeding frenzy.
Thaumaturgy is divided into two parts — rituals and Paths. System: Each success forces the target to spend one Blood
Rituals are prepared formulae and spells designed to fulfill specific Point immediately in a way the Thaumaturgist desires. Each success
purposes. Paths, on the other hand, are closer to true magick, in gained also adds one to the difficulty to resist frenzy for that round.
that they allow the vampire to create various effects, instantly,
through the power of vampiric blood. Several Paths are available ••• Blood of Potency
to the student of Thaumaturgy, offering many possibilities. It is This power has been vital to the spread of Tremere influence,
this versatility which has proved so useful to the Tremere; one even in the clan’s infancy. The vampire may concentrate his own
never knows what to expect from a practitioner of this Discipline. blood, causing it to become more potent, effectively lowering
Upon learning Thaumaturgy the character may choose one his generation.
Level One Ritual and one dot in the Path of his choice. System: Successes gained when attempting this power must
be spent both to decrease the vampire’s generation and to create a
duration in hours. Each success equals one generation or one hour.
VAMPIRE: THE DARK AGES

164
•••• Theft of Vitae
A vampire who possesses this power may siphon the very
life essence from a target. The vampire may mystically drain the
blood from a mortal or Cainite without ever coming into contact
with the target. The blood taken is transferred directly to the
Thaumaturgist as if she had drunk from the target.
System: The number of successes determines how many Blood
Points are transferred. The blood to be stolen must originate from
within 50 feet and the victim must be in clear view. The source
of the attack will be obvious.

••••• Cauldron of Blood


This devastating attack causes the blood of an intended
victim to boil like water over a flame. The vampire must touch
his target, causing the blood to simmer within the target’s veins.
This virtually ensures the death of any mortal, and can inflict
great harm to vampires.
System: The number of successes gained determines how
many Blood Points may be boiled. The victim also loses one
Health Level for every Point boiled. A single success kills nearly
any mortal, though not necessarily a ghoul.

Creo Ignem
The control of flame is a powerful thing in the Dark Medieval
world, particularly for a vampire. Fire is one of the few methods
by which a vampire can be destroyed, and is a dangerous weapon.
This Path allows the Cainite to create flames: small ones at first,
but larger conflagrations may be created by those more proficient
with Thaumaturgy.
The flames created by the Thaumaturgist are not natural.
In fact, many believe they are demonic in origin. The flames
cannot burn objects until they have been released by the Cainite.
Therefore, a “palm of flame” does not burn the vampire’s hand
and create an aggravated wound — it only produces light. Once
the fire has been released, however, it burns normally and the
character has no control over it.
System: The number of successes determines how long
the fire may be “held” before being released — one minute for
each success gained. The Storyteller may require a Perception +
Alertness roll to place the flame in the desired spot.
Individual descriptions are not provided for each level of this
Path as each level is fairly self-explanatory. The chart below de-
scribes the Path level required to create a certain amount of flame.
• Candle
•• Palm of flame
••• Campfire
•••• Bonfire
••••• Conflagration

Rego Motus
Thaumaturgists who choose this Path may control the
movement of objects through the power of their blood. At greater
levels, Rego Motus even confers the power of flight. Objects
under the character’s control may be manipulated as he wishes;
they may be lifted into the air or spun in circles. Even living
creatures may be affected. Objects cannot be moved faster than
CHAPTER FIVE: DISCIPLINES

165
the character can move himself, so objects cannot be “thrown”
with any great ability. However, objects may be manipulated Rego Aquam
as if by the vampire’s own hands; an axe can chop at people or The control of water was one of the first Paths discovered by
trees, assuming the Cainite is advanced enough to lift the object. the Tremere. This Path, perhaps more than any other, has taken
This Path is extremely useful for frightening mortals without unwary Cainites by surprise. Traditionally, vampires do not have
directly confronting them. Some people become quite cowed much to do with water; they have very little use for it as they do
when objects begin moving about on their own. not need to bathe or drink. It is rumored that the very spirits of
System: The number of successes determines how long a water commune with the vampires who follow this Path, granting
particular object may be manipulated — generally one turn for them great power over water in its many forms. Some say that
each success gained. At the end of the duration the vampire may the spirits of water favor these Thaumaturgists, and at times will
attempt to maintain control by making a new test. If the test is perform favors for them. Others say that they are coerced into
successful, the control is maintained. performing these services.
If this Path is practiced on a living creature, the subject can Vampires who specialize in this Path and Rego Elementum
attempt to resist; the caster and the subject match Willpower in are often known as Elementalists.
an opposed roll. • Eyes of the Sea
Individual descriptions are not provided for each level of By peering into a body of water, the Thaumaturgist can view
this Path as each level is fairly self-explanatory. The weight of events that have transpired in the surrounding area as if she were
the object moved is very important; a certain rating is necessary that body of water. This power grants credence to the belief that
even to attempt to move certain objects. Once a vampire achieves the Thaumaturgist is in direct contact with the spirits of the water.
a rating of 3, he is able to levitate himself, no matter how much
System: The number of successes determines how far into
he weighs. Otherwise, weight restrictions apply.
the past the Thaumaturgist can look.
• One pound
1 success One day
•• 20 pounds
2 successes One week
••• 200 pounds
3 successes One month
•••• 500 pounds
4 successes One year
••••• 1000 pounds
5 successes 10 years
Rego Tempestas A body of water can be anything from a lake to a puddle.
Obviously, oceans and rivers are not standing bodies.
This Path places the forces of the weather under the Thau-
maturgist’s control. The character can affect the elements as she •• Prison of Water
desires, causing the weather to become suddenly dark and stormy
At the command of the Thaumaturgist, water rises up and
on a bright and sunny day. This can be a most useful talent for
imprisons the intended target. A substantial amount of water
any Cainite, particularly advantageous if one needs to move
must be present for this power to be effective, although a small
about during the day.
amount of water can be formed into manacles stronger than
System: The number of successes gained determines how forged steel. Mortals caught within this watery prison will soon
long it takes to effect the desired changes in the weather. One drown. Vampires cannot drown, but can be crushed if the water
success generally means an entire day, while five indicates an pressure is great enough.
almost immediate change.
System: The number of successes scored is the number of
The difficulty for affecting weather may vary depending successes the trapped being must score on a Strength roll (difficulty
upon the degree of variance the character is trying to create. 8; Potence adds successes) to break free. The target can only be held
The Storyteller may add or subtract from the difficulty depending in one prison at a time. The Thaumaturgist can dissolve it at will.
upon the current weather conditions. For example, it is easier to
summon a lightning bolt during a thunderstorm than to summon ••• Dehydrate
a rainstorm in the middle of the desert. This power allows the vampire to remove water directly from
When summoning a lightning strike the player must roll a living body, causing the victim horrible internal wounds as the
Perception + Archery to attempt to hit a specific target. body slowly withers to a desiccated husk. Victims of this power
Individual descriptions are not provided for each level of are often believed to have succumbed to some horrible plague.
this Path as each level is fairly self-explanatory. System: The target can resist this power by rolling Stamina
• Fog + Survival (difficulty 9). Each success scored by the Tremere over
•• Rain the target’s total number of successes causes the target to lose one
••• Wind Health Level. These wounds can be healed normally. Vampires lose
Blood Points instead of Health Levels, though Health Levels are
•••• Storm
removed once all blood is gone. The victim, mortal or immortal,
••••• Lightning strike (roll 10 damage dice) must also make a Courage roll (difficulty of the number of suc-
cesses that the Tremere scored + 3) to take any action the next
turn. Failure means the victim has been incapacitated by the pain.
VAMPIRE: THE DARK AGES

166
•••• Flowing Wall
By touching the surface of a standing body of water, the Thau-
maturgist may cause the water to rise up into a wall, impassable
by supernatural creatures, including vampires, werewolves, faeries
and even ghosts. The wall remains standing until the next sunrise
or sunset, at which time it collapses into its natural state. The wall
cannot be climbed in any manner, though it may be flown over.
System: The number of successes gained limits the height
of the wall — 10 feet for each success gained.
When creating a wall, the Thaumaturgist must spend three
Willpower points. To break the barrier, an intruder must make a
Strength + Courage roll (difficulty 9). At least three successes are
required, and they cannot be accumulated. Note that the Flowing
Wall also blocks its creator, though he can remove it at will.

••••• Blood to Water


At this level the Thaumaturgist’s power over water has become
so great that he can create water from other substances. The most
widespread use of this power is to transform a victim’s blood into
water with but a touch. It is rumored that some Tremere can trans-
form other liquids into water, though certainly the transformation
of blood is the most useful, at least as an attack.
System: Each success converts a Blood Point to water. This is
almost immediately fatal to mortals. Besides destroying a vampire’s
vitæ, such an attack inflicts wound penalties to Dice Pools just
as if the vampire had actually suffered an equivalent number of
wounds. The water evaporates after the vampire sleeps, but the
blood does not return.
The Storyteller may allow characters to transform other
liquids into water (difficulty fewer by one). Of course, the liquid
must still be touched.

Rego Elementum
Thaumaturgists who follow this Path learn to unlock the
secrets of the inanimate world, giving them closer ties with all
things natural. This is considered anathema by many Cainites
because of its ties to the world of the living. After all, vampires
are the undead and should have nothing to do with the living
world. As with Rego Aquam, most view this Path as a means of
communion with elemental spirits.

• Elemental Strength
This power allows the vampire to draw upon the spirits of the
Earth to increase his physical attributes without the need for blood.
A very potent power indeed, especially for those of higher generation.
System: The vampire spends two Willpower points to increase
Strength, Dexterity and Stamina by one dot each. The number of
successes gained indicates the number of turns the effect lasts. For
each turn the heightened Attributes are maintained, however, the
vampire must spend another Willpower point.

•• Wooden Tongues
A vampire employing this power may speak, at least in a
limited fashion, with the spirit of any inanimate object. While
inanimate objects have only a limited concern for what goes on
around them, Wooden Tongues allows a vampire to get at least
the impression of what an object has experienced. The memories
CHAPTER FIVE: DISCIPLINES

167
of such objects are limited and may seem extremely strange and
foreign to the character. What is important to a vampire may Rituals
not necessarily be of importance to a stone. Akin to the formulae prepared by hedge wizards, rituals are
System: The number of successes gained determines the rigid, meticulously prepared, but powerful spells which must be
amount of information received. performed under a specific set of circumstances and according
to exacting procedures. All Tremere who know Thaumaturgy
••• Animate the Unmoving have the ability to cast rituals. By learning the basic concepts of
Chairs grab their occupants, doors swing open and closed, Thaumaturgy, an apprentice acquires a familiarity with the magical
and swords leap out of their owners’ hands when this power is formulae required to perform such castings.
used. An object cannot take actions impossible for its form (a Each Thaumaturgical ritual in Vampire: The Dark Ages is rated
door can’t pick someone up and carry her across a street), but in power from one to five (or higher, in some cases). A character
objects with legs can run, wooden stakes can twist out of hands, must have a Thaumaturgy rating at least equal to the power level of
and statues can mimic human life. the ritual in order to perform it successfully. Unless stated otherwise,
System: Use of this power requires the expenditure of a rituals take at least five minutes per level to cast.
Willpower point. Each use makes one object within the character’s Sometimes material components are required, as stipulated
line of sight come to life. The object remains animated as long by the ritual itself. These could include such things as feathers,
as the caster keeps it in line of sight. wood splinters, mud, herbs, bones, eye of newt and frogs’ toes.
Blood is used in many rituals.
•••• Elemental Form At the first level of Thaumaturgy, the vampire automatically
With this power, the character can take the form of some gains a single Level One ritual. In order to learn further rituals, a
inanimate object of equal size and weight. character must find a teacher (or discover the ritual in a scroll or
System: The number of successes gained determines how ac- manuscript) to instruct him in the proper procedures and incanta-
curate the change is. At least three successes are required to allow tions. Learning how to perform a ritual properly can take anywhere
the character to use any senses or Disciplines while in this form. from a few days (Level One ritual) to many years (Level Five ritual).
••••• Summon Elemental In order to cast a ritual successfully, the caster must make a
successful Intelligence + Occult roll (difficulty 4 + the level of
Summon Elemental allows the character to summon one of the
the ritual). Generally, only one success is needed for the ritual
traditional elementals of myth and legend. Beings of water, earth, fire
to be successful.
and air appear within five feet of the character. The Thaumaturgist
may choose what type of elemental he wishes to summon. In later centuries, the Tremere are able to cast rituals without
the risk of failure. However, during the Dark Ages Thaumaturgy
System: These beings require the presence of some amount
is a relatively new practice, its ways still largely unknown. It is
of their natural element to be invoked, and may or may not follow
because of this uncertainty that a roll is required to determine
their summoner’s instructions. The number of successes gained
the success or failure of a ritual. Should the roll to cast a ritual
determines the general power of the elemental summoned and what
fail, the Storyteller should feel free to ad-lib strange occurrences
degree of control the character has over the summoned elemental.
or even make it appear that a ritual was a success, only to reveal
The exact abilities of the summoned elemental are deter-
a fatal flaw at a later date. A botch might indicate a catastrophic
mined by the Storyteller. Assume 3 in all Physical Attributes.
side effect, possibly even a demonic manifestation.
One point may be added to the elemental’s Attributes for each
success gained by the caster (the caster determines where these
points are assigned). Damage and special attacks relating to the
Level One Rituals
element should be determined by the Storyteller. Defense of the Sacred Haven
Once the elemental has been summoned, the caster must try to This ritual blankets an area in utter darkness, providing a
gain control over it. The more powerful the summoned elemental, secure haven in which a vampire may spend the daylight hours. It
the more difficult it will be to control. The caster must roll Wits + has proved extremely useful for Tremere on the run from others of
Occult (difficulty equal to the number of successes gained when the their kind. Once the ritual is cast, no sunlight may pass through
elemental was summoned + 4). If no successes are gained, the caster any window within 20 feet of where the ritual is performed. The
has no control over the elemental. caster must use his own blood to draw an appropriate sigil on each
1 success The elemental will probably not attack the caster. window in the ritual’s area of effect. The ritual lasts for only as
2 successes The elemental will behave favorably toward long as the Tremere stays within the area effect.
the caster and may perform a favor in System: This ritual takes an hour to perform, during which
exchange for payment (the form of payment time the proper sigils must be drawn on every window of the
should be determined by the Storyteller). chamber. These sigils are commonly drawn on the shutters or just
3 successes The elemental will usually perform one favor. above the windowpanes, or directly on the glass if such exists. At
least one Blood Point is expended in the casting of this ritual.
4 successes The elemental will serve the caster in any
way that does not risk its own existence.
5 successes The elemental will perform any task the
caster desires.
VAMPIRE: THE DARK AGES

168
Wake with Evening’s Freshness System: Successful casting requires a full three hours and a
Another ritual popular with Tremere who fear that enemies may Blood Point from the subject being traced. While the caster is
come for them during the day, this allows the protected Cainite to in a deep trance, the blood must be tasted. This gives the caster
awaken immediately at any sign of danger during the next day. The knowledge not only of the subject’s immediate sire, but of succes-
caster of this ritual must spread the ashes of burned goose feathers sively older generations. A Perception + Empathy roll (difficulty
over the area he intends to sleep in. 6) is required; each success discovers a lower generation. Also,
the caster automatically becomes aware of any Blood Oaths the
System: This half-hour ritual must be performed immediately
subject has, either as Regnant or Thrall. Specific knowledge of each
before a vampire prepares to sleep through the coming day. A
Oath-bonded vampire is also obtained, including the vampire’s
period of complete meditation is required. Any interruption or
true name, personality and relation to the subject.
performance of other activities after the ritual, but before sleep,
renders the magic ineffective. The rule regarding how the vampire’s Ward Versus Ghouls
Via restricts the number of dice usable during the day is waived for This ritual allows the vampire to create a potent ward against
the first two turns of action. Thereafter, it is once again effective, any ghoul — human or animal. Any ghoul that comes into con-
but no matter what the character’s condition, he will awaken in tact with this ward suffers a burning jolt of mystical energy for as
time to (hopefully) alleviate the danger. long as contact is maintained. This ward is formed by tracing an
Communicate with Sire arcane sigil on the desired object, using mortal blood as the ink.
By casting this ritual the Tremere may join minds with his The Tremere use this ward in a variety of fashions, often
sire, allowing them to speak telepathically at any distance. This placing it on pieces of jewelry, coins or other small objects. A
conversation lasts until either party decides to terminate the potent weapon can be created by placing the ward on a weapon,
connection. The caster must possess an item that once belonged such as a sword, dagger or even an arrow.
to his sire. One of the restrictions of the ritual is that the mystic symbol
System: The caster must maintain a state of meditation for only wards one object. For example, if the caster places a ward
at least 30 minutes to achieve the connection. The conversation on a door to a room, the ward affects that door, not the whole
may be maintained for up to 10 minutes per success gained. room. The room could easily be entered through another door.
A final note: wards can be placed on arrowheads. As long as
Deflection of Wooden Doom the arrowhead remains within the body, the ghoul continues to
The possibility of being staked and rendered immobile is take damage. Often the arrowhead will pass through a portion of
perhaps the greatest fear of any Cainite. This ritual protects the the body, in which case the sigil is destroyed on the entry. In order
Thaumaturgist from this possibility. The first stake that would pierce to ensure that the arrowhead remains lodged within the body, the
the vampire’s heart is deflected, and the stake disintegrates in the person firing must score at least three successes with an Archery roll.
attacker’s hand. A stake merely held near the Cainite’s heart is not This ward can be destroyed by any normal means, though
affected. The stake must actually be used to penetrate the vampire. not by the creature it is dedicated to.
System: In order to cast this ritual, the Thaumaturgist must be System: At least one point of mortal blood is required to cast
completely surrounded by a circle of wood for a full hour. Anything this ritual. In 10 hours, the ritual is complete, and the strange symbol
wooden, even furniture or wood shavings works, but the circle must appears on the object. Any ghoul who touches the warded object
remain unbroken. A wooden splinter must be placed in the caster’s immediately suffers a burning jolt (causing three dice of damage).
mouth at the end of the ritual (if the splinter is taken out, the ritual Once a ghoul has touched the ward, he must spend a Willpow-
is nullified). The ritual lasts until the following dawn or dusk. er point to willingly touch it again. It is rumored that some of the
mightiest composite ghouls of the Tzimisce are immune to this ritual.
Devil’s Touch
This ritual is used by the Tremere to curse any mortal who Donning the Mask of Shadows
has earned their displeasure. The casting of the ritual places an Darkness seems to envelop the caster as her body appears to
invisible mark on the afflicted mortal, causing all who encounter fade into inky blackness. This ritual transforms the vampire into a
him to react with extreme dislike. The mortal is treated as if he ghostlike state, rendering her nearly invisible in darkness and striking
is the most despicable form of life; he is spat upon by beggars, fear into the hearts of mortals who witness her change. This ritual
and small children curse his name. only affects the character’s appearance. Even though a character
System: This effect lasts for one night only, disappearing may appear shadowy and transparent, she is still physically present.
with the first light of day. The mortal needs to be present for the System: Casting requires a 20-minute chant, after which
ritual to be effective, and a copper coin must be placed somewhere the caster can only be seen with an Intelligence + Alertness roll
upon the mortal’s person (such as in a pocket). The ritual requires (difficulty of the caster’s Wits + Stealth). Auspex subtracts three
15 minutes to enact. from the difficulty of a person’s chance to see the shady warlock,
Level Two Rituals but animals can automatically sense the caster. The effects of this
ritual last for a number of hours equal to the number of successes
Blood Walk rolled on the Intelligence + Occult roll made to cast the spell.
This ritual allows the caster to trace the lineage of another
Cainite.
CHAPTER FIVE: DISCIPLINES

169
Principal Focus of Vitae Infusion Flesh of Fiery Touch
This ritual allows the caster to imbue a physical object with This ritual causes the caster’s very flesh to burn any Cainite
a portion of his blood, creating a convenient means of storing who comes into contact with him. Most Tremere cast this ritual
blood for later use. The blood may be consumed at any time in with some degree of caution, for it is commonly believed that its
the future by swallowing the infused item. Many Tremere wear power comes directly from the abyss.
several pieces of infused jewelry as a precaution. System: After the ritual is completed, any Cainite who touch-
System: The object must be of a size that the vampire can es the bespelled Tremere’s flesh receives a single Health Level of
easily hold in both hands, and can be as small as a pea. One of aggravated damage in the form of a searing burn. The damage can
the caster’s own Blood Points must be used, and the proper in- be resisted with Fortitude, but if the vampire continues to hold the
cantations require four hours to complete. Afterward, the object caster, the victim continues to take damage. However, the caster
takes on a slightly ruddy hue and is oddly slick to the touch. By cannot inflict this damage by touching someone; he must himself be
touching the object, the original caster may release the blood from touched. Although this effect lasts until dusk of the next day, it is not
its enchantment, causing the object to disintegrate. In moments, without its price. During the two- or three-hour ritual, the casting
it completely breaks down into a puddle of blood (one Blood vampire must consume a small burning coal, causing an aggravated
Point’s worth), which can then be used in many ways. wound (again, resist with Fortitude) and costing a Willpower point
Such an “infused focus” can be made for another Cainite, (to bring himself to do it). While the enchantment is in effect, the
though the other vampire must be present at the initial ritual Cainite’s skin takes on a subtle bronze tint. This hue can be noticed
(the Blood Point must still be the caster’s). with a straight Perception roll (difficulty 8) by a character who closely
inspects the warlock. The caster is also unnaturally hot to the touch.
Level Three Rituals Incorporeal Passage
Ward Versus Lupines This ritual allows the vampire to become as intangible as a
This ritual functions exactly as Ward Versus Ghouls, (Level ghost. All that remains visible of the warlock is a hazy outline.
Two ritual, above), but affects werewolves. While in this form the Cainite can travel unhindered through
System: The requirements for this ward are exactly the same all obstacles, even walls, as if they do not exist. The caster is im-
as for Ward Versus Ghouls, except that silver dust is required in pervious to most attacks, just as if she were utilizing the Protean
the place of mortal blood power Body of Spirit. While assuming this form, the caster must
walk in a straight line through objects; once she begins, she must
Shaft of Belated Quiescence continue through — she cannot draw back. However, the vampire
This vicious ritual is cast on a stake that is meant for the may not travel downward into solid ground, for it would be an
heart of a vampire. The intended shaft is carved with ornate impossible walk. Certain Tremere whisper that the use of this
symbols and blackened in an oakwood fire. The darkened shard ritual brings the caster closer to the world of the dead — and thus
then becomes one of the most feared vampire-slaying weapons subjects him to the power of the restless dead.
known. A simple hit with the stake, even in the leg or arm, causes System: The ritual takes about an hour to prepare, and lasts
the tip to break off inside the victim and begin burrowing into a number of hours equal to the number of successes scored on a
the victim’s body. The point slowly works its way to the heart. Wits + Survival roll (difficulty 6). During the ritual, the vampire
The victim of this attack may not even know what is occurring must break a mirror holding her reflection. One of the pieces
until it is too late. This ritual is also commonly cast on arrows. is used later to hold her image as she moves incorporeally. She
System: During a five-hour ritual, the caster must carve an need not look into the mirror, only make certain that it reflects
ornate series of symbols onto a sharpened shaft of rowan wood, coat her. The ritual can be canceled by shifting the mirror so that the
the stake with her blood and blacken it in an oakwood fire. The caster can no longer see her reflection in it.
point reaches the heart in one to 10 days (roll a die). During the
time of the splinter’s journey, the sufferer occasionally feels sharp Level Four Rituals
pains. These pains grow closer together and more unbearable as the
tip nears its target. Damage caused on the splinter’s journey isn’t Ward Versus Cainites
enough to remove Health Levels from a vampire, but will harm a This ritual works in a manner similar to Ward Versus Ghouls
mortal or ghoul. One of the only ways to remove the thing is to (Level Two ritual), but affects vampires.
dig for it — a very grisly process that may not necessarily work. System: All requirements are the same as Ward Versus
The vile thing may actually try to elude the surgeon by burrowing Ghouls, except that a point of vampire blood is required instead
away from the open wound. The “surgeon” does more and more of mortal blood.
damage as he digs deeper after it. Needless to say, this weapon is a
death sentence for a mortal, and may well destroy a Cainite — who
Binding the Beast
knows where the vampire might be when he is immobilized…. Through use of this ritual the warlock can temporarily sep-
arate the Beast from the soul of another Cainite. The ritual is
often attempted to subdue a frenzied character, though it can be
attempted at any time. The subject of this ritual often languishes
in a state of utter despair, not even having the will to live; along

VAMPIRE: THE DARK AGES

170
with the Beast, the instinct for survival is removed. The desire System: The caster must mold a three-inch-high, two-
for blood is also mostly removed, causing the very act of feeding meter-wide earthen circle on a stone surface (solid stone is
to become repugnant to many vampires. Some Cainites have preferred, flagstone is acceptable) and must then lie naked on
starved into torpor after having been subjected to this ritual. her back in the center. A candle is placed directly above her
System: The ritual takes only 10 minutes to perform. The caster heart, and allowed to burn until the wick is gone and the flame
does not have to see the subject, but must imbibe a full Blood Point is smothered by the candle’s wax. The wax melts all over the
of the frenzied character’s blood (it can have been drawn earlier), caster’s chest, causing one aggravated wound, which can be
and must push an iron spike through his own hand (causing two soaked with Fortitude. The ritual takes seven to nine hours to
Health Levels of damage that can’t be soaked). Upon completion complete, but its effects last as long as the caster wishes. While
of these acts, the subject suddenly emerges from frenzy, and often under this ritual’s effects, the caster suffers the following draw-
becomes uncharacteristically passive. backs and limitations: she cannot use Willpower, and if forced
In truth, the subject’s bestial side has been separated from his to spend a Willpower point, the spell is immediately canceled;
psyche for a number of nights equal to the number of successes the caster’s Conscience/Conviction rating drops to 1 (or zero if
the caster scores on a Manipulation + Empathy roll (difficulty the Trait was already 1); and the caster loses half her Dice Pool
of 10 minus the subject’s Road or Via). During this time, the on all Empathy rolls, most Social rolls and nearly all rolls when
subject cannot frenzy, cannot regain Willpower, can only use one she is trying to be compassionate or friendly.
Blood Point per turn regardless of generation, and cannot feed
without making a Courage roll. In addition, the vampire must
Level Five Rituals
make a Willpower roll (difficulty 7) to use any Discipline. The Escape to a True Friend
caster may never perform this ritual on himself. More than one Tremere has escaped the clutches of certain
Heart of Stone death through the use of this ritual. This ritual must be prepared
ahead of time, but can be of great use in a tight situation. The
By casting this ritual the caster causes her heart to become
ritual allows the caster to vanish suddenly by stepping into a
solid stone — completely “stakeproof.” It is said that Tremere
previously prepared circle. The warlock is instantly transported
who regularly perform this ritual become emotionless automatons,
into the vicinity of a previously designated person, generally a
without a shred of conscience or humanity.
close friend or ally of the Tremere. The character does not sud-
denly appear before his friend, but materializes someplace nearby

CHAPTER FIVE: DISCIPLINES

171
and out of sight (usually within earshot of the friend’s location). • Malleable Visage
The enchantment may be reused until the circle is broken or the
A vampire with this power may alter her bodily parameters:
symbols are marred.
height, build, voice, facial features and skin tone, among other
System: A one-meter circle must be burned into the ground, things. Such changes are cosmetic and minor in scope. She
and many arcane symbols must be precisely placed about it. The might, for example, resume her mortal coloration; make herself
entire process takes three to four nights and costs five of the caster’s resemble a Moor, Viking or Saracen; or even copy the form of a
own Blood Points. Once this is accomplished, the caster (and only web-fingered naiad or faerie noble.
the caster) may at any time step into the circle while repeating
System: The vampire must spend a Blood Point for each
a friend’s true name and be mystically transported to that friend.
body part to be changed. Then she must roll Intelligence + Body
Ward Versus Spirits Crafts (difficulty 6). To duplicate another person or voice requires
This ritual works in a manner similar to Ward Versus Ghouls a Perception + Body Crafts roll (difficulty 8), and five successes are
(Level Two ritual), but affects ghosts and spirits. required for a flawless copy (fewer successes leave minute, or not-
so-minute, flaws). Increasing one’s Appearance Trait is difficulty
System: The requirements for this ritual are the same as for
10 (thus usually requiring Willpower expenditure for even minimal
Ward Versus Ghouls, except the required component is pure sea
success), and a botch permanently reduces the Attribute by one.
salt instead of mortal blood.

Blood Contract •• Transmogrify the Mortal Clay


This power is similar to Malleable Visage, above, but allows
This ritual creates an unbreakable oath between two parties.
the vampire to perform drastic, grotesque alterations on other
The contract must be written in the caster’s blood and takes
creatures. Tzimisce often use this power to transform their ser-
about three days to complete. The ritual is finished when both
vitors into monstrous guards, the better to frighten foes. Only
parties sign the agreement in their own blood, after which they
flesh (including muscle, fat and cartilage, but not bone) may be
are compelled to abide by the terms as stated. The only way out
transformed. The power is permanent on mortals, though vampires
is to complete one’s part of the bargain or burn the contract.
may spend Blood Points to “heal” the transformation.
System: If one of the parties breaks the contract, she receives
System: The vampire must grapple the intended victim and
enough aggravated damage to fall into torpor. Storytellers may
make a successful Dexterity + Body Crafts roll (difficulty variable:
feel free to adjust the punishment as they see fit.
5 for a crude yank-and-tuck, up to 9 for transforming a Toreador
Vicissitude popinjay’s perfect aquiline nose into a grotesque replica of a tapir’s
snout). A vampire who wishes to increase another’s Appearance
Vicissitude is the signature power of the Tzimisce and is
almost unknown outside the clan. Not that the Fiends have too Trait does so as described under Malleable Visage, above; reducing
many would-be pupils; some things are beyond the pale even for the Attribute is considerably easier (difficulty 5), though truly
the rest of the Damned. inspired disfigurement may dictate a higher difficulty. In either
case, each success increases/reduces the Attribute by one.
Vicissitude is similar in some respects to Protean, but springs
from a much darker source. Whereas Protean merely enables a Cain- A vampire may use this power to move clumps of skin, fat
ite to emulate God’s creatures, this twisted power allows a Tzimisce and muscle tissue to provide additional padding where needed.
to defile and deform those creatures (or herself) for all manner of For each success scored on a Dexterity + Body Crafts roll (diffi-
perverse ends. The most beautiful maiden or noble stallion can, culty 8), the vampire may increase the subject’s soak Dice Pool
with but a knead of the fingers and a flick of the wrist, be reduced by one, at the expense of either a point of Strength or a Health
to a hideous freak or a blob of deliquescent pus. The Fiends have Level (vampire’s choice).
certainly used Vicissitude’s more grotesque side effects to cement ••• Rend the Osseous Frame
their infamous reputation.
This terrible power allows a vampire to manipulate bone
Note that while this Discipline permits powerful and horrific in the same manner that flesh is shaped. In conjunction with
effects, the wielder must obtain skin-to-skin contact and must Transmogrify the Mortal Clay, above, this power enables a
often physically sculpt the desired result. This even applies to the Vicissitude practitioner to deform a victim (or herself) beyond
use of the power on oneself. Tzimisce skilled in Vicissitude are recognition. This power should be used in conjunction with the
often inhumanly beautiful; those less skilled are simply inhuman. flesh-shaping arts, unless the vampire wants to inflict injury on
the victim (see below).
Body Crafts System: The vampire must make a Strength + Body Crafts
The sub-Skill of Crafts required to use Vicissitude roll (difficulties as above). Rend the Osseous Frame may be used
properly is known as Body Crafts. This Skill enables its without the flesh-shaping arts, as an offensive weapon. Each
possessor to make all manner of alterations to living and success scored on the Strength + Body Crafts roll (difficulty 7)
dead flesh and bone. The Skill also gives insight into more inflicts one Health Level of damage to the victim, as his bones
mundane techniques: many Tzimisce are fiendishly skilled at rip, puncture and slice their way out of his skin.
flaying, tanning, carving, embalming, taxidermy, tattooing
and piercing (for earrings and the like).

VAMPIRE: THE DARK AGES

172
The vampire may utilize this power (on herself or others) System: The vampire may transform all or part of herself as she
to form spikes or talons of bone, either on the knuckles as an deems fit. Each leg can turn into two Blood Points worth of vitæ,
offensive weapon or all over the body as defensive “quills.” In as can the torso; each arm, the head and the abdomen convert to
the former case, the vampire or victim takes one Health Level one Blood Point (though turning one’s head to blood is somewhat
of normal damage; in the latter, the subject takes a number of foolish). The blood can be reconverted to the body part, provided
Health Levels equal to five minus the number of successes (a it is in contact with the vampire. If the blood has been utilized or
botch kills the subject or sends the vampire into torpor). These destroyed, the vampire must spend a number of Blood Points equal
Health Levels may be healed normally. Knuckle spikes inflict to what was originally created to regrow the missing body part.
Strength + 2 nonaggravated damage, while defensive quills inflict A vampire entirely in this form may not be staked, cut, blud-
a hand-to-hand attacker’s Strength in nonaggravated damage geoned or pierced, but can be burned or exposed to the sun. The
unless the attacker scores three or more successes on the attack vampire may not physically attack or move in this form, but her
roll (the defender still takes damage normally). Quills also enable fluid body acts in ways normal for a puddle of gore (so she can splash
the vampire or altered subject to add two to all damage inflicted free from manacles or ooze through a dungeon grate beneath her).
via grapples or body slams. Mental Disciplines may be used, provided no eye contact
A vampire who scores five or more successes on the Strength or vocal utterance is necessary — and if a vampire in this form
+ Body Crafts roll may cause a rival vampire’s rib cage to curve “washes” over a mortal or animal beneath her, that mortal must
inward and pierce the heart. While this does not send a vampire make a Courage roll (difficulty 8) or fly into a panic.
into torpor, it does cause the affected vampire to lose half his
Blood Points, as the seat of his vitæ ruptures in a shower of gore. •••••• Chiropteran Marauder
This power is similar to Awaken the Zulo Shape, but even
•••• Awaken the Zulo Shape more potent. The vampire assumes a form similar to the zulo (and
The Tzimisce who employs this fell power becomes the gains all the benefits and drawbacks thereof), but gains several
veriest monster, the dread zulo of Balkan peasants’ terrified additional advantages. A vampire in this shape resembles nothing
whispers. The vampire’s stature increases to a full eight feet; the so much as a great bipedal bat.
skin becomes a sickly greenish-gray or grayish-black chitin; the The vampire’s arms sprout fluted, leathery wings enabling
arms become apelike and ropy, tipped with ragged black nails; flight at 25 mph (objects can be carried but not manipulated while
and the face warps into something out of a nightmare. A row the vampire is airborne). Additionally, the vampire may make
of spines sprouts from the vertebrae, and the external carapace a Strength + Body Crafts roll (difficulty 6) to extend talons on
exudes a foul-smelling grease. the ends of the wings (where the hands are); these talons inflict
System: The zulo shape costs two Blood Points to awaken. Strength + 2 aggravated damage.
All Physical Attributes (Strength, Dexterity, Stamina) increase Finally, the vampire subtracts two from the difficulties of all
by three, but all Social Attributes drop to zero, save when deal- hearing rolls, but adds one to visual difficulties (bats, as every-
ing with others also in zulo form. (However, a zulo-transformed one of learning knows, are blind — and even bat-monsters are
vampire trying to intimidate someone may substitute Strength somewhat myopic).
for a Social Attribute!) Damage inflicted in brawling combat System: The vampire must spend three Blood Points to
increases by one due to the jagged ridges and bony knobs creasing assume the shape and must make a separate roll to form the talons.
the zulo’s hands.

••••• Ascendancy of the Sanguine Special Power: Body Armory


Humor The vampire must have ratings of 3 in both Vicissi-
The blood is more than life to a vampire with this power, tude and Protean and must spend 20 experience points.
for she can physically transform all or part of her body into sen- This power enables the vampire to form weapons from
tient vitæ. This blood is in all respects identical to the vampire’s the very stuff of her body. Each weapon created costs
normal vitæ: she can use it to nourish herself or others, create two Blood Points.
ghouls and establish Blood Oaths. If all this blood is imbibed or Any sort of hand-to-hand weapon can be created,
otherwise destroyed, the vampire meets Final Death. though two-handed ones (polearms, great axes and the
Vampires who assume this shape often act giddy and fey for several like) cost double the normal Blood Point expenditure.
hours afterward, as the sanguine aspect of their nature imposes itself These weapons inflict damage per their type, but this
over their choleric, phlegmatic and melancholy humors. damage is aggravated.

CHAPTER FIVE: DISCIPLINES

173
VAMPIRE: THE DARK AGES

174
hapter Six:
Rules
Wrest once the law to your authority
To do a great right, do a little wrong
And curb this cruel devil of his will.
—William Shakespeare, The Merchant of
Venice

There is always chance in life. There’s a chance


you’ll win the lottery, a chance you’ll be audited and
a chance you’ll die in a plane crash. Chance plays a
role in Vampire: The Dark Ages as well. However,
we use dice to simulate the duplicity of Lady Luck.
The Storyteller game system consists of roll-
ing 10-sided dice, which you can buy in any game
store. If you are the Storyteller, you will want a
lot of dice, at least 10, all to yourself. As a player,
you’ll want dice as well, but sharing dice with
other players will work.
Whenever the success of an action is in doubt,
or the Storyteller thinks that there is a chance
you might fail, you will have to roll dice. This
gives your character an opportunity to let both
weaknesses and strengths exhibit themselves,
thereby revealing something of the character’s
true nature to both you and the other players.

CHAPTER SIX: RULES

175
Game Terms
These are a number of terms used in the rules that first-time
players and new Storytellers might not be familiar with. They’ll
be described further throughout the chapter.
• Ability: These are Traits that describe what a character
knows and has learned, rather than her physical and psycholog-
ical make-up. Abilities are Traits such as Intimidation, Archery
and Occult.
• Action: An action is the performance of a deed, which is
a consciously-willed, physical, social or mental activity. When
players announce that their characters are doing something, they
are taking an action.
• Advantage: This is a catch-all category that describes the
mystical Disciplines and Backgrounds of a character.
• Attribute: These are Traits that describe what a character
inherently is. Attributes are such things as Strength, Charisma
and Intelligence.
• Botch: A disastrous failure, indicated by rolling more ones
than successes on the 10-sided dice rolled for an action.
• Character: Each player creates a character, an individual
they roleplay over the course of the chronicle. Though “character”
could imply any individual, in Vampire: The Dark Ages it is
always used to describe the players’ characters.
• Dice Pool: This describes the dice you have in your hand
after adding together your different Traits. It is the maximum
number of dice you can roll in one turn, though you can divide
them among different actions.
•  Difficulty: This is a number from 2-10 measuring the
difficulty of an action a character takes. The player needs to roll
that number or higher on at least one of the dice rolled.
•  Downtime: The time spent between scenes, where no
roleplaying is done and turns are not used. Actions might be
made, and the Storyteller might give some descriptions, but
generally time passes quickly.
• Extended Action: An action that requires a certain number
of successes for the character to actually succeed.
• Health: This is a measure of the degree to which a character
is wounded or injured.
•  Point: The temporary score of a primary trait such as
Willpower, Humanity and Health — the squares, not the circles.
• Refresh: When points are regained in a dice pool, it is
said that they are being “refreshed.”
•  Rating: A number describing the permanent value of
a Trait, most often a number from 1-5, though sometimes a
number from 1-10.
• Resisted Action: An action that two different characters
take against each other. Both compare their number of successes,
and the character with the most wins.
• Scene: A single episode of the story; a time when and
place where actions and events take place moment by moment.
A scene is often a dramatic high point of the story.
• Score: The temporary value of a Trait or combination of
Traits used in a single roll.

VAMPIRE: THE DARK AGES

176
• Simple Action: An action that requires the player to get to be able to perform more than one action. You almost always
only one success to succeed, though more successes indicate a roll the number of dice equal to a Trait’s permanent rating (the
better job or result. circles), not its current score (the squares).
• Storyteller: The person who creates and guides the story by There are many actions that don’t require or even have an
assuming the roles of all characters not taken by the players and appropriate Ability, such as when you want to break down a door.
determining all events beyond the control of the players. In such cases, you would only use an Attribute, rolling the number
• System: A specific set of complications used in a certain of dice you have listed for that Attribute — in this case, Strength.
situation; rules to help guide the rolling of dice to create dramatic There is absolutely no situation where more than two Traits
action. can add to a Dice Pool. Only one Trait can be used if it has a po-
•  Trait: A Trait is any Attribute, Ability, Advantage or tential value of 10 (such as Humanity or Willpower). It is generally
other character index that can be described as a number (in impossible for a normal human being to have more than 10 dice in
terms of dots). a Dice Pool (though vampires are a different story).
• Troupe: The group of players, including the Storyteller,
who play Vampire: The Dark Ages, usually on a regular basis.
Difficulties
Now you’ve got to figure out what you need to look for when
• Willpower: One of the most important Traits is Willpower.
you roll the dice. The Storyteller will give you a difficulty number,
It measures the self-confidence and internal control of a character.
which is the number that you need to obtain in order to succeed
However, Willpower works differently than most Traits — it is
in whatever you are attempting. A difficulty is always a number
usually used up, rather than rolled.
between 2 and 10. You need to get that number or higher on at
Ratings least one of the dice you roll in order to succeed. Every time you
do so, it’s called a success. If the difficulty is a 6 and you roll a 2, 3,
A character is described by her Traits — the innate and
learned abilities and aptitudes she possesses. Traits are defined 6, 5 and 9, you have scored two successes. Though you need only
by numbers; each Trait has a rating from 1 to 5, which describes one success to actually succeed, the more successes you get, the
how good the character is in that particular Trait, with 1 as “poor” better you do. Getting only one success is considered a marginal
and 5 as “superb.” This scale of 1 to 5 is the “star” rating system success, while getting three is considered a complete success, and
made famous by movie and restaurant critics. getting five is a momentous event.
You should consider the normal human range to be from one You can see that if the difficulty is lower, it becomes easier to
to three, with two being average. However, exceptional people get a success, and if it is higher, it is more difficult. The Storyteller
can have Traits of 4 (exceptional) or 5 (superb), or even have will assign high difficulties whenever the action you have decided
a zero in a Trait (which is extremely rare, but not unheard of). to take would be tough or challenging, and will either let you do
Vampires of particularly low generations can exceed the normal something automatically (because your Attributes and Abilities
human maximum as well. are so high) or give you a low difficulty if it is particularly easy.
x Abysmal Though they are not on the list above, the Storyteller can
also assign a difficulty of two or 10. However, these should al-
•  Poor
most never be used. Difficulty two is so pathetically easy that you
•• Average might as well let the player succeed without wasting time on a
••• Good roll. Difficulty 10 is so difficult that there is an equal chance to
•••• Exceptional
••••• Superb
For every dot your character has in a particular Trait, you get
Difficulties
to roll one die. Thus, if you had four dots on Strength, you would Three Easy
get to roll four dice. If you had a 1 Perception, you would get to roll Four Routine
only one die. However, you almost never simply roll the number of Five Straightforward
dice you have in an Attribute, which are your intrinsic capabilities. Six Standard
Usually you get to add the number of dice you have in an Attribute Seven Challenging
with the number of dice you have in an Ability — things which Eight Difficult
you know and have learned.
Nine Extremely Difficult
So if you wanted the players to roll to see if they notice the
bandits creeping up behind them, you would have them roll their Degrees of Success
Perception + Alertness — an Attribute + an Ability. They would One Success Marginal
take as many dice as they had points of Perception, put them in their Two Successes Moderate
hands, and then they would take as many dice as they had points Three Successes Complete
of Alertness, and put those in their hands also. They get to roll as
Four Successes Exceptional
many dice as they have total points in their Attribute and Ability.
Five Successes Phenomenal
These dice are called the Dice Pool, which is a description
of the total number of dice you roll in a single turn — usually for
a single action, though you can divide up your Dice Pool in order
CHAPTER SIX: RULES

177
botch (described below) as there is to succeed, no matter how want a realistic result or if you want to make a game out of the
many dice the player is rolling. A 10 is pretty near impossible. scene. Complications add drama to the story, evoking passion and
On the rare occasions when you do announce a difficulty of 10, focusing events.
be sure you realize how impossible you are making the chance of
success. If a player ever rolls a 10, it is automatically a success, Extended Actions
no matter what. In order to succeed fully, you will sometimes need more than
Unless the Storyteller says otherwise, the difficulty for a one success — you will need to accumulate three, seven or even
particular task is always a six. This is the standard, assumed (rarely) 20 successes. An action that requires only one success
difficulty. is called a simple action. An action that requires more than one
success is called an extended action.
The Rule of One An extended action allows you to roll over and over on
The final thing you need to know about rolling dice is the subsequent turns in an attempt to collect enough successes to
“rule of one.” Whenever you roll a “1,” it cancels out a success. It succeed. For instance, suppose your character is climbing a tree.
completely takes it away. You remove both the “success” die and the The Storyteller announces that when you roll a total of seven
“1” die and ignore them. If you roll more “1s” than you do successes, successes, your character has climbed to the top. She’ll get there
a disaster occurs, and something called a “botch” takes place. Don’t eventually, but the more times you roll, the more chances your
count the “1s” that canceled out successes, but if even a single “1” character has to botch and injure herself. If she is attempting to
is left after all the successes have been canceled, a botch occurs. climb down the tree because it is on fire, the amount of time it
Getting a single “1” or five “1s” has about the same result in most takes becomes exceedingly important.
cases; the circumstances surrounding the botch determine if it is During an extended action, you can keep trying to obtain
catastrophic or a minor mishap. If there are no “1s” or successes successes for as long as you want, or at least until you fail to score
left, you’ve simply failed. even one success. If you botch, your character may have to start

Automatic Successes over from scratch, with no accumulated successes. The Storyteller
may decide not to let the character try again at all.
You don’t want to be rolling dice all the time; it can get in the This type of action is more complicated than a simple ac-
way of the roleplaying. Vampire: The Dark Ages employs a very tion, and should not often be employed in the middle of intense
simple system for automatic successes, allowing players to avoid roleplaying. As the Storyteller, you decide what type of action is
making rolls for actions their characters could perform in their sleep. appropriate. A little bit of experience will serve you well when
Thus, if the number of dice in your Dice Pool equals or exceeds employing these rules.
the assigned difficulty, your character succeeds automatically.
Such a success is considered marginal (the equivalent of scoring Resisted Actions
only one success), so a player will sometimes want to roll anyway Sometimes you will act in opposition to another character.
in an attempt to gain even more successes. For very simple and Both of you make rolls against a difficulty often indicated by a
often-repeated actions, however, automatic successes can eliminate Trait of the other character, and the person who scores the most
a lot of wasted time. (Note that certain actions, such as combat, are successes succeeds. However, you are considered to score only as
always problematic and should not be handled with this system.) many successes as the amount by which you exceed your opponent’s
The automatic success rules can be used to eliminate dice successes. The opponent’s successes eliminate your own, just as “1s”
completely. In such situations, automatic successes aren’t a matter do. Therefore, it is very difficult, and rare, to achieve an outstanding
of choice. Either you are good enough to succeed or you are not. It’s success on a resisted action. Even if your opponent cannot beat you,
simple, but so was Cops ‘n’ Robbers, and we liked it just fine. The she can diminish the effect of your efforts. During actions that are
story was what was important; the rules didn’t matter. both extended and resisted, one of the opponents must collect a
This simple system even has a twist, making it not quite so certain number of successes in order to succeed completely. Each
black-and-white. A Willpower point (see pg. 135) can be spent success above the opponent’s total number of successes in a single
to earn an automatic success. You won’t want to do this often, turn is added to a success total. The first opponent to collect the
but for certain actions it can be very advantageous to do so. Of designated number of successes wins the contest.
course, the Willpower expenditure only counts for one success Teamwork
if multiple successes are required.
Sometimes characters can work together to collect successes,
Complications most often during an extended action. At the Storyteller’s discre-
tion, two or more characters can make rolls separately and combine
You may have already realized that it is quite easy to score a
single success, even when you roll only one or two dice. You have a their successes (though they may never combine their separate
75% chance for a marginal success when you roll only two dice and Traits for one roll). Teamwork is effective in some circumstances,
the difficulty is 6. While that may sound too easy, there are various such as when characters are engaging in combat, shadowing prey,
ways to complicate matters, some of which are discussed below. collecting information or repairing devices. During others, it can
actually be a hindrance, such as in many social actions (where it
For troupes heavily into roleplaying, simple rolls and auto-
can confuse the subject).
matic successes are enough. Generally, complications are needed
only if the players or you want a break from the roleplaying, if you
VAMPIRE: THE DARK AGES

178
Trying It Again
It can often be annoying to fail. If you’re trying to hit a
Try It Out
Well, that’s it. These are the rules. This system for dice is
target while jousting and you keep missing as you go by, it can
all you really need to know in order to play this game. All the
get frustrating. This is reflected in the Storyteller system by
other rules are just clarifications and exceptions. So long as
increasing the difficulty of any action if it is tried again after it’s
you understand what’s been discussed here, you won’t have any
already been failed.
difficulty understanding anything else. If you don’t think you’ve
Whenever a character attempts an action she has previously caught everything, just read this chapter again; you’ll find it makes
failed, the Storyteller has the option of increasing the difficulty more sense the second time around.
of the action. Consider a character who tries to intimidate
Now go ahead and make a few rolls, using the example
someone. If the first attempt fails, it’s going be harder the second
character from Chapter Four. Anatole is attempting to escape
time around, so the difficulty is one greater. If tried a third time,
a group of enraged townsfolk. He crouches down behind a low
then the difficulty is two greater. In cases like this, though, the
wall, hoping that they will run past without seeing him. The
Storyteller might simply rule that the character cannot even
make another try — how do you intimidate someone who has
already called your bluff? The Golden Rule
Other examples of when to use the rule are picking a lock Remember that in the end there is only one real rule
(Larceny), scaling a wall (Athletics) and remembering a word in any game in the Storyteller series, including Vampire:
in a foreign language (Linguistics). The Dark Ages: there are no rules. You should fashion this
Sometimes the Storyteller shouldn’t invoke this rule. A nota- game into whatever you need it to be — if the rules get in
ble example is during combat. Missing someone with a first arrow your way, then ignore or change them. The true complexity
doesn’t necessarily mean that the archer is frustrated and has a and beauty of the real world cannot be captured by rules; it
better chance of missing again. Though after the archer has missed takes storytelling and imagination to do that. These rules
a couple of times, especially if they are easy, close-range shots… are designed to be guidelines, and you are free to use, abuse,
Other examples of when not to use the rule are seeing ignore and change them as you wish. Players take note: the
something out of the corner of the eye (Alertness) and dodging Storyteller is the final arbiter of any rules question.
an attack (Dodge).

CHAPTER SIX: RULES

179
Storyteller assigns a difficulty of 7 to this feat and decides that the
appropriate roll is Dexterity + Stealth. Take four dice because of
Anatole’s Dexterity Attribute of 4, and three extra dice because
of his Stealth Ability of 3. You should now have seven dice in
your hand — a good number, reflecting Anatole’s aptitude for
stealth. Roll the dice and look to see how many successes you
have, making sure to subtract a success for every “1” you roll. Did
you make it, did you fail, or did you botch? The more successes
you get, the better you hide. Only one success might mean that
you barely make it under cover in time. Two might mean that
you manage to crouch under a little overhang. Three might mean
that you are completely silent, and that the mob doesn’t even get
an opposed Perception roll.
Next, try out an extended and resisted action. An example
of this is a drinking contest (not common among vampires, but
possible given the presence of inebriated vessels…). It requires
an indefinite series of rolls, each with a different difficulty. You
need to accumulate five successes more than your opponent in
order to win. A botch eliminates all your accumulated successes.
• First roll: Each player rolls Stamina; the difficulty is the
opponent’s Manipulation + 3 (don’t let him intimidate you).
• Second and third rolls: Each player rolls Stamina; the
difficulty is the opponent’s Stamina + 3.
• Fourth roll (and all subsequent ones): Each player rolls
Stamina; the difficulty is the opponent’s Willpower.

Examples of Rolls
Each Attribute can be combined with each Ability, allowing
for 270 types of simple rolls. Admittedly, you will not often have
cause to roll Strength + Academics, but it might come up. The
following are some examples of rolls that may come up during
the course of a story.
• You attempt to impress the lord of a manor by singing a
ballad. Roll Charisma + Music (difficulty 7).
• You’re trying to locate a rare herb which might save the life
of a valuable mortal ally. Roll Perception + Herbalism (difficulty 8).
• You attempt to frighten an enemy with a display of physical
prowess. Roll Strength + Intimidation (difficulty 7).
• While trying to escape from the castle guard, you must dive
off the highest tower into the moat. Roll Dexterity + Athletics
(difficulty 5).
• Do you notice the archer hiding in the trees above the
road? Roll Perception + Alertness (difficulty 9).
• You wish to rally the peasantry to revolt against the local
lord. Roll Charisma + Leadership (difficulty 8).
• A beautiful young maiden catches your eye, and you at-
tempt to make an impression during the feast. Roll Appearance
+ Etiquette (difficulty 8).

VAMPIRE: THE DARK AGES

180
• When galloping down a path, you see a log in front of • You are hanged for a petty crime. Though this does you
you. Roll Manipulation + Ride (difficulty 7) to get your horse no harm, you wish to fool the mortals into thinking that you are
to leap over the log. in fact dead. Roll Stamina + Acting (difficulty 7) to fake your
• While you’re walking through the courtyard, a shadowy figure death and remain still until all the mortals have left.
springs up from behind a bush and shoots a crossbow at you. Roll • You’re attempting to quietly enter the home of your in-
Wits + Dodge (difficulty 6) to avoid being hit by the bolt. tended victim. Roll Dexterity + Stealth (difficulty 6).
• While traveling, you come across a glade in the middle of • How well do you understand an emissary with a strong
the forest. Roll Perception + Occult (difficulty 8) to recognize native accent? Roll Perception + Linguistics (difficulty 9). Three
it as a faerie glade. successes allows you to understand the complete message.
• You find an ancient-looking manuscript on the body of a • You discover a man, impaled by an arrow, lying in a field.
monk. Roll Intelligence + Academics (difficulty 6) to translate it. Roll Perception + Investigation (difficulty 9) to notice that the
• You’re attempting to slip a poison into the drink of the person wound was originally made by a knife, not an arrow.
sitting next to you. Roll Dexterity + Larceny (difficulty 8). • You wish to persuade a group of nobles that it would be in
• A neighboring noble seizes one of your fiefs. Roll Manip- their best interests to join you in a campaign against a neighboring
ulation + Law (difficulty 6) to plead your case successfully to the lord. Roll Manipulation + Politics (difficulty 7). One success means
duke and convince him that the land is rightfully yours. that they support you but will not commit men; five or more mean
• You wish to ride a horse that is unfamiliar with you. Roll that they will personally join the field.
Manipulation + Animal Ken (difficulty 7) to overcome the beast’s
natural fear of the undead.

CHAPTER SIX: RULES

181
VAMPIRE: THE DARK AGES

182
Book Three: Crusader
My flesh is cold as the metal I wear, but I feel no true discomfort. Some say it’s death to
be out here at night, away from the safety of the cities. I’ve traveled too many leagues on far too
many nights to feel true worry. I should be too weary to live, but I cannot force myself to lie down.
The wind churns dark clouds above me, wailing paganlike through the lightless valleys.
Miles from here, they are no doubt laughing in torch-lit rooms, drumming taloned fingers on
stone sills, sipping nectar from torn throats.
I have earned a name from the children of Cain. Autarkis. Lawless among the lawless. A
damned thing, but one who seeks to redeem himself before the Judgment. With God’s will, I
may yet pull myself into Heaven.
There. The pinprick of light must be leagues and leagues away, over the black hills. My
dead eyes serve me far better that they ever did while I drew breath. The remembered taste
of blood surges behind my teeth, floods my brain. I taste the wind, and will my heart to beat
again for the pleasure of it.
I begin to run.

CHAPTER SEVEN: SYSTEMS

183
VAMPIRE: THE DARK AGES

184
hapter Seven:
Systems
Our will and fates do so contrary run
That our devices still are overthrown,
Our thoughts are ours, their ends none
of our own.
—William Shakespeare, Hamlet

This chapter covers the rules systems for


Vampire: The Dark Ages, including character
advancement and combat. Rules for character
creation and vampiric Disciplines, as well as
information on running crossover games, may
be found in other chapters.
You should only use one of the systems de-
scribed in this chapter if a roll is truly needed.
Roleplay things out whenever possible, rather
than leaving everything to chance. As a general
rule, the Storyteller should have the player make
a roll only when there is substantial doubt in
her mind as to whether or not the character
will succeed in his action. If you can reasonably
assume she will succeed, then just let her do it.

CHAPTER SEVEN: SYSTEMS

185
Time No roll is required to move, but movement is the only action
allowed to the character in that turn. In some situations, it can be
There are five different ways to describe time, progressing hazardous to jog or run, and a roll might be required to maintain
from the smallest unit to the largest. balance when there is loose gravel on the ground or arrows are raining
• Turn — One unit of time within a scene, anywhere from down. If a character wants to run away from a conflict or encounter,
three seconds to three minutes in length. A turn is enough time she must dodge unless she is not in melee range or otherwise hindered.
to take one action (discussed below).
• Scene — One compact period of action and roleplaying All sorts of other actions require rolls. Some are listed here:
that takes place in a single location. A scene is made up of a • Attack: A character may decide to attack with a
variable number of turns (as many as it takes to complete it); it melee or ranged weapon or strike someone. The roll made
can also be completed strictly through roleplaying, which requires depends on the attack; for instance, a melee attack requires
no use of turns. a Dexterity + Melee roll.
• Chapter — One independent part of a story, almost always • Climb: This action requires a Dexterity + Athletics
played in one game session. A chapter is made up of a number of roll.
scenes connected by periods of downtime.
• Dodge: Dodging not only allows a character to avoid
• Story — A complete tale, with an introduction, buildup an attack, but removes him altogether from the line of attack.
and climax, that often takes several chapters to complete. A character can make a Dodge roll right after someone tries
• Chronicle — A series of stories connected by the lives of to hit him, thereby (hopefully) avoiding the blow.
the characters and perhaps by a broadly conceived theme and plot. • Get to Feet: It takes a turn to get up from the
It is simply the ongoing story told by you and the players. ground without having to make a roll. If a character
The pace of a chapter or story is largely the responsibility wants to get to her feet and still take other actions, she
of the Storyteller, but the length of time covered by a turn or a can take dice from her announced action and attempt to
scene is less subjective. score at least one success on a Dexterity + Athletics roll
(difficulty at least 4).
Turns
• Leadership: A character may give commands to
A scene is divided into turns in order to organize and
followers and have them obeyed by making appropriate
structure the arrangement of events. A turn is a variable period
Charisma (or Manipulation) + Leadership rolls.
of time during which characters can do things. This helps the
Storyteller keep track of what is going on and ensures that each • Sneak up on Enemy: This action usually requires
player gets the same chance to do something. In one turn, each a Dexterity + Stealth roll.
character should be able to do one thing. Additionally, each
player should be given about the same amount of time to describe
what she wants her character to do. Each turn, the Storyteller
Multiple Actions
should go around the table in order of initiative (see below), A character can perform multiple actions in a turn (such as
give each player an opportunity to state an action and then go dodging and firing an arrow), but he has to divide his dice. To
to the next person. split a Dice Pool among different actions, the character takes the
dice from the action at which he is least skilled (the one with the
Taking Actions smallest Dice Pool) and divides that Pool among all the actions
Many actions in the course of a game will not require die rolls, he wishes to perform.
and can be simply roleplayed out, such as interrogating a prisoner A character with multiple actions takes his first action during
or being introduced to the prince of the area. However, action the normal order of initiative (unless he deliberately delays). He
scenes tend to break this rule, requiring frequent rolls. The basic may take no more than one action at this time. After all characters
actions characters can take in one turn without making rolls are: have completed their first (or only) action, characters with more
• Yielding: The character allows the person with the next actions may take their second actions, again in order of initiative.
highest initiative to take his action, thereby yielding her turn. She After everyone has taken a second action, play proceeds with the
can still take her action at the end of the turn. If everyone, includ- third and subsequent actions in order of initiative, as above. While
ing her opponents, yields as well, no one does anything that turn. a character may delay his action, he must perform it before the
• Healing: The character can decide to do nothing but use rest of the characters move on to their next action, or it is lost.
a Blood Point to heal herself. In one turn, one Health Level can However, a character can always use dice to dodge, as long as he
be restored automatically if no other action is taken. A Blood has dice left in his Pool.
Point can also be used to enhance a Physical Attribute while the
character performs other actions.
Scenes
A scene is a moment in a story when the troupe focuses on
• Moving: The character may move by walking, jogging or
the events at hand and roleplays through them as if they were
running. If she walks, she may move seven yards. If she jogs, she
actually occurring. A scene may only need roleplaying between
may move 12 yards + Dexterity. If she runs, she may move 20
the players and the Storyteller, or it may involve a number of
yards + (3 x Dexterity).
different actions, some requiring dice rolls.

VAMPIRE: THE DARK AGES

186
A scene is like a series of shots taken in a movie, in the same
location and at the same moment in the story. It is the essence
of roleplaying, when players describe their characters’ reactions
to events rather than explaining what they intend to do.
Time in the story not spent in a scene is called downtime.
This can be when characters travel or conduct extensive research,
or it can simply be a period during which it isn’t necessary to
roleplay every moment. Downtime is a break from the intensity
of the scene. Though it should not be overused (it can be rela-
tively boring), you shouldn’t avoid it altogether. Use downtime
to organize players, direct the story more precisely and progress
the plot more quickly.
The story can turn into a scene at almost any time. Often it
does so quite naturally, without anyone realizing it has happened.
For instance, while the Storyteller and the players discuss how the
characters intend to make a journey to a neighboring vampire’s
castle, you may begin to describe what they see along the way.
You have gone from downtime to a scene.

Combat Of course he has a knife. We all have knives. It’s 1183, and
we’re all barbarians.
—James Goldman, The Lion in Winter
Combat in the Storyteller system attempts to capture the
drama of violent conflict without downplaying the grim reality of
what is going on. We have made every effort to create a system true
to the dynamics, limitations and viciousness of real combat while
still leaving room for the unique elements vampires bring to it.
There are three types of combat, all of which use the same
basic system yet have some minor differences. They are: missile
combat, melee and brawl.
• Missile combat is any type of armed combat using missile
weapons, usually bows and crossbows. Opponents normally need
to be within sight of each other to engage in missile combat.
• Melee refers to fighting with hand weapons, anything from
table legs to broadswords. Opponents need to be within one or
two yards of each other to engage in melee.
• A brawl describes a hand-to-hand battle fought with bare
hands, unarmed combat. Opponents need to be within touching
distance to engage in a brawl.
The rolls made in combat determine whether or not an at-
tack succeeds, whether the target dodges and how much damage
the target suffers. Almost all combat turns are measured to be
around three seconds long, though they take somewhat longer
than that to resolve.
There should only be two dice rolls involved on the part
of the attacker in any combat maneuver: an attack roll and a
damage (or effect) roll. All effects from the maneuver should be
figured through these two rolls. An exception to this rule is a
movement-based maneuver (see page 193).
As with all action scenes, combat turns begin with an initiative
roll. However, because combat can sometimes get a little sticky,
divide the turn into three stages — initiative, attack and resolution
— to make it easier to keep track of things.

CHAPTER SEVEN: SYSTEMS

187
• For missile combat, roll Dexterity + Archery.
Describing the Scene • For melee (with weapons) combat, roll Dexterity + Melee.
At the beginning of each turn, the Storyteller should • For hand-to-hand (without weapons) combat, roll Dex-
describe the scene from each character’s perspective. terity + Brawl.
Sometimes this will be a wrap-up of the last turn, making The weapon or attack used by the attacker determines the
it clear to all players what occurred. This sort of constant base difficulty of the roll. The number of dice rolled might be
description is essential to avoid confusion. modified by the bow’s rate of fire, but the difficulty is usually
This is the Storyteller’s chance to organize and arrange modified only by the circumstances of the attack. If no successes
things so that all goes smoothly when the players begin to are rolled, the character fails his attack and inflicts no damage.
interact with the environment he has created. The Story- If the player rolls a botch, then not only does the attack fail, but
teller should make his description as interesting as possible, something nasty happens to the attacker; the Storyteller needs
leaving open all sorts of possibilities for characters’ actions. to invent something truly awful.

Stage One: Initiative Optional Initiative for Melee


If one opponent has a significantly longer weapon
This stage is when characters declare their actions, and
organizes the turn. Characters can take a number of different than the other (dagger vs. bastard sword, for example), and
actions, from leaping behind a wall to shouting a warning. Each neither opponent is using a shield or parrying weapon, it is
player must declare what his character is doing in as much detail virtually impossible for the person with the shorter weapon
as the Storyteller requires. At this point, everyone needs to decide to gain the initiative. In order to place himself in a position
what weapon to use, if any. where he can attack, he must get inside the range of his
opponent’s weapon. If the Storyteller desires, she may rule
Players make initiative rolls using Wits + Alertness (difficulty
that in one-on-one combat, the person with the longer
4, though Storytellers can vary this roll if they so desire), and
weapon will always go first. It is entirely possible for the
the Storyteller rolls for any non-player characters involved in
person with the short weapon to dodge (or parry) the attack
the scene. The character with the most successes acts first (or, if
successfully and then make an attack of his own, but that
the Storyteller chooses, the one with the highest Dexterity goes
is about the only way he can close the distance.
first), while characters who rolled fewer successes take their ac-
tions in descending order of successes. Some characters will act
simultaneously because they rolled the same number of successes. Dodging
Those who gain no successes at all on this roll go last, and a botch
Any time someone attacks a character, she has the option
means the character does not get to act that turn — his bowstring
of dodging. In fact, a player may announce at any time that her
breaks, or he stumbles and cannot punch or dodge.
character is using an action (or part of one, by dividing her Dice
Remember to have players declare what actions they want Pool) to dodge, simply by declaring “Dodge!” before the opponent
their characters to take during the combat turn before going to makes an attack roll. Some situations may prohibit a dodge, such
the attack stage. A player splitting his character’s Dice Pool must as confined quarters or when the character has been surprised.
declare how many dice he is allocating to each action. The required roll is Dexterity + Dodge; each success subtracts one
A character’s actions happen when it is her turn to act. success from the attacker’s roll. A character can even subtract
The only exception to this is the dodge, which a character can successes from different opponents, though this means dividing
perform at any time as long as she has dice left in her Dice Pool. successes between (or among) them.
Ambushes The difficulty to dodge melee or brawling attacks is a base
Sometimes it will be obvious who goes first, such as when 6, increased by one for each opponent after the first.
an ambush was set or when one combatant is clearly caught by
surprise. In combat, however, if the Storyteller intends to let the Difficulty Terrain
opponents have a free shot at the characters, he should allow the 2 By moving back half a step, the char-
players to make Perception rolls (difficult ones) to see if they acter is back under full cover.
notice something just before the bad guys spring. The difficulty 4 Full cover within diving distance
depends on how well the ambush was set (usually 8). The number (one yard)
of successes the players score indicates the number of dice they 6 Full cover within running distance
can roll on their first actions (usually dodges). (three yards)
Stage Two: Attack 7
(three yards)
Partial cover within running distance
The attack is the meat of the combat turn. This stage is
where the success or failure of an action is determined, as well 8 Flat and featureless, no cover (the
as something of its potential impact on the target. character dives to the ground)
There are three different types of attack rolls; the type of
combat determines which one to use.
VAMPIRE: THE DARK AGES

188
In missile combat, the difficulty depends on the availability
of nearby cover a character can dive behind to avoid getting hit.
Each success removes one of the opponent’s successes. After such Combat
Summary Chart
a dodge attempt, the character usually ends up behind some sort
of cover or, at the very least, lying on the ground (if there is no
cover to be found).
The difficulty to dodge during missile combat is determined Stage One: Initiative
by the proximity of cover. • Roll Wits + Initiative (difficulty 4). The winner
Stage Three: Resolution declares her action last (after she has heard everyone
else’s actions) and performs it first.
During this stage, characters determine the damage inflicted by • Declare Dice Pool division if performing multiple actions.
their attacks, and the Storyteller describes what occurs in the turn.
The Resolution Stage is a mixture of game and story, for though the
dice never lie, the Storyteller must interpret what luck has decreed.
Stage Two: Attack
• For missile combat, roll Dexterity + Archery.
Damage: Each weapon or attack allows the wielder to roll a • For melee (with weapons) combat, roll Dexterity + Melee.
certain number of dice in order to inflict damage (difficulty 6).
• For hand-to-hand (without weapons) combat, roll
Each success causes the target to lose one Health Level. Melee
Dexterity + Brawl.
and brawling successes do not add to the damage.
• Dodge: roll Dexterity + Dodge. A character can forfeit
Soak: A target may make a roll to see how much damage she
some or all of his Dice Pool to dodge at any time; each
“soaks” because of her natural hardiness. The target rolls Stamina
success subtracts one from the opponent’s successes.
(difficulty 6); each success reduces inflicted damage by one. Fortitude
(However, remember that straying from your declared
and armor may both add to the number of dice in the soak pool.
action will still remove one die from your Dice Pool.)
Note: Damage and soak rolls are two rolls in Vampire: The
Dark Ages that cannot be botched. Stage Three: Resolution
• Roll damage, determined by weapon or maneuver
(difficulty 6).
• Soak damage: roll Stamina (difficulty 6).

CHAPTER SEVEN: SYSTEMS

189
Freeform Combat (Optional)
The Storyteller should be flexible when arbitrating combat
situations; no rules can fully reflect the variety of situations
encountered on the battlefield. The Storyteller should feel free
to let the players devise rules for special situations not covered
by any of the existing combat maneuvers. For their part, players
should remember that the Storyteller is the ultimate arbiter in
such situations, and her word is final.
If bickering or slowed combat results, go back to the standard
maneuvers. They are broad enough to handle most situations.
Freeform combat is meant to add depth to the game, not create
conflict between the players and the Storyteller.

Medieval Weaponry
Most of these weapons should be familiar, though one or
two might be new to you.
A knife is a small tool, no more than six or eight inches
long, designed for eating, hunting or some manual craft. A dagger
may be longer, up to 12 inches or even more, and is specifically
designed for stabbing.
A broadsword is a standard one-handed sword, a couple of
feet long, designed for hacking. A bastard sword is slightly longer
(around three feet), typically used with two hands; a strong person
(Strength rating 4 or more) may use a bastard sword in one hand.
A great sword is anything up to six feet in length, it is two-handed
and cannot be used from horseback (Note: few great swords are in
use during this period; stats are included for Storytellers wishing to
run chronicles in later periods).
A spear is a standard peasant weapon, because it is so cheap. It
is simply a shaft of wood with a sharp metal point, in total around
five to eight feet long. A lance is simply a longer spear, used ex-
clusively by mounted knights. A pitchfork is used by farmers to
move hay and straw; it is a six-foot wooden shaft, splayed into a
fork at one end, with sharpened points, and besides a club is the
only “weapon” available to most impoverished peasants.
A battle axe resembles a modern wood axe and requires
two hands to wield. A hand axe is a slightly smaller, one-hand-
ed weapon. A poleaxe is a longer two-handed weapon, usually
around six or seven feet long (Note: few, if any, poleaxes are in
use during this period; stats are included for Storytellers wishing
to run chronicles in later periods).
A mace is a wooden haft with a metal head (perhaps spiked
or ribbed). A morning star is like a mace, except that a chain
connects the head to the haft.
A short bow is a hunting weapon, three or four feet long, which
may be fired from horseback. A long bow is around six feet long,
and may not be fired from horseback. A crossbow is a mechanical
device resembling a modern rifle, with a horizontal bow attached
to the front end; the bow is drawn by a winch or by hand, and the
arrow (called a bolt or quarrel) is placed in the bow. The bowman
squeezes a large trigger to release the bow and so shoot the arrow.
A traditional quarterstaff is “as tall as the wielder, and as big
around as her fist,” but any pole, pipe or board that is long enough will
suffice. In general, the heavier the object, the more damage it does.

VAMPIRE: THE DARK AGES

190
Melee Weapons
Weapon Difficulty Damage Concealment Strength Required
Knife 5 Strength + 1 P 1
Dagger 4 Strength + 1 C 1
Broadsword 6 Strength + 4 L 2
Bastard Sword 6 Strength + 5 L 3
Great Sword 5 Strength + 6 N 4
Quarterstaff 4 Strength +1 to +3 N 1
Spear, one hand (*1) 7 Strength + 1 N 2
Spear, both hands (*1) 6 Strength + 3 N 1
Lance (*2) 8 Strength + 6 N 2
Pitchfork(2 hands) 6 Strength + 1 N 1
Hand Axe 7 Strength + 5 L 3
Battle Axe 7 Strength + 6 N 3
Poleaxe (*3) 7 Strength + 6 N 3
Mace 6 Strength + 4 T 1
Morning Star 7 Strength + 6 L 1

Ranged Weapons
Weapon Difficulty Damage Rate Concealment Strength Required Range
Short Bow variable 2 1/2 T 2 60 yards
Long Bow variable 4 1/2 N 4 120 yards
Crossbow (*4) variable 3 1/4 N 2 90 yards
Spear (thrown) variable Strength + 2 N/A N 2 N/A
Knife (thrown) variable Strength N/A N 2 10 yards
Rocks variable Strength-1 N/A P 2 10 yards
Hatchets +1 Strength + 1 N/A C 2 12 yards
Concealment: P = may be hidden in a pouch (medieval tailors do not make garments with pockets!); C = can be hidden in
the folds of clothing such as a tunic or short cloak; L = may be hidden in a long cloak, coat or monk’s robes; N = may not be
concealed on your person.
Rate: 1/3 = requires three full turns to reload. A bow usually fires every other turn, as it takes one turn to prepare an arrow and
another to aim and fire. A quick shot may be taken with a short bow or long bow, but to do so the archer may only roll half
her usual Dice Pool for the roll.
Range: You may shoot up to double the range listed, but it will be considered a long-range shot (with a higher difficulty).

Weapon Notes
*1: Spears are usually six to eight feet long, and are held out
Thrown Weapons
Many weapons can be thrown, including knives, hatchets,
leveled toward the target before an attack.
spears and rocks. The difficulty of hitting with a thrown object
*2: Lances are cavalry weapons. Damage if used on foot is or weapon is determined by dividing the range in yards to the
only Strength. If used at a full gallop it inflicts Strength + 6 and target by the Strength of the character (yards/Strength). Thus,
automatically gains the wielder the first attack if used against if a character with a Strength of 3 throws a rock at a doorway 16
opponents with normal hand weapons. Used from the back of a yards away, the difficulty of the attack is six (always round up).
horse moving at a slower rate, the lance does less damage (Strength
The maximum range a character can throw a small object
+ 3, for example) at the Storyteller’s discretion.
is Strength x 10 in yards. The weight that can be thrown is two
*3: A poleaxe usually has a point set above the axe head, pounds per point of Strength (or more if the thrown object is
and can also be used as a spear. The heads of some poleaxes also aerodynamic). The Dice Pool to hit is made up of Dexterity +
have additional features, such a hook used to drag a mounted Athletics. Strength determines the difficulty and, of course, the
opponent off his horse. number of dice in the damage Pool. The number of successes on
*4: Botches with morning stars are always particularly bad. Either the attack roll does not increase the damage.
the ball and chain become entangled in some inconvenient object, or
the character loses control of the weapon and strikes herself.

CHAPTER SEVEN: SYSTEMS

191
At the Storyteller’s discretion, a character can make one-for-one Hatchets
trade-offs between range and weight. Thus a character with a Strength Hatchets use the throwing rules above; however, a hatchet
of 5 could throw an eight-pound object as though his Strength were is a natural lever for multiplying force. Add one to the Strength
6, or a 12-pound object as though his Strength were 4. of a thrown hatchet attack made by someone with an appropriate
Also at the Storyteller’s discretion, if a character misses a specialty. However, hatchets are harder to control than knives,
knife or hatchet attack by one success, the weapon strikes the so always increase the difficulty of a thrown hatchet attack by
target with the handle or haft. The Dice Pool for damage should one in addition to all other modifiers.
be reduced by five dice, very possibly causing no damage.
Spears and Javelins
Rocks A javelin is a short spear about four feet in length. Spears
Rocks are found almost everywhere; they are the basis of the meant for throwing are also generally around this length.
thrown weapon system. They do Strength damage.

Knives
Armor
Soldiers in the Dark Medieval world typically wear leather or
Knives use the throwing rules above, with one exception. metal armor to protect themselves. Leather of different thicknesses
Always treat a thrown knife as being one pound heavier than it could be used, quilted or with rings or studs attached, layered,
really is; this represents the control required to strike the target reinforced or hardened. Several different varieties of chainmail
blade-first. Throwing knives do Strength + 1 damage. could be combined with shaped metal plates; there are dozens of
possible combinations.
However, to keep these systems nice and simple, let’s assume
An Arrow Through the Heart that there are four different classifications for medieval armor.
In order to shoot an arrow through the heart of a • Light Armor: Pieces of leather, perhaps hardened or quilted,
vampire, and so stake him, raise the difficulty of the shot by perhaps with a hood. These leathers are clearly different from the
two (to a maximum of 10). Remember, in order to stake a normal woolen clothes worn by ordinary folk. This category includes
vampire, the character must achieve at least five successes armor worn by gate guards, outlaws, city watchmen and by soldiers
and inflict three Health Levels of damage. in garrisons during peacetime. It also includes the padding worn by
knights and soldiers beneath their metal armor.

VAMPIRE: THE DARK AGES

192
• Composite Armor: A mish-mash of different armor types, Cavalry Shields are long, thin shields, often kite-shaped.
made up primarily of pieces of leather reinforced by studs and rings, They are usually only used by cavalrymen; leather straps from the
maybe including a battered helmet and scraps of rusty chainmail. horseman’s shoulders bear the shield’s considerable weight.
Composite armor has usually been assembled by looting the dead If used by a dismounted character, the cavalry shield increas-
after battles and buying or improvising odd bits piecemeal. This es enemies’ Melee attack difficulties by two (e.g., the difficulty
is usually worn by mercenary bands or well-established bandits. of striking her with a battle axe rises from 7 to 9). If used by a
• Heavy Armor: Chainmail or heavily reinforced leathers, mounted character, the effectiveness of the shield depends upon
usually worn with a helmet like a metal cap, with proper quilted the side from which he or she is being attacked. As the shield
padding underneath. The face remains exposed, and sometimes covers the character’s left side, enemies to the left have their
the neck and hands are also vulnerable. This is worn by men- Melee difficulties increased by 3. However, the shield cannot be
at-arms and impoverished noblemen when they are expecting a moved to cover the right side, and so attacks from the character’s
fight. It weighs at least 50 pounds, so it is only worn when danger right are resolved as usual.
is thought to be near. Note that shields do not protect a character from attacks
• Knight’s Armor: Chainmail covers the body, including from the rear.
the neck, with bulky gauntlets on the hands and a large, heavy
helmet over the head. (The helmet looks like a bucket with slits to Special Maneuvers
see out of.) It can weigh over 100 pounds, and only the wealthier As is the case with all rolls, the default difficulty for any
nobles can afford to buy or maintain such suits. maneuver is 6. If the maneuver is designed to fool an opponent,
Note that the typical “plate mail” armor many people think of the difficulty is usually the opponent’s Wits (or Perception) with
as belonging to this period came along several centuries later, and a + 4 constant modifier. Sometimes the difficulty is an opponent’s
was not in use very long. Around the same time full plate armor came Ability + 4, or, rarely, an opponent’s Attribute plus an Ability (such
into vogue, early firearms also came into use, making said armor all as Wits + Brawl), in which case the constant modifier is not used.
but useless. Great weapons (great swords, great axes, poleaxes, etc.)
were also from this period and were developed partially to serve as
Resisted Rolls
can openers against opponents in plate armor. Sometimes a character can resist an attack against him,
whether by dodging, performing an evasive action or using another
The exact effects of wearing armor are described on the
maneuver. The Storyteller should decide whether a combatant
chart below.
should receive a resistance roll. The resistance roll will often
The Protection rating indicates the number of dice added to require the combatant to split his Dice Pool if he also wants to
the character’s Dice Pool to “soak” damage. Normal mortals may attack that turn.
roll this number of dice to resist damage inflicted against them;
vampires add this rating to their normal “soak” rolls, by rolling Successes
Stamina + Fortitude (if any) + Armor Protection. Generally, an attack needs only one success to hit; damage is
The Dexterity and Perception modifications apply for as long then rolled. In some instances, however, a set number of successes
as the person wears the armor (though neither Attribute may be is required, such as when a character tries to grapple an opponent;
reduced below a rating of 1 by these penalties). he must gain more successes than the opponent’s Strength score.
Minimum Strength denotes the minimum Strength rating
a character must have to wear the armor.
Damage (Effect)
Use the Brawling Chart to determine damage and adjust
Using Shields from there for special conditions.
A character using a shield is more difficult to strike in If the effect is to fool or confuse an opponent, the general
combat than a character without a shield. However, shields are rule is that each success on the attack roll subtracts one die from
heavy, bulky objects, made of wood, leather and metal. Shields the opponent’s Dice Pool. In this case, only the attack roll is
are only carried in time of war or serious civil unrest, and are not made; there is no separate damage roll.
concealable. There are two main varieties of medieval shields: Multiple Actions: As always, a character will have to split
Footmen’s Shields are round or triangular, and one to three feet his Dice Pool to perform multiple actions in one turn.
across. Anyone fighting a character who is using a footman’s shield Movement: Normally a character may not move and attack
has the difficulties of his or her Melee attack rolls increased by one. in the same action. The Storyteller can allow movement-based
(So the difficulty of striking her with a battle axe rises from 7 to 8.) maneuvers to be performed with the following guidelines:

Armor Protection Dexterity Adjustment Perception Adjustment Minimum Strength


Light Armor 1 - - 1
Composite Armor 2 -1 - 1
Heavy Armor 3 -1 -1 2
Knight’s Armor 4 -2 -2 3

CHAPTER SEVEN: SYSTEMS

193
If a character is performing some acrobatic feat, such as leaping, • Parry: A character using a melee weapon may elect to
swinging from a chandelier, etc., then a Dexterity + Athletics roll parry an attack, using her weapon to block the blow. Like a dodge,
may also be required. The difficulty depends on the complexity of a parry can be performed at any time, so long as the character
the maneuver. A simple roll to determine leaping distance has a still has dice in her Dice Pool. A character cannot parry with a
difficulty of only 3 (see “Jumping,” pp. 207), while a leap from a weapon as small as a knife, but she can use a sword or axe. She
hurtling train onto a running horse may have a difficulty as high rolls Dexterity + Melee (difficulty 6). Each success subtracts one
as 9. The character must split his Dice Pool between the acrobatic from an opponent’s number of attack successes.
roll and the attack roll. However, the Storyteller should use the A botch on a parry roll usually means that the parrying
Automatic Success rule whenever possible. weapon is knocked from the character’s hand.
There are some exceptions to this rule, in the interest of Roll: Dex + Melee Difficulty: 6
dramatic license. If a player has seen many swashbuckler movies Damage: none Actions: Special
and wants to use similar flamboyant moves, the Storyteller might • Stake: If you are going for the heart, your difficulty is
allow her to swing from a chandelier and attack without having automatically raised by two, and you must achieve at least five
to split her Dice Pool. levels of damage for it to penetrate the heart sufficiently to im-
mobilize your opponent.
General Complications Roll: Dex + Brawl Difficulty: 8
• Changing Actions: The difficulty increases by one. Damage: Strength Actions: 1
• Immobilization: The difficulty to hit an immobilized • Sidearm Throws
target is decreased by two.
This powerful but difficult technique is best used with smaller
• Stunning: When Health Level damage exceeds Stamina throwing weapons, such as hatchets and daggers. Rather than using an
rating, the target is stunned and cannot act next turn. overarm throw as normally seen in knife throwing competitions, this

Melee and Brawl technique involves swinging the arm around to the side of the body
when throwing, releasing the weapon in an underarm style. This uses
Complications many more of the large muscle groups of the body (even the legs and
hips, when done correctly), resulting in a longer, harder throw. The
• Multiple Opponents: If a character is battling multiple oppo-
disadvantages to this style are that the character must have room to
nents in close combat, that character’s attack and dodge difficulties
swing the arm widely, and that accuracy is much harder to achieve.
are increased by one per opponent (to a maximum of 10).
When a character is using a sidearm throw, her effective Strength
• Flank and Rear Attacks: The difficulty of a flank attack is increased by two, but her effective Dexterity is decreased by one.
is lowered by one, while that of a rear attack is lowered by two.
Roll: (Dex -1) + Athletics Difficulty: 8
Melee Complications Damage: Strength + 2 Actions: 1
• Disarm: This maneuver is an attempt to knock the • Sweeps
weapon from an opponent’s hand. The character rolls Dexterity Staves can be used to “sweep” an opponent’s legs out from
+ Melee; add one to the weapon’s normal difficulty. If at least underneath him in a fight. Treat this maneuver like a throw, ending
three successes are scored, then she rolls the weapon’s damage; with the opponent falling in place — but with the additional advan-
if she scores more successes than the opponent’s Strength rating, tage that the character does not need to close in with the opponent.
the opponent is disarmed. A botch usually means the character Roll: Dex + Melee Difficulty: +1
drops her own weapon. Damage: Special Actions: 1
Roll: Dex + Melee Difficulty: +1
Damage: Special Actions: 1 Brawl Complications
• Double Strike • Block: A character can elect to block instead of dodge. Like a
dodge, a block can be performed at any time, so long as the character
Knife fighting is based on speed and reflexes. A character
still has dice in his Dice Pool. Blocks may be made only against fists,
using this specialty can split her Dice Pool between two attacks
kicks or blunt weapons. A blocking action cannot block a sword or
against the same target (without the use of Celerity). Each attack
arrow. Roll Dexterity + Brawl (difficulty 6); each success subtracts
Dice Pool receives one additional die. The difficulty for each
one from an opponent’s number of attack successes.
attack is 5. Damage is determined normally for each attack. The
character’s Dexterity + 1 is the maximum number of dice that Roll: Dex + Brawl Difficulty: 6
may be used for each attack. Damage: none Actions: Special
The maximum number of additional attacks is determined • Body Slam: A character charges forward, hurling his weight
by dividing the character’s skill by two. If a character has six dots into his opponent. It is possible to take damage with this attack;
in Melee, she can attack three times in one turn by dividing her bodies were not meant to be used as battering rams. A character
Dice Pool three ways. Dexterity + 1 is still the maximum number needs three successes to unbalance an opponent. He inflicts one
of dice that may be employed in any attack. Also, the difficulties Health Level of damage on himself for each success fewer than three.
for all attacks increase to 7. If the attack succeeds, the opponent is thrown off-balance;
Roll: Dex + Melee Difficulty: +1 difficulties for the rest of her actions this turn are increased by
Damage: Special Actions: 1 two. Also, if the opponent does not succeed in a Dexterity +
VAMPIRE: THE DARK AGES

194
Athletics roll (difficulty of the attacker’s successes + 3), she • Claw: Only those with Protean, and claws extended, can
falls to the ground. The base damage done equals the attacker’s attempt this maneuver. Causes aggravated wounds.
Strength; each success scored on the attack roll above the mini- Roll: Dex + Brawl Difficulty: 6
mum adds one to this base. If the attacker does not score at least Damage: Strength + 2 Actions: 1
three successes, this maneuver fails. He falls to the ground and
is treated as though he has no dice left in his Pool. Horses
The character can move his full running distance, but he In the Dark Medieval world, horses are used much as motor
must run in a straight line; weaving around in circles does not vehicles are in the modern world — to allow mortals to travel more
build sufficient momentum. swiftly and with less effort. However, they are not mere vehicles,
Roll: Dex + Brawl Difficulty: 7 like cars or motorcycles, nor are they unthinking automatons.
Damage: Special Actions: 1 They are living creatures, often with recognizable personalities.
• Grapple: An attacker can try to grab a foe, hoping to immo- Keep this in mind.
bilize him or get a better chance at biting. If the attacker scores more Horses are easily startled. They shy away from loud noises, and
successes than the opponent’s Strength, the attacker can immobilize may panic and bolt if startled or if confronted with a frightening
him. In the next round, she can begin to inflict harm. Any character situation (like an angry Lupine or a battle in progress). They hate
struck by this attack loses his attacks for the current turn. dogs. Some also have annoying habits, like a tendency to bite or
If the attacker misses altogether (by failing the Dexterity kick, a dislike of one particular type of person (e.g., men, women,
+ Brawl roll), she is knocked down and must spend an action children), a refusal to jump fences or ditches, a tendency to stop
getting to her feet. for a snack of grass despite the rider’s efforts to spur them on, etc.
Cainites should also note that horses aren’t suicidal, and won’t
Continuing to grapple during each turn after the first re-
want to gallop through the night, especially through woods or over
quires the combatants to make opposed Strength + Brawl rolls.
uneven medieval roads. They also need a lot of care (generally at
Whoever accumulates more successes may immobilize the other.
least two hours per day per horse).
If both score the same number of successes, neither gains the
upper hand this turn. Storytellers should try to make characters’ horses individuals,
with their own foibles and traits. Characters may be able to train
Roll: Dex + Brawl Difficulty: 6
horses to some extent (such as training a horse to kick on command,
Damage: Strength Actions: 1
or to remain calm in frightening situations) but the characters
• Kick: A kick can range from a very simple front kick to should never be able to make their horses behave like machines.
aerial spins. Depending on the circumstances, the difficulty and
damage modifier may be adjusted (Storyteller’s discretion). The Mounted Combat
damage from a kick is never aggravated. Fighting from horseback is not easy. Some weapons are
Roll: Dex + Brawl Difficulty: 7 simply unusable by mounted combatants. Storytellers should be
Damage: Strength + 1 Actions: 1 suspicious of players who claim that their characters are swinging
• Punch: The attacker balls her hand into a tight fist and huge great swords or polearms from horseback. Long bows cannot
swings it with all her might. The Storyteller may adjust the be drawn back fully by a mounted archer.
difficulty and/or allow extra dice if the attacker decides the type In any case, a character’s ability to fight from horseback is
of punch she wishes to deliver: hook, jab, haymaker, etc. The limited by her Ride Ability. When a mounted character’s Attacks
damage from a punch is never aggravated. are resolved, use either the Melee or Ride Ability, whichever
Roll: Dex + Brawl Difficulty: 6 gives the smaller Dice Pool.
Damage: Strength Actions: 1 So, if a character has a Dexterity rated at 3, Melee 4, but Ride
• Bite: After a successful bite, a character may subsequently of only 1, she rolls four dice to resolve the attack, not seven. Only
drain his victim’s blood. Causes aggravated wounds. if her Ride rating equaled or exceeded her Melee rating would she
Roll: Dex + Brawl Difficulty: 6 roll her full Dexterity + Melee Dice Pool to attack.
Damage: Strength + 1 Actions: 1

Maneuvers Table
Maneuver Initiative Roll Accuracy Damage
Grapple -1 Strength + Brawl 0 Strength
Body Slam 0 Strength + Brawl +1 Special
Block — Dexterity + Brawl — 0
Kick 0 Dexterity + Brawl -1 Strength + 1
Punch 0 Dexterity + Brawl 0 Strength
Bite -2 Dexterity + Brawl +2 Strength + 1
Claw 0 Dexterity + Brawl 0 Strength + 2

CHAPTER SEVEN: SYSTEMS

195
Character
• One point — Learning Curve: The character learned
something from his experiences during the chapter. Ask the player

Development
to describe what his character learned before you award the point.
• One point — Acting: The player roleplayed well — not
just entertainingly, but appropriately. Award for exceptional
This section discusses the ways a character can increase (or
roleplaying only; your standards should get increasingly higher.
decrease) in power and abilities.
In most cases, award this only to the person who did the best
Experience roleplaying in the troupe.
• One point — Concept: The player acted out her character’s
During a story, characters learn many things. Much of what
they learn is not the type of thing that can be recorded on character concept very well.
sheets, but something the players keep in mind thereafter. They may • One point — Heroism: When a character risks herself for
learn never to leave a window ajar during the day, or never to walk others, such as when she fends off several enemies with torches
into a dark alley with a light behind them. Sometimes, however, in order to allow the rest of the group to escape, give her an
what characters learn can be recorded. experience point. Don’t let characters take advantage of this;
At the end of each story, the Storyteller awards experience there is a fine line between heroism and stupidity.
points to each character, normally giving the same amount to End of Each Story
each one. The players then record the points on their character
At the end of each story, you can assign each player one to
sheets. Experience points can be used to increase Traits.
three additional experience points over and above the one to five
The cost for raising Traits varies widely; see the chart below points earned for completing the chapter.
for specifics. The cost is almost always based on the product of
• One point — Success: The characters succeeded in their
the present rating and a certain number. Thus, if the character
immediate mission or goal. Perhaps it was not a complete success,
has an Alertness rating of 2, and the player wants to raise it to 3,
but at least a marginal victory was achieved.
it costs four experience points to do so. If the character does not
have the Trait at all, the cost is listed as a “new” Trait. A Trait • One point — Danger: The character experienced great
can only be increased by one dot per story. danger during the story and survived.
• One point — Wisdom: The player (and thus the character)
Roleplay It exhibited great wits or resourcefulness, or came up with an idea
As the Storyteller, you should not let a player spend her that enabled the group to succeed.
experience points to raise any Trait she wishes — it’s a little more If you want to award even more points, thus allowing the char-
involved than that. The increased Trait must be something the acters to develop even more quickly, simply invent new categories
character had a chance to learn or use during the story; either in which to award experience. These can even vary from story to
the character achieved great success through use of the Trait, or story and can be based on the specific circumstances of that story.
she made a big mistake from which she can learn. In the case of
Willpower, something must have actually occurred to bolster the Increasing and
character’s self-confidence.
You should only allow Trait increases if they have been or can Decreasing Traits
be woven into the story. At the very least, changes need to make The costs for permanently raising the Traits listed below are
sense in terms of the story and not simply be changes the player makes listed on the Experience Chart.
because she wants her character to gain certain powers or skills. The
more you force the players to make sense of their experiences, the
more character development as a whole is furthered. Experience Chart
Trait Cost
Awarding Experience Attribute current rating x 4
Points New Ability
Ability
3
current rating x 2
Assigning experience points requires a careful balance be-
tween rewarding the players and maintaining game balance. If Virtue current rating x 3
you follow the guidelines below, you probably won’t get into too Road current rating x 2
much trouble, but feel free to experiment as you see fit. New Discipline 10
Clan Discipline current rating x 5
End of Each Chapter
Other Discipline current rating x 7
Give each character one to five experience points at the
end of each chapter (game session). One point is given, whatever Willpower current rating x 2
the outcome, as a function of simply participating (remember, New Thaumaturgy Path 7
sometimes we learn despite ourselves). Thaumaturgy Path (primary) current rating x 4
• One point — Automatic: Each player gets one point after Thaumaturgy Path (secondary) current rating x 5
every game session.
VAMPIRE: THE DARK AGES

196
Raising Disciplines
Disciplines are probably the most difficult aspect of a character
for a player to develop, though it is certainly a high priority if the
character indeed wishes to live forever — only vampiric power
provides real and continuous safety.
Though characters gain Disciplines simply by spending ex-
perience points, the Storyteller may want to restrict the process
somewhat more. For instance, if a character wishes to learn a new
Discipline in which she had no current rating, she may have to
search out a tutor or discover a magical amulet which awakens her
latent Discipline. How this works is up to the Storyteller; unless
the Storyteller says otherwise, players can simply use experience
points to purchase Disciplines.

Gaining Via
Players can raise the ratings of their Roads as well, but only
after prolonged and consistent artistic or aesthetically based
behavior. A player may spend experience points to increase her
standing on a Road only after her character has done a “good deed,”
as defined by his particular ethos. The Storyteller, as always, is
the final adjudicator of when this occurs.
As the Storyteller, be very strict about how characters can
regain Via. Remember that over the course of the chronicle, the
characters may slowly lose more and more Via. Preserving the
status quo should be difficult enough for a character, and actually
gaining Via should be next to impossible.
You may wish to make Via gain a specific reward for a par-
ticularly vigorous story in which there was no real or practical
reward offered or given. Only the rescue of some unfortunate or
the persistent search for some kernel of truth or goodness will be
enough to gain new Via. Even then the gain doesn’t have to be
certain; you could require a Virtue roll to gain the point.

Gaining Willpower
Characters can buy permanent Willpower with experience
points, but sometimes you may give a player a specific chance to
raise his Willpower. The opportunity to gain Willpower makes
a great motivation for a story, especially your more bizarre ones.
Characters can lose permanent Willpower as well. This
occurs whenever a player botches a Willpower roll. Luckily, this
is a rare thing, for Willpower is usually only rolled during frenzies,
when employing the dangerous forces of Thaumaturgy or in order
to resist Dominate.

Backgrounds
Background Traits never change through the use of experi-
ence points. Instead, the change happens as a normal course of
events during the chronicle. Eventually, the Storyteller will note
the changes, and the character’s Traits will increase. A player
may wish to ask the Storyteller if one of her Background Traits
should be changed, but this should not be done too often. The
Storyteller may design a list of things characters must accomplish
in order to gain in a Background — the players may or may not
be shown the list. To gain a new retainer, for example, a vampire
has to find the right subject, befriend or Dominate him, and train
him in the duties she wishes performed.

CHAPTER SEVEN: SYSTEMS

197
Personality Development Think of Health as a spectrum with Bruised at one end and
Incapacitated at the other. As a character takes more wounds, he
A character’s personality can change over the course of travels down the spectrum until he finally reaches Incapacitated.
the chronicle, but for the most part the changes come through When he heals, he simply removes the marks, one by one, until
roleplaying, not by simply changing the character sheet. For he is again in perfect health.
instance, as time passes, character motivations change as well. Each success on an opponent’s damage roll causes the loss of
Deciding when and how a character’s motivations change can add one Health Level. If an enemy scores (for example) two successes,
a great depth to your roleplaying. However, when a character’s the player checks off two Health Levels, starting with Bruised
Demeanor or true Nature changes, it should be recorded on the and going down to Hurt.
character sheet as well. No aspect of personality can ever be When a vampire reaches Incapacitated, she is one Health
changed through the use of experience points. Level away from death. If she is injured one more time, or if it is
Demeanor impossible to stem the flow of blood from her body, she will die.
Though the Demeanor listed on the character sheet is simply
the way the character most commonly presents herself, it is not
Healing
Vampires are dead and never recover naturally from wounds.
an absolute standard of behavior. Changing the Demeanor of a
They must always use Blood Points to heal themselves. One
character may help the player focus on the change in personality.
Blood Point will heal one Health Level; this always takes one
A player may change his character’s Demeanor at any point in
turn to accomplish.
the game, but should either tell the Storyteller he has done so
or make it evident through his roleplaying. Normally, a vampire remains still when healing, taking no other
action, but he can attempt to heal while performing other actions.
Sometimes the Storyteller might suggest the change after
A character must make a Stamina + Survival (difficulty 6) roll to
watching the way the character is played, simply as a way of alerting
see if such healing is successful. Success indicates the character heals
the player that she has noticed the change in personality. Keep
successfully while engaged in other activities. A failure indicates that
in mind that it really isn’t all that important. Demeanor is only
the Health Level is not regained and the Blood Point is still lost.
a tool the player uses to focus and direct roleplaying. If a change
A botch causes the character to lose an additional Health Level.
in Demeanor is called for or seems appropriate, the player should
feel free to go right ahead and change it. Aggravated Wounds
Nature Vampires occasionally suffer wounds so severe they cannot
simply use Blood Points to heal them. These are known as aggra-
A player may also change her character’s Nature, but rules
vated wounds, and are commonly created by sunlight, fire or the
for this are somewhat more restrictive than those for changing De-
claws and teeth of other undead. Aggravated wounds require both
meanor. A character’s Nature is central to who and what he is — it
blood and time to heal. Aggravated wounds can only be soaked
is the locus of his being. A change in Nature is akin to a change in
by vampires who possess the Discipline of Fortitude.
personality; everything is different after it occurs. It should not be
decided on the spur of the moment, but must be thoroughly considered. Aggravated wounds can only be healed at the rate of one per
The Storyteller should force a player to roleplay the change over a day of rest and cost of five Blood Points per Health Level healed.
number of game sessions; a story might even be created around this Additional levels can be healed in a night if the character spends
tumultuous transformation. Conversely, sometimes it may simply five additional Blood Points and one Willpower point per level
make sense that the change in personality comes about suddenly as cured. Aggravated wounds should be indicated on the character
a reaction to what has occurred to or around the character. Though sheet with an X rather than a check. The Storyteller can also
it is certainly up to the Storyteller’s discretion, a change in Nature deem any injury to be an aggravated injury.
sometimes results in a reshuffling of Virtues, though never a change
in the ratings of a character’s Via and Willpower.
Final Death
Though vampires are no longer mortal, they still face the

Physical States
These systems discuss the parameters of health and the
possibility of Final Death. It may be tempting to imagine vampires
as virtual gods, capable of doing nearly anything and of withstand-
ing nearly anything, but there are ways to kill even vampires. A
lack of it. Injuries and healing are discussed, as is the difference vampire who dies again may not be brought back to unlife and
between the vampiric and mortal frames. is said to have suffered the Final Death.

Injury Inflicting aggravated wounds on a severely injured vampire


is the most common way in which he can be extinguished. If a
There are many different ways a character can sustain injuries, vampire has no Blood Pool or Health Levels left, and sustains an
but Vampire: The Dark Ages measures injuries in only one way: aggravated wound, he is utterly destroyed. Sometimes the Final
the Health Level. A player records injuries in terms of Health Death will result in the complete and rapid disintegration of the
Levels; each wound causes the loss of one or more Health Levels. body, and within minutes all that will be left is a pile of ashes.
Simply check off Health Levels as the character loses them, so Vampires can also be killed if all the blood is sucked from them
that the last check made indicates the character’s current Health by another of their kind. Deep water pressure, certain vampiric
Level. As the character regains Health Levels, erase the marks. diseases and decapitation are other ways in which a vampire can be
VAMPIRE: THE DARK AGES

198
extinguished. You will need to decide how death can result from these takes three months to recover from being Mauled, he must still
dangers in your chronicle, based on the rules given in this section. take the time to heal Wounded, Injured and so one.

Mortal Death Sources of Injury


When a mortal reaches Incapacitated, she is one Health There are many ways to inflict harm upon a character. These
Level away from death. If she is injured one more time or it is sources of injury are described below.
not possible to stem the flow of blood from her body, she will die.
Death is final for mortals unless they are Embraced just before they Combat
are snatched away to the everlasting. It is possible for a vampire Combat wounds are dealt with more fully above. Each success
to take a newly dead corpse and turn it into a vampire if no more on an opponent’s damage roll causes the loss of one Health Level.
than five minutes have passed since death.
Of course, mortals heal differently than do vampires. With
Falling
proper medical attention, mortals recover based on the following Occasionally, characters will fall. Use the chart below to cal-
culate damage. Characters can make Stamina rolls to try to “soak”
chart. Note that the time given is how long it takes to recover that
level — other levels must be healed as well. Thus, if the mortal damage. The difficulty is 8; each success means one fewer Health
Level is lost. A botch means an additional Health Level is lost.

Health Level Time Distance (in feet) Injury


Bruised One Day 5 One Health Level
Hurt Three Days 10 Two Health Levels
Injured One Week 20 Three Health Levels
Wounded One Month 30 Four Health Levels
Mauled Three Months 40 Five Health Levels
Crippled Three Months * 50 Six Health Levels
*Not only do mortals have to heal this Health Level, but 60 Seven Health Levels
they lose one point from one of their Physical Attributes as 70 Eight Health Levels
well. Mortals who reach Incapacitated heal at the Storyteller’s 80 Nine Health Levels
discretion; some will go into a coma for the rest of their lives. 90+ Ten Health Levels

CHAPTER SEVEN: SYSTEMS

199
Fire
Fire is quite hazardous to vampires, and they fear it more than
nearly anything else. Fire always causes aggravated damage, and
therefore it can kill vampires. Any size flame can potentially harm
a vampire, but they can resist the effects if (and only if) they possess
Fortitude. Have players roll Stamina + Fortitude (difficulty varies,
see the chart below for ideas). The characters must roll every turn
they are in the flames to see if they can resist the damage. If they
fail, they take from one to three Health Levels of damage (see the
second chart below), while if they succeed, they take one fewer
level of damage per success than they normally would. If they botch,
then they are harmed in some special way — perhaps they lose their
eyesight or an arm is maimed.

Difficulty Heat of Fire


Three Heat of a candle (first degree burns)
Five Heat of a torch (second degree burns)
Seven Heat of an intense bonfire (third degree burns)
Nine White-hot metal
Ten Molten metal
Wounds Size of Fire
One Torch (part of body burned)
Two Bonfire (half of body burned)
Three Raging inferno (all of body burned)

Sunlight
Sunlight is one of the few ways to kill a vampire. Sunlight
causes aggravated wounds, and each turn a vampire is exposed to
sunlight, he is burned. If the character has Fortitude, let the player
roll Stamina + Fortitude each turn the character is exposed to the
sun. The difficulty is dependent on the directness of the rays, the
time of day and the cloud or fog cover. See the chart below for a
rough guide to assigning difficulties. If no successes are rolled, then
the character takes from one to three levels of damage, depending
on how much he was exposed (see the second chart below). If he
succeeds, he takes one fewer level of damage per success. Botches
indicate the character has actually caught fire, and the character
must now resist both the sunlight and the fire.

Difficulty Rays
Three Indirect rays, heavy cloud cover or twilight.
Five Fully covered with heavy clothing.
Seven Through a window.
Nine Struck by one small direct ray of sunlight,
or being outside on a cloudy day.
Ten Direct rays from an unobscured sun.
Wounds Size of Fire
One Only part of body exposed (only a hand).
Two Part of body is exposed (wearing a hood).
Three Much of body is exposed (wearing normal
clothing).

VAMPIRE: THE DARK AGES

200
Disease
Though vampires can catch and even transmit human dis- Via rating Length of Time
eases, they cannot die from them. They may become ill and may 10 One day
lose Health Levels, but they cannot die from a human disease. 9 Three days
While lost Health Levels may be aggravated, once they are healed 8 One week
the Cainite is cured. In some circumstances, the disease will not 7 Two weeks
even affect the vampire, in which case he becomes a carrier and 6 One month
transmits the disease to all those from whom he feeds. However, 5 One year
rumors exist of a number of vampiric plagues capable of killing
4 One decade
Cainites within days.
3 Five decades
Stakes 2 One century
A stake through a vampire’s heart does not cause death, but 1 Five centuries
does completely immobilize her. If a vampire has been staked through 0 Millennium +
the heart and cannot move, she will still lose one Blood Point a
day. Once all Blood Points have been lost, the vampire will begin to
lose Health Levels at the rate of one per day. Once the vampire has A character may go into torpor voluntarily. When the char-
reached Incapacitated, then she is assumed to have entered torpor. acter goes to sleep, the player simply informs the Storyteller that
Note that vampires cannot “die” from deterioration. the character is entering torpor. Many ancient Cainites voluntarily
It is extremely difficult to aim a stake precisely through the enter this state in a protected place so they will not have to put
heart during melee. At least five successes are required for it to themselves at risk of frenzies or other dangers.
impact such a precisely delineated area.

Extreme Cold Mental States


These systems discuss the changes that can overcome a char-
Though vampires cannot die because of the cold, they can suffer
acter’s psyche. It includes such conditions as frenzy, whereupon the
the effects of frostbite and even become entirely frozen in severe
characters allow the Beast within to become the Beast without;
temperatures. The cold is especially dangerous because vampires
Rötschreck, where the fear induced by sunlight and fire becomes
do not have any body warmth except in the minutes immediately
an overwhelming passion; and Degeneration, whereupon the loss
following a feeding, so clothing of any sort is of no use. Characters
of Via is considered. Also described are the various Derangements
need to make rolls after they have been outside in the cold for a
vampires are prone to assume (and which all Malkavians must
certain period of time. This varies depending on how cold it is,
possess), as well as the mystical Blood Oath.
but usually it’s about half an hour. Then they make Stamina +
Fortitude rolls with a difficulty starting at 3 but increasing by one
per roll. The time between the rolls is determined by the Storyteller,
Frenzy
Vampires, like mortals, are creatures of instinct. However,
but keep in mind that vampires are much more resistant to cold the instincts of the vampire are those of a hunter, not a gatherer.
than humans. Vampires can burn Blood Points to give themselves Vampires are the ultimate predators and stand at the apex of the
warmth, but such activity will not provide lasting heat. food chain. They are highly developed killing machines — the
Torpor harbingers of death.
For vampires to survive in society, however, they must learn
As demonstrated above, death does not come easily to
vampires. However, when their injuries grow too great, they can to keep the Beast in check. The impulses of violence so essential in
go into a very deep sleep known as torpor. the wild serve only to endanger the vampire in the Dark Medieval
world. The power the Beast’s rage provides has its uses, but the
When a vampire becomes injured beyond Incapacitated and loses
blindness it creates far outweighs its benefits.
all Blood Points as well, then the vampire goes into torpor (though
if the injury is aggravated, the result is Final Death instead). The Vampires struggle to suppress the Beast but, no matter how
character is completely immobilized and unconscious, though more hard they try, they do not always prevail. Every vampire must
powerful Cainites (such as the Antediluvians) can still use some of constantly struggle to restrain this Beast within him. The following
their Disciplines in this state. rules describe when and how it comes to be released upon the world.
Additionally, the character loses a rating point from a Physical In situations where the Storyteller believes a vampire’s
Attribute once torpor has been entered. The player must choose instincts might kick into action, the player has to make a
which Physical Attribute suffers. Self-Control/Instinct roll. If she makes that roll, her character has
overcome the impulse of rage. If it fails, the character descends
Vampires with a Via rating of 10 come out of the deep sleep
into a temporary frenzy as the madness of the Beast takes hold.
within a day or so, while those not as advanced on their Road
The character is only partially in the player’s control.
sleep for a few weeks to a few months. The blood of an Ancient
can sometimes prematurely revive a vampire in torpor.
While in torpor, a vampire uses blood normally at the rate of
one per day, but once the blood is gone, no Health Levels are lost.
CHAPTER SEVEN: SYSTEMS

201
Provocations If blood is available, the character will drink until she can
It is always up to you, the Storyteller, to decide what circum- drink no more. It is likely the character will kill a vessel, for she
stances might provoke a frenzy. You may ignore some very blatant is consumed by the desire for blood. If no blood is nearby, she will
factors, but force the players to roll for what they consider very mi- rush off in search of it. The character becomes enraged andattempts
nor things. Your interpretation of the nature of the Dark Medieval to destroy everything and anything in sight. While she will head
world is reflected in what frenzy rolls you ask the players to make. for her enemies first, if her friends get in the way (or she has no
enemies near), she will attack them as well.
These frenzy rules are intentionally loose so that they work
in whatever way best suits your chronicle. If you want a more ac- However, while in a frenzy, the character gains some benefits as
tion-oriented chronicle with characters who can be fairly confident well as the obvious detriments. First of all, she may ignore Health Level
of themselves, then you will not want to have many frenzy rolls. penalties equal to her Stamina — she simply does not have to apply
On the other hand, if you want the players to be very conscious that number of dice as a penalty. Secondly, she does not have to make
of their characters’ essential weaknesses, and you want them to many Willpower rolls, since she is capable of doing nearly anything.
roleplay out and face these weaknesses, then be more strict. The player can decide to use a Willpower point in order to
Hunger often provokes the frenzy and can result in the death control the character’s actions on a single action for a single turn.
of the vessel as the character drinks it dry. This occurs only if the This provides just enough time to formulate a single thought or
character is hungry (three or fewer Blood Points), and is brought purpose, and unless other events get in the way, the character’s
on by the sight, taste or smell of blood. behavior can be guided over the following few turns. Just keep
in mind that using Willpower cannot stop the frenzy — it only
Frenzy can also be provoked through anger, and can turn
offers a little control over what form it takes.
into a great vampiric rage. Rage can be created by many things
and can vary widely from character to character. It is most often As the Storyteller, use this to provoke players into roleplaying
provoked by humiliation or taunting. frenzy more accurately. If players describe actions for their char-
acters that go against what you believe to be appropriate during
System a frenzy, allow them to do so, but then announce that they have
You do not need to resist the frenzy, but if you wish to do lost a Willpower point. Frenzy is not something trivial.
so, make a Self-Control/Instinct roll (difficulty varies). It is an
extended action, and five successes must be collected before the
Duration
frenzy is entirely overcome. However, even one success tempo- Frenzy can last a variable length of time. It is up to the Sto-
rarily prevents the frenzy from taking effect (one turn only). The ryteller to decide when it comes to an end. In some ways, frenzy
difficulty for the roll is the number indicated on the chart below. moves along a simple adrenaline-type cycle. When adrenaline in
You may not roll more dice on the roll than you currently have a mortal would stop flowing, things calm down, the tension level
points in your Blood Pool — the Hunger invariably overwhelms falls, and slowly the frenzy comes to a stop. Frenzy lasts for the
even the best of intentions. A success indicates the character does duration of the scene. When the scene comes to an end, let the
not frenzy, while a failure indicates she does. A botch indicates a player begin to roleplay his character normally again.
Derangement of one type or another at the Storyteller’s choice. A player can use Willpower points to regain control tem-
porarily, or to restrain his character from one particular action,
but this will not last long. If the Storyteller does not believe the
Provocation Difficulty player is roleplaying the frenzy properly, she can declare that the
Smell of blood (when hungry) 3 character has used a Willpower point.
Sight of blood (when hungry) 4 A character’s friends can help him overcome a frenzy
Life threatened 4 by confronting him and speaking with him. They must make
appropriate Social rolls, with success allowing the character a
Taunting 4
chance to make a Willpower roll (which, if successful, can end
Being bullied 4 the frenzy). However, only those who have successfully resisted
Provoked into anger 5 frenzy in the presence of the character or are emotionally close
Taste of blood (when hungry) 5 to him may attempt this. A botch on the player’s Willpower roll
Regent in danger 6 may well mean he attacks those who tried so hard to help him.
Outright humiliation 7
Rötschreck
Vampires do not fear much, but, despite being immortal, do
Roleplaying fear that which can put an end to them. The two greatest threats to
During frenzy, a character is capable of nearly any sort of their existence are sunlight and fire, and these dangers provoke in
immoral, risky and psychotic behavior. While in a frenzy, she Cainites a terror which goes beyond all normal fear — the Rötschreck.
must behave with animalistic abandon, concerned only with
immediate gratification. Whether that means a berserker attack or
System
stark raving madness depends on the stimuli. No logical thought Whenever a vampire encounters the sun or fire, the Story-
occurs, and all reactions are instinctive and emotional. teller can call for a Courage roll. This roll can be provoked by
anything the character truly fears — most commonly the rays of

VAMPIRE: THE DARK AGES

202
the sun or open flames. At the Storyteller’s whim, this roll may Roleplaying
sometimes be required when a new vampire is first confronted When a character fails a Courage roll, he is incapable of taking
with a holy symbol or even a stake. any action other than fleeing. Even if he is trapped with no place to
The difficulty for the Courage roll is usually 6, but can vary run, he is incapable of taking any sort of sensible action. This reac-
according to circumstances as detailed in the chart below. Each tion will last at least a few minutes (longer in some cases) after the
success on the roll indicates the number of turns the character character reaches cover and is no longer in sight of the sun or the fire.
can stay in the presence of the thing or circumstances creating the When the character reaches a safe place, the player may make a
fear. When those turns have passed, another Courage roll must be Willpower roll to regain control (difficulty 8). Each success reduces
made. A failure indicates the character enters the Rötschreck, a the amount of time needed to recover (from a base of 10 minutes).
frenzied state, and loses all control. A botch indicates the character
not only enters the Rötschreck, but gains a Derangement of some
sort. The type of Derangements created by a botched Courage roll
Derangements
Some Cainites possess or pick up various quirks, neurotic
are generally twisted versions of the basic urge to flee in terror. tendencies or even psychoses which will take them a great deal
The players can spend a Willpower point in order to take a single of time and effort to overcome.
action otherwise impossible to the character because of the Rötschreck. The effects of the Derangement may present themselves in
a variety of ways. How and why a Derangement begins, in terms
Effect Difficulty of the story, is a joint decision of the player and the Storyteller.
Torch in close proximity 6 Normally, it begins soon after a botched frenzy roll, but it can be
Obscured sunlight 7 caused by many other factors. Malkavians, for instance, begin the
Bonfire 7 chronicle with a Derangement of some sort.
Open sunlight 8 When a character gains a Derangement, the Storyteller must
Being burned 8 determine the type. You can roll a die to decide what Derangement
Trapped in burning building 9 the character gains, but we don’t recommend this method. In
many circumstances, you could even allow your more experienced
players to create their own unique Derangements.

CHAPTER SEVEN: SYSTEMS

203
Roleplaying Derangements
These Derangements are not meant to be all-consuming, forcing
the player into roleplaying in a tightly constricted way. Rather, they
are meant to add some fun and a little bit of reality into the game.
A character does not have to exhibit the Derangement all the time,
since people can slip in and out of it, and it may only surface in
particularly tense moments. The Derangement does not have to rule
the mind of the character — it need only influence it.
As Storyteller, it is incumbent upon you to keep a careful
eye on making sure that things do not get out of hand. Players
have two bad habits when it comes to Derangements: they either
forget they have them, or they let them get so out of control that
the Derangement takes over the story and the game session.
To stop players from conveniently forgetting they have
Derangements, simply tell them every once in a while they have
successfully controlled their Derangement, but had to use up a
Willpower point to do so.
To prevent the players from getting out of control with their
Derangement, you’ll sometimes have to use more forceful tactics.
Take them aside and tell them that you like their sense of drama,
but that they’re overplaying it just a bit. If they continue to use their
Derangement to hog all the attention, give them a new Derangement
that forces a certain degree of retreat from the world — like catatonia.
Below are listed 10 sample Derangements.
• Multiple Personalities: You possess a number of new
personalities. For the duration of the Derangement, you have
more than one Nature, and during the story you will switch
back and forth between the personalities. Thus you behave in
radically different ways at different times, and regain Willpower
points in different ways at different times. During this suspicious
age, nearly anyone aware of your persona-shifts will assume that
you are being possessed. And can you be so sure that you are not?
• Fantasy: You enter a self-created world of delusions in
which you are the unappreciated hero. Your desire to be good
and pure is fulfilled by accomplishing imaginary achievements
which sometimes overlap with reality.
• Regression: You become childlike, retreating to an earlier
time in your life when less was required of you; probably very
early in your childhood, as children in the Dark Medieval world
assume adult duties as soon as they are able to carry them out. It
is very difficult for you to do anything for yourself, and you may
need others to do things for you.
• Perfection: Everything must be perfect in your life. You
use all your energy to prevent anything from going wrong. When
it does, as inevitably it must, your control cracks, and you must
make a Willpower roll to resist frenzy.
• Overcompensation: You cover up your moral weaknesses
by playing up one of your moral strengths to an extreme. You
believe you are exceptionally moral and virtuous in one way
or another — that you are honorable, loyal, brave, compas-
sionate or self-controlled. Your behavior is thus straitjacketed
by your desire. You constantly lecture others on their moral
weaknesses and demonstrate extreme arrogance about what
you believe to be your strengths. Of course, when the forces
of reality reveal the emptiness of your delusion, the embar-

VAMPIRE: THE DARK AGES

204
rassment will be great. You do not believe yourself capable Regent is of ancient blood. Unlike the limitations of the Dominate
of falling into frenzy and will thus do nothing to prevent or Discipline, it is possible for weaker blood to hold Regnant over
avoid situations that might cause it. more potent blood. Thus, a 10th-generation Cainite could hold
• Obsession: You become obsessed with some interest as Regnant over one of the ninth generation.
a reaction to what you have experienced. It is a sort of perverse The more times the Thrall takes blood, the more the Oath is
ambition toward which you direct all of your energy, like an ob- reinforced. Most Regents have their Thralls drink of their blood
session for power, a certain person, amulets or even blood. You several times a year, just to make sure the bond remains potent.
need something to focus on to give your life meaning. Many of them are fearful that if the Oath is broken, the Thrall
• Paranoia: You are convinced that you are being hunted and will plot against them. This is perhaps why so many Thralls are
that there is no escape. You are obsessed with those you believe fairly well treated by their Regent — after all, any bond can fail.
to be chasing you and make all kinds of preparations to protect Hate can build up beneath the power of the Oath and weaken it.
yourself. Under no circumstances will you trust anyone, for you Once a vampire has made a Blood Oath, she cannot again be
hold even your closest friends under suspicion. sworn by another. Characters can only be sworn to one vampire
• Amnesia: In order not to think about what you have done, at a time and are thus safe from it if already bound by an Oath.
you forget a segment of your past — perhaps even the experience Every character is already on her way to making a Blood Oath,
of becoming a vampire. This can make things very interesting for her sire has already given her at least one taste of blood. Thus,
for a time. This repression prevents those dangerous memories if the character partakes of her sire’s blood two more times, she
from entering the consciousness, and you simply forget the event will be held in Regnant.
ever happened. More than the event can be forgotten, however,
and total amnesia is even possible. Additionally, in some cases a
Power of the Oath
character may “forget” some Abilities and be unable to use them A Blood Oath is primarily an emotional bond. Thralls view
for the duration of the Derangement. the vampire to whom they are sworn as a central figure in their life
and are invariably obsessed with him. Though they may despise
• Melancholia: You sink into deep and fitful depressions,
their Regent, they will do nearly anything to aid him. They will
showing no interest in anything that used to capture your imag-
do nothing to harm their Regent and will even attempt to protect
ination. You view the world as flat and gray, with nothing in it
him against others who might attack him. It is very likely that the
for you. You cannot rouse yourself to do anything, though you
character will understand what is happening to her, intellectually
will go along with others rather than expend the energy to resist.
at least, but she will be unable to do anything about it.
Conversely, occasional fits of great energy grab hold of you, and
you will work for hours or even days on your projects. During The Blood Oath is like falling in love — once it happens,
this time you will resist even the need for sleep as you burn up you are caught in its grip until somehow you break free. You may
blood and Willpower on your schemes. know you are in love and hate what it makes you do, but that
does not stop you from being in love, and it doesn’t prevent you
• Delusion of Grandeur: You imagine that you are far
from doing some of the stupid things people in love sometimes
better and greater than you really are — you adopt a glorious
do. Blood Oath is possibly the closest to that vaunted emotion
self-ideal. Perhaps you think of yourself as prince, or you may
many vampires ever reach. When roleplaying Blood Oath, use this
believe yourself to be the mayor or a religious leader. By imagin-
“love” metaphor to understand just how deeply and completely
ing yourself safe from that which you fear, you avoid the terror
the character is obsessed with the Regent. A Regent with a strong
that looms so near. However, whenever the delusion is broken,
conscience may feel this “love” to some measure in return.
a Courage roll (difficulty 5) must be immediately made to see if
the character frenzies or not. One of the primary powers a Regent has over the Thrall is that
she is able to Dominate the Thrall without requiring eye contact.
Blood Oaths As long as the Thrall is able to hear the words of the Regent, he
It is possible to create a Blood Oath with another vampire, can be Dominated. All difficulties are two higher whenever the
thereby making him your servant and, in some ways, your lover. Thrall makes a roll to resist the Dominate of the Regent.
Blood Oath is spoken of as holding Regnant over another. The The Blood Oath sometimes (but not always) gives the Regent
one who holds it over the bound vampire is known as the Regents, insight into the mood and feelings of the Thrall, and she may
whereas the one who is held in Regnant is commonly known as the even know where the Thrall is from moment to moment if the
Thrall. Usually it is the elders who are Regent and neonates who Blood Oath has been held long enough.
are Thralls, but not always. An essential strategy in the Jyhad is to If a character’s Regent asks him to do her a favor, he will do
hold many in Regnant, for it gives you powerful retainers whom so if it is at all possible. If it requires him to risk his life, he does
you can trust. Many Cainites are suspicious of one another, for they not need to do it. Even love is not that blind. If there is an emer-
are never sure who are the Thralls of ancients and who are not. gency and the Regent is being attacked, the Thrall’s first instinct
will be to go to aid her. Self-sacrifice is not unknown, especially
Creation of the Oath if the Oath has been reinforced over the years. If the Thrall is
The Blood Oath is created by the exchange of Blood between treated well, the Oath is reinforced, and it grows stronger. If he
two vampires. The Thrall must drink the Regent’s blood three is humiliated and degraded, the hate that develops will diminish
different times on three different occasions (on different nights). its influence on the Thrall.
It can be any amount of blood; but a sip or even a taste if the
CHAPTER SEVEN: SYSTEMS

205
At the Storyteller’s discretion, Willpower may be expend- as suggestions of what sorts of things can happen during the scene.
ed to resist the power of the Blood Oath temporarily. First the Physical dramatic systems are the most numerous, because these
character must accumulate a number of successes on a Willpower actions are the most difficult to resolve through roleplaying alone.
roll (difficulty 8) equal to the number of times he has drunk
from his Regnant. Then, depending on the circumstances, a Physical
single Willpower point will eliminate the effects of the Oath for These systems describe physical actions and confrontations,
a single turn to an entire scene. If the character simply wishes dramatic situations in which Physical Attributes predominate.
to plot against his Regent, one Willpower would enable him to
do so for an entire scene. However, if he wanted to attack his Awakenings
Regent, it would take at least one Willpower per turn, and the Sometimes a character will need to wake up in the middle
player would probably have to make an additional Willpower roll of the day. This is extremely difficult for vampires to do, as they
each turn just to get the nerve to spend that Willpower point. are highly nocturnal creatures. When something occurs that may
require the character to rouse, such as a noise or a motion near the
It is possible to break a Blood Oath, but it can be difficult. It
“coffin,” a Perception + Auspex roll (difficulty of 8) must be made.
requires not only the massive expenditure of Willpower over a long
period of time, but also necessitates that the character completely Any success indicates that she arouses enough to notice what is going
avoid his Regent. If a Thrall does not see the Regent for some on. Failure indicates she doesn’t wake up, while a botch indicates
she won’t wake up at all.
time and does not interact with the object of his attachment,
the Oath will eventually die away. Some types of Natures, such Once the character is slightly roused, the player makes a roll
as Child and Fanatic, may never escape the Blood Oath, while versus the character’s Road rating to see how long he can remain
others may do so very easily. The breaking of a character’s Blood awake. The difficulty is normally an 8, and each success indicates
Oath of a character cannot be achieved through experience points that the character can stay awake for one turn. Five successes
or successful rolls, for it must be roleplayed. mean he awakens completely. No actions can be taken until the
character is completely awake. A failure means he goes back to

Dramatic Systems
Described below are a variety of different systems to resolve
sleep, but if something else happens which might rouse him, he
can roll again. A botch means that he goes back to sleep and
nothing will rouse him short of Gehenna.
actions, or, to put it simply, a bunch of ways to make rolls. If you Throughout the rest of the time that the character is awake,
prefer to roleplay through dramatic scenes, just use these systems you may require her to make further rolls to see if she can remain
awake. The difficulties of these rolls are also 8, but only one success
VAMPIRE: THE DARK AGES

206
is needed for her to remain awake. Failures and botches have the When the character makes the roll, however, it is based
same results as they do above. on Willpower, not Strength. It is a simple roll, so the character
Remember, during the day, no roll made by a vampire can gets only one chance to make it. The difficulty is almost always
use more dice than the vampire’s Road rating. 9, though it can vary according to the surface conditions, the
structure of the object being lifted and Storyteller whim. Each
Climbing success increases the character’s effective Strength by one step
When a character attempts to climb any sort of surface (a tree, on the chart below (to a maximum of five steps). Thus, if the
cliff or building), ask the player to roll the character’s Dexterity + character has a Strength of 4 but wants to flip over a wagon, she
Athletics. The difficulty depends on the sheerness of the climbing needs three successes on the Willpower roll to do it.
surface, the type of surface being climbed and, to a lesser extent,
the weather conditions. Each success indicates that the character Jumping
has climbed five feet. Once he accumulates enough successes to get Jumping requires a Strength roll, or a Strength + Athletics roll
to where he wants to go, he can stop rolling. For example, Samuel if it is a horizontal jump and the character gets a decent running
is trying to climb a 25-foot wall, so he needs five successes to get start. The difficulty for a jump is almost always 3 (unless there are
to the top. A failure indicates the character is unable to make any difficult weather conditions or there is a narrow landing space).
progress during the turn. A botch indicates the character falls and The Storyteller calculates how many successes are required to
cannot attempt to climb again without expending a Willpower point. make the jump. There are no partial successes in jumping; the
character either succeeds in one roll or she falls.
2 Easy climb: a tree with many stout branches Type of Jump Feet per Success
4 Simple climb: a cliff with many handholds Vertical (up) 2
6 Straightforward: a tree with thin branches Horizontal (across) 4
8 Treacherous: very few handholds Pursuit
10 Extremely difficult: a nearly sheer surface This simple system is used when one character attempts to
catch another. One opponent starts with a certain number of
successes. This number is either determined by the Storyteller
Feats of Strength (this is the preferred method), or by having the pursued character
A character’s Strength is often used without an Ability for
roll Dexterity + Athletics (difficulty 6) for each turn of headstart
actions where brute force is all that matters. This system works on
he has. Add up the number of successes achieved. This number of
the same basis as automatic successes. If the character’s Strength
successes must be achieved by the other character before he can
equals or exceeds the difficulty of the task she is attempting, she
catch up. Once he does, he can try to grapple the fleeing person
succeeds automatically. Only if the difficulty is higher than her
(see the combat rules). The pursuer might only want to catch
Dice Pool must she make a roll.
up halfway in order to get a better shot at the fleeing character.

Dice Pool Feats Lift Shadowing


1 Rip a silk shirt 40 lbs. Sometimes a character will want to follow someone. In order to
be led somewhere interesting, this needs to be done as discreetly as
2 Winch a crossbow 100 lbs.
possible. This is what shadowing is all about — following someone
3 Bend a longsword 250 lbs. without the pursued knowing the character is there.
4 Throw a barrel of wine 400 lbs. There are two components to shadowing — keeping track
5 Break down a stout of where the subject is, and making sure he doesn’t see his tail.
oak door 650 lbs. Shadowing can be conducted on foot or on horseback.
6 Rip chainmail 800 lbs. The character attempting to shadow must make a Perception
7 Bend a 1” thick metal bar 900 lbs. + Investigation roll. The difficulty is normally 6 (though it can
8 Throw a riding horse 1000 lbs. vary from 5 to 9 depending on the thickness of crowds, relative
9 Punch through a metal speeds of travel and weather conditions). Each success indicates
breast plate 1200 lbs. that the target has been followed for a turn. A certain number
10 Lift a portcullis 1500 lbs. of successes is required to follow the subject all the way to his
11 Throw a draft horse 2000 lbs. destination. A failure indicates that the character has temporarily
lost the subject, but can try again next turn. If she fails a second
12 Break a small tree 3000 lbs.
time, she has lost the subject completely, and the chase is off
13 Throw a stone (unless she can think of a new approach). A botch indicates
sarcophagus lid 4000 lbs. that the character has not only completely lost the subject, but
14 Punch through a she is so involved in shadowing that she gets into trouble of her
1’ stone wall 5000 lbs. own — she is attacked by brigands, accused of pickpocketing a
15 Throw a catapult 6000 lbs. noble, or her horse throws a shoe.

CHAPTER SEVEN: SYSTEMS

207
Though the Perception roll is the most important aspect of Swimming
shadowing, a Stealth roll must also be made to see if the subject Although total immersion in water is not fatal to vampires,
notices he is being followed. Each turn the Perception roll is made, it is not very pleasant. Because vampires do not breathe, they
the Stealth roll must also be made. The player must roll Dexterity cannot drown; however, they can sink.
+ Stealth (or Dexterity + Ride if the character is in on horseback).
Any vampire immersed in water without any means of support
The base difficulty is the subject’s Perception + Alertness, but this
must roll Dexterity + Athletics with the difficulty determined
can be modified by up to three points in either direction depending
by the severity of the water conditions. The number of successes
on the circumstances (empty streets or thick crowds, for instance).
obtained determines how far they swim (or alternatively, how
A single success indicates the shadower is not detected, and each
long they have stayed above water). Normally it is five feet or five
additional success also makes it more difficult for the subject to
minutes, but that can vary according to the needs of the story.
spot the shadower, even if he is actively looking. A failure indicates
A botch means the character has lost ground (the current drags
the subject becomes suspicious, and starts to glance surreptitiously
you along, or the tide pulls you back).
over his shoulder (and may make Perception rolls of his own; see
below). A botch indicates the character completely reveals herself, If vampires are caught underwater during the day, they can
and the subject now knows he is being followed. be harmed by the sun’s rays — water is no barrier (treat as the
same as a cloudy day). If you get deep enough, the sunlight will
If the subject is alerted somehow (by the shadower’s failure on
not penetrate, but at that depth the character might be crushed
the Dexterity + Stealth roll), or simply looks to see if he is being
or suffer the effects of the cold temperature.
followed (out of habit, perhaps), roll Perception + Investigation.
The difficulty is the Stealth + 5 of the shadower. Each success on
this roll indicates a higher degree of suspicion. Successes can be
Social
These systems involve social interaction between people.
accumulated from turn to turn; see the chart below to see how
They nearly always require a Charisma, Manipulation or Ap-
alert the subject is to the fact that he is being followed. Failure
pearance roll. Often these systems are best left unused, with
means that nothing out of the ordinary is seen, and the “suspicion
the success or failure of a particular social ploy instead resolved
value” of the subject decreases to zero. A botch means the subject is
through roleplaying.
convinced he isn’t being followed and no longer looks behind him.
Credibility
Successes Suspicion This system is used when a character attempts to convince
1 Hunch someone she is telling the truth: for example, when she attempts
2 Suspicion to persuade a noble she is not lying, or tries to convince a guards-
3 Near-certainty man of her identity. The player must make a Manipulation +
4 Positive knowledge Leadership roll. The difficulty is the other subject’s Intelligence
5 The shadower has been spotted + Subterfuge. Lower the difficulty by one to three if the character
is telling the truth (it does make a difference). Each success in-
dicates a higher degree of credibility. Five successes indicate the
Buddy System: Two or more characters can share shadowing
subject is completely convinced. A failure indicates disbelief, and
responsibilities by trading off. However, they must have previ-
a botch indicates the character is caught in a lie (or the subject
ously worked or trained together in this technique; otherwise,
thinks he has caught her in a lie).
the difficulties of all rolls for the pair are increased by one. One
player shadows for a turn or more, trading off whenever her Fast-Talk
partner gives the signal. If the pair switches off, the subject can’t Fast-talk is a means of verbally browbeating and confusing
accumulate successes for very long, which makes it much harder someone into submission. Manipulation + Subterfuge is the most
for the subject to spot shadowers. common roll for such a feat; Charisma or Appearance can some-
Sneaking times be substituted. The difficulty is the target’s Wits + Larceny.
When a character attempts to hide in shadows or sneak up Success indicates that the target becomes confused, and is likely
on a guard, she must roll Dexterity + Stealth (difficulty of the to agree with the subject, at least momentarily. Failure indicates that
guard’s Perception + Alertness). Anyone who is on watch or the attempt has faltered, and the target can try to interject something
actively looking for intruders can be considered a guard. — an attempt to explain himself, or even an attempt to fast-talk back.
A botch indicates that the target doesn’t get confused, only angry.
The sneaking character needs to collect a certain number of
Fast-talk attempts by the character will never again work on him.
successes in order to make it to where she wants to go. A Perception
+ Stealth roll can be made if the player wants to estimate how Repeated rolls might be necessary to confuse the target. As
many successes will be needed; the difficulty of this feat is usually 7. Storyteller, you need to run attempts at fast-talk in a manner
consistent with the mood of your game. It can be as slaphappy
Failure of any sort on a Stealth roll indicates detection.
or as deadly serious as you like.
Willpower points can be expended to resist fast-talk.

VAMPIRE: THE DARK AGES

208
Interrogation Oration
Interrogation can be used in a number of different situations. If a player wants her character to give a speech, but doesn’t
It is a form of questioning, not torture, though intimidation is cer- actually want to recite it, you can use this system. The player
tainly employed. Torture can be used, but you will have to develop should at least describe what her character says and maybe re-
your own rules for that if you wish to include it in your chronicle. cite a memorable phrase — that might even get her started into
The player makes a Manipulation + Intimidation roll (difficulty roleplaying the speech verbatim. Oration is often very difficult to
of the victim’s Willpower). The number of successes indicates the roleplay, so never force your players to do so.
amount of information obtained (see the chart below). A failure The player makes a Charisma + Leadership roll. The difficulty
indicates the character learns nothing of value. A botch indicates depends on the mood of the crowd, its willingness to hear what the
the subject tells the character nothing, and will never tell him any- orator says and its penchant for throwing rotten vegetables (difficulty
thing — or worse, the subject lies. For this reason, the Storyteller is usually 7). If the orator has any sort of reputation, you may wish to
should often make the roll for the player. adjust the difficulty accordingly. The number of successes indicates
how impressed the crowd is (see the following chart). It is a simple
Successes Interrogation roll, so the player has only one crack at it. A failure indicates the
1 Only a few mumbled facts crowd ignores the character. A botch indicates the character may be
2 Some relevant facts attacked by the outraged onlookers.
3 Much interesting information Successes Crowd Reaction
4 The subject talks on and on 1 They listened, but aren’t excited
5 Everything of import is discovered 2 The character has convinced them
somewhat
3 The crowd is won over
4 The crowd is completely enthralled
5 The crowd is in the palm of the character’s
hand

CHAPTER SEVEN: SYSTEMS

209
If the speech is vital to the story, the player may make sev-
eral rolls. If you want to spend some time on it, you can make
it an extended action, interspersing each roll with roleplaying.
The character can spend as many turns as she would like on the
speech; after the third turn, however, the difficulty increases by
one each turn. More successes than five might be required to win
over the crowd completely.

Performances
This system is used whenever a character gives any type of
performance, whether it be comedy, music, acting or storytell-
ing. It can be at the high court or on a street corner, and can be
formal or informal.
The player must roll the appropriate Attribute + Acting (or
Music, or whatever Ability is most appropriate). The difficulty
is based on how receptive the audience is. A failure indicates a
lackluster, eminently forgettable performance. A botch indicates
a miserable performance that cannot even be finished — the in-
strument breaks, or the character is booed off the stage.
The number of successes indicates how moved the audience
is (see the chart below). These successes determine the artistic
merit or technical verisimilitude of the piece.

Successes Your Performance Reaction


1 Mediocre Polite applause
2 Average Approval
3 Good Genuine
appreciation
4 Superior Vigorous
applause
5 Exceptional Ecstatic
reaction
6 Superb Immediate
sensation
7 Brilliant Miracle,
magnum opus

Seduction
Seduction is distinguished from courtship in that the latter is
always a slower process, stretching out over weeks or even years,
while Seduction is designed to culminate more quickly, usually in
only a few hours at most. Courtship should always be roleplayed
out rather than trusted to dice. Seduction takes place in stages,
and unless a person succeeds during each consecutive stage, he
will not succeed at all. This system is designed to replicate the
activities of a dominant person over a more submissive one. If
the emotions and motives are true, then you should ignore this
system and roleplay it out.

VAMPIRE: THE DARK AGES

210
Opening Exchange: The player rolls Appearance + Sub- concealed (it is usually between 7 and 10). Each success indicates
terfuge. The difficulty is the Wits + 3 of the subject (the player that more is found. Sometimes a certain number of successes is
gains a bonus of one to three dice if it’s a good line, minus one required to find a cleverly hidden object. If you want, a lower
to three if it’s a stupid one). Each success after the first adds an number of successes could warrant a hint or clue from you, thus
extra die to the roll on the next stage. encouraging roleplaying and a degree of puzzle-solving. As much
Witty Remarks: The player rolls Wits + Subterfuge. The as possible, lead the player through the search step by step. Have
difficulty is the Intelligence + 3 of the subject. Again, give bonuses her describe to you where she looks. Don’t let her succeed if she
and penalties for roleplaying. Each success over and above the doesn’t specifically search in the right area, and let her succeed
base adds an extra die to the roll on the next stage. automatically if her description is detailed enough.
Conversation: The player rolls Charisma + Empathy. The
difficulty is the Perception + 3 of the subject. Again, roleplaying
Track
This system is used to track people and things by following
bonuses come into play here.
the physical trails they leave. The player rolls Perception + Sur-
Intimacies: At this point, the couple may move to a private
vival. The difficulty is based on weather conditions, terrain and
area and become physically intimate. No roll is required.
the age of the tracks, but averages around 8. Each success lowers
Mental the difficulty of the next roll by one.
The character needs to succeed for a certain number of turns;
These dramatic systems deal with the use of the mind and
Mental Attributes. They are employed in situations where drama the exact number depends on the length of the trail. Each turn
is caused not so much by the action as by psychological tension. is usually about five minutes long. If the character misses a roll,
she can try again; this time, however, the difficulty is one higher.
Search Once it goes above 10, the character loses the trail.
This system enables a character to search for something in
a confined area, like a room. Have the player roll Perception +
Investigation; the difficulty depends on how well the object is

CHAPTER SEVEN: SYSTEMS

211
Two leagues from the city, in Speaks fair Lucita, "Your
the witch-darkest hour, lord spoke aright;
Mayhap we'll root out the
Come two of Caine's blood to
source of his blight.
a lone, o'erlooked tower.
His childer have stray'd
"There - one can see that the
much too distant, I fear.
tower is mann'd," But silently, now, for we
Says Anatole, of the mad grow ever near."
Malkav's clan.

Draw they both near to the


tower full batter'd.
Lucita lays hands on the door
partly shattered,
Calls, "None wait beyond," to
her Malkavian friend.
"Well," says the mad one, "let's
steal us within."

No creature nor vermin can


either detect
In the tow'r defeated by
ruin and neglect.
From the stairwell above
does nothing descend
VAMPIRE: THE DARK AGES But the sweet smell of
taint borne by a soft wind.

212
Example of Play

PANEL 1: PANEL 2:
Ethan has gathered two of his players, Kathy Ethan tells his players that a wide stream crosses
and Justin, together for a game of Vampire: The the ground between the characters and the tower.
Dark Ages. Kathy is running Lucita, a Lasombra The two decide just to go ahead and jump it. It’s fairly
runaway from a noble house; and Justin is running wide, so Ethan decrees that they need two successes
the mad zealot Anatole. on a Strength + Athletics roll. He doesn’t mention
Without any real dice-rolling, they go through a particular difficulty, so the default 6 becomes the
the beginning of the evening: a quick hunt, meet- target. Anatole has Strength 2 and no Athletics. Since
ing each other and so on. During the course of the Athletics is a Talent, he can still try with no penalties.
night, Anatole introduces Lucita to his sire, who Justin rolls a 6 and an 8…just barely! Lucita also has
tells them of grave troubles brewing. He explains a 2 Strength and no Athletics; however, she also has
that two of his childer have gone missing, and that Potence 3, which adds three automatic successes to
a local Nosferatu told him that they were last seen any Strength roll. Ethan lets Lucita jump the ditch
on the road to an abandoned tower. without any dice-rolling. Even though she could roll
Hoping to gain the favor of Anatole’s powerful two botches and miss the jump, he decides that her
sire, Lucita and Anatole agree to search for the success is pretty much assured.
missing Malkavian neonates. They soon arrive at
the edge of the tower’s grounds and note that a light
burns in the uppermost window.

PANEL 3: PANEL 4:
The tower door is obviously unguarded. Kathy The lower floor is obviously uncared for; still, both
tells Ethan that she wants Lucita to see if there’s characters say they want to try to perceive anything
anything beyond. Ethan knows that no one is on the unusual. Both make Perception + Alertness rolls at
lower floor; still, he has Kathy roll Lucita’s Perception difficulty 6. Anatole rolls (3 + 3) six dice, earning
(3) + Alertness (2), to keep the players in suspense. four successes; Lucita rolls five dice, gaining three.
She rolls a 3, 5, 7, 8 and 2 — two successes. Ethan Ethan tells the players that nothing seems to be alive
tells her that the other side seems still as the grave. downstairs, but that there’s a peculiarly acidic reek
She pushes the door open; it’s heavy, but not heavy coming from above.…
enough to resist her unnatural strength.

CHAPTER SEVEN: SYSTEMS

213
Both mount the stairs with
cold fears unsaid,
And creep ever careful with
caution and dread.
Malkavs' secrets hide his scion
from sight;
Lucit' garbs herself in cloth
spun of night.

The reek gains a name as


they climb the gray stair;
Atrocitys' stink fills the
strange hermits' lair.
And Anatole and Lucita
silent swear by their kin
To enter this Hell, and
slay the dev'l therein.

But resolve f'orms to horror, as


Anatoles' eyes The fiend hisses oaths of
Pull forth a monster from blasphemous bile.
shadows' disguise. Calls Anatole, "'Tis an
"Milady, beware!" shouts the incubus vile!"
mad childe of Caine, Lucita sees clearer their
"The fiend works a summn ' ing foes' profane mark
-heVAMPIRE:
calls forthTHE
our bane!"
DARK AGES Of loyalty sworn to the
Baal-childer dark.
214
PANEL 5: PANEL 6:
Anatole invokes his ability of As they enter the room, Ethan asks Kathy to make a roll
Unseen Presence (Obfuscate 2) in to keep quiet. Lucita rolls Wits (3) + Stealth (3 + 1 for Shadow
order to better sneak up the stairs. Play = 4) at the difficulty of the hermit’s Perception + Alertness
No roll is yet necessary. Lucita spends (6). She gets 3, 9, 5, 8, 2, 0 and 4 — three successes. Anatole’s
a Blood Point and activates Shadow Obfuscate keeps him hidden without need for a roll; the hermit
Play (Obtenebration 1), gathering the simply does not notice him.
shadows to hide her better (she now
has an extra die on Stealth rolls). Thus
masked, the two ascend the stairs.

PANEL 7: PANEL 8:
The Nosferatu in the corner The hermit whirls around and tries to intimidate Anatole
was hidden with Cloak of Shadows, with Dread Gaze (Presence 2). He rolls Charisma (3) + Intimida-
but only has Obfuscate 1. Anatole’s tion (2) against Anatole’s Wits + 3 (6). He rolls a 6, 8, 1, 1 and
Auspex is 2, so he can perceive the 5 — not good at all. Although he would have had two successes,
Nosferatu as normal. However, Ethan each 1 subtracts one. Anatole is fine. At this point, Ethan asks
thinks Anatole’s Derangement would Kathy to roll Lucita’s Intelligence (2) + Occult (1), difficulty
come into play here. He tells Justin 8. Remarkably, she gets one success. While Anatole submits to
that Anatole sees some horrible de- his hallucinations, Lucita recognizes the symbol on the hermit’s
mon-thing materialize in the shadows robes as representing a strong cabal of the Baali. The characters
of the room. Justin has Anatole shout have stumbled across some real danger now.
a warning to Lucita (who, with no
Auspex, cannot see the Nosferatu).
Although this gives up the element
of surprise, Justin thinks Anatole’s cry
would be fully in character.

CHAPTER SEVEN: SYSTEMS

215
Out from the dark springs
the henchman most foul,
And the serpent-fast falls on
Lucit' with a howl.
The Beast fills her Blood as
her dead heart burns hot;
Lucit locks grasp with foul
Nosferat.'

The mad would-be angel


strikes fearsome wild,
And is met by the Devils'
own bastardy child.
Anatole pierces the tainted
ones' chest;
His foes' jaggd
' steel rips
through to his breast.

Lucit' calls her Blood to harden "Its' well, Anatole, that you
her weal; wear a steel shirt".
Caines' gift hardens arms into "Ah," sighs the madman,
iron and steel. "theres' worse than my hurt.
Lucit' hoists the henchman, The worker of foulness, he
and gives a greatTHE
VAMPIRE: throw,
DARK AGES has taken flight".
Hurls him from the tower to "Worry not, friendt , heres'
break far below. much left to the night".
216
PANEL 9: PANEL 10:
Now Ethan calls for initiative — Wits + Anatole and the Baali act simultaneously, and both
Alertness rolls. The Nosferatu has six successes, opt to take a slash at the other. Justin doesn’t want to split
Anatole and the Baali tie at five, and Lucita his Dice Pool to dodge, and the Baali doesn’t bother. Each
scores only four. The Nosferatu springs on Lu- rolls Dexterity + Melee, difficulty 6. Anatole scores three
cita, rolling Dexterity + Brawl. He only makes successes and the Baali four; they’re both hit. Anatole
one success, which Ethan rules is enough to get gets four successes on his damage roll (Strength + 4 for
a loose grip on her. Ethan asks Lucita, known a broadsword), and the Baali gets seven (ow!). Anatole
for her short temper, to make a frenzy roll. She rolls his Stamina to soak, plus three for his chainmail
rolls her Self-Control (Lucita is on the Road of shirt. He does badly, only making three successes; Anatole
Humanity) and achieves one success. Lucita’s takes four Health Levels, bringing him to Wounded. He
under control for now. now subtracts two from his Dice Pools. The Baali earns
only two successes, and drops to Hurt.

PANEL 11: PANEL 12:


Kathy announces that Lucita is furious, and Lucita moves to check on Anatole. He’s injured,
will spend a Blood Point to increase her Strength. but it’s nothing that can’t be healed with Blood Points.
Her Strength rises to 3. Lucita then tries to hurl The Baali, however, has escaped, using his Obfuscate
the Nosferatu out the window. Ethan thinks to flee. What next? Do the two try to track the Baali
for a bit, then has her roll Strength + Brawl, somehow? Has he even left the tower at all? And what
at a difficulty of 8 (the Nosferatu’s loose grip is about the Nosferatu? And where exactly do the missing
impeding her). She rolls 8, 0 and 5. With the Malkavian childer fit in? Lucita and Anatole were very
three free successes from her Potence, that’s five lucky to do so well against these two for the nonce, but
in all. Ethan decides that’s plenty, and the thug now they must quickly determine their next move.…
sails out the window.

CHAPTER SEVEN: SYSTEMS

217
VAMPIRE: THE DARK AGES

218
hapter Eight:
Storytelling
This is the point, to speak short and plain,
That each of you, to shorte with oure waye
In this pilgrimage, shall tell two tales —
— Geoffrey Chaucer, The Canterbury Tales

This chapter is about the art of telling stories.


If you’ve never done this before, it might seem a
little strange at first. If you’ve done it countless
times before, we should begin by saying that
Vampire: The Dark Ages has its own inherent
virtues and pitfalls. This game, like many role-
playing games, has a broad expanse of themes,
settings and ideas. Therefore, it helps to have a
structure we can use to develop stories. This
chapter sketches a map of the territories ahead.
Exploring that territory is up to you and your
troupe. You’re the navigator, the helmsman and
the captain. You are the Storyteller.

CHAPTER EIGHT: STORYTELLING

219
Remember the last time you saw a really great movie? Remem-
ber how it felt? When we watch a film we really enjoy, time seems Life by Candlelight
to stand still. The rest of the world is set aside, and the experience The Dark Medieval world is one in which things of
consumes our senses. From the opening scene to the end credits, a fantastical nature are made possible. In your everyday
that film becomes our world. Afterward, we can say that it’s “just life, there is one very easy way to dispel nearly any fear of
a movie,” but then again, part of us knows that isn’t exactly true. a supernatural nature — turn on the light. A flick of the
A movie is a way of telling a story. If it’s a really good film, switch, and the closet monster, the creaking thing in the hall
we find a reason to get caught up in it. Maybe it’s a character with and the imp scratching at the window are all banished. But
whom we can identify or a scene that makes us feel something. what if the only way to find out what was making that noise
We watch hoping to find something we like. The motion-picture was to walk right over to it with a candle? No candle can
medium has one big drawback, however — it’s a passive experi- match an electric flashlight for range or brightness, which
ence. A person in the audience can choose whether he’ll have means you’ll have to get up awfully close. And if there is
butter on his popcorn or where he wants to sit in the theater, but something there, do you really want to get that close? It
that’s about it. He will have his own reasons for liking the film, becomes easier to understand the superstitions of people
but someone else has put the meaning into it. in years past once you take away the safety of electric light.
A lot of stories are like that. With books or plays, television Think about the way people look by candlelight —
programs or comics, the end result is the same. Someone else tells the more romantic, or more menacing? Do they look less, or
story, we watch it or read it, and take what we’re given. The best we more, like themselves? The characters in Vampire: The
can hope for is to read something into it that wasn’t originally there. Dark Ages rise at sunset and slink back to their havens
Storytelling games are another medium for telling stories, a at dawn, so their entire world is lit by torch and candle-
medium just as valid as movies or television. Each entertainment has light. The play of light and shadow provided by flickering
its own strengths and weaknesses, but storytelling has an overriding firelight seems to make all things possible. So it is with
strength — it’s a personal experience. The people involved tailor it Storytelling — the world is your canvas.
to what they want it to be and rework it for themselves.
With the assistance of a group of players and the advice in climbing a tree or Dominating the Duke of Milan, it helps to have
this book, each of you will bring your own story to life. You’re a set of rules to back you up. These rules should allow you to focus
not going to perform for an audience of millions, nor will you be on the most important part of your game — your story. Beyond the
dependent upon a budget of millions. With a few dice, some friends math and mechanics, rules serve as a guide to describing the events
and maybe a little pizza, you’ll lead your troupe of players on a of the game. The Storyteller interprets the raw numbers and dice
journey that no movie or television program can ever fully repro- rolls, and weaves their revelations into the story. If the rules get in
duce. A game is just a game, but a well-told story is a work of art. her way, she simplifies them or sets them aside. The story’s the thing.
The Storyteller The story itself is the last consideration, but by no means
the least important one. Begin each chapter of your story with
But when it was midnight Sharazad awoke and signalled to
a rough idea of where you want that story to go and what you
her sister Dunyazad who sat up and said, “Allah upon thee, O
want it to say to your players, then guide their characters into
my sister, recite to us some new story, delightsome and delectable,
the world you’ve created. Things won’t always go the way you’ve
wherewith to while away the waking hours of our latter night.”
planned — players will always come up with variations and twists
— The Arabian Nights Entertainments
you never considered — but that’s part of the fun of collaborative
For the uninitiated, let’s begin with the basics. storytelling. With a little practice and a helpful group, the lot of
The players have a rather straightforward job — each focuses you can turn your concepts into full-fledged tales.
on developing a single character. The Storyteller is responsible This book gives you the elements you need to begin to put a
for everything else. As one would expect, running the world is story together. There’s a set of guidelines for creating characters, an
no minor task. elaborate background to integrate into your setting and a framework
The first responsibility of the Storyteller is to act out the role of rules to guide you through the story. Once you’ve prepared what
of anyone the characters encounter. Going back to the analogy you need, you can then chart the course of your chronicle. Take what
of films, it’s as if the players are the stars and the Storyteller is you want, and leave the rest behind. It’s your world. It’s your story.
responsible for the supporting cast.
Second, and very important to the flavor of Dark Ages, is The Troupe
the task of defining the setting these characters live in. The Sto- Fortunately, you’re not going into this task alone; storytelling
ryteller describes the streets they walk on, the homes they live in is an interactive activity. Each player, by designing a character,
and even the culture they’ve developed. For regular 20th century has given you a set of cues for what type of story she wants to
Vampire, this is easy — take our world, throw on a coat of black hear. Is the story romantic? Is it filled with action and violence?
paint, add monsters and stir. For Dark Ages, it’s a little harder. Is it ultimately tragic? The players in your troupe aren’t your
The next responsibility is to interpret the rules. As the char- audience — they’re your collaborators. Through a process of give
acters explore the world you’ve created, you’ll have a set of rules to and take, you shape the story with them.
help you interpret events as they happen. Whether a character is

VAMPIRE: THE DARK AGES

220
The players will give you a lot of freedom to create, but
never forget that they’re also part of the creative process. Each Telling Stories
of you makes an investment of time and effort when you game Keep to moderation, keep the end in view, follow nature.
together; any of you could be reading a book or going out on a — Lucan
date instead. Your players have put a degree of trust in you to Before we get down to the nuts and bolts, we should take a
make their investment worthwhile. Naturally, you will. look at what we’re really trying to attain by telling stories. The
This doesn’t mean that you should give players whatever they Storyteller has a vision of an elusive ideal. Life rarely measures
want. If there’s no danger or conflict in your story, there’s no dra- up to our ideals, but by pursuing them, especially in our stories,
ma. If a story seems completely arbitrary, the illusion is shattered. we come closer to our goal of what Storytelling should be. Sto-
There’s a balance between setting up obstacles the characters must rytelling is not a technique or a process, but an art — a journey.
overcome and realizing when the game becomes unwieldy. A great Over the last century, a certain four-letter word has been
Storyteller plays off what her players say, and keeps the balance corrupted and abused. That word is myth. Myth is commonly
between organization and improvisation. This requires a degree defined as a set of lies about things that cannot be. Throughout
of empathy and a sense of what works in a story and what doesn’t. the evolution of storytelling, artful wordsmiths have proven that
It’s tough, but rewarding; when a room full of people is cap- wrong. A myth doesn’t need to be academic or elitist. A “real”
tivated by a story, the Storyteller feels the reaction. The players myth is a story we can believe in because it tells us something
become enthusiastic, and the session is better because of that about the world. The events may not be true, but the theme
energy. There are moments in a story when it becomes so com- behind the events is based on true things.
pelling that everyone is drawn into it. Storytellers live for these A myth is a metaphor. By examining myths and constructing
moments. Time stands still, and the mechanism of the game is our own, we come to understand what’s important to us. When
set aside as the story becomes “real.” If you remember to make we create stories — and aspire to create myths — we take what
sure that the characters are having fun, and collaborate with your we value from the real world and weave it into our story. The
troupe to create a good story, that bliss is your reward. greatest inspiration often comes from what we know, or at least
what we want to learn. If you can take the feelings and ideals
you experience in the real world and bring them to life in a story,
you’ve created a metaphor. Your story world is still an illusion, but
you and your troupe can still care about the characters and events.
CHAPTER EIGHT: STORYTELLING

221
Unfortunately, the world at large often tells us that caring
about a story, or even setting aside time for a game about telling
stories, is wrong. But if it’s acceptable for us to get caught up in
books, films or television programs, then it’s certainly okay for
us to care about the games we play. Crafting stories and weaving
them into existence with a troupe is an experience no passive
medium can duplicate.
The journey you undertake as a Storyteller extends as far as you
want to go. If, for instance, all you’re interested in is playing a quick,
fun game for a few hours, that’s fine. If you game to have a dumping
ground for your angst, that’s certainly your choice. Should you choose
to go beyond that, though, the opportunity for artistry is there.
It would be the height of pretense to say that a roleplaying
game will show you the truths of existence. However, the creative
energy you generate with your troupe should be something that
stays with you even after the story is finished. If you choose to
undertake the journey of Storytelling, pursue it to the fullest and
seek out that element of truth in the myths you create, you’ll
have done more than find diversion. If you and your players care
about the characters and ideals you bring to the world of Dark
Ages, then you are at the center of the experience the entire time.

Chronicle
Look with favor upon a bold beginning.
— Virgil, Eclogues
Now that you’ve seen the theory behind Storytelling, it’s
time to put it to work. The practical side of preparing for a game
involves planning your chronicle, a series of connected stories
that builds into something bigger. If a story is a chapter in a book,
a chronicle is the entire novel or the entire series.
A chronicle can be as lengthy as you like, from a few sessions
to a campaign that takes years to fully develop. Because there are
characters at the heart of the story, there’s always the chance to
develop a chronicle further. If you’ve created a thorough back-
ground and supporting cast for your chronicle, there’s always room
for a “sequel” to the initial story. Your players will hopefully find
your chronicle intriguing enough that they’ll want to develop it
further. Always leave them wanting a little more.
Long before the players begin to create their characters, take
the opportunity to map out where you want the chronicle to go. An
exciting setting and cool subplots are good places to start. Along
the way, there should be issues to examine, problems to solve and
places to discover, but the basics of your chronicle come first.

Getting Started
Dark Ages is a fairly easy game to run once you know your
territory, but the set-up can seem intimidating at first. After all,
this is a game about bloodsucking monsters living and dying in a
time you may not be familiar with, in a land and place that you may
never have seen or heard of (what modern country is Transylvania
a part of?). Fortunately, if you tackle your problems one by one,
everything is very simple. Here are a few tips:
• Conceptualize
First, decide on the kind of story you want to tell. Will the
characters be swept up in court intrigue, noble betrayals and the
power-plays so loved by the elders? Or is their fief already embattled
VAMPIRE: THE DARK AGES

222
(in disputes human or otherwise), and are the characters faithful where Baron von Sprenger, a Ventrue, is holding court tonight.
war lieutenants of their sires? Do they have a permanent home, or As you climb them a figure runs past you in the gloom, throwing
do they wander, either as rag-tag, suspicious creatures or the trusted a cloth-wrapped bundle up to you. It lands with a cracking thud
emissaries of a powerful prince? Define the direction as you like. at your feet. The sacking comes loose with the impact, and in the
The rest will flow from there. deathly pale, bloodied face it reveals, you recognize the adopted
• Brainstorm mortal daughter of the Baron…” — the tale begins with a kick, a
Now for the fun part — daydreaming. As you reflect on your tone and an overall goal. Writers call this the “hook”; give your
chronicle, things from the real world will inspire you. Anything game a powerful hook, and you’ll be off to a good start.
can act as inspiration — a story on the news, an encounter at the
bus stop, an insight into another person or a song that’s stuck in
Setting
Had I been present at the creation, I would have given some
your head are a few examples. Take notes. Draw. Outline. Visualize.
useful hints for the better ordering of the universe.
Your creativity will lead you from there.
— Alfonso the Wise
Good things to plan at this stage include: strong antagonists,
allies and local subcultures, the common goal, the overall setting Any story needs a strong setting. With Dark Ages, it can
(is it urbane, brilliant Constantinople? the squalid backstreets of be the most important element of the chronicle. It’s important
primitive London? the wild and lonely Pyrenees mountains? or to think out how you will cope with historical and geographical
even nervous and besieged Jerusalem?), major themes you wish to details before the game begins. There are basically three ways to
explore and so on. Running a game will become much easier once approach the problem.
you know where you want to go with it. You can wing it completely in a fictional European country
• Get Input of your own devising (e.g., Ruritania in the High Middle Ages).
This gives you complete control over customs, currency, political
Your players will, of course, want some say in the game they’ll be
structure, social order, etc., and still lets your players’ characters
playing. After all, if your troupe wants to kick ass, and you want them
come from whatever country and background they choose. The
to run or die, your game will have problems from the start. The players
major disadvantage is that your players will only know about the
are your collaborators, after all. Get their input before you begin.
setting what you tell them of it. The minor disadvantage is that
You need not tell them what it is you have in mind; a little you have to invent an entire country and work out its relation
misdirection is not a bad thing — some of your actual plans to the rest of the World of Darkness.
mixed in with a bit of daydreaming should keep the players
You can set it in a real place that you know through a few
from knowing what to expect. Keep an open mind at this point;
books, Hollywood and TV, and just fudge the details. Most peo-
the suggestions you get may lead to something better than you
ple could do a decent job starting a campaign in Robin Hood’s
originally planned.
England, for instance. The important thing in this case is to warn
• Set Boundaries the players ahead of time that the story and the atmosphere will
Obviously, your game cannot be all things to all people. override any conflicts in historical details. If you are drawing from
Once you have a good idea of your chronicle’s direction, lay out a specific work of fiction, let the players see it or read it so that
what you need in solid form (See “Packing,” below), and let the everyone will have the same expectations.
players know what they can and cannot play. And finally, you can set it in the historic version of Europe,
A group needs some kind of coherence. If you have a pack of and keep track of major events that affect the region or city as
vampires who would never stay together without a player group they happened. This may involve quite a lot of research if the
behind them, your campaign will fall apart. Before you begin, let area was an important one, and has the obvious disadvantage that
your players know what kind of characters they should design. If well-read players could run the city’s most accurate fortune-tellers.
the game will be combat-heavy, tell them to load up on fighting Still, what happened in Rome in 1214 in the World of Darkness
skills; if it’s to be an intrigue-laden mystery, Social Attributes and isn’t necessarily what happened in Rome here.…
Abilities (or the lack of them) will be important. Most of all, try to A happy medium between the three is probably best. With
establish some sort of a reason for the characters to work together an historic timeline, fictional city, common-knowledge customs
— a quest, a common haven, mutual revenge, family ties, romantic and a relaxed attitude toward accuracy on the part of the troupe,
interest, etc. Make them have some motivation to stay together. a campaign could go a long way before becoming bogged down in
Above all, make sure this common bond is strong but not textbooks. Use historical references for inspiration and flavor, but
binding. Nobody wants to play a game in which they remain don’t allow yourself to be shackled by them. The Bibliography has
slaves to the Storyteller’s demands. a few suggestions to get you started, but you should make any city
• Plan First Scene your own, with details to fit your particular chronicle.
The first scene will set the mood for the entire chronicle. If it With all this in mind, the area the characters know best,
begins with the usual, “Um, all you guys are in this tavern, see, and or the one where they’ll be spending the most time, is the place
all of a sudden, a fight breaks out…,” the game will have a random to focus on first. Choose a city, or imagine one. If the characters
feel to it. When the first scene is strong, however: “The streets are inclined to venture into the werewolf-infested countryside,
of Effelheim are blanketed by an unseasonable, blinding fog, and research or invent the surrounding territory.
the Great Square is filled with tired, stumbling mortals heading
home from market day. You reach the marble steps of the house
CHAPTER EIGHT: STORYTELLING

223
As you think through your setting, you’ll develop the details. To keep your story realistic, don’t forget to include the “nor-
Minor details can be just as useful as major ones. What places will mal” world. Not everyone the characters meet will be a Lasombra
the characters visit often? Where can they go for gossip? Where with a plan to wrest control of the city from his Ventrue rivals.
do they hunt? Where can they sleep safely? Plan out the basics. Before you escalate the danger level of your campaign, remember
If you have a variety of elements prepared beforehand, you’ll that putting personality into “mundanes” can make the setting
glide into them effortlessly when you need them. If you haven’t richer and more robust. If your supporting cast is a series of combat
prepared a particular detail, you’ll find inspiration on the spur statistics or neat critters, you don’t have a supporting cast. You
of the moment, but having something to fall back on will make have got a bunch of stereotypes. Any character needs a degree
you more comfortable. of motivation and depth, even a supporting one.
Motivation puts a character in motion. Consider: Every
Supporting Characters character has a goal. That character will work toward that goal
Add to this background a group of supporting characters. until he meets outside opposition. In physics, “an object in motion
Who shares the world with the characters? Who rules the area for stays in motion… until acted upon by an opposing force.” The
the kine? What about the prince of the Cainites? What are the same applies to your supporting cast. Outside opposition usually
supernatural threats that remain hidden? What other vampires comes from the characters, the most potent motivators in the
live in the city, and whom do they serve? One temptation here story. If the opposition doesn’t come directly from them, it might
is to fall back on stereotypes or choose the obvious, but character still come from the consequences of their actions. Things happen
comes from personality, not templates. If you stick to the obvious, for a reason, and often, the rationale “she does it because she’s
your chronicle will become predictable and shallow. e-vil…” just doesn’t cut it. To give your stories verisimilitude,
Even small details can go a long way toward defining a char- focus on making the supporting characters realistic.
acter’s personality. How does a character speak? What inspires his This applies to antagonists as well. If there’s no conflict, there’s
trust? What color cloak does he wear? A toothless old fisherwoman no drama; antagonists provide opposition. Don’t set up a series of
with the eyes of a hawk and a nose for “witches” might be a better cut-out figures — giving a “villain” a motivation is a challenge. A
story hook than the information-selling Nosferatu in the cellar. game gains depth when the adversaries aren’t so much villains as
Fleshing out a character involves giving her little quirks and petty characters with different points of view. Don’t think of them as
flaws, and any character, even a supernatural one, must be able to guys in black hats; the phrase “alternative morality” is useful here.
relate to the world around her.

VAMPIRE: THE DARK AGES

224
It’s hard to play an antagonist convincingly if you can’t them), you’ll eventually find yourself struggling to keep up with
understand him. This doesn’t mean that you have to agree with what they want to do, commenting and elaborating on what
him, but you do need to have an idea of how he thinks. This makes happens rather than simply laying out a narrative. The result is
the game more challenging for your players. A black hat is easy a collaborative effort, a “consensual reality.”
to overcome, but a detailed antagonist, with his own particular The story will often deviate from your plans. If you feel that
idiom and point of view, makes for a worthy adversary. Even the the story is naturally drifting in another direction, don’t force the
darkest adversary has an element of humanity. players to follow your plans; work with them. So long as the tale
The Center of Your Story stays within reason, go with it. You’re usually the guide, but ele-
ments of the story often come together naturally. An experienced
Forget clans and Cainite politics for a moment. Set aside Storyteller often feels as though the story is flowing almost without
chronology, historical detail, settings, conflicts and antagonists. effort. Just as your players try to anticipate what you’re going to do,
The core of your story involves people. And for Dark Ages Story- try to anticipate the characters’ actions. They’ll surprise you from
tellers, the good news is that the basic model hasn’t changed much time to time, and that makes the story come alive.
in the last thousand years. Whether they get their news from the
smelly old peasant who sells them dried cod in the marketplace, or Packing
over the radio as they drive to the doughnut shop in the morning, Before you begin, be prepared. When you’re just starting out,
people are still people. it will be easier to create the story if you spend plenty of time pre-
The most important of these are the players’ characters. As paring. These preparations include creating a setting, envisioning
you paint the elaborate backdrop for the stage of your drama, don’t a rough idea of the plot you want, and establishing a few good
forget that the players’ characters are at the center of it. It’s very plot hooks. A “cheat sheet” of important details can be a critical
easy to fall into the trap of developing such an extensive background aid to running a smooth game. Cheat sheets might include brief
that there’s no room for the characters. The chronicle must center reference descriptions of significant characters (name, story role,
around the characters and the conflicts they endure. physical description, motivations, powers or important skills, and
Establish how the heroes tie into the background. Why are relationships with other characters), a combat summary (who can
they there? Why are they risking their lives to explore your dark do what, the average damage they do, weapons they use, amount
and dangerous theater of the mind when they could just flee for of damage they can take) and short listings of important places
their lives or hole up in a cave somewhere? If the characters don’t and things (the layout of a brothel, the distance between points
have a motivation to interact with your background, you have no A and B). A relationship chart, if you can create one, makes
story. As the characters grow, tailoring an adventure to them gets character reference easy.
easier. Each character is incomplete in some way; the world brings You may want to use a premade story, or one adapted from
the opportunity for fulfillment. The players will also give you clues, another genre or system. If you do, read through the text carefully
either directly or indirectly, for the kinds of stories they want to play. a few times beforehand. Make sure you know when and where
It’s also a good idea to have a way for the characters to work everything happens, who is where at what time and so on. Pay
together. They all belong to the same coterie, so do they share close attention to the major antagonists, their personalities and
a common haven? What motives bind the characters together? motivations, and some ways to portray them convincingly. You
Family? Revenge? Redemption? The destruction of their kind? can start with a very linear or straightforward plot; there’s nothing
Power, money and territory? Once you and your players have wrong with that. You must learn the basics first; defying reality
found a reason for the characters to be together, it’s easier to and creating dreams comes later.
chart out a route for them to take. Such aids are useful, but not mandatory. As you become more
The meaning behind the Dark Medieval world is not that experienced, it will be easier to deviate from what you’ve planned.
the world is dark. That’s atmosphere. The real meaning in a The structure you adopt and the rules you use are the game itself; the
chronicle comes from the characters. events you and your troupe create are the actual story. Storytelling
is ultimately a balance between the story and the rules.

Nuts and Bolts


Where the lion’s skin will not reach, you must patch it out with
Rules
This book is filled with rules. In reading them, you might feel
the fox’s. as though you’re studying for a test. Players will question you about
— Plutarch, Lives them, other Storytellers will argue about them, and, remarkably
Don’t feel an obligation to create a modern myth before lunch- enough, some people will really get worked up over them. Despite
time tomorrow. Take your time. Once you have a sense of direction, the fact that Vampire: The Dark Ages is just a game, some people
it’s simply a matter of starting out on the path. Regardless of whether enjoy giving themselves (or others) grief over those rules.
you’re setting out to inspire art or just provide an evening’s enter- First off, you have to be consistent and fair. Some people
tainment, the first few steps on the journey are the same. interpret that as meaning that you must be strict. That is not the
First, make sure a good story is told. That doesn’t mean you case. We’ve done our best to make sure these rules are consistent,
just tell a story. The troupe creates it with you. In each chapter, clear and useful, but you and your troupe are the final judges of
the Storyteller leads the story in the direction he wants it to go. how well they serve your story. The framework of rules in the game
If you’re working with your players (and not just performing for is the set of guidelines we recommend, and serves as a common

CHAPTER EIGHT: STORYTELLING

225
ground for everyone who plays the game. You, as the Storyteller, All sarcasm aside, the style that’s right for you will probably
must get a sense of how well this system works for your troupe. fall somewhere between these two camps. Both extremes can
Eventually, you’ll customize it to a size and shape you feel is right. destroy a game. Consistency is one way to build that particular
You’re the final judge of what will work. mindset. Once the players feel comfortable with your style, telling
Having said that, here’s a word of advice — don’t worry stories comes naturally. Never radically alter your style without
excessively about rules. In Storytelling, like many things in life, letting the players know you’re experimenting. If you’re going to
there are no rules, only guidelines. The game is not a test of your do something freakish with the rules, the players tend to appreciate
ability to memorize. Learn the basics first. Later, you’ll take the it if you let them know beforehand.
bits and pieces that work for you. You’ll simplify, expand, alter
and amend. If you eventually make things up on your own, no
Adjusting Your Style
one is going to kick down your door and take this book away. It’s possible to shift your style a little during a session to suit your
Your game belongs to you and yours. game. Think of taking your journey through the story as if you’re
driving a race car. When you go into a turn, you downshift. When
There is no “official” way to play this game, only the way that
you’re on a straight road, you shift back into high gear again. During
works best for you and your troupe. Most people who use rules fall
your story, for instance, if there’s a critical combat coming up, you
between two extremes. Their preference is largely a matter of style.
may slow down and throw a little more detail into the fight. Once
Style it’s over, if you want the characters to focus on their discussion of
If you’ve watched other people run games, you’ve no doubt what happens as they search the building, you can shift back up to
seen a variety of styles. Most Storytellers run somewhere between high speed so that the characters aren’t distracted by the dice rolls.
the “rules lawyer” and the “freeform gamer.” You won’t get a sense As long as you don’t radically shift in the middle of a session, you
of which style works best for you until you start to play. Style won’t ruin the transmission and bring things grinding to a halt.
comes from experience. Most players will sense what you’re doing and react.
A “rules lawyer” relies on an extremely strict interpretation Unfortunately, some people are a pain on long car rides.
and application of the rules of the game. If the chart on page 952 Certain players delight in trying to circumvent the rules of your
says that a player describing a certain action should roll Stamina game. The goal here is allegedly “success.” An individual char-
+ Dominate and cross-reference the number of successes against a acter’s success becomes more important than the game’s. The
resisted Willpower roll at a difficulty of 8, then that’s the way it’s structure that’s been built into the game gives you some measure
gotta be. Rules lawyers often pursue “realism”; for some reason, of protection against rules lawyers, but rules alone are not enough
they feel that adding more rules will make a game more realistic. to protect you from an overly aggressive player. One option is to
This extreme has definite disadvantages. If a rules lawyer gets build further layers of rules to shield you from assaults, but then
so caught up in rolling dice and looking up rules that he forgets the game becomes so structured that the flow of the story is sacri-
to concentrate on his story, the story suffers. To us, rules should ficed. The best recourse is to find players who work well with you.
serve the story; the story is not just a cheap excuse to use rules. Over time, you’ll find ways to adjust to different types of players,
and good players will make an effort to adjust to you. When that
Some players tend to be rules lawyers, too. Rather than holding
happens, you’ve assembled a worthwhile troupe. Then you can
on to the concepts that make a good story, they’ll try to solve problems
let go of the wheel… and the rest is the magic of storytelling.
by bending the rules their way. The character’s personality is set aside,
and the structure behind the game becomes more important than the There can’t be rules for everything, but you can find an
game itself. Storytelling should be seen as a collaborative activity, not amount of detail that suits you. Give the players a chance to offer
a contest of wills between the Storyteller and his players. The troupe feedback, especially at the conclusion of each chapter. Through
as a whole ideally works together to create the events. Rules lawyer this process you’ll develop a set of “house rules” that will make
players have to learn to play the characters, not the rules. everyone comfortable. Just as you tailor the story to what your
troupe enjoys, you’ll discover your own particular style of using
An extremely “freeform” Storyteller doesn’t need any rules at
rules. As long as you’re consistent, the players won’t feel as though
all. If the game only consists of guidelines, why bother with structure
you’re being arbitrary. Consistent rules and sound judgment reveal
and mechanics? A situation may call for tossing a coin or generating
the path; drama and passion make the journey worthwhile.
a random number, but that’s about it. If you have to roll dice, then
something has gone wrong. The character sheets provide a rough
idea of what characters can do, so dice become superfluous. If the
Tips
Style ideals are all well and good, but they’re nothing with-
troupe really wants something to happen, it happens. This type of out practical skill to back them up. Here are a few basic ideas to
game resembles improvisational theater more than anything else. help you along.…
While this approach is valid, it also has obvious drawbacks. If • The Dice Should Guide You, Not Control You
anything can happen at the whim of the Storyteller, then everything
Dice are a random element, a helpful device to use when stories
that happens is, by definition, completely arbitrary. Players who like
get stuck or an outcome should be left to chance. In the end, however,
to have a framework of rules feel lost when they enter the realm of
they’re a tool, nothing more. How you use that tool will affect the
freeform gaming. They’ll have certain expectations of what should
feel of your story. Ultimately, the game is played by human beings,
work, and find themselves in situations in which the only measure
not dice. Use die rolls for inspiration, or for adjudication if you really
of success is their ability to amuse and humor the Storyteller.
need it, but remember to balance the game and story.

VAMPIRE: THE DARK AGES

226
• Describe Dramatically
Vampires should never be boring. Your players will no doubt
put as much melodrama, angst, tragedy, pathos and power into
their characters as they can muster. You need to return the favor
by making the world around them equally so.
Try not to fall into game terms or die rolls until you really
need to. While you’re telling the characters what the visiting Tran-
sylvanian noble looks like, be as visual as possible. If his clothes
are outlandish, don’t just say that — describe his sweeping blue
velvet cloak with the cloth-of-gold and ermine trim, the perfectly
cut black silk tunic and hose, and blue suede pearl-buttoned boots.
When he enters the tavern, don’t tell the players that he’s using
his Presence to attract attention — tell them that every eye in the
room is on him, and (since they are obviously looking at him too,
if description is necessary) don’t ask them to roll to notice it until
few moments have passed and the reason for asking is less obvious.
• Improvisation
A vampire’s world, like a Storyteller’s, is full of surprises.
Intent may shape reality, but reality often has its own ideas. Dice
rolling is one way to inject this element of uncertainty into the
game, but what can you do when a player (or circumstances)
comes up with something no rules can cover?
• Be Creative
Many questions can be resolved with a little imagination. If
all else fails, however, adjust difficulty levels or die pools. Gena
wants her Gangrel to sneak up on the Toreador Justicar? Fine. Just
up her difficulty by +2 or +3. Adding or subtracting modifiers for
imaginative descriptions can also encourage players to be inventive,
although this can get out of hand. The rules suggest a maximum
adjustment of + or - 3. You may want to stick to that, if only for
your own sanity.

Techniques
Once you’ve got the basics down, there’s still room to grow.
After you’ve structured your plot, established the background
and set the characters off and running, certain techniques can
enhance the experience. To begin with, a well-done game will
have a certain atmosphere that will evoke a particular mood.

Creating Mood and Atmosphere


What characters do is one part of an adventure; what they
feel is almost as important. Evoking those feelings is achieved with
atmosphere. If the cast is at the center of the stage you set, then
the atmosphere is the lighting. If it’s turned too low, everyone will
stumble in the dark; if it’s turned too high, the actors will sweat and
squirm. When designed properly, the atmosphere will convey the
proper mood. If you’re fresh out of tallow candles, there are other
tools you can use to create the mood and atmosphere of a scene:
• Remember All Five Senses
“Virtual” reality is usually a misnomer. An environment
isn’t virtual unless it draws upon all five senses. Storytellers have
known this for millennia. A setting can be something as simple as
a mapped-out room, but an atmosphere assaults all the senses at
once. A run-of-the-mill dungeon cell can be described as a room
with a set of shackles and a bucket, but a terrifying dungeon cell
might be filled with the smell of gangrene and nightsoil; the sounds
of the torturer’s workshop next door; the hard stones, rotted straw
CHAPTER EIGHT: STORYTELLING

227
and sections of previous occupants that make up the floor; the
blood of the carrion-eating rat that becomes your meager meal, and
the pale starlight drifting in from the small, barred, south-facing
window. The first example is a map; the second example is an
environment.
• Use Analogies
If you want to convey a feeling for a scene, incidental events
can convey subtle clues to the mood you want to instill. A minor
occurrence can be used as an analogy to the mood of a scene. For
instance, suppose the atmosphere you wish to create in a scene
is one of fragile hope. The setting might be a desolate stretch of
road by the city walls, three hours before dawn. Autumn leaves
drift lazily in a gentle breeze, and moonlight fights to hold back
the night. The characters walk past two beggars rubbing their
hands over a small fire. Then one of the characters notices the
silhouette of two young lovers holding hands in the distance. In
the middle of the street, the lovers pause, embrace and then walk
their separate ways. None of these elements has to be tied to the
plot in any way, shape or form, but they contribute to the scene
by lending cues. If your players pick up on them, they’ll respond
by adjusting their roleplaying to fit the mood.
• Vary Tone
The way you use your voice is another cue. This may seem
like an obvious remark, but many Storytellers forget about the
versatility of the human voice. Softly whispering to draw your
player’s attention, frantic dialogue to hurry them along, matter-of-
fact description to render a scene sterile, or boisterous blustering
to describe a rambunctious crowd are but a few examples.
Another effective technique is to use a tone that’s the exact
opposite of what your players expect. Describing an intimate scene
in third person with no embellishment can convey that a suppos-
edly romantic encounter might just be an attempt to manipulate
someone. If you’re describing a house where a family has been
slain, relating the condition of the children’s toys can make the
scene far more sinister than the standard clichés associated with
gore. Less is indeed more, and an unexpected approach can lend
a routine description an intriguing atmosphere.
• Detail Supporting Characters
The details of supporting characters can also add to the
atmosphere of a scene. Any human being has little quirks and
foibles that reveal minor bits of his personality. If a minor
character is usually identified with a specific location, his little
quirks can contain cues about that location. Suppose you want
the characters to feel remorse over the destruction of a human
servant of their enemy. If they bump into the weeping widow,
Beatrice, returning to her cottage after the wake with toddlers
and teenagers in tow, they may think twice about killing anyone
and everyone associated with their foe.
Those little cues might also shape a character’s view of a group
of people. Suppose a Brujah, hating for philosophy’s sake the nobility
and everything associated with it, should be skulking near the king’s
palace garden as the ladies of the household fetch flowers for their
royal mistress. He sees that the girls are very young, very pretty, and
overhears their nervous, excited chatter about the visiting Transyl-
vanian ambassador. The youngest seems to have caught the man’s

VAMPIRE: THE DARK AGES

228
eye, and the other two help her practice her dancing in preparation The world doesn’t care whether they live or die, and unless the
for that evening’s entertainment. Our idealistic Brujah can put two characters struggle and learn, neat tricks with vampiric Disciplines
and two together — but will he act in time to save the rich and won’t be enough to save them. This takes more than raw force. In
titled girl’s life, or will he let the nobility feed upon itself and wait fact, a story centered on survival doesn’t have to involve force at
until his plans are fully matured? There’s an emotional component all. If you want to make a character’s life more difficult, it’s more
to the scene… and that’s what mood is all about. effective to do it through ingenuity than to have someone hit him

Stories on the head. There are also other definitions of “survival”: What
compromises do we make in life to get by? Staying alive exacts
Then Merlin said, “Let everyone sit quietly and do not move, for a price; idealists defy that temptation and succeed in spite of it.
now begins an age of marvels, and you will see strange happenings.” • Espionage
—Sir Thomas Malory, The Acts of King Arthur and His Politics among Cainites are always fraught with deceit, and
Noble Knights it takes cunning as well as luck to survive. The characters may
Once you’ve evaluated what you’re doing in the long run be caught between two rival factions, or they may be attempting
with your chronicle, it’s easier to put your short-term goals into to sabotage the rule of a powerful prince. Either way, it will be
perspective. Keep in mind that you can play a game without com- difficult to determine who can be trusted, and one mistake could
mitting to a lengthy chronicle. The “one-shot” is an art form all prove fatal. What happens when you can’t trust anyone? What
its own. Whether you’re planning for a skirmish or a siege, it helps happens when paranoia overwhelms reason? If the Jyhad was
to remember the overarching goals of chronicles and storytelling. entirely blood and thunder, fighting it would be comparatively
Structure, atmosphere, mood, theme and technique are just as straightforward. But in a duplicitous world such as this, sometimes
useful in a short chapter as they are in an extended chronicle. Rudi- it’s hard to determine who the “bad guys” are.…
mentary as these elements seem, never underestimate the power of • Power
the well-timed gust of wind or the melancholy flashback. Storytellers After the Becoming, characters are possessed with more power
throughout time have known the value of such flourishes. than they probably ever dreamed was possible. To transform into
To begin with, any story has structure. The basic structure beasts or disappear into the shadows are commonplace feats now;
of a chronicle consists of two steps: a series of chapters (or sessions) how does that effect a character’s view of the world? Kine are but
tell a story, and a series of stories compose a chronicle. We tend pawns, and even the mighty tremble in view of most vampires.
to favor a literary analogy for this, but any analogy can work. We all know the cliché that “power corrupts,” but how does
You might choose to see the story as a series of acts, like a play it happen? If we know this is true, why does it still happen so
or a television show. Or perhaps the scenes are like sections of a frequently? There’s one more complication: In the world of the
comic book mini-series, or a series of movements in a symphony. game and the real world, you do have the power to rebel against
Use the metaphor that works for you. If you can draw upon your the established order. So what are you going to do if you succeed?
knowledge of another art form, you can develop your understanding • Identity
of the process of creating stories.
In the modern age, we like to think that we determine who we
Themes are. We have the freedom to carve out our own identity, and we are
told that race, gender, sexuality and social class need not stand in our
Theme is one of the hardest things to develop in a story. You
don’t have to preach when running a story or chronicle, but there way. But things are far different in the Dark Medieval world, where
these things are the defining factors in who you are in the mortal
are definite themes that will come up in a Dark Ages chronicle.
world. You are born to a given role in society, and to challenge that
Angels may not descend from the heavens to weep tears of blood
is to speak heresy. Now consider this: Once Embraced, all vampires
at the beauty of your story, but a strong theme, or series of themes,
begin on the same footing, without regard to their mortal identity.
will elevate your game beyond simple critter-hunts.
It becomes impossible to judge someone’s strength or importance
Subtlety works. If we can’t sympathize with the motivations
on the basis of such superficial things; you never know when the
of the characters or the antagonists, the story, as one person would
chambermaid might turn out to be a 700-year-old fifth generation
say, is “just a bunch of stuff that happened.” You can work your
vampire. How does that affect (or corrupt) something as fragile
chosen themes into the game with characters (whose personalities,
and malleable as a vampire’s concept of self? In game terms, how
motivations or circumstances force the players to think), situations
much does clan or generation define a vampire? This type of story
(which put them into dilemmas), relationships (which incorporate
takes roleplaying beyond the simple limits of class, gender and other
both) and symbols, omens or mindscapes which emphasize the
stereotypes. The result is a mirror to the world around us.
theme. Just remember — go easy.
Some common themes for Dark Ages chronicles include: Story Concepts
• Survival Now we enter the realm of the story. There are an endless
A chronicle describing a fight for survival centers on more number of stories you can run, but some ideas are more obvious
than Health Levels and Ability rolls. Existence itself should be a than others. If you need to prime the pump, the supplements to
trial. The characters live in a dangerous era, one where survival this rulebook and the suggestions below are good places to start. If
is a day-to-day crisis. This might be anything from a rough stretch you want to begin with the time-honored formulas, that’s another
of wilderness to a zealous priest out to rid the world of evildoers.

CHAPTER EIGHT: STORYTELLING

229
option. Hopefully, though, you’ll move from the obvious to the As an example, the characters might be “debt collectors” for
innovative. To set you on your way, here are a few simple adventure the demons, collecting the souls of those who have signed them
ideas. Build on them long enough, and you’ll make them your own. away in demonic contracts. The characters may simply have to
track down and kill such mortals, or they might have to be at
Outcasts their deathbeds to somehow magically ensnare their souls — you
Before their Becoming, each of the characters was a mem- decide. If the characters seem capable of it, the demons may also
ber of a victimized or disadvantaged social group. This may be ask them to persuade mortals to sign their souls away (the mortal
a racial or religious group, or an economic underclass. Now, as must agree freely!), and then return later to collect, so that the
vampires, the characters continue to watch over and protect the characters come to act as the demons’ proxies.
other members of this class. As demons’ servants, however, the characters will also gain
You may wish to make this a very specific social group (pros- a good many enemies — rival demons, the Church and other
titutes), or a broad group (women). Playing female characters in Cainites, Lupines and mages who dislike what they are doing.
a sexist society can be an illuminating experience, especially for The relatives of those whose souls they have taken might come
male players, and particularly intriguing chronicles might revolve looking for them in revenge, and the demons for whom the char-
around the characters all being lepers or Jews. acters work should pose a considerable threat to them, too. The
As an example, the characters might be attached to a com- demons, ultimately, may not want to owe the characters a favor,
munity of Moslems in Spain, merchants and artisans who remain and may conspire to have them killed as soon as they become a
in their home city after the Christians capture it. The Moslem liability, or may try to trick them into signing their own souls away.
community is vilified, and individual members are pressured into
becoming Christian. The characters must help the community Dust to Dust
through these troubles and deal with the changing Cainite politics Another vampire seeks out the characters, and explains that she
of the region. The Lasombra back the Christian conquerors, the was recently discovered and driven from a nearby village by the local
Gangrel and Toreador back the defeated Moors, and following peasants. Before she left the settlement, she Embraced her favorite
the Christian Reconquista, an anti-Moslem Lasombra prince seizes ghoul, only to see him beaten into torpor by her pursuers as she fled.
control of the city. She briefly returned to seek out her friend and childe, and
discovered that the peasants believed they had killed him. They
The Paladins had buried him in the churchyard, but worried that he might “rise
The characters believe that they are Heaven’s servants, from the dead,” so they laid a huge stone slab over the grave, and
imbued with dark powers all the better to seek out and destroy intend to stand guard around it for 40 days and 40 nights with
evildoers. (At least, most of the characters believe this; others burning torches and constant prayers.
might have their own agendas, and merely pretend to hold this Not only is the neonate degenerating in the grave, but he
belief.) lies in consecrated ground, attended by the prayers of holy men.
The characters hunt down and destroy bestial vampires, There is a possibility that he will never come out of this torpor.
demons, homicidal Lupines, witches’ covens, corrupt bishops, So, the vampire asks the characters to release her torpid
sadistic barons — whatever you want to tell stories about, or progeny as swiftly as possible. They must get to the grave, move
whatever your troupe wants to go for. They believe that they fight the stone slab, dig up the vampire and escape with him. However,
for God or for justice, but few others would agree with them, and the grave is constantly guarded by the local villagers, and attended
theirs should be a very lonely crusade. by praying monks (the leader of whom perhaps has Faith and/or
This works particularly well with troupes who enjoy detective carries a holy relic). The guards are armed with spears, clubs and
work and planning, with a little combat, and allows you to play flaming torches, and are already nervous that vampires or some
around with questions of ends versus means, of who has the right other demons might attack them.
to judge and so forth. Moreover, there is a faction among the local peasants that wants
Hell’s Pawns to exhume the neonate’s “corpse” and burn it, just to be on the safe
side. If the characters bungle the rescue, these might persuade their
The characters are in the service of a demon or group of de-
fellows to cremate the vampire. On the other hand, if the characters
mons. Perhaps they believe that they owe their undead existences
blatantly rescue the neonate (charging in and massacring the guards,
to these creatures, perhaps they actually want to work for them,
for example), they might spark off a wave of witch-hunts and other
or more interestingly, they need some favor from the demons and
persecutions in the area, making them unpopular with their prince,
serve them for now to pay for that favor. What favor might the
other local Cainites and various groups of mages, witches and diab-
characters want? That’s up to your troupe; perhaps protection, their
olists. They will need to hatch a fairly cunning plan.
mortality returned or assistance in slaying some powerful enemy?
The demons might call on the characters occasionally (allowing A Profitable Slander
you to run other stories, or combine this with another chronicle A character who maintains a haven in a rural or wooded
archetype), or might have one specific, permanent duty for the area discovers that a young boy is being held captive in a shack
characters. The demons might want characters to rescue their other in the woods nearby. Investigations reveal that the boy recently
servants from danger, kill their enemies, guard an important site, vanished from a neighboring city, and the Jewish population is
spy on local churchmen or recruit and lead a coven of diabolists. being blamed for the crime.
VAMPIRE: THE DARK AGES

230
The rumor around the city claims that Jews kidnapped the diabolists could do the same to the characters and the city’s sorcerers
child for sacrifice in a Satanic ritual, and anti-Semitism is so rife if they were arrested and interrogated). And how do the city’s other
that people believe this nonsense. A merchant in very deep debt Cainites respond to the feud and the characters’ involvement in it?
with the local Jewish moneylenders started the rumor, and not
surprisingly, it is his relatives or hirelings who kidnapped and now Rescued, Dead or Alive
guard the boy. He hopes to start a riot against the local Jews, during The ghoul of one of the characters was caught committing some
which his henchmen will target the moneylenders, killing and crime against a mortal nobleman, and now languishes in his dungeons.
robbing them. So he expects to clear his debts, and — as medieval However, while interrogating the ghoul, the nobleman has noted
Christians considered Jews to be sub-human — he feels no guilt at all. her obsessive, tormented behavior, and has come to believe that the
However, the merchant underestimates the tenacity of the unfortunate has been “bewitched” or is possessed by demonic spirits.
city’s authorities. They are not taken in by the rumors of a Jew- So, the nobleman has neither sentenced nor released the
ish plot, and eventually work out how the child was kidnapped ghoul, but has kept her imprisoned beneath his castle, occasionally
and how he was spirited from the city. Then their soldiers start interrogating her. For weeks or even months, the ghoul has been
searching the area around the character’s haven. locked up. In two more weeks, her Blood Oath will cease, and
The soldiers comb the woods, search through caves and scour she might then betray her master to the nobleman.
houses. The character may not want to free the child (though both It is imperative that she be released or killed before the Blood
his family and the city’s Jews will be grateful if he is returned and Oath expires. Either way, the characters must somehow get into
the conspiracy revealed), but might find it necessary to do so. If the castle and to the dungeon beneath it.
the character does not free the child, the soldiers will continue As an added complication, the suspicious nobleman might
their search and likely find her haven. have contacted the local bishop, describing his “bewitched” captive.
As the characters plot to release or kill the ghoul, envoys from the
Caught Between the Devil... bishop — perhaps even an inquisitor — might arrive to examine
Two factions of hedge wizards drag the characters into their her. The Church might even plan to take her away from the castle,
engoing feud. The fighting began when a group of sorcerers in the to imprison her in one of their own strongholds.
city stole an ancient tome detailing dozens of spells and rituals.
These sorcerers are merchants and artisans, led by a wayward The Blood of Life
exorcist, who want to use magic to gain wealth. The book orig- A mage or alchemist is working on a method to animate clay
inally belonged to a group of diabolists who meet in the forests figures or statues, but has had little success. However, it occurs to
nearby, typically nasty sorts who want the book to gain power, her that a vampire’s blood might be just the ingredient needed
compel women to bed them, slay those who annoy them, etc. to make her magic charm work.
It is important that the characters can’t make heads or tails The mage seeks out a place where a vampire hunts — either
of the book; they are supposed to be in a quandary as to whom one of the characters or an acquaintance of theirs — and there lays
they support — not just gunning to steal the book for themselves. a trap for the creature. If the trap is set for one of the characters’
(If any of the characters have Thaumaturgy, then claim the book friends, the characters hear of the mage’s plan, and must rush to
has protections they cannot pierce.) warn him before he is captured. If one or more of the characters are
Seeking allies to help them recover the book, the diabolists the mystic’s prey, then they may be set upon by her or her minions
conjure a demon who tells them of the characters. The diabolists as they hunt.
then approach the characters, and offer them magical favors in The characters should escape this first ambush, but the
return for the book. If they refuse, the diabolists summon another mage and her minions continue to hunt them, so that they (for
demon, who repeatedly attacks them, steals their possessions and a change) are the prey.
makes trouble for them, informing them that it will only stop Of course, the characters might negotiate a satisfactory con-
tormenting them if they agree to help the diabolists. clusion to this. For example, they might supply their hunter with a
The area’s spirit-conjurers have protected themselves from little blood, for a price. (Incidentally, if the statue were animated
the diabolists’ dark spirits (erected wards, bound guardian spirits, using the vampire’s blood, then maybe, unknown to the wizard
etc.), but are vulnerable to the characters’ physical attacks. How- who animated it, it would function as that vampire’s ghoul….)
ever, they are no less powerful than the diabolists, and can offer
the characters equal magical favors — including protection from For the Love of Christ
the troublesome demon. Of course, they want something from A young friar comes to the characters’ city, preaching and
the characters in return — they want the characters to break up tending to the poor. Rumors begin to circulate that he has healing
or drive away the diabolists’ group. They can protect themselves powers, and has aided several beggars and vagrants.
well, but need the characters to strike back at the diabolists. If characters investigate, they discover that the friar has an
Who do the characters support? That’s up to them. The demon’s old, battered cup which he believes to be the Holy Grail. He
attacks should be disruptive enough that they cannot simply ignore conducts Masses for the poor in houses, fields, woods — wherever
the feud, and eventually must take sides. In the end they could make they want — and some who drink from the ancient chalice seem
a group of useful allies, and a group of deadly enemies. Or they might cured of minor ailments.
just betray the diabolists to the Church (except, of course, that the

CHAPTER EIGHT: STORYTELLING

231
The friar’s teachings are mildly heretical, claiming that the palace cannot. One of the character’s sires or a clan elder may
Church should give its wealth to the poor, denouncing clerical be similarly approached, and the characters area charged by that
corruption and conducting Mass outside of churches. The local person to investigate.
clergy become irritated, and he is forced to go into hiding. As the characters make their investigation, they must tread
Then an inquisitor arrives in the city, ostensibly present carefully around the erratic prince, whose personality changes at
to investigate charges of heresy against the friar. However, the the drop of a hat, at times apparently rational and cool, suddenly
inquisitor is really concerned with confiscating the “grail.” shifting to terrifying rages. Many of the prince’s retainers and
Soon after that, a large group of Templars arrive, equally set other vampires are fearful of his wrath if they are seen aiding the
upon seizing the grail. There are about 20 of them, many with characters. Some whisper of demonic possession, and others fear
the Faith Background. Further, their leader may have a relic of the kiss of Malkav. As they talk with those closest to the prince,
his own, and one of his retainers may be a mage. In any case, the the characters realize that he is not entirely in control of himself;
characters should not be able to defeat the Templars. perhaps outside influences have something to do with this.
The presence of these churchmen poses a threat to the local A number of sects fall under heavy suspicion for their relations
Cainites. The crass Templars follow rumors of the friar with violence with the prince. The local Tremere, backed by their clan, are on
and little tact (breaking into the houses of his supporters, ransack- the brink of all-out war with the prince. A chapter of Knights
ing suspected hiding places), and they may come to endanger the Templar has been circling the prince in stand-offs for some time,
Cainites by prying around their havens, or by troubling their herds, unaware of his vampire nature. In the shadows, the sinister Manus
retainers or allies. The inquisitor’s prying might also threaten the Nigrum extends a taloned hand to “encourage” him in decisions
Cainites. A character’s herd or allies might be supporters of the that aid their dark agendas. However, the most telling clues lead
friar, held as hostages or threatened with trial for heresy by the the characters to believe that one of the prince’s own knights is
inquisitor. The whole situation puts the characters and the area’s set against him. But who, and more importantly, why? All have
other Cainites in considerable danger. a keen interest in who will sit on the throne when the prince is
If the characters do not take any action on their own ini- removed, and each would obviously prefer it be him. At least one
tiative, the local prince or another respected vampire could ask of them has ties outside the fief that suggest more sinister purposes.
them to deal with this situation. How the characters do this is As the prince’s actions become more and more bizarre, they
up to them. Different characters will have different goals and begin to attract the notice of the Church. If they send in their own
priorities. They might murder the inquisitor (bad move — the investigation, things will take a disastrous turn. The characters’ time
local bishop will only send more people to investigate), discredit, is running down, and they must hunt down the traitorous knight to
intimidate or attempt to control him. Shrewd characters might find the root of the prince’s madness — a sword of Tremere design.
be able to have the brutal Templars driven from the city, either The Tremere decided to circumvent their long-standing feud
by an incensed mob or by the local authorities. Or the characters with the prince by whatever means available. With the aid of
might just search out the friar, and hand him and his chalice over their Hermetic brethren, they have created a sword to use against
to the inquisitor or Templars; even this shouldn’t be too easy, him. The blade itself is not the problem; the scabbard, however,
though, as the friar has many supporters in the city, and has the is the true power in this charm. Whoever possess the sword can
Faith Background augmented by the relic that he holds. be manipulated by the will of who holds the scabbard.
In any case, the characters are free to choose any approach The knight, when found, tells the characters that the Tremere
that they wish, and thereby perhaps make long-lasting friends or and he had struck a deal, whereby he was to present the prince
enemies among the mortals. with the sword as a gift from himself (with apologies for the miss-
And what of the “Holy Grail”? Well, it’s unlikely to be the ing scabbard). However, a falling-out occurred between him and
real Grail (unless you want to give it some awesome supernat- the Tremere, and he now seeks to recover the sword before more
ural powers and make it the center of your chronicle). It may, damage can be done. The blade is constantly at the prince’s side,
however, be a minor relic, perhaps with some healing powers. and he is never seen without it. Removing the sword from the
Or the friar’s healing powers may be little miracles deriving from prince will calm his madness, but whoever still holds it will next
his own Faith, or he might be a mage. (If he is a mage, then what fall victim to the inflicted insanity. Destroying the sword will
does he really want in the characters’ area?) Or perhaps the tales render the scabbard useless.
of his healings were just hopeful rumors. Another possiblity is that the scabbard-holding Tremere is bold
enough to appear at court, his talisman disguised by another, un-mag-
The Madness of Prince Roland ical sword in the sheath. The characters may trace the prince’s abrupt
The prince of the characters’ city has apparently gone insane. shifts of personality to this person’s appearances in his presence. If the
He becomes a martinet in his court and a tyrant to his subjects, characters have found the knight by now, he may be able to point
demanding ruinous taxes and hounding those who displease out the offending scabbard. However, before barging in and accusing
him. He even demands the heads of his vassals for goblets one the Tremere, they must have proof of his actions, and the knight’s
evening, and flies into a murderous rage when it is not carried word will be useless when he admits that he made any deal with the
out. One of the nobles approaches the characters and asks for aid. Tremere. Whatever choice is made, only by destroying either sword
After all, an outsider might see something that those within the or scabbard (or both) will end the prince’s madness for good.

VAMPIRE: THE DARK AGES

232
Resolution
If a player can sympathize with that character and make her “real,”
then the character resembles a real person. And a real person never
stops learning and never stops growing.
No story is complete without a resolution. The events of
Of course, while stories resolve, even a completed chronicle
the story may have loose plot threads, and the antagonist may
can still go further. If your characters stayed at the center of the
not be utterly defeated, but the story can still end with a sense
chronicle, any resolution you give is, in essence, a temporary one.
of completion. A chronicle must reach some resolution as well.
If you care about the characters, there are always new directions
In the ideal chronicle, that resolution comes when the meaning
in which you can take them. If a character has ideals, she can
behind the series of stories is crystal clear. Not every chronicle
always find a way to refine those ideals further. So long as your
reaches that apex, or has to, for that matter, but completion
characters have authenticity, a chronicle may continue, even
brings a sense of accomplishment and satisfaction.
long after you’ve set it aside….
Some Storytellers get lost along the way. Branching out
…And if you take the strength of idealism and the energy
further and further from the original chronicle concept is a
of telling a story back with you into the real world, there will
common distraction. This is a valid approach, but maintaining a
always be a way in which to draw upon that, even long after the
clear focus can ensure the chronicle’s longevity. The alternative
game has been set aside.
can be a growing sense of obligation to resolve every plot thread,
no matter how minor. One lesson bears repeating, then: Depth To summarize, then. When telling a story, follow a few
is richer than detail. basic principles:
Remember one key concept: The main characters are the core Create myth. Inspire ideals. Entertain. Summon darkness.
of the stories you tell. In this game, and the others in the series, Intensify light. Evoke passion. Use empathy. Guide the story.
there’s a heavy emphasis on defining and developing a character. The rest is just details.

CHAPTER EIGHT: STORYTELLING

233
VAMPIRE: THE DARK AGES

234
hapter Nine:
Antagonists
Consider your origins: you were not
made that you might live as brutes, but
so as to follow virtue and knowledge.
— Dante Alighieri, The Divine Comedy

As with any Storytelling game, a Vampire:


The Dark Ages chronicle requires opponents
to threaten and challenge the characters. Note
that in this case, an antagonist is not simply
someone for the characters to whack until dead;
an antagonist is a character whose goals are
not necessarily the same as those of the player
characters. This confict of interest will usually
not result in combat, and characters who think
they can kill everyone who opposes them will
probably be in for a shock the first time they face
something more powerful than themselves.

CHAPTER NINE: ANTAGONISTS

235
The sections below cover many of the foes whom Cainites Note, therefore, that heretics may have as much Faith as devout
might face in the Dark Medieval world, as well as information Christians. Jews, Moslems and pagans can also have Faith, whether
about the other supernatural creatures in the medieval World of honoring Jehovah, Allah or the Goddess. Even an Infernalist might
Darkness. We have included alternate ways of running encounters have Faith in the dark spirits which she venerates.
with creatures from other Storyteller games for Storytellers who The Faith Numina, like any other, has a rating of 1 to 5.
don’t have the other rulebooks, though they are purely optional. However, the medieval person’s Faith Numina may offer her more
Feel free to set up conflicts between the characters and other social protection than a modern person’s Faith. Religious ideologies and
groups and institutions, or to create your own foes. assumptions underpin medieval life, creating a sort of collective
The Church unconscious which actually shapes reality.
Exactly what protection is afforded to the individual by
True Faith the Background depends on this rating, as described below. Of
Faith is a Numina (like an Ability, described in the Vampire course, these are just guidelines. Storytellers should amend them
Players Guide, pages 29-30, and elsewhere) which some people in the as required to fit the tone or to add drama to their stories.
Dark Medieval world possess. It can also be a Merit (see Appendix). • Any character with Faith may attempt to
Of course, most people have faith with a small “f,” in that almost ward off vampires by brandishing a holy
everybody accepts the Church’s teachings quite uncritically. But symbol or uttering prayers. (This is the
only a small number have the burning zeal, the profound conviction Hollywood cliché of the vampire being
which can protect them against creatures like vampires. held back by a crucifix.) The person rolls
This Faith is not necessarily a skill to be increased through Faith against a difficulty equal to the
experience. Certainly, it may rise as a result of a person’s experi- vampire’s Willpower. The number of suc-
ence, but it is more vital than that, more a measure of conviction cesses indicate the number of steps back-
and strength of mind. At the Storyteller’s discretion Faith should ward which the vampire is forced to take. If
rise or fall to reflect a person’s religious certainty and zeal. Nor is no successes are scored the vampire need
it something which comes from outside the individual, from some not step back, but may not advance. A
God or angel. Whether or not their beliefs are correct, these people botch indicates that the vampire may ad-
believe so fervently that their own conviction protects them. vance unhindered. Further, if the cross,
Bible or other symbol is placed against the

VAMPIRE: THE DARK AGES

236
vampire’s body, each success causes an ag- Note that Cainites will not normally have Faith ratings.
gravated Health Level of damage, burning They consider themselves the Damned, after all. Think very, very
into the flesh. carefully before letting any vampire have this power.
•• A medieval person with a Faith rating of 2
or more is a “neutral,” immune to Dominate.
Relics
Relics are items intimately associated with a saint or other
••• A person with a Faith of 3 or more may
holy person from Christian legend, and which are believed to
sense the presence of a vampire. She need
have some holy power derived from their connection with a saint.
not consciously try to sense a vampire’s
presence, but must be in peaceful, quiet In fact, these items do have power. They have absorbed the
surroundings — perhaps alone in thought, Faith of their original owners, and of the pious Christians who have
praying, reading pious books, meditating venerated them through the years. The most powerful relics are the
on the Bible, etc. The person will not sense most famous, those associated with the greatest saints, before which
the vampire’s presence if she is preoccupied thousands of pilgrims have prayed. Any saint’s relic has some power,
(e.g., arguing) or in a crowded, noisy place however, and even a fake relic might gain power. If enough people
(jostled by a mob, in the midst of a raucous believe strongly that a relic has power, then it gains a little Faith.
banquet, etc.). This ability need not be The greatest relics of all are the Holy Grail (Christ’s cup), the
infallible; the Storyteller should let the True Cross (on which He died) and the Holy Shroud (in which
person sense the vampire only when it is He was buried). Thousands of shards of wood circulate in Europe
dramatically convenient. Note that the purported to be part of Christ’s Cross.
person cannot know exactly what she senses Most relics, however, are bones — parts of the corpses of the
through her Faith; all that she will know is saints. Finger bones are the most common, skulls are considered
that something unclean or evil is nearby. potent relics, and unscrupulous traders make healthy profits selling
•••• The person may not be turned into a ghoul, animal bones and unremarkable mortals’ remains to the credulous.
and is unaffected by any mind-affecting There are also more unusual relics. The Serpents of St. Kyne,
Disciplines like Presence and Obfuscate. for example, are snakes turned to stone by the sixth century St.
••••• The person is so pure, so holy, that she can Kyne, although modern people would dismiss these as fossils.
fill a vampire with self-loathing, disgust, Other, petty “relics” may also have power. For example, a
terror, even physical pain. Any vampire badge from a major pilgrimage site may have some power, such
hearing the person pray, preach or recite as a scallop shell brought back from Santiago, in Spain.
psalms, or being touched by the person, Each relic has a Faith rating of its own. If a person carries
may be forced to flee immediately by any or stands near such a relic, temporarily add its Faith rating to
available means. A vampire who is unable his. Even a person without the Faith Numina may thereby gain
to flee is reduced to a gibbering wreck, a Faith rating. If a person has more than one relic, then only add
flailing on the floor and screaming, sobbing the rating of the most powerful to her own Faith rating — don’t
or begging forgiveness. To avoid fleeing, add all of the ratings together!
the vampire must either expend one Will- Finally, in addition to their simple Faith ratings, potent relics
power point per scene, or must make a may have special powers.
Stamina roll each round (difficulty of 5 + Some, for example, are thought to promise an army victory
her own Intelligence). That’s right — the in battle. The spear which supposedly wounded Christ on the
higher the vampire’s Intelligence the higher Cross was one such relic; its effect might be to add one die to all
the difficulty, because the more tortured dice pools of every soldier in the army that possesses.
and guilty she will feel.
Feel free to create relics with unique powers to serve your stories.
In theory, a mortal might have a Faith rating of greater than 5,
but these people are one in one-billion — the sort of people who are
venerated as saints. They are unlikely to enter your chronicle (and Example Faith ratings:
certainly no more than once), but their powers would be enormous. The Holy Grail or Shroud 5
There is actually one easy way for a vampire to detect a person Skull or blood of a major saint 4
with a Faith rating, other than bitter experience — Aura Perception Bone of a major saint 3
always reveals it. A mortal with Faith has her aura permanently Shard of the true cross 3
altered so that she has a silver/gold halo around her. The strength Skull or blood of a minor saint 3
of the Faith determines the brightness of the halo. Note that the Bone of a minor saint 2
halo is not normally visible; only Auspex reveals it. Fake bone of a major saint 2
Finally, remember that Faith represents a person’s total Fake shard of the cross 2
commitment to her religion. She will act accordingly. Those
Fake bone of a minor saint 1
with high Faith ratings may seem fanatical, even insane to those
not of their religion. Major pilgrimage badge 1

CHAPTER NINE: ANTAGONISTS

237
Holy Water Other Blessed Items
It is the Church’s custom to bless a variety of items and instru- The Church also blesses a host of other objects, from farmers’
ments, either for its own use or for the good of the people. Almost seed corn (to make the crops grow strong) to warring armies.
anything from an army to a sack of grain might be blessed. Here are a few examples of items which might be blessed, and
Most obviously, churches create “holy water,” usually by what effect the blessing might have on them. In general, assume
blessing normal spring or well water. Such water is kept in the that a blessing requires a formal ritual to be conducted by a priest
church font for the people to take and use as they wish, although with the Faith Background. Of course, for dramatic effect you
in some areas the fonts are kept locked, as diabolists and mages may occasionally allow non-priests with Faith ratings or priests
sometimes steal the water for their unholy rituals. without Faith to bless, or you might want a blessing to have no
Medieval people use holy water as a medicine, sprinkle it on effect on a particular occasion. That’s your prerogative. You are
fields and animals or scatter it around their homes to drive away the Storyteller. Also, remember that these are only suggestions.
evil spirits and keep them safe from witchcraft. Modify and disregard these as you want, or add more of your own.
Exactly what effects holy water might have is left up to the • Church Bells are usually blessed. The blessing is perma-
Storyteller. In general, assume that any water properly blessed by nent, and as a result all malign or ill-intentioned spirits hearing
a priest has a Faith rating equal to his Faith Background. If the the tolling bells are forced to flee.
priest does not have a Faith rating, the water still has a Faith of • Houses are blessed if some supernatural is believed to
1. Water blessed by a bishop has a Faith rating of at least 2. A threaten the occupants. A blessed house, like a building sprinkled
vial of holy water may not be carried as a charm like a relic. It with holy water, causes discomfort to Cainites. Mortals notice
does not augment a mortal’s innate Faith rating. However, it has this discomfort on a Perception + Empathy roll against a difficulty
certain other uses, given below. Note that holy water retains its of the creature’s Willpower. This effect lasts for about one week.
powers only for about a month. • Pilgrims’ Staves are usually blessed before pilgrims start their
• An area sprinkled with holy water causes journeys. A blessed stave (used as a walking stick) counts as a relic
discomfort to Cainites. Mortals notice this with a Faith rating of 1, but only in the hands of that one pilgrim,
discomfort on a Perception + Empathy roll and only until she has completed her pilgrimage.
(difficulty equal to the vampire’s Willpower). • Weapons may be blessed for a particular endeavor, or to
•• Water with a Faith rating of 2 or more fight a particular foe. If blessed to slay a specific vampire (or Lupine,
may be used to attack a vampire, inflicting etc.) and used within a month of the blessing, the weapon causes
damage equal to the water’s Faith rating. aggravated damage. This effect lasts for one combat or scene.
This damage is Aggravated. • Armies are routinely blessed, but this shouldn’t usually
••• An unbroken line of holy water with a Faith have any effect on game play. Soldiers in a blessed army are more
rating of 3 or more forms a barrier likely to make it to Heaven if they are killed, but that is about all.
against all manner of dark creatures. Cainites In exceptional circumstances, however (e.g., when the blessing
must make a Stamina roll against a diffi- is made by a priest with a high Faith rating, or if the army fights
culty of 10 to step across such a line, and it a particularly evil foe), each member of the army might gain a
cannot be crossed by any but the most Faith rating of 1 for the duration of the battle.
powerful demons. This may be anything • Bread and Wine. Perhaps the most extreme “blessing” is the
from a short line across a doorway to a broad dedication of the bread and wine during the Mass. This is the most
circle warding an entire village. sacred of the Church’s ceremonies, and it is believed that the bread
•••• An area sprinkled with holy water with a and wine essentially become the body and blood of Jesus Christ. (Of
Faith rating of 4 or more causes discom- course, they still look and taste the same.) This “transubstantiation”
fort to both Cainites and ghouls. Mortals takes place whether the presiding priest has the Faith Background
notice this discomfort on a Perception + or not. This bread and wine, called “the Host,” has no particular
Empathy roll (difficulty equal to the powers, but is sometimes stolen by witches and mages for dark,
creature’s Willpower). blasphemous rituals, and is deadly poison to Cainites. Any vampire
••••• Holy water with a Faith rating of 5 (very, drinking or eating the wine or bread takes aggravated damage. Roll
very rare!) may be sprinkled across an area one die + 1 damage for even the tiniest taste. Damage from a full
to create a “safe zone” from vampires’ pow- mouthful should be extreme (say one die + 5).


ers. Any mortal within the area is consid-
ered a “neutral” (immune to Dominate), is Holy Ground
unaffected by Presence, is not fooled by There are sites across Europe that are considered holy ground.
Obfuscate, etc. Ghouls are not freed, how- Such places include the areas around the altars of churches or ca-
ever, and Blood Oaths remain firm. Cainites thedrals, places where saints were martyred (slain), where saints are
in the area may still use powers that affect commonly believed to have been martyred, or the tombs of saints.
only themselves (Fortitude, Potence, in-
nate healing powers, etc.). This area only
lasts for one day and one night.
VAMPIRE: THE DARK AGES

238
The effects of holy ground are: Many medieval miracles are harder to pin down. Some saints
• Holy ground causes discomfort to Cainites. Mortals notice were said to have driven out serpents from areas, to have been
this discomfort on a Perception + Empathy roll (difficulty equal brought food by birds or animals, or to have survived burning
to the vampire’s Willpower). and other tortures unscathed. Again, you might allow especially
• The difficulty of any roll involving the Exorcist Background pious people to perform these functions occasionally (a Faith
is reduced by two. rating above 5 would really be necessary), or you might rule that
• Any character with the Faith Numina has her Faith rating such “miracles” are the magicks of mages.
increased by one while on holy ground. (Those without Faith
do not gain a rating.)
Inquisitors
An inquisitor is someone (almost always a priest) appointed
Miracles by a bishop to investigate a particular “blasphemy.” This blasphemy
may be an outbreak of sorcery, witchcraft, heresy or vampire activity.
In medieval legend, holy men and women have an array
of powers which cannot be reduced to simple rule mechanics. The inquisitor commands the respect of the clergy and most
Very rarely a person with a high Faith Numina, particularly if other mortals. Other priests are obliged to assist him however they
operating on holy ground, may be capable of some special feat. can, and when his investigation is complete, the secular author-
For example, such a remarkable person may be able to heal ities (kings, barons, etc.) are expected to punish those whom he
the sick, restore a person’s sanity, foretell the future, instinctively deems guilty. Note that these rulers may refuse to punish those
identify a sinner or a place of evil, survive for weeks without food found guilty, but to do so is dangerous; at best the uncooperative
or water, calm storms through prayer, etc.. noble is excommunicated, at worst denounced by the inquisitor.
To do any of these things a person requires a Faith Numina of Inquisitors have no special supernatural powers, as such.
at least 4. Each individual should be able to do only one or two of However, many have the Faith or Exorcist Numina and a high
these things, and then very rarely. Remember that such supernatural Occult rating. As long as the secular (noble) powers cooperate
abilities are just that — supernatural; make them unreliable and with them, they are dangerous enemies to the Cainites.
unexpected, not mechanical and predictable.

CHAPTER NINE: ANTAGONISTS

239
Exorcists Many (like the Benedictines) have only two real concerns:
praising God and watching their backs — but not in that order.
An exorcist is a priest or minor cleric trained and formally They are vastly wealthy landowners who pray, study, administer
empowered to cast out evil spirits, drive away vampires and their estates and try to ignore the outside world. Members need
generally protect the righteous from the forces of darkness. Each not be particularly pious (many are quite lax, attracted to mon-
exorcist is trained at a cathedral or monastery and installed by a asteries and convents because they had no other employment or
local bishop, and owns a book of prayers and rituals with which no chance to inherit family fortunes), although a few have the
he may battle the creatures of darkness. Faith Background, some with ratings of 4 or 5.
As a rules mechanic, Exorcism is a Numina available to Others are more practically minded, like the Augustinian (or
mortal clerics. The rating of the Numina reflects the rigor of the Austin) Canons, who often rebuild derelict churches, maintain
cleric’s training, the quality of his book, his confidence and the hostels and hospitals for the poor, and run schools for the children
Faith of the bishop who conferred the rank upon him. of wealthy, often based around large cathedrals. Members may have
Whenever the exorcist wishes to exorcise a spirit, harangue the Faith Background, and have many practical skills (like Medicine).
a vampire, bind a demon, etc., he must roll dice equal to his The Order of Camaldori and the Carthusians train men
Charisma + Exorcism. The difficulty of each challenge is given and women who would live as hermits. These deeply motivated
below. Note that these difficulty ratings assume that the exorcist solitaries inevitably have the Faith Background, and typically
has his book of rituals and a supply of “holy” ingredients and props spend their days praying, crying for the sins of the world, praying
(salt, candles, a Bible, holy water, a crucifix, etc.). If any props again, flagellating themselves, fasting and praying some more.
are lacking, the difficulty should be increased. If he does not Further, two new orders will shortly come into existence. The
have his book of exorcisms he must only roll Charisma, without Franciscans give all that they have to the needy and consecrate
adding Exorcism. Note also that the exorcist’s rating is largely themselves to helping the poor and wretched. The Dominicans
determined by the quality of the book that he owns, and so the dedicate themselves to preaching against heresy and instructing
rating may rise or fall if an exorcist gains or loses important texts. the people; in the years to come they will form the basis of the
These guidelines might also be adapted by the Storyteller Inquisition.
to cover non-Christian exorcists. A pagan priest, for example, And lastly there are the military orders. They consist of highly
might have the powers of an exorcist. A witch or diabolist might trained soldiers dedicated to fighting paganism and defending the
be granted equivalent powers by the spirits that she serves. Holy Land (Palestine), the most notorious of which are....

Task Difficulty
The Knights Templar
Officially recognized by the Pope in 1128, the Poor Knights
Prayer to cause a vampire to Vampire’s of the Temple of Solomon (called the Templars) are one of the
flee in terror. Willpower + 4 most feared and respected forces in Europe. Immediately recognized
Prayer to cause a ghost to flee Wraith’s by their white surcoats with red Crusader’s cross insignias, and by
in terror. Willpower their beards (most medieval men are clean-shaven), these highly
Prayer to cause a minor trained warriors are answerable only to the Pope himself, and are
demon to flee in terror. 6 committed to recapturing the Holy Land from the Moslems. But
Prayer to cause a major some outsiders have come to suspect that they have other aims,
demon to flee in terror. 9 and perhaps unorthodox methods.
Ritual to permanently expel The Templars are indeed primarily committed to recapturing
a demon from a place. 10 Palestine, and particularly Jerusalem, from the Moors (Moslem
Ritual to permanently expel Arabs). Jerusalem is their target because it is the holiest city in
a ghost from a place. 8 Christendom, but also because the Templars know that it contains
Chant to inflict aggravated Target’s the buried cellars of the Temple of Solomon; they believe that
damage (vs. a demon, Stamina + 4 by harnessing the spirits bound in these cellars, they will come
wraith or vampire). to dominate the Holy Land and forever keep it from the hands
of the Moors.
Ritual to detect the presence 10 - Exorcist’s
of vampire, ghost or demon. Perception Many of the Templars, and particularly its leaders, will go
to any lengths to win and safeguard the Holy Land. They will
risk everything for this — even their souls. Many have begun to
dabble in sorcery and alchemy, and rumors of their esoteric studies
Religious Orders have attracted several mages to join their ranks.
Europe has a score of religious orders, loose organizations that The leaders tolerate all manner of experimentation and heresy
run monasteries, hermitages and convents for men and women — anything short of Satanism — in the hopes of regaining the Holy
who want to dedicate their lives to God. These groups range Land. They have become masters of herbalism, often specializing
from the huge Benedictine order, with its thousands of religious in poisons. They have conspired to find, win and steal a collection
communities, to petty local orders like England’s Gilbertines. of relics to aid them in their fight, and always listen for rumors of

VAMPIRE: THE DARK AGES

240
other holy treasures; the Holy Grail in particular. They have also
established links to exchange books and favors with the Assassins
(Assamites) of Syria, and have used questionable magicks to conjure
spirits to aid them (see Hedge Wizards, below).
Of course the Templars’ leaders are careful to keep these
experiments secret from the outside world, and from the lesser
ranks of their own order. Their rituals and studies take place in
great secrecy, and woe betide anyone who stumbles upon them.
This duplicity is necessary, perhaps, but can also be counterpro-
ductive; behind this veil of secrecy more twisted and depraved
men can experiment with still darker sorceries and studies, and
can manipulate the order for their own less pious ends.
With its often fanatical warriors (many of whom have the Faith
Background), its collection of relics and its secret skills, its alliances
with magi and even Assamites, the order can be a match for even
the oldest vampire. But at present the Templars are unconcerned
with Cainites. All they care about is the recapture of the Holy Land,
and they do not wish to distract themselves with a war on vampires.
As a postscript, the order is denounced for heresy in 1314,
and its last Grand Master, Jacques de Molay, is burned at the stake
by the King of France. The trumped up or exaggerated charges
include infernalism, black magic, practice of Islam and pedophilia.
(The king needs money badly, and finds looting the Templars a
quick and profitable way to fill his coffers). As the Grand Master
dies, he curses those who conspired against him; within a year
the Pope and the King of France, among others, inexplicably die.

Merchants
The merchants of the Middle Ages have no particular reason
to hate vampires. Of course, as any other Christians they are
immediately hostile to Cainites, and to any other creatures that
exhibit dark supernatural powers. However, they are more likely
to report their discoveries to the Church or nobility, and then
leave these groups to deal with the characters.
However, the characters may earn the enmity of specific
merchants, and then find them tenacious opponents. Merchants
are often wealthy (and so able to hire spies, mercenaries and other
scoundrels), and have contacts in all of the towns and cities in
which they trade.
Characters may earn a merchant’s enmity in a number of ways.
A merchant may want revenge if a vampire Embraces or kills his
son or daughter. If a merchant’s friend or relation was turned into a
ghoul, the merchant might try to free her from the vampire’s control.
Characters might provoke a merchant by preying upon his
wagoneers (who may be mere hirelings, or his family), or by hunting
in an area upon which he is dependent for trade. For example, a
character might discover that charcoal burners are easy pickings
(these are men who camp out in woods to turn timber to charcoal
for use as a fuel). However if she kills many charcoal burners or
frightens them away, the supply of charcoal dries up, and the
merchant who used to ship and sell the fuel finds his profits falling.

The Nobility
Throughout the countryside and in many towns, noblemen
are responsible for enforcing laws, keeping the peace and punishing
offenders; it is they who will investigate and seek to punish most
crimes committed by the characters.
CHAPTER NINE: ANTAGONISTS

241
They also own the vast bulk of the land in medieval Europe.
Young vampires — unless permitted to hunt inside a city — usually
hunt on their land, often preying upon their people. Nobles also
administer bridges and ferry crossings, act as servants, messengers
and guards for greater dignitaries, collect taxes and control vast
amounts of wealth. Most havens, too, will be on nobles’ estates.
It is very likely that characters in your chronicles will come
up against the nobility at some point. If the characters break the
law, or are spotted skulking on a noble’s estate, a conflict could
develop. Characters may seek to control or befriend nobles because
of their wealth and influence. Petty nobles may routinely obstruct
or irritate the characters. Powerful or determined noblemen may
become long-standing enemies, mobilizing their military, financial
and political might against the characters.
Don’t forget that the vast bulk of Europe’s nobles are sincere
Christians, who would most likely consider Cainites to be the
Devil’s pawns. Nobles may need no further reason to attack a
vampire than piety and fear, and most are highly trained warriors.

Cainite Antagonists
Other Cainites can make excellent foes for the characters.
Scheming princes and power struggles within princedoms, feuds
between elders or clans, the rebellions of younger Cainites, the need
to keep the mortals’ ignorant of the Cainites’ numbers and powers,
the Jyhad and Amaranth — all of these work. But remember that
in the Middle Ages’ smaller princedoms, such conflicts are likely
to be more personal, and so the protagonists will often use mortal
pawns rather than vampire pawns in their struggles.
There are also some unique options available to you in running
medieval chronicles. The Lasombra and Tzimisce — before their
corruption and creation of the Sabbat — should make intriguing
enemies — or allies. No other clan has such links with the mortal
world or such a sense of family and community as the Tzimisce, and
no modern vampire could match a thousand-year-old Lasombra
for sheer cunning.
The emergence of the “new” clans, such as the Tremere, is
also intriguing. Established Cainites, fearing that these upstarts
will take their hard-earned power and influence, may try to turn
the characters against these clans. Or the characters, themselves
young and powerless, might form alliances with these rising stars.
The Baali are also active in the Dark Ages. There are more of
them before the Inquisition is founded, and they are well organized.
Other clans also have vested interests binding them to mortal
nations or institutions. The Brujah and Toreador in Spain and
the Assamites in Syria are the clearest examples, but in many
instances squabbles between Cainites will spill over into the
mortal world, complicating feuds that would (in the modern
world) remain simple inter-Cainite conflicts.

Baali
The Baali bloodline originated in Mesopotamia long ago,
though few if any quite know how. In a rare show of solidarity,
an alliance of clans broke the web of Infernalism the Baali had
created, finally forcing them to go underground.

VAMPIRE: THE DARK AGES

242
In darkness and secrecy, the remnants of the shattered Baali In his besieged mountain chantry, Goratrix worked endlessly
slowly rebuilt themselves. They founded “mystery religions” to to find some means of turning the tide. He ran a number of ex-
recruit mortal lackeys and prospective neonates in the ancient periments on captured Tzimisce and Nosferatu vampires, finally
world, often disguising their covens as pagan shrines. discovering a bizarre hybrid he called “Gargoyles.” Vicious and
The Baali use trickery and deception, Presence and Blood instilled with a hatred for the vampires they had been created from,
Oaths to control their mortal dupes. Those mortals who would the Gargoyles proved to be excellent watchdogs and guards. Since
work with dark spirits do so for their own gain, little dreaming then, the Gargoyles continue to serve the Tremere faithfully, and
what the Baali actually plan. any who approach a chantry will be met by these grotesqueries.
The Baali are more committed to complete depravity and The Nosferatu blood they inherited has made them into re-
evil than even the Followers of Set. They firmly believe in the pulsive, “demonic”-looking creatures with enormous bat-wings. As
eventual ascension of utter darkness, and hold that vampires are gargoyles age, their skin grows harder and more rocklike, sometimes
the minions of the Adversary, whatever form it may take. They sprouting strange protrusions. They prefer interior or underground
care nothing for fitting in with human society or even dominating areas that are surrounded by a great deal of stone, such as caves
it — their ultimate goal is to literally bring about Hell on Earth. and catacombs, to use as havens. No Gargoyle should have more
The Baali Embrace intelligent, driven and utterly callous than 29 or so years of unlife; all Gargoyles have been created in
people. Every member of this polluted lineage has at least some approximately the last 30 years.
knowledge of the occult, and it would be easier to find a unicorn’s Gargoyle Disciplines are Fortitude and Potence. Because
horn than a Baali not on the Road of the Devil. Gargoyles are a composite race, a victim Embraced by one loses
Baali neonates are kept in the company of a clan elder for nearly all memory of his present life in the wash of magic and
several years after their Embrace. The elders’ havens, called memory from the sire’s vitæ. They can come from any Background,
“nests” (as in “nest of vipers”), often become the centers of the but Physical Attributes and Talents become primary with the
clan’s organization, and from these centers individual Baali set change. Also, as a race created to be slaves, their Willpower is
out to search for unholy relics, manuscripts and treasures with reduced by two when resisting Dominate or mind-control spells.
which they can hasten the coming of demons to the Earth. Some
Baali may not return to a nest for years or even centuries, but
may wander or set up covens to gather information, artifacts and
Werewolves
Pray thee, what’s his disease?
followers. Most, however, return to a nest every year or two to A very pestilential disease, my lord;
report to the elder and pick up information of other Baali plots. They call it lycanthropia.
These Cainites do not, however, always cooperate with one — Webster, The Duchess of Malfi
another. The entire clan is devoted to establishing the rule of
What the legends say about werewolves is true. They do
demons on Earth, but each member wants to be the one who is
indeed exist, and they hate humankind and its works. Cursed
responsible for actually calling up the creatures. They often work
by the Devil to live in mindless rage, these beings are the worst
in secret, keeping their plans and discoveries from one another;
marauders to haunt the villages and cities of the medieval world.
the older members are particularly competitive. Each nest plots
They come at night, most often under the full moon, and rampage
in isolation from the others, sometimes even plotting against the
through the muddy or cobbled streets, hunting for human prey
others, as each elder strives to be the harbinger of doom. Whoever
and sometimes stealing babes away into the deep woods, never to
establishes the demons’ reign will rule eternally as their regent
be seen again. The people pray for the Lord to deliver them from
over the mortals, or so the Baali say.
such horrors, but in the Dark Ages, the Devil is ascendant and
It is rare for outsiders to have dealings with the Baali on any walks abroad across the heaths and glens, corrupting the unfaithful
terms but the Baali’s. The damned among the Damned rarely contact and the sinners. A werewolf can be recognized by the following
other Cainites, and when they do so they usually claim to be Caitiff. signs: his eyebrows grow together, and his hands are excessively
The Baali clan Disciplines are Obfuscate, Presence and hairy, perhaps with hair on the palms themselves. But above all,
Daimoinon. Their clan weakness is their vulnerability to religious the mark which betrays the beast is the pentagram branded onto
symbols. They are repelled by crosses, Stars of David and the like, his left palm by the Devil, the sign of his fall into bestiality.
and suffer double damage from True Faith. This is what most medieval people believe.
Gargoyles They are wrong.
Werewolves are actually a race of beings breeding among
The Gargoyles were created during the precarious early days
of Clan Tremere, and were perhaps the only reason that the human- and wolfkind, heirs to a paleolithic culture and tradition
Tremere survived their first years as vampires. With the trans- unchanged since before the First City was built. They are magical
formation of these mortal wizards into vampires, the Tzimisce beings whose bodies are part spirit, and who can, at times, leave
feared the Tremere would grow powerful enough to push them the material world to travel the Invisible World, the realm of
from the lands of Eastern Europe. The fights begun during the spirits which they call the Umbra. They interact with all manner
Tremere’s breathing days escalated as the Tzimisce allied with of primitive and forgotten Nature, creating magical fetishes and
the Nosferatu and Gangrel to launch wave after wave of assaults enchanting earthly glens with otherwordly power (called “caerns”).
on little-protected chantries.

CHAPTER NINE: ANTAGONISTS

243
There are many tribes of werewolves, each distinct and
distrusting of the other tribes (although they will band together The Tribes
against common foes). Each tribe claims a human populace — Of the 13 tribes of werewolves, only a few are represented in
“Kinfolk” — as its exclusive breeding flock, and the culture of medieval Europe. Humankind has not yet pushed Lupines into
these humans heavily influences the ways of the tribes bred from shared territories, and inter-tribal conflicts are thus rare. In the
them. Wolf packs are also breeding partners, for a werewolf can Dark Ages, werewolves respect each other’s territories (for the
be born from either human or wolf. most part), and know full well the price of crossing them.
In much the manner a medieval churchman gives his life • Fianna — This tribe claims the Celtic races as its Kinfolk.
over to God, the werewolves worship and faithfully serve the At this time, their lands have dwindled to include Wales, parts
Earth Mother, known to them by many names, the most common of Scotland and the whole of Ireland. Their continental cousins
being Gaia. And in much the same manner a medieval churchman either migrated to Britain long ago, or have interbred too much
reviles and fears the Devil, the werewolves recognize a cosmic with continental tribes to be considered Fianna any longer.
being of great evil which they call the Wyrm. The Wyrm births The Fianna are, like the Celts they spring from, boisterous and
monsters and sends them out across the earth to plague Nature, imaginative. They are well-known among the Garou as excellent
humankind and werewolves. bards and lorekeepers. While quick to anger, they are also quick
Werewolves know themselves by many names. In modern to forget a slight — unless it is a grave one, in which case they
times, they call themselves Garou, a term spread by French and will pursue a vengeance into many generations.
Norman Silver Fangs. But in the Dark Ages, the tribes are scattered Many villages and farms in the territories described above are
and distinct, and each tribe views its own name and customs as under the protection of the Fianna, or have Kinfolk living in them
the true and best way. Hence, the Fenrir (Get of Fenris) call most who can summon aid from the Lupines when in dire need.
Lupines Fenrir, believing them all to be sons and daughters of • Get of Fenris — Fierce Vikings, the Get have invaded
Fenris, regardless of whether others recognize this or not. Fianna lands and settled them with their Kinfolk. This has created
an enmity between the tribes which will last well into the 20th
Werewolves in Legendry century. While the Get are mainly a Germanic and Nordic tribe,
The history of the werewolf in human legend has evolved they can be found in the south of Britain and along the east coast
with cultural outlook. In early, primitive times, shapechangers of that isle, wherever Saxon heritage is strong.
were seen as holy, for they communed with predators and brought
They are much like the Norsemen they spring from, brutal
animal secrets to the people, vital lore necessary for the hunt.
and violent to outsiders but loyal to their own. Family is sacred
As civilization rose, and communion with nature became less
to them, and kinslayers are especially reviled. Woe to any who
important and even feared, the werewolf became a symbol of
cross them or their Kin.
untamed savagery. By the Dark Ages, werewolves are seen as
The mainland Get still call themselves Fenrir, the original
minions of the Devil, men cursed to wreak havoc on their fellows.
name for this tribe. The new term has come into use mainly by the
Some doctors of this period are aware of lycanthropy as a
English Saxon Get to distinguish themselves from the Fianna, who
disease, although it is considered an imbalance of the melancholic
are by no means progeny of great Fenris Wolf, their spirit totem.
humour. Paulus Aegineta, a seventh-century physician studying
• Silver Fangs — This tribe was born to rule. The Silver
in Alexandria, described the characteristics of a patient suffering
Fangs are the legendary leaders and heroes of their kind, being the
from “melancholic lycanthropia” (an excess of black bile): They
purest bred. Their migrations follow powerful human cultures, and
are pallid, lacking tears and saliva (and thus excessively thirsty),
they interbreed with the royal lines of these kingdoms and nations.
and their legs are in poor condition from running on four legs
Even where another Lupine tribe claims a nation as Kinfolk, the
at night. Perhaps this was a description of a metis, Black Spiral
Fangs will come and seize the breeding rights from them, usually
Dancer or deluded human, but not a normal Lupine by any means.
in a series of wars between their Kinfolk (the Norman invasion
Humans cannot really be blamed for failing to understand
is one such instance), accompanied by more individual duels and
werewolves. They are genetically and mystically incapable of doing
challenges to caern leadership.
so. Ages ago, the Lupines waged a war against humans, a period
The Silver Fangs are spread throughout royalty in France,
when they enforced a culling of the human population. The primal
Italy and the Near East. They also have achieved a foothold in
terror engendered by this time still lives in every human; whenever
Britain through the Normans, and their most ancient kingships
one witnesses a Lupine in its half-man/half-wolf form, a “Delirium”
still rule in Russia.
descends upon her, and her mind desperately tries to convince her
that what she is seeing is not real (see Werewolf: The Apocalypse). They, more than any other Lupine tribe of the period, know
the danger of revealing their true nature to humans. They are
Medieval people do not have the bulwark of disbelief and
considering adding a tenet to Lupine law (the “Litany”) concerning
rational science to protect them from the full horror of a werewolf
this, a prohibition against lifting the “Veil” that hides the Garou
revealed. They will most often remember the sight well, and will
from human knowledge.
tell their children (if they survive) of the time they saw such a
terror, the Devil’s servant unveiled. (Medieval humans receive
no bonus on the Delirium chart — fear is their most common
reaction. However, substitute Berserk for Disbelief.)

VAMPIRE: THE DARK AGES

244
• Bone Gnawers — These filthy, ill-bred scavengers are Silver Fangs try to prevent them from their depredations, they
found in almost every city. They may not be nearly as numerous continue, sneaking into cities in packs and assaulting merchants
as in modern times, but they are present nonetheless. They are in the squares, peasants at their hearths and even knights on the
found among the lowest levels of society, among the poor, the moors. Nothing can halt their anger.
bandits and rogues. The conscripted soldiery may even have a • Black Spiral Dancers — The slanderous lies which humans
few Gnawers among them. perpetuate concerning noble Lupines are not always so far from the
This tribe is reviled by all other tribes, especially the Silver mark. They are true when concerning the deeds and deviltry of the
Fangs. Concepts of tolerance and acceptance extended to them Black Spiral Dancers, a tribe of vile werewolves who worship the
in modern times are nowhere to be found in the Dark Ages. The “Dyvil himself in the gyse of Our Father Magnus Wyrmis.” They were
Bone Gnawers represent what Lupines fear to become, a weakness once a tribe of Pictish werewolves who were lured into corruption and
which threatens the purity of the race. While they are not attacked transformed into their present, insane state. Their most dangerous Pits
on sight, neither are they socially accepted by other Garou. (holy places, similar to caerns) are in the remote regions of Scotland,
• Shadow Lords — This severe and hateful tribe claims and the Dancers’ behavior when wearing human shape adds to the
Eastern Europe as its territory. The constant tread of too many widespread medieval belief that Scots are filthy, degenerate animals.
conquering feet over their lands allows them no mercy or remorse. The Dancers purposefully make mischief by capturing other Lupines
They are now the conquerors, and they aim to overthrow the and branding the sign of the pentragram onto their left palms (the
Silver Fangs (such optimism is more realistic in medieval times). brand is made of silver and cannot be healed), thus revealing them
For now, they stay in their territory, warning all away from the as werewolves to the superstitious peasantry.
misty Carpathians and old pine forests of their haunted lands Of the other tribes, the Black Furies (an all-female tribe) are
— although they must fight with the Tzimisce for this territory. strong in the Mediterranean region; the Children of Gaia (a tribe
• Red Talons — This tribe is composed entirely of Garou counseling peace) can be found in the more civilized areas of Islam,
born as wolves. They have not a trace of human kindness, nor do Constantinople or Rome; the Silent Striders (a nomad tribe) wander
they need it. They hate humans with a passion unknown to even Africa and the Middle East, with a few individuals roaming every-
the other tribes, for their history is full of the tragedy of human where; some Stargazers (a philosophical tribe) have come from the
cruelty to wolves. They aim to return this cruelty tenfold. The East; and the Glass Walkers (a technology-oriented tribe, called the
vast majority of tales about marauding wolves and rampaging Luperci in Italy) can be found in the largest and most advanced cities.
werewolves come from Red Talon activity. No matter how the

CHAPTER NINE: ANTAGONISTS

245
Werewolf: The Apocalypse The Spirit World
in the Dark Ages The world was once whole, spirit and matter as one. No
For the tribes in this time, the Apocalypse is a vague longer. Spirit has been divided from matter, and now exists in
omen, an unrealized reality. The Prophecy of the Phoenix a realm of its own, beyond a wall known as the Gauntlet. The
is a fairy tale to most, for only the first and second signs origin of this division and the erection of this wall are sources of
are comprehended. Humans are to be watched and herded debate among werewolves, ghosts and magi.
carefully, but no Lupine can conceive of the threat they will Lupines believe in three cosmic entities: the Weaver (pattern
one day pose to Nature. The major conflicts werewolves face and order), the Wyld (creation and chaos) and the Wyrm (once
are with humans, other Garou and Wyrm creatures, who in balance, now corruption). They believe that the Weaver went
this period are rarely subtle and almost always obvious for mad and drove the Wyrm to madness with her, dividing the
what they are — except for the vampires, of course, who the worlds and bringing corruption and evil to them. The Lupines
Lupines feel are the Wyrm’s cunning minions. blame humans for much of this disaster.
The barrier separating the spirit world from the real world is

Kinfolk thinner in medieval times than in the present. Thus, passage to


and from the Umbra, or the “Invisible World,” is much easier and
Werewolves are fiercely protective of their Kinfolk, both more common, not only for werewolves but for spirits. In places
their human and their wolf families. They are also more aware where the Gauntlet is thinnest, such as the deep wilderness, spirits
of who is and who is not their Kin. In modern times, Kin are often emerge to frolic and play at night, sometimes possessing
spread far and wide, but in the Dark Medieval world, when most humans who inadvertently wander these woods.
people are born, raised and laid to rest in the same villages, it is Garou gather around caerns, sacred places of power tied to
very easy to keep track of blood ties. the spirit energy of the earth. The Gauntlet is extremely thin at
This fact can spell the doom of an ignorant vampire. Looking these places, and almost nonexistent at the greatest of these sites.
for blood or herds among certain off-the-beaten-track villages At a caern, Garou can open a Moon Bridge to another caern, a
can be dangerous. The problem is that most vampires believe mystical gate between one place and another. Traveling a Moon
all the superstitions concerning werewolves, thinking that the Bridge, a Lupine can go vast distances in seconds. In modern times,
brutes are cursed individuals, not realizing that they are actually Moon Bridges traverse the world in well-known paths. This is not
whole tribes or tight-knit gangs who zealously guard their own. so in medieval times; Moon Bridges here can only stretch one-
Feeding from a tavern serving-wench may cause the vampire to third their normal, modern distances (i.e., a Level One caern can
become the prey as her hefty “cousins” come sniffing for revenge. only open a bridge 300 miles distant, while a Level Five bridge
The cities are far less prone to Lupine guardianship, since can only stretch 3,000 miles — still vast for medieval Europe).
they form a hodgepodge of travelers and migrants, those who have
broken the rural chain of generational residency, thus losing their Gauntlet
Lupine protectors. But in many small, unassuming villages near Area Gauntlet
the deep woods, where the people don’t like outsiders and avert Major cities (Rome,
their eyes from the traveling clerics, meddling with the residents Constantinople). 7
can prove a deadly affair. Most cities or towns. 6
In some of these villages, especially those with ancient ties Villages, hamlets,
and some claim to upholding ancient ways and traditions, the rural countryside. 5
villagers are even aware of their blood status, and secretly hold
Wilderness. 4
pride in it. In these places, only the priest who comes from the
big city to set up a church is ignorant. The local sheriff’s office Typical active caern. 3
and constabulary may be maintained by actual Garou, charged Powerful caern. 2
by their tribe to keep watch over their people. Tax collectors The greatest caerns. 1
have learned to avoid these villages, and instead wring the lost
revenue from other, less fortunate towns.
The case with wolves is different. Unlike today, wolves
Templates
Werewolves can shapeshift into five distinct forms:
roam nearly every wilderness in medieval Europe, and have not
• Homid — Human shape. No Trait changes.
yet been wiped out from England. These wild wolves are some-
times Kinfolk, and in medieval times, 30% of werewolves are of • Glabro — A brutish human shape, not uncommon among
lupus (wolf) stock. By reason of their wolf blood, the Garou are normal humans at this time. Extra strength but uglier appearance.
somewhat more barbaric in this time. The voices at their fires of • Crinos — The dreaded half-man/half-wolf form. Extra
those who have never known what it is to be human are many, Strength, Dexterity and Stamina, although less Social Skills. There
and they propose — no, demand — harsh action against the is now a wolf-snout, so the Lupine may bite, and she has sharp claws.
humans who harm the Lupines or their charges. Even those born • Hispo — Dire wolf. Extra Strength, Dexterity and Stamina,
of human stock are by no means civilized (with the exception of and a stronger bite.
the Silver Fangs), and they counsel old justice and might as right. • Lupus — Wolf. Extra Stamina and Perception.
VAMPIRE: THE DARK AGES

246
When in their wolfish forms (Crinos, Hispo, Lupus) they
gain extra sensory skills, and can track using scent. Their hearing
is also sharper. Drinking Werewolf Blood
Werewolves are blessed (it is said cursed in modern times) with Vitæ taken from werewolves has an unusual and trou-
Rage, a trait marking their inner anger and bestiality. The higher blesome effect on the unwary Cainite. For every Blood Point
their Rage, the quicker they can move in combat, performing some of Lupine blood ingested, the difficulty level of any rolls to
actions at blinding speeds. However, their Rage can also undo avoid frenzy increases by one. A vampire who has drunk
them, causing berserk frenzies. When using Vampire: The Dark deeply of a Lupine may find herself on the verge of frenzy
Ages Traits, give all Lupines a Celerity rating from 1-5. Unlike all night, and even if she manages to avoid frenzy, she will
vampires, however, they can’t use this every turn — they “use be paranoid and jittery until the blood is out of her system.
up” their Celerity levels. But they can get them back whenever In spite of the dangers, werewolf blood is very potent,
something angers them — and just about everything does. twice as potent as normal kine blood. So if a vampire drinks
The legends about werewolf invulnerability are dangerously true. two Points of Lupine vitæ, she receives four Blood Points
While their hardy physiques make it difficult to injure them, they for her Blood Pool. While Cainites may savor potent blood
can be hurt by swords and axes. However, they heal such wounds like fine wine, Lupine blood may be the drink of last resort.
with astonishing speed. Grave and even mortal blows delivered Rumors abound that drinking from werewolves can
onto a human will knit up and completely heal in mere seconds temporarily grant levels of Celerity or Potence. This is not
on a werewolf (one Health Level automatically heals per turn). a matter of the vitæ, per se, but a factor of the Lupine’s
The exception to this rule is silver. Its very touch pains them, and Pure Breed Background. The more pure the werewolf’s
they have no defense against it (Lupines cannot soak damage from lineage, the more powerful the blood to the Cainite.
a silver weapon). Wounds delivered by silver or other supernatural Some tell tales of insane Kindred deliberately hunting
damage will not heal quickly, and are the key to killing a werewolf. pure-bred Lupines for their blood.
Werewolves possess magical Gifts, spells of a sort which they
learn from spirits. Many of these can be simulated with vampire Silver Fangs and Shadow Lords with Dominate and Presence, Red
Disciplines. In general, Fianna powers can be simulated with Talons with Potence and Animalism, and Bone Gnawers with
Auspex and Presence, Get of Fenris with Potence and Fortitude, Fortitude and Obfuscate.

CHAPTER NINE: ANTAGONISTS

247
Besides their tribal powers, werewolves also have certain roles mysterious ways. No one dealing with a wizard knows exactly
within the tribe determined by the moon under which they were where he stands — is the magician an ally, an enemy or an ob-
born, called “auspices.” Each role also has powers associated with server collecting information that he might use against later? To
it. A Lupine born under the full moon is considered a warrior the medieval mind, the sorcerous arts also carry an Infernal taint.
(Potence), one born under the Gibbous moon a bard (Auspex), After all, the Holy Word commands: “Thou shalt not suffer a
the half moon a judge (Presence), the crescent moon a shaman witch to live.” Who are the magi? What can they do? What might
(Thaumaturgy) and the new moon a trickster (Obfuscate). they do, given the chance? Even the Cainites have few answers.

Sample Garou Types of Magicians


This is, in many ways, the age of magic. Everyone believes in the
Young Werewolf mystic arts, and some practice them in various forms. While real magi
Attributes: Strength 3, Dexterity 3, Stamina 4, Charisma 2, (great sorcerers) are rare, every town seems to have some wise woman,
Manipulation 2, Appearance 2, Perception 3, Intelligence 2, Wits 4 minor saint, village witch, mad hermit, fortune-teller or alchemist
Abilities: Athletics 3, Brawl 3, Dodge 2, Intimidation 3, of some degree of power. While many of those who claim to follow
Animal Ken 2, Survival 3, Occult 1 the craft are liars, Cainites sneer at reputed wizards at their peril.
Disciplines: Animalism 2, Auspex 2, Celerity 3, Fortitude 2, Many vampires (and mortals, for that matter) tend to view
Potence 2 followers of the sorcerous arts as variations on a single type. In
Blood Pool: 10, Willpower: 3 truth, they’re a bit more diverse. While each of the following
Equipment: Little of any worth. They will rely on their teeth general categories cover the most common medieval magicians,
and claws to kill their foes. don’t feel constrained to follow rigid “templates.” Magi and their
ilk are often a surprising lot.
Tough Werewolf • Clerical miracle-workers perform their arts in the service
Attributes: Strength 4, Dexterity 3, Stamina 5, Charisma 2, of the Church. While many of them belong to the vested clergy
Manipulation 3, Appearance 2, Perception 5, Intelligence 3, Wits 4 (priests, nuns, monks, etc.), others are defenders of the faith,
Abilities: Athletics 4, Brawl 4, Dodge 3, Intimidation 4, like Crusaders, or independent blessed folk, like pilgrims, her-
Animal Ken 3, Leadership 2, Melee 3, Survival 4, Occult 2 mits and healers outside the Church’s ranks. Naturally, reputed
Disciplines: Animalism 3, Auspex 3, Celerity 4, Fortitude 3, miracle-workers fall under harsh scrutiny. The hysteria of the
Potence 3 European witch-craze, however, is still hundreds of years in the
Blood Pool: 12, Willpower: 5 future. Although it’s against policy, some parishes have Christian
Equipment: A magical fetish, usually in the form of an ani- magi to back up God’s word. The Lord works in mysterious ways,
mal part (deer hoof wrapped in leather, pouch tied with feathers, and in this age the Church can use all the allies it can find.
etc.). This fetish can simulate any one Discipline or a power at • Folk magicians are common throughout the continent.
the Storyteller’s discretion. This fetish may come in the form of Cunning men, talented healers, Gypsies, shamans, rune-readers
a ritual klaive (a silver knife). and wise women all seem to posses a small but potent touch of the
unearthly. Some folk magicians are pagan holdovers, while others
Elder Garou follow the Christian faith but keep the old ways alive. For the
Attributes: Strength 4, Dexterity 5, Stamina 5, Charisma 3, most part, these wise folk have minor powers — a bit of healing, a
Manipulation 3, Appearance 2, Perception 5, Intelligence 4, Wits 4 knack for fortune-telling, an evil eye, etc. — but underestimating
Abilities: Athletics 5, Brawl 5, Dodge 4, Intimidation 5, the local wise woman is a dangerous business. In addition to her
Animal Ken 4, Leadership 4, Melee 4, Survival 5, Occult 4 magical talents (which might be limited), she may have friends
Disciplines: Auspex 4, Celerity 5, Fortitude 5, Potence 5, or debtors among the locals.
Blood Pool: 15, Willpower: 7 • High magi have studied for years, perhaps even decades
Equipment: A number of powerful magical fetishes (see above). or generations, to perfect the mystic arts. The forces they can
command, therefore, are frightening to behold. Most of them

Magi and Magicians


Now he goes along the darksome road, thither whence they say
are secretive and very, very touchy — a wrong word to one, and
you might be emptying chamberpots for the Grand Duke of Hell.
The magi have mastered lore most vampires have never heard
no one returns. of. Many are said to belong to arcane fellowships which trade
— Catullus, Carmina in esoteric knowledge and ancient secrets. Duels between these
Powerful as they are, the Cainites speak in whispers of the wizards occasionally spill into the hidden corners the Cainites
magus, the witch and the hermit-sorcerer. The powers such beings call home. When that occurs, both sides lose. Magi bind spirits,
command frightens not only the common folk, but the undead as command elemental powers and summon supernatural creatures
well. For despite their innate powers, vampires (with the exception to aid them. As dangerous as they are, few Cainites can best a
of the newborn Tremere) know little of the mysteries of magic. magus on his own terms.
Wizards are often a secretive lot, plotting and experimenting • Witches command the powers of the raw elements. Some folk
in shadow until some commoner either seeks their aid or crosses view them as devil-whores, while others remember the priestesses
their path. The threats magi pose are often heightened by their of Diana and the Morrigan. Whatever the origin of their powers,
VAMPIRE: THE DARK AGES

248
witches are feared by the common folk, even when those same locals
come to them for help — which they frequently do. Occasionally, a
priest or Crusader will take it upon himself to go witch-hunting, but
for the most part, these enigmatic crafters (often, but not always,
women) are left to their own devices. And that’s how many prefer
it. Whether she belongs to a coven or lives alone with her familiar,
the archetypal witch keeps her own counsel.
• Philosopher-scientists delve into the mysteries of nature,
seeking the reasons behind every occurrence. Some only want to
catalogue every phenomena they can find, but others strive to
master the material world.
The differences between a modern scientist and the medieval
variety is fairly significant (see Magic Types); philosopher-scientists
seek the bonds that unite God, Man, the World and the Elements,
and those bonds often transcend mere physical laws. Where ritual
magicians tend to harness otherworldly powers, however, these
rationalists prefer more practical techniques. Even so, their obser-
vations are pretty fanciful by our “modern” perceptions, and their
arts often incorporate holy names, astrological charts, codes, arcane
formulae and pet theories. Because of the latter, many such scientists
oppose each others’ efforts or guard their secrets from others. Rumor
has it, however, that a cabal of like-minded philosopher-scientists
conspires through a continent-wide network. The truth behind
such an alliance is, as of yet, unknown.
• Infernalists deal with demons and evil spirits. While some
ritual magi use occasional demonic aid, the Infernalist gives himself
over to the darkest forces in return for raw power. These quick and
simple arts do not come cheaply; the diabolist becomes a hunted
man, and owes his soul to entities best left in shadow. Some folk
— cultists, fallen clergymen, failed magi, frustrated peasants,
bastard nobility, etc. — are perverse or desperate enough not to
care. Such sorcerers are not magicians in the learned sense, but
they command devastating arts just the same. Worst of all, most
seek to pervert, sacrifice or control others. Of all the different
types of magi, these wicked folk have most in common with the
Cainites, and are those most likely to meet them in the night.…
• Familiars and assistants are common helpers among all
types of magicians. After all, someone has to watch the house
while the master studies. Most familiars resemble animals, often
with unusual marks or uncanny intelligence. Followers (known
as “grogs” by some magi) come in all kinds, from foreign slaves to
family members to warriors to mysterious servitors. Anyone who
crosses a sorcerer will usually have to deal with her retainers as well.
While most followers are strictly mortal, many have special weapons,
talents or blessings that enable them to serve their masters better.

Magic
Magic is not easy to perform, even in this age of magical beliefs.
As the section below describes, nearly all magical feats demand
certain props, rituals or both, which must be utilized before the
sorcerer can succeed. Even then, there are definite limits as to
what a magician can accomplish. Earthshaking effects might be
performed if the story demands them, but they take time and effort.
A Storyteller can handle magical feats one of three ways:
• She could utilize the Storyteller rule systems for True
Magick, hedge wizardry and Infernal Arts;

CHAPTER NINE: ANTAGONISTS

249
• She might substitute vampiric Disciplines (especially
Thaumaturgy, Auspex and Dominate) to cover the game effects
of human magic, or;
• She could simply leave the whole thing up to Storytelling,
and grant a wizard a certain amount of things he or she could do.
In the latter case, a simple Intelligence + Occult, Perception
+ Occult or Intelligence + Herbalism roll will do. Small feats
(seeing in the dark, sniffing out a well or reading someone’s aura)
will have low difficulties (4-6), or might be done with no roll at
all. Greater feats (flying, cursing someone, igniting a bonfire,
becoming a wolf) might demand extended rolls (5-10 successes),
higher difficulties (7-10) and painstaking, time-consuming rituals.
If a wizard’s attack inflicts damage somehow, simply assume
that a target takes one Health Level of damage per success rolled.
Depending on the attack, this might be normal (like a cold wind)
or aggravated (like hellish fire), and could take a long time to
occur (like a curse). Really potent attacks might do two Health
Levels instead of one. Such damage might not be soakable without
Fortitude, or may not be soaked at all.
These guidelines work best when the sorcerer character
belongs to the Storyteller. Magicians and magi player characters
demand more structured rules, which run beyond this rulebook’s
scope. The following Storyteller books cover more detailed and
esoteric systems for magic and similar abilities: True Magick:
Mage: The Ascension (Second Edition). Infernal magics and
demonic Investments: Storyteller’s Handbook to the Sabbat and
The Book of Madness. Hedge magic: Ascension’s Right Hand is
the prime source, with variations and expansions in The Quick
and the Dead, Halls of the Arcanum, The Inquisition, World
of Darkness: Gypsies and The Hunters Hunted.

Magic Styles
Medieval European magic falls into a few basic categories. Cainites
may be familiar with some of them, if only by rumor, but won’t know
many details unless they possess Occult Knowledge. There’s no real
difference between the styles of True Magick and hedge magic; both
of them would be cast the same way. The difference between the two
lies within the caster, not within the style.
Those familiar with Mage can assume that these styles, with
the exception of Science, fit the Dark Medieval impression of
coincidental magick. Since this game takes place during the High
Mythic Ages, the modern paradigm doesn’t restrict what a mage
can do. Local paradigms still exist, however; technomagick and
other alien forms (such as Do or Native American shamanism)
would be considered vulgar.
All styles of magic use the same systems. These listings are
presented more for Storytelling than for rules. Some styles will
limit or expand a magician’s abilities — a Hermetic magus will
take a long time summoning a bolt of lightning from the sky, a
priest won’t be able to control a vampire, and a Gypsy herbalist
couldn’t do either one without help — but again, these differences
depend more on the story than on hard rules. Use common sense;
if a magus must read the True Name of the Cainite he wishes
to command, he’ll have to discover that name, prepare a circle,
call in a few favors from his supernatural contacts and enact a
ritual. All of these things take time. If a witch wants to fly on a

VAMPIRE: THE DARK AGES

250
orbs, swords, boxes, etc.). It cannot be dashed off without severe
Magic and Magicess
k
, there are two kinds
risk (in Mage terms, Paradox or failure), and there must always be
In the World of Darkn dge
some source of power the magician draws from — a circle, an arcane
to human characters: he
of magical arts available s the sur fac e of
incantation, a sacrifice, etc. Of all the medieval styles, however,
The first stir
magic and True Magick. ate po wer of ob jec ts,
high magic has the greatest effects short of divine miracles or de-
gh the inn
reality by working throu monic pacts. In fact, many high arts involve pacts with angels or
wo rds , wh ile the latter actually alters reality demons to increase the power (and the risk) behind the castings.
spirits and being.
’s heightened state of
itself through a person she may Hermetic magi are not common, even now. Though some
useless to the Cainite;
Both kinds of magic are ces thr ou gh gather into cloisters called “covenants” and set themselves up
s on these practi
employ slight variation my stic k Ar ts as virtual nobility, most ceremonial magicians remain solitary,
t the gift of the
Thaumaturgy, but has los hoarding their wisdom over lifetimes and perhaps playing elabo-
te.
through her undead sta rate power-games with mortal folk — or even with the Damned.
deals in depth with True
Mage: The As sion cen
cated Folk Magic
far too long and compli
Magick; the details are to use tho se sys tems,
oose not The most common mystic art, folk magic taps the power of
to go into here. If you ch dge
tinction exists between he common items and occasions, and turns it to a magician’s needs.
simply assume that no dis sam e.
and treat all forms the Sometimes called “low magic” by highbrow sorcerers, folk magic
magic and True Magick,
is simple and effective, if limited in its effects. It cannot summon
castles from thin air, but it can supposedly spin straw into gold if
broomstick, she’ll have to prepare that broomstick (and herself) you know how to use it.
before she can go anywhere. Few, if any, magicians can perform Each culture and subculture has some variant of folk magic;
miracles at the drop of a hat. in Dark Medieval Europe, all of them work somewhat. These are
Vampire: The Dark Ages is a subtle game. Magic in this the pagan arts, based upon nature-knowledge and an affinity with
setting should be mysterious, unpredictable and more than a little the unseen world. Many of the practices we consider superstition
frightening. Magi really shouldn’t become lightning-bolt machines, have their roots in folk magic. Typical spells involve using some
no matter what style they practice or how good they are at it. item or relic of the intended target, calling upon spirit or faerie
Wild or colorful magics may spoil the atmosphere of the game or allies, charms or hexes passed down from wise ancestors, concoc-
overshadow the Cainites who stand center-stage. When running tions and bodily fluids (blood, spit, semen), the elements, and
a story which features the mystic arts, use care, mood and good by-products like ash, dust and powder; ritual items like knives,
judgment. A shadowy hermit with enigmatic powers is far more cups, wands, runes and cards; song, music and dance; sacrifices
effective than a Gandalf-in-Training with a ponderous spellbook. of animals, items or people; and invocations to the gods. Their
Medieval folk practice a variety of arts. The following style rumored effects include shapechanging, curses and blessings on
listings aren’t intended as scholarly definitions — they’re merely people, places or things; warding, divination, weather control
Storyteller tools. By describing the things a magician does while and potent brews which give a person some desired attribute like
working her arts, you add atmosphere, forboding and perhaps an charisma, longevity or flying powers.
element of suspense to a simple “The wizard begins to cast a spell.…” Whatever use folk magic is put to, it is a slow and subtle art.
Although tales claim that witches and cunning men could perform
High Ceremonial Magic amazing feats, they could not do so quickly or in full view. The
The greatest refinements of the mystic arts involve elaborate Church claims that no division exists between folk magic and
rituals, specially-prepared objects, precision and years of research. Infernalism (see page 252), but many good Christians still follow
Medieval high ritual magic assimilates Egyptian, Hebrew, Greek, the old ways when they need a lucky break, or when some strange
Roman and Arabic lore into a variety of potent styles, of which figure lurks by their bedsides.…
the Hermetic variety is most famous. A whole mystic order built
around this style of the art dominates Western Europe’s magical Clerical Magic
thought during this period, and in many ways defines the arche- No power, to the medieval mindset, approaches the power
typal wizard — proud, learned, conspiratorial and dangerous. His of God. Through Him, all things are possible. Thus, His chosen
is the art of binding, shaping and commanding God’s creation. occasionally manifest powers beyond any mortal art. Most miracles
Ceremonial magics take a long time to cast, but their effects work through True Faith (see page 236), which is capricious and
can be devastating to even the most powerful Cainite. Magi versed unreliable. Some clergy, however, use more deliberate magics.
in such magics know the Thousand Names of power, are said to call Naturally, a variety of faiths, including pagan ones, use sacred
forth the elements, give life to clay, scry on their enemies, build magic. For the sake of the setting, however, we’ll use the Christian
castles from air, command angels and demons, or live for centuries. viewpoint to describe its effects.
Some vampires scoff that the greatest wizardly feats come more from Most clerical magics invoke the direct intervention of God
stories than from facts, but rumors of mighty sorcerers still persist. or His angels. The degree to which this works (or the reason for
In game terms, high ceremonial magic demands years of why it does) is up to the individual Storyteller, but such magic
study, elaborate and exacting preparations, and objects of power does seem valid in the Dark Medieval world. Accessing such power
(grimoires, wands, gems, element samples, specially-prepared flasks, requires devotion, sacrifice, faith and purity. Clerical magic is not

CHAPTER NINE: ANTAGONISTS

251
sorcery; the magician merely becomes a conduit for the Divine
Will. Thus, Church magicians are always careful not to strain
God’s tolerance (“Thou shalt not tempt the Lord thy God”), for
such arts come only through His grace and may be removed at a
moment’s notice. There is a thin line between sacred magic and
demonic temptation, and the holy magician is always careful to
keep a clear path to Heaven in sight.
Sacred objects, prayers, chants, meditations, self-sacrifice and
songs help focus a cleric’s intents. The minor miracles attributed to
sacred magic include healing, bursts of burning light or cleansing
fire, blessings, dramatic changes of heart for the wicked, visions
and prophecies of past or future events, and purification of people,
places or objects which have been tainted or possessed. Whatever
form they take, divine arts are rarely overt, lest the servant begin
to consider himself the master.
The Church has a split view of magic. If an outsider performs
a strange feat, she’s using dark arts; if one of their own calls forth a
miracle, she’s blessed by God. A magician of the faith will still be
closely watched by her peers, and even the most pious ones should
beware of pride. The Devil uses a fascination with magic to lure
clerics away from their intent and into arcane studies best avoided.…

Infernalism
The Church claims all forms of magic come ultimately from
Hell. The magicians themselves would argue differently. True
Infernalism, diabolism and black magic, however, are deliberately
chosen to invoke the darkness and learn its secrets.
Infernal powers exist; their exact nature is a mystery, but
they do occasionally manifest to encourage all that’s worst in
humanity. Diabolist magi make pacts with such forces in return
for guidance, service and sheer power. This inversion of the sacred
arts is perhaps the most powerful magic mortals can attain —
diabolists gain more power, more quickly, with less study, than
any other form of magic. The cost, however, is considerably more
than most wise folk would be willing to pay. One’s soul is usually
forfeit, either through a pact or through eventual corruption.
Although some high magic rituals attempt to bind demons
into service, diabolic magics attempt to win a devil’s favor. To do
so, an Infernalist rejects the will of God or the gods, and blasphemes
against all that her culture holds sacred. From there, some agent
of darkness comes to secure service — first through minor favors
or desecretions, then through a tithe to Hell, to final soul-binding
pacts. Most such bargains begin as dabblings (“I’ll only go so far,
then quit”), but they soon corrupt all a magician desires. Soon
after, most diabolists willingly trade light for darkness. In the
process, many grow powerful, but doomed.
Demonic magicks are potent and frightening. A dark magus could
conjure hellfire, fly through the air, possess others’ minds or bodies,
curse her enemies, summon horrific creatures, cause bodily pain at a
distance, even in the undead; sour liquids or cause crops to wither,
and even assume animal shapes — hares, bears, wolves, ravens, etc.
Using such abilities usually requires a bloody sacrifice, a bit of the
person or animal to be affected, an incantation or curse, potions,
poisons or brews, or perhaps simply an ill wish or nasty gaze directed
at the target. In many cases, the magician herself has little personal
power, and merely conjures some being which works the magic for her.

VAMPIRE: THE DARK AGES

252
Mage: The Ascension — The Medieval Age
For those familiar with Mage, or those who wish to incorporate that
game into your Dark Medieval chronicle, here’s where
things stand for the years 900-1200:
• Groups
The Ascension War has not yet begun. Although groups of magi battle
occasionally, the powerful factions of the modern age
will not exist for centuries. The roots of the modern conflict lie in
events that take place after this setting period ends. In 1210,
the Craftmasons unite to storm Mistridge Covenant. The Order of
Reason (the Technocracy’s foundation) forms in 1325, with
the Craftmasons as a focus. The Council of Nine Mystick Traditions
does not form for another 140 years after that.
Only the Akashic Brotherhood, Ahl-i-Batin and Order of Hermes (which
existed as a federation of separate Houses) exist as
organizations in the 10th century, and few outside the Hermetic magi
have ever traveled to Western Europe. The groups which
later form the other Traditions and Conventions exist in scattered
forms across the continent. The exceptions are the Hollow
Ones and Virtual Adepts, who won’t take shape for the better part
of a thousand years. Although their Traditions don’t exist
yet, the Verbena, Celestial magi and scattered Ecstasy Cultists work
their Arts in pretty much the same way as their modern
counterparts. The Euthanatos and Dreamspeakers remain in distant
lands, and the Solificati have just begun to take shape.
The Sons of Ether are an interesting case; although they came into being
in the 1800s, the Kitab al Alacir (which provides their
metaphysical jumping-off point) is far older. In the late 1100s, an Italian
prince and Hermetic magus, Lorenzo Golo, discovers this
Arabic translation of an even earlier document. Around that time, a Templa
r magus, Simon de Laurent, uncovers a different translation
of the same work. The two men form a magickal society called the Natural
Philosophers Guild; this group, though short-lived, provides
the first stirrings of the Etheric Tradition. Their influence in the 1200s
is negligible, but it gains momentum in the later Renaissance.
Hermetic Houses dominate the magickal politics of medieval Europe
. Although they face strong rivalries with the Church-
based clerical mysticks and pagan sorcerers which later formed the Chorus
and Verbena, their harshest opponents often belonged
to other Houses. Despite articles of Hermetic Confederation, these proud
wizards quarreled often. The “witch-war” which extermi-
nated House Diedne and the vampiric treachery of House Tremere
are only the most obvious highlights of this constant intrigue.
For the most part, Hermetic wizards in this period acted with great
civility, then backstabbed each other when disputes arose.
Until the Convention of the White Tower (1325), the various Techno
cratic factions remain scattered throughout several
dozen tiny societies. The most notable group during this period, the
Craftmasons, have a fairly organized network throughout
Spain, Normandy and Italy, where their Arts carry respect and influen
ce. They do not, however, consider what they do “magick”;
even now, such willworkers maintain that it is science, not supersti
tion, that guides their Art.
The Nephandi and Marauders exist, and resemble their modern counter
parts in many ways. The Fallen have great success
during this period through Infernalist practices, while the Mad Ones
skirt the fringes of medieval society, passing through towns
and cities just long enough to leave disorder behind. Their organiz
ations (such as they are) are a bit looser at this time, but the
basic nature of both groups — primal corruption and dynamic madnes
s — remain unchanged.
• Magick
The concept of the Spheres will not be defined for centuries, althoug
h the root of that metaphysic — the keystones, or
prime elements — finds its way into Hermetic and Craftmasonic works.
For game purposes, True Mages still use the Spheres, but
define them according to their styles (see above).
The “set” of reality favors Hermetic Arts, village witchcraft, Inferna
lism and Christian miracles. Remote areas and the fringes
of Church influence favor folk magic and pagan clerical forms. During
this period, mystick magick has the coincidental edge; the
slight technomagick which exists must be as subtle as supernatural Arts
are in the modern era. Magick, to be coincidental, requires
elaborate rituals, special objects (i.e., foci) and prayers, invocations
or incantations. Fast-castings or “spells from nowhere” are
sure routes to Paradox. Because the idea of demonic magick is so ingrain
ed in the population (even in those places only recently
Christianized), backlashes tend to take the form of divine punishm
ents or infernal visitations.
The limits of “acceptable” Effect levels are largely up to the Storyte
ller; heavily-populated areas (like Rome or London)
will not have quite the same “tolerance” for large and elaborate magick
s as lonely wilderness areas. Bear in mind that large spells
are still hard to pull off, and require extended rolls to perform (see
Mage Second Edition, Chapter Eight). For those who want
further details about the ways of the magi, the following books offer
more information: Mage Second Edition, The Fragile Path,
The Book of Madness, Ascension’s Right Hand and The Book of
Shadows.

Infernalists rarely need to study to advance in the arts. Their of simplicity, assume that a diabolist with Investments can use one
demonic contact (who may follow them around in some animal form) or more Disciplines, usually one to three dots worth, or has a single
grants them greater power for greater pacts. Most of the initial learn- power — like turning into a raven — that she can use without prepa-
ing involved in black magic covers the summoning and bargaining ration. Any sorcerer possessing such “gifts” will have a “devil’s mark”
the magician does to win a demon’s favors. Some powerful demons somewhere on his body, indicating the favor of the demon he serves.
grant their servitors special powers called “Investments.” For the sake

CHAPTER NINE: ANTAGONISTS

253
Black magic is the most despised kind. All societies forbid it,
and even vampires fear those who deal with demons. Infernalists Templates
are condemned to painful deaths if they’re discovered, and their These rough statistics could apply to any of the different
masters rarely help them when the torturer binds them to his magicians’ types above. While their equipment and styles of
table. Nevertheless, many greedy or desperate people are drawn magic will differ, the Traits remain fairly constant. Some types,
to the Dark Arts despite the risks. of course, specialize in different skills, like those below:
Alternate/ Additional Abilities:
Science • Gypsies: Athletics, Larceny, Intimidation, Animal Ken,
Medieval science is more art than law, and bears more resem- Archery, Stealth, Survival
blance to ritual magic than to modern technology. Astrological
• Philosopher-Scientists: Leadership, Crafts, Etiquette, Law,
correspondences and lists of heavenly hosts replace the periodic
Politics, Science
table of elements and calculus. Even mundane technology such as
• Familiars/ Followers: Athletics, Dodge, Melee, Music,
smithing, building and brewing often demanded certain prayers,
Stealth, Survival
sacrifices and observances to be successful. Invention throughout
this period was seen as little more than magic itself, and the high Minor Spellcaster
sciences — alchemy, medicine, mathematics, astronomy — still Attributes: Strength 2, Dexterity 3, Stamina 2, Charisma 3,
seemed to depend upon supernatural aid. Off to the East, won- Manipulation 4, Appearance 3, Perception 3, Intelligence 2, Wits 4
drous technology already exists, and the ancient innovations of
Abilities: Alertness 3, Brawl 1, Dodge 2, Empathy 2, Subter-
the Greeks, Romans and Egyptians, while lost during the Dark
fuge 3, Crafts 2, Herbalism 2, Melee 2, Academics 3, Linguistics
Ages, still survives among secret societies; such hidden lore must
3, Medicine 2, Occult 3
be magical! This is an age before skepticism, remember; reason
bows before the unexplainable. Disciplines: (distribute 5 levels among several Disciplines
as appropriate to the style of magic)
The medieval scientist resembles the Hermetic magus; he has
mastered arcane formulae through decades of study and experi- Blood Pool: 4, Willpower: 4
mentation. More often than not, he belongs to a secret society Equipment: Small stash of herbs or tools, minor library of
with rituals and stringent membership requirements. With great lore, small group of followers, familiar, hidden weapon
labors, he can perform feats no mortal could match. Small wonder
many consider him a magician. If magic compels the world to do
Accomplished Magician
Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 4,
the sorcerer’s will, that’s exactly what technology is.
Manipulation 3, Appearance 2, Perception 4, Intelligence 4, Wits 4
Scientific magic demands constant study and some form of
Abilities: Alertness 3, Brawl 1, Dodge 2, Empathy 3, Intim-
invention or observation. Most devices demand a fair amount
idation 3, Subterfuge 3, Crafts 3, Etiquette 2, Herbalism 4, Melee
of time and manpower to create. Given the resources, however,
2, Ride 3, Academics 4, Investigation 2, Law 1, Linguistics 3,
this brand of magician can detect or concoct poisons and elixirs;
Medicine 3, Occult 4, Politics 1
construct labor-saving devices, traps and war machines; create new
and wondrous substances, like metal alloys or Greek Fire, assuming Disciplines: (distribute 10 levels among several Disciplines
they lie within his expertise; cure and prevent diseases; and design as appropriate to the style of magic)
wondrous devices like golems, fountains, super-forges and perhaps Blood Pool: 5, Willpower: 7
even flying machines (if the Storyteller doesn’t mind getting a bit Equipment: Complete tools, small sanctuary or laboratory,
fanciful). Obviously, the laws of science as we understand them will large group of followers or strange allies, one to three magical items
determine what is and isn’t possible. A scientific genius, however, (crystal ball, wand or Storyteller’s choice), mundane weapon nearby
might employ electricity, explosives or De Vinci-esque technology
centuries before they became commonplace. Arch-Magus
Obviously, Storytellers should beware of creating James Bondian Attributes: Strength 4, Dexterity 4, Stamina 4, Charisma 3,
villains in a Dark Medieval setting — it could spoil the mood and Manipulation 5, Appearance 3, Perception 4, Intelligence 5, Wits 4
ruin the chronicle’s balance. All the same, a Dark Ages Daedelus Suggested Abilities: Alertness 4, Dodge 2, Empathy 4, Intimida-
or a budding John Dee might throw an unexpected twist into your tion 4, Leadership 2, Subterfuge 4, Animal Ken 2, Crafts 2, Etiquette
Dark Ages tales. What lengths might a scientific cabal go to while 2, Herbalism 4, Melee 1, Ride 2, Academics 5, Investigation 4, Law
studying the true causes of vampirism? What surprises would a Cain- 1, Linguistics 4, Medicine 4, Occult 5, Politics 3
ite encounter if intruding upon the chambers of a mad inventor? If Disciplines: (distribute 15 levels among several Disciplines
modern mages are to be believed, a group of Technomancers began as appropriate to the style of magic)
their conquest of reality right around this time period.… Blood Pool: 6, Willpower: 9
Equipment: Tower or castle (perhaps shared by a group),
huge library, small army of followers or powerful supernatural
allies, collection of magical devices, possibly a mundane weapon
if she really feels she needs one

VAMPIRE: THE DARK AGES

254
Wraith in the
yet be dispersed by the pounce of a cat or the fist of a child. They
dwell in a realm called the Shadowlands, a dim, twisted reflection
of the earth that bears the same relation to the waking world

Dark Ages
There are tumbled roofs, towers in ruins, rime on the limy
that a rubbing of a tombstone on parchment bears to the stone
itself. They observe the world, tied to it by Fetters of passion and
Pathos, but can touch it only rarely. At once fragile and terrifying,
mortar, storm-shielding tiling scarred, scored and collapsed, under- they can be either staunch allies or implacable foes to a Cainite.
mined by age. An earthy grasp holds the lordly builders, decayed
and gone, the cruel grip of the ground, while a hundred generations The World of Wraiths
of humanity have passed away. The Shadowlands in which wraiths dwell is a decayed vi-
— S.A.J Bradley, trans., “The Ruin” sion of the landscape of the living world, overlaid on and woven
Ghosts are very much a part of the medieval world. No one around what mortal men and vampires see. A man and a wraith
doubts their existence or their power, though their origins can be may stand in nigh unto the same place in the same cathedral
disputed. Among the living, most feel that wraiths are diabolic and see the same nave and apse, but their vision will relate very
creatures, sent forth from the Pit to tempt or seduce souls into different things. To the living man, all will be splendor and glory,
perdition. Those wraiths who attempt to warn the living about polished gold and shining flame of tapers. To the wraith, all will
the horrific nature of the afterlife are seen as prophetic in the seem to be ruin and rot, the splendor of centuries gone past. Of
tradition of an Amos or Isaiah, leveling dire predictions of what course, the wraith can also spy, dimly, into the so-called Skinlands,
awaits those souls who have not earned Heaven. Their tales of the seeing the living man standing faintly in the midst of the decay.
rotted Shadowlands, horrific Spectres and the City of the Dead, Wraith society is not homogenous. In the late 12th century,
Stygia, where human souls are given to unearthly flames to be it is divided into a number of mutually suspicious factions teetering
forged into swords or worse, are easily transmuted into stories of on the verge of open conflict. The most powerful is the Hierarchy,
Hell by the humans into whose minds they are poured. also known as the Empire of Stygia, which extends its might from
The spirits of the Restless Dead move through the world (or its dread capital city on the shores of the Sunless Sea. Stygia has
worlds), each intent on his own mission. Potent enough to make no real-world equivalent, though it is composed of the ghosts of the
blood rain down or rip souls from sleeping bodies, wraiths can
CHAPTER NINE: ANTAGONISTS

255
stones of Byzantium and Rome, Jerusalem and Babylon, Memphis backstabbing and deliberate misinformation are not beneath a
and Tyre, and every imperial city that ever was. From here Charon Shadow, and many have Dark Passions which are fulfilled by
and his Deathlords rule, sending out their Legions for their tithes of such damnable acts.
souls. Obedient citizens of the Hierarchy are forbidden by a decree There is no sure way to tell when a wraith’s Shadow has come
called the Dictum Mortuum from interfering with the living. This to the fore. Often there will be some subtle hints in the wraith’s
law is honored more in the breach than in the observance. visage — a sneer instead of a smile, an appraising gaze instead of
In opposition are the Fishers, Crusaders and other followers a friendly one, a countenance that seems to be either twisted or
of the Cross who believe that the Far Shores across the Sunless always in darkness, the manifestation of a new ghostly relic that
Sea are Heaven, and whose beliefs bring them into direct conflict betrays its unholy origins — but there is no sure way to tell, and
with Charon and his servitors. Open hostilities are infrequent, most Cainites don’t even know to look for the signs.
but the Crusaders (Fisher knights among the dead, and not to
be confused with the living knights who took the Cross) and the Dealings With Cainites
Order of the Unlidded Eye (Charon’s elite military force) are in There is much commerce between the Restless Dead and the
frequent, violent conflict. Many Fishers who deal with the living denizens of the waking world, even those who no longer breathe.
send visions in an attempt to rescue them from the Underworld, Indeed the Restless and the Cainites can be seen as sharing many
which they view alternately as Purgatory or Hell. goals, which may bring them into either pallid cooperation or
A third faction is the rag-tag rabble disdainfully labeled the undying conflict.
Renegades. Allies of convenience, not choice, the Renegades Wraiths depend upon the living for what they call Pathos, the
serve as a catchall for all those to whom neither obedience nor spiritual energy that fuels their unearthly existence. As wraiths are
religion has any appeal. Some are dedicated freedom fighters, driven by what they call Passions, they are fed by passions in the living
others are ruffians and highwaymen who prey on weaker wraiths. that echo or mimic their own. Some of these Passions relate to specific
Renegades are frequently the worst offenders when it comes to individuals; for example, a wraith may be driven to protect his widow
tormenting the living. Many, through use of the shapeshifting after his death. Should he succeed in his task, he would be rewarded
ability known as Moliate, enjoyed appearing to mortals as demons with the underworld sustenance called Pathos in abundance; should
or gods, demanding sacrifices and worship. It is these mockeries he witness another working towards the same goal or even towards
that caused the Church to take such a dim view of ghosts, and both simple protection of another, he would also be rewarded.
consecration and warding techniques were perfected to combat In addition, those wraiths who can still visit the Skinlands
this sort of interference. are tied there by their Fetters: places, things or people whose
A fourth kind of wraith, the monstrous beings called Spectres, connections to the wraith are stronger by far than the grave.
are infrequently encountered outside of the Shadowlands, and Often a family member, an unrequited love or a liege lord will
thus pose little threat to vampires. Souls who have given over serve as a wraith’s Fetter, and the wraith will stop at nothing to
completely to their darker natures, Spectres exist to torment and protect them. Should a wraith’s Fetter be destroyed (or, in the
tempt others into damnation with them. Some can appear quite case of an individual, killed), another tie holding the wraith to
fair, but all are foul at heart. All other conflicts between wraiths earth is loosed, and the unlucky soul may be that much closer to
pale when Spectres raise their foul heads; in many ways they are spiraling into Oblivion, the gaping Void that waits at the end
the ultimate enemy. of all things. Ergo, it is in a wraith’s best interest to protect her
Fetters fiercely, else the personal consequences could be disastrous.
Shadows Here, then, lie the grounds for most of the cooperation and
All wraiths have a dark side, known as their Shadow. A conflict between Cainites and the Restless. Vampires also have
constant presence in the wraith’s mind, the Shadow is equal parts uses for humans; however, their manipulations can be more dra-
tempter and trickster, destroyer and seducer. It seeks to drag the conian than those of wraiths whose only interest is to protect or
wraith down to Oblivion in a self-destructive frenzy, at the same cultivate emotion. Many Cainites have indiscriminately fed upon
time working toward the destruction of all the wraith holds dear and discarded a wraith’s Fetter, and earned the undying emnity
as well. Simultaneously, the Shadow is the wraith’s evil half, an of that spirit. Similarly, a wraith wanting to undermine another’s
almost distinctly seperate personality, and it can come to the fore source of Pathos may seek to burn down a building that serves as
when darker emotions seize the wraith. a Fetter, unaware that a Cainite slumbers within. Through this
When the Shadow is in command of a wraith, it will either ignorance of each others’ motives and needs, wraiths and vampires
completely disregard any alliances and acquaintances the normal often come into deadly conflict.
persona, called the Psyche, might have made. This will undoubtedly Conversely, there are times when the Restless and the Cainites
confuse and perhaps even offend those who know the wraith but who have achieved cooperation towards a mutual end. A human bur-
are unaware of her Shadow, for the Shadow is not a topic of polite gomeister may be of prime importance as a pawn to a vampire in
conversation among wraiths, nor is it something the non-Restless his economic war against another of his kind; simultaneously said
community is generally made aware of. town official could be a Fetter for a wraith. As both beings work to
The other option that Shadows sometimes take is to play advance the burgomeister’s fortunes, they may notice each other’s
along, pretending to be the Psyche and attempting to ruin interference and become aware of each other’s existence. A deal
whatever plans the Psyche had laid with her allies. Betrayal, may be struck, an arrangement reached, and the two supernatural
beings may combine their efforts to exalt the humble townsman.
VAMPIRE: THE DARK AGES

256
Wraithly History
In the late 12th century, the Second Maelstrom had not yet swept across the Shadowlands. There was no clear division of
the Tempest, Shadowlands and Skinlands, and the Empire of Stygia was not yet the dark and dismal place it can be in these un-
enlightened times. Most of the Spectral incursions following the First Maelstrom had been beaten back, and while the Renegade
and Fisher presences were strengthening, Spectres were rare.
Well-kept roads run from Necropolis to Necropolis, but all roads end at Stygia. The Imperial Roads are patrolled by Charon’s
Knights, heavily armed and extensively trained. The Legions march to and fro keeping order, when such force as they represent
is needed. Stygia itself is not yet overcrowded, but the first rumblings of dissent are beginning to be heard.
On a hill on the Isle of Sorrows stands the Fishers’ Temple, from whence souls depart for the promise of the Far Shores.
Patrolled by Crusaders and other, less heavily armed followers of the Cross, the Temple and its surroundings are essentially ex-
empt from Charon’s law; the dwellers within claim to follow a higher one. Fishers ride out on the roads, seeking souls to convert
to their messianic vision, and as Charon has granted some legitimacy to the Fishers, these activities are tolerated. Still, tension
between Hierarchy and Fishers grows daily, particularly since many Moslems slain by invading Crusaders have also been brought
into the Stygian Shadowlands under the Hierarchy aegis.
Renegades, at the moment, are a far less serious threat. A rabble of bushwhackers and footpads, they hide out in the fringes of the
Shadowlands, skulking to an attack here and an ambush there. There is little unified about them; some few are true idealists disgusted
with the Stygian soul-trade, others are ex-Hierarchy citizens running from the restrictions of the Dictum Mortuum, still others are
merely looking for the easiest existence after death they can find. Still, their numbers grow daily, and even small bands of Knights
have fallen to their depredations.
The Ferrymen are long banished, working in solitude in the Darkness that will someday become the Tempest. On the other
hand, the Guilds are embroiled in the midsts of their deadly war, a titan struggle for supremacy below the Deathlords in Stygia. The
War of the Guilds, initiated in 1096 A.D. as an attempt to wrest away some of the power the Artificers’ Guild had acquired, rapidly
expanded into a free-for-all involving all 16 Guilds in a series of wildly shifting alliances. The War will grind on for another century
and a half, but for the moment the forges are turned to hammering out blades from unfortunate casualties. While no battles rage in
the streets of Stygia, assassinations are frequent, and often “innocent” bystanders are pulled into the morass of conflict.
For a more detailed history of the events in the Shadowlands, see Wraith: The Oblivion.

A building where a Cainite rests during the day may be a Fetter Tremere often have greater insights into the ways of the Restless
of a wraith who is not inimical towards the other tenant; they Dead than most other vampires, and both clans have at their disposal
both have reason to work towards the building’s preservation. certain rituals and incantations that can bind, dispel, summon or
Of course, there are those not-so-rare occasions where wraiths even on rare occasions destroy wraiths. A subtle detente exists
are created by Cainites, and then bloody constraint can follow. between Cainites of these two clans and the Restless; neither side
Among the more common Passions is to avenge one’s own murder, wishes the war that an abuse of such powers as the Cappodocians
and certain incautious Cainites have attracted what might be or Tremere have at their disposal would precipitate.
termed “flocks” of ghosts following them, howling for blood. A
Cainite who creates such dedicated enemies, who have so much to
War Among the Dead
gain from his destruction, tends not to last very long in the great Wraiths and vampires do inevitably come into conflict.
game. A wraith devoted to a Cainite’s Final Death may whisper Direct combat between the two is almost impossible as wraiths
the vampire’s eavesdropped plans to his enemies, or lead a monk are essentially “not there,” and thus are more or less invulnerable
to his haven at midday through a vision granted in a dream. to fang and claw. Any blow struck on a wraith, no matter how
well placed, does only one level of damage and sends the wraith
The Methods of Interaction into a noncorporeal state, where it cannot be further harmed by
When Cainites and the Restless interact, it is generally in physical attack. Conversely, most wraiths cannot strike vampires;
the so-called Skinlands. Very few Cainites have the ability to any attempt to do so almost inevitably damages the wraith as well
venture into the Underworld and meet wraiths on their home as the Cainite, and sends the attacker back into noncorporeal
ground, though there are scare-tales of a vast city of Cainites status. Only certain wraiths have the ability to actually materialize
somewhere lost in the swirling mists of the lands of the dead. at all, and even these can be returned to the Shadowlands with
Not all vampires can see wraiths; only those with Auspex a minimum of effort by the most callow Cainite.
can generally glimpse them as they flit through the Shadowlands. Wars between the two, then, are fought in ways other than hand-
Once a Cainite knows what he is looking for, he can generally spot to-hand. Both sides have at their disposal certain abilities which can
wraiths quite easily; it’s knowing what to look for the first time that neutralize the other’s advantages. Disciplines such as Thaumaturgy
presents the difficulty. The scholars of the Cappodocian clan, by or the budding study of Necromancy can affect wraiths, and Chim-
virtue of their studies into life and death, and the sorcerers of the erstry can befuddle them. Less directly, Cainites can target wraiths’

CHAPTER NINE: ANTAGONISTS

257
Notes on Wraith: The Oblivion A Parcel of
Many wraith situations and powers, especially the
Arcanoi, have no readily convertable equivalent in Vam-
Wraiths
Below are some statistics for standard wraith characters. Ap-
pire: The Dark Ages. With that in mind, Storytellers are proximation has been made between wraithly Arcanoi and vampiric
encouraged to be creative and liberal in their treatment of Disciplines whenever possible. All wraiths should have at least one
Arcanoi when having their Cainite characters interact with level of Auspex, due to the fact that they are much more sensitive to
the Restless dead. In essence, the Arcanoi cover the gamut of external stimuli than almost anything in the Skinlands.
“classic” ghostly powers, from poltergeists flinging crockery
to blood dripping from the walls to horrific nightmares being Lemures
inflicted by the dead. For anything a ghost in a piece of fiction Lemures are the youngest members of wraith society, acclimated
can do, there exists an Arcanos equivalent. but not yet powerful. They are familiar with the ways of the Under-
Most Arcanoi that directly affect the psyches of the world, and have some understanding vis-a-vis their situation. Most
denizens of the Skinlands can be reduced to contested Will- Lemures have been dead for less than a century, and are strongly
power rolls; should the roll call for the loser to lose Pathos, Fettered to the Skinlands. As they are the wraiths who frequent
temporary Willpower should be substituted. Corpus directly the lands of the living most often, they are the wraiths with whom
converts to Health, and it is possible for a wraith to use such Cainites are most likely to come in contact.
Arcanoi as Usury to directly damage Cainites. Attributes: Strength 2, Dexterity 3, Stamina 2, Charisma 3, Ma-
Several arts and Arcanoi function primarily within the nipulation 4, Appearance 3, Perception 3, Intelligence 2, Wits 4
Shadowlands and Tempest, particularly Argos, and as such Suggested Abilities: Alertness 3, Brawl 1 , Dodge 2, Empathy 3,
are unlikely to be useful in a crossover Vampire: The Dark Intimidation 2, Subterfuge 2, Animal Ken 1, Archery 1, Crafts 1,
Ages/Wraith: The Oblivion chronicle. Some other Arcanoi, Melee 1, Stealth 1, Academics 1, Bureaucracy 2, Investigation 1,
especially most uses of Inhabit, are anachronistic for the late Law 2, Occult 2, Politics 1
12th century, and as such should be replaced with acceptable Suggested Disciplines: Dominate 1, Chimerstry 1, Auspex 1,
period equivalents. Some sample alternate arts are available Vicissitude 1
in Guildbook: Artificers; Storytellers are invited to invent Willpower: 8
their own as their chronicle requires. Equipment: Ghostly blades, tattered clothing

Fetters and by annihilating them, banish the offending wraith from Gaunts
the Skinlands. Wraiths counter with certain of their skills, called Gaunts are more experienced wraiths. They have settled
Arcanoi, which allow them to affect the physical world. A stake hurled into the society of the dead, and are more potent than Lemures.
by the force of a ghostly will will strike as hard as one hand-driven; Most Gaunts are still somewhat attached to the Skinlands, but
a coffin possessed so that it opens and closes at inconvenient times their Fetters have been weakened, or in some cases, resolved or
can also severely damage a Cainite’s peace of mind. destroyed. Gaunts tend to look at the bigger picture when deal-
ing with mortals and Cainites, and are more patient and more
Haunts dangerous than Lemures. Most Knights are either older Lemures
Wraiths commonly haunt those places most eldritch and or Gaunts; most Legionnaires are Lemures.
feared by the local peasantry, where acts of great passion and rage Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 4, Ma-
have been committed. Old battlefields, graveyards, gallows, castles nipulation 3, Appearance 2, Perception 4, Intelligence 4, Wits 4
and gaols are places where acts of a sort to tie the dead to earth Abilities: Alertness 3, Brawl 2, Dodge 3, Empathy 3, Intimidation 3,
have oft been performed. Conversely, those domiciles that have, Subterfuge 3, Animal Ken 1, Archery 2, Crafts 1, Melee 2, Stealth
through long association, become more home than house may also 3, Academics 2, Bureaucracy 4, Investigation 1, Law 2, Linguistics
bind the spirits of their owners through strength of association. 1, Occult 2, Politics 1
Cainites who venture into Haunts are generally not wel- Suggested Disciplines: Auspex 2, Chimerstry 1 Dominate 2,
comed there, though some wraiths welcome more corporeal Presence 1, Vicissitude 3
protectors for their homes. The barrier between worlds is thin Willpower: 9
in a Haunt, and there are stories of Cainites being drawn into Equipment: Noble banner and ghostly (but outdated) armor, spectral
the Shadowlands while intruding on a Haunt populated by par- weapons and rich clothing, often Roman or earlier artifacts
ticularly unfriendly wraiths. Other tales claim that Disciplines
and even the use of vitae are corrupted oddly in Haunts, and Domems
that a Cainite cannot count on even his most basic abilities in Domems are wraiths, of an age with Gaunts but without any
one. Regardless, Haunts are most often unfriendly territory for Fetters. Thus, they cannot return to the Skinlands and dwell in-
vampires, and any who venture in had best possess either an stead within the city of Stygia. It is highly unlikely that a Cainite
invitation or a hidden trump. will deal with a Domem.

VAMPIRE: THE DARK AGES

258
The Faerie
They are known by many names: the Fair Folk, the wild
ones, the mad ones. Yet no matter what name the Cainites give
them, little is known of these enigmatic and mercurial beings who
seem to answer to no power but their own whim. Because of their
unpredictable nature, they are considered best avoided as few who
have dealings with them come out ahead in the bargain. Still there
are those who dare treat with them — of these most are never
seen nor heard from again. Some return years later, changed or
altered in some way, often addle-minded and confused, though
some seem to possess a peculiar insight and sagacity.

Types of Fae
There are certain “facts” that have been ascertained about
the fae by those vampires who have chosen the precarious task of
studying them. Faeries are incredibly varied in physical appear-
ance. They come in a wide variety of shapes and sizes, and many
believe that they can change their shape at will. Their powers
and abilities are also known to be exceedingly diverse. Still, lo-
remasters have separated the fae into several distinct categories.
Many argue over the veracity of these findings, though none have
been able to refute these findings with any degree of credence.

Sidhe
The noble sidhe are considered to be the ruling class of the
fae, much as the Ventrue and Lasombra are among Cainites.
They are seldom encountered by vampires for they only rarely
venture forth from their beloved Arcadia. They are known to be
extremely tall and possess a beauty so intense it is nearly alien. It
is rumored that a Toreador who encountered one of these beings
was so awestruck by the sight of her that he burned out his own
eyes, for he knew that he would never see such magnificence again.

Nymphs and Forest Faeries


These mysterious beings are only slightly more common
that the sidhe. They are usually only encountered within the
boundaries of a faerie forest or glade. These creatures have some
sort of deep, recondite connection with nature — indeed they
most often resemble that which they have the strongest associ-
ation with. Most of these fae have a relation with a particular
facet of nature: trees, flowers, plants, waterfalls, rock. Usually,
their nature is reflected in that which they are associated with. A
faerie associated with rock is likely to be very secretive and silent,
while one of water would be capricious and have a silver laugh.
Though these faeries keep mostly to themselves, they are
well-known for waylaying or harassing those who have offended
them. Though exactly what constitutes an offense to these fae
is usually unknowable. When perturbed, these fae, as with most
others, fall into the Trickster category.

Household Faeries
Known as brownies, boggarts, gremlins or bwca, these helpful
sprites are the most likely to be glimpsed for they live in close prox-
imity with mortals. These fae are well-known for performing various
household tasks in exchange for food. They only work at night, and
will permit no one to watch them work. They are also known for

CHAPTER NINE: ANTAGONISTS

259
having many strange customs, and are easily offended. When dealing
with one of these faeries, it is best to know for certain what customs
it follows, lest you inadvertently offend it. Once angered they can
become quite malicious, and are not easily appeased.

Tricksters
These fae are always best avoided. Though they may often appear
harmless or even helpful, interaction with these fae will almost always
spell certain doom for the mortal (or vampire) involved. They are
mischievous creatures intent only on causing havoc. These faeries
come in many varieties, each possessing its own peculiar method of
leading mortals astray. Among the many varieties of tricksters are the
pooka, willow o’ the wisp, kelpie, leprechaun and the lamia.
Other types of faeries are often known to become tricksters,
especially if they have been offended in some manner. Once a faerie
has taken offense with someone, they will taunt and harass the
offender until they believe the affront has been paid for.

Changelings
Little is known about changelings as they appear to be mortals,
at least to one who does not know what to look for. It is said that
occasionally one of the fae will snatch a mortal from this world
in order to take their place and live among mortals. Though this
“kidnapping” is most common among babies, it is rumored that
at times an older mortal may be replaced in this manner. There
are many rituals and customs which are said to be able to cause a
changeling to reveal its true nature. Whether there is any veracity
to these customs is up for debate. Certainly, some of them have
been known to be effective at times, though it is possible that some
changelings have merely decided to reveal themselves at the time.
It is unknown why the fae practice this strange custom. Some
say that ancient faeries need to live among mortals to experience
a sort of rebirth, allowing them to become young again. Others
take a dimmer view, recalling the tradition that the fae must pay
a tithe to Hell every seven years. These pessimists believe that
mortals are taken away to Arcadia for just this purpose. Some say
that both these views are correct, and there are still many more
conjectures on the subject. In the end it seems the only ones who
know the truth are the fae, if indeed even they do.

The Unseelie Court


The fae are believed to be divided into two courts, the Seelie
who rule from Beltaine to Samhain and the Unseelie who rule
from Samhain to Beltaine. Either may be encountered throughout
the year, though the Seelie are said to be most often encountered
during twilight and the Unseelie are found mostly during the
depths of night. Most of the fae discussed here are of the Seelie
court, and while some of these can be said to be largely unfriendly,
nothing can compare to the evil of the Unseelie court.
The Unseelie seem to exist only to torment others. A band of
the Unseelie known as the Host fly over the lands at night, assaulting
any undefended mortals they encounter. Such unfortunate souls are
often found the next day, their bodies shattered by the indescribable
punishments inflicted by the Host. Lone vampires who are not in
some way protected are also subject to such harassment.

VAMPIRE: THE DARK AGES

260
Faerie Customs Faerie Places
The fae seem to have innumerable customs and traditions, There exist in the world places where the realm of faerie,
some of which can seem paradoxical. Still there are several constants Arcadia, overlaps our own. These places are often known by those
upon which most loremasters agree. These have been collected from who live near them as faerie forests or glades. In these places faerie
the reports of travelers, stories and legends, and from others who magic can be truly awesome. Even the most powerful Tremere
have had firsthand encounters with faeries. The most commonly warlock would think twice before challenging the most lowly of
accepted rule is that faeries are unpredictable, and one should always the fae in one of these places.
use caution when dealing with them. Why these places exist is a subject for debate. The most common
belief is that these are places where Arcadia connects with Earth;
Glamour this would explain why faeries and fae creatures are often found in
No one can truly define what Glamour is, for it has no these areas. Most faerie forests are well-known by the peasantry who
“real” substance. Some would say that it is the magical energies live in the surrounding lands and so are easily located. Often it is not
with which the fae fuel their spells; it is that and much more. the entire forest which is under faerie enchantment, instead only a
The Glamour is an intrinsic part of faerie nature. With it they portion a of a forest or even just a single glade.
can fashion whatever they desire from thin air, and they can
A faerie forest can usually be traveled with little or no worry,
alter their appearance. Some even say that the very forms they
with the exception of the usual threat of Lupines, though it is often
take are fashioned from the stuff of raw Glamour. Whatever the
best to be alert. In fact one may travel such a forest dozens of times
truth, its uses certainly provide them with a great deal of power.
without ever encountering a fae creature. Especially those who go
There are those who can pierce these illusions, allowing them
in search of the fae are unlikely to find them, for faeries are very
to see the truth behind the fiction (though it is considered bad
private creatures, and prefer to deal with others on their own terms.
form to inform a faerie that you have done so).
Cainites and the Fae
Piercing the Glamour Encounters with the fae can create a very different feel for a
Characters who posses the Discipline Auspex Dark Ages chronicle. A brush with faerie can add an element of
may see through a faerie Glamour. For purposes of the fantasy and mystery to a story. In this sort of story the fae should
game the Discipline Chimerstry is used to represent always remain enigmatic and mysterious, their motives never known
the illusionary ability of the fae. Though normally and often confusing. Alternately, dealings with the Fair Folk could
not the case, a character may roll one die for each be an ongoing part of the chronicle. This may have a much more
level of Auspex possessed (difficulty 8) any time they high fantasy feel to it than the typical Dark Ages chronicle, though
encounter a faerie illusion. Normally, only one success some Storytellers and players may prefer this sort of setting. In this
is needed to pierce this veil, though a Storyteller may type of chronicle, encounters with the fae and mythic beasts would
deem that more successes are needed depending upon be more common, if not exactly commonplace. The Storyteller
the nature of the illusion. should still try to maintain an aura of mystery about the fae.
The fae are mostly unknowable to vampires. Their wild ways
and capricious whims are beyond the comprehension of Cainites.
Possession However, the Malkavians claim to have close ties with them. Exactly
Most faeries have a very different concept of ownership and what the nature of these ties are is unknown to most other Cainites,
property than do mortals. From their point of view, humans have though many would certainly like to know more.
a great number possessions of which they are able to give freely. According to faerie legend, vampires are descendants of the
The fae regard this human generosity as one of their highest fae. Indeed there is some evidence to support this, at least among
features. They believe that anything which is not intrinsically a faerie-kind. There are several varieties of faeries who behave in
part of another person to be free for the taking. In fact they do much the same manner as vampires, with few distinguishing
not really view this as stealing, since as far as they are concerned, features other than that they do not create more of their kind
the item in question never really belonged to the mortal anyway. through the Embrace. Most notable of these is the leanan sidhe, a
The possessions of the fae are another matter entirely, however. beautiful fae woman known for inspiring poets to brilliance even
Anything possessed by the fae is most often considered to be intrinsi- as she drains them of their essence.
cally a part of them. This means that stealing something from a faerie
implies stealing something that is a very part of her — in a sense a
Sample Fae
part of her “soul.” For obvious reasons this can evoke great anger from Sidhe Warrior
a faerie, inciting him to hunt down the offender in order to retrieve The sidhe warrior is perhaps the most dangerous faerie a
the stolen object and exact retribution on the offender. Those guilty Cainite could expect to encounter. When seen, these beings are
of stealing from a the fae are likely to find themselves the victim of a resplendent in shining armor, with long flowing hair. A bright
faerie curse, or worse. The fae do not extend this peculiar attitude of nimbus surrounds them. The sidhe are renowned for their haughty
ownership to some things possessed by mortals, particularly works of manner and arrogance. Any who cross them or show them the
art. No scrupulous faerie would dare “borrow” a work of art created by slightest discourtesy will be quickly dispatched. These are truly
a mortal, as it would be tantamount to stealing from another faerie. beings to be feared.
CHAPTER NINE: ANTAGONISTS

261
Drinking Faerie Blood
Drinking the blood of the fae can be a chancy prospect for a vampire, though, because of its potency it is one many are willing
to take. Each point of blood taken from a faerie equals two Blood Points. However, any character imbibing fae blood risks certain
dangerous side-effects. First, the character risks frenzy. Any vampire who drinks faerie blood must immediately make a Self-Control/
Instincts roll (difficulty 4 + the number of Blood Points ingested). Failure indicates that the character is overcome by the heady rush
of the powerful blood, and will seek to gorge himself with blood. The character will not stop drinking until the frenzy has subsided.
Even if he has drunk to his capacity, he will continue to drink, though no benefit will be gained by this extra blood.
Assuming the character makes the frenzy roll (or even if she didn’t), she must then make a Stamina roll (difficulty 8)
to avoid suffering any side-effects. Side-effects are always determined by the Storyteller — they can be chosen randomly
or assigned, whichever seems most appropriate. Some possible side effects from drinking faerie blood are:
• The character begins to violently eject blood from the ears, eyes, nose and mouth. All the blood consumed is lost, plus
an additional 1-10 Blood Points.
• The character suffers violent hallucinations. These hallucinations last for approximately 10 minutes for every
Blood Point ingested.
• The character becomes bound to the faerie in question. This has the same effects as a Blood Oath.
• The character falls completely in love with the next person they see (other than the faerie).
• The character immediately enters torpor.
• The character immediately gains one point of Appearance, but loses a point of Perception. These effects are permanent.
• The character gains all the effects of Heightened Senses (see Auspex, page 143), though these senses cannot be turned
off. Increase the difficulty for any roll involving Wits by two. This effect last for one hour for each point of blood consumed.
• The character begins to glow with a golden light. This light has the same effect as sunlight to any others nearby,
though the character is immune to the effects.
• The character will be overcome by emotion, and breaks out into tears of blood every time he hears music. This
effect lasts one night for each Blood Point consumed.
• The character can see through all faerie Glamours. This allows a character to see faeries who are invisible and
recognize them in their true form. The character had best keep his knowledge secret, lest he anger the faeries — they do
not take kindly to having their secrets revealed. This effect lasts one hour per Blood Point consumed.

Attributes: Strength 3, Dexterity 5, Stamina 3, Charisma 4, Powers: Shape Change — A pooka may instantaneously
Manipulation 3, Appearance 6, Perception 5, Intelligence 2, Wits 4 change into any creature it desires, from the size of a small bird
Abilities: Archery 6, Athletics 2, Etiquette 4, Dodge 3, Melee up to a large horse.
5, Intimidation 4, Leadership 3, Music 4, Occult 3, Ride 4
Disciplines: Auspex 3, Celerity 3, Chimerstry 3, Obfuscate Brownie
4, Presence 3 These household faeries generally appear as small, wizened
Blood Pool: 15, Willpower: 8 brown men. They are among the most helpful of faeries, performing
tasks for the owners of the home they inhabit and expecting only
Pooka Trickster a small gift in return, usually a bowl of cream and honeyed bread.
The pooka are a relatively benevolent variety of trickster. They These tasks often include housecleaning, milking cows, shucking
usually cause no harm to their victims, instead preferring to place them wheat and cutting wood. These tasks are usually performed with
in embarrassing or otherwise uncomfortable situations. A favorite absolute stealth and secrecy. They are extremely fickle, however,
prank of a pooka is to transform into the shape of a beautiful horse. and must be dealt with carefully, lest the brownie turn against its
Once a knight or other individual has mounted him, the pooka will host. One should never give too great a gift or offer direct thanks
take off at a wild gait with the rider unable to stop him or get off. to the brownie; to do so is to risk offending it.
This ride will usually end with the pooka leaping over a cliff, into a Attributes: Strength 1, Dexterity 5, Stamina 4, Charisma 2,
pond, or throwing the rider into a ditch and shapechanging into bird. Manipulation 2, Appearance 1, Perception 4, Intelligence 3, Wits 4
Attributes: Strength 2, Dexterity 5, Stamina 2, Charisma 2, Abilities: Crafts 5, Dodge 5, Music 2, Larceny 4, Occult 2,
Manipulation 5, Appearance 4, Perception 3, Intelligence 2, Wits 4 Stealth 6
Abilities: Acting 3, Alertness 3, Brawl 3, Dodge 5, Music 4, Disciplines: Animalism 1, Celerity 4, Fortitude 3, Obfuscate 4
Larceny 3, Occult 2, Stealth 5, Subterfuge 4 Blood Pool: 10, Willpower: 4
Disciplines: Animalism 2, Auspex, 2, Chimerstry 3, Celerity Powers: Industry — A single brownie can perform the
2, Obfuscate 4, Protean 4 tasks of several men in a single night. These tasks are performed
Blood Pool: 10, Willpower: 6 in complete silence, and should never be disturbed. A brownie
who is disturbed while working will never complete the task, and
will often curse it so that it can never be completed.
VAMPIRE: THE DARK AGES

262
Changeling: The Dreaming — the Medieval Age
Vampire: The Dark Ages precedes the Shattering, generally precluding much possibility for crossover stories featuring
changelings, at least as they are described in Changeling: The Dreaming. It is only after the Shattering, which occurs just
prior to the Renaissance, that the majority of the fae take on mortal form. During the medieval period most fae encountered
would be of the true fae, though it would be possible to encounter a changeling of the traditional variety, a faerie who has
kidnapped a mortal and taken his place. Such changelings often do not even realize their true nature.
Though it would certainly be possible to play this type of changeling in a medieval setting, drastic changes would have
to be made to the rules to provide for the fact that Banality is nearly non-existent, Glamour is plentiful, and Bunks would
probably be a lot easier. Players could also play one of the true fae, though it is not recommended that these characters be
available to players. These enigmatic beings should remain in the hands of the Storyteller.
Storytellers who wish to include the more traditional variety of changelings in their stories can use the following
modifications to the rules provided in Changeling: The Dreaming.
• Character Abilities should be assigned per the rules in Vampire: The Dark Ages.
• Backgrounds should be chosen from Changeling or Vampire: The Dark Ages as the Storyteller deems appropriate.
All characters should take at least one dot of Gremayre as this is their innate connection to Faerie. The number of dots
possessed determines how much of her fae heritage a character recalls.
• The character’s Court should still be selected, though it is recommended that most characters be of the Seelie Court
(see below). Legacies should be selected as usual. A character’s Seeming determines the age of the mortal who has been
kidnapped and taken to Arcadia, thus determining the character’s starting age. Though the most common kidnapping is
that of a human babe, the character cannot begin play until the age of six.
• A kith may still be chosen for the character, though it will not affect the character much in the way of outward appear-
ance. Instead of appearing to have actual horns, a satyr may just have extremely hairy legs, while one of the sidhe may have fine
features and almond-shaped eyes. The Storyteller may decide whether the kith’s Birthrights and Frailties apply.
• In the time before the Shattering, Banality was not nearly the threat that it is today. This does not mean, however,
that it did not exist, only that the presence of so much Glamour made the fae on Earth much more resistant to it. Though
true fae are immune to the effects of Banality, changelings have attuned themselves to humanity, thus making them some-
what susceptible to its ravages. Obviously, many of the reasons that would cause a character to gain Banality that are listed
in Changeling would not be appropriate to a medieval setting, leaving it up to the Storyteller to determine exactly what
its effects are. When, and if, a character reaches 10 permanent Banality, the character is forced to return to Arcadia. The
following are suggestions for how a character may gain Banality in a medieval setting:
— Getting married. Gain one permanent point of Banality.
— Advancing in age. A character gains one permanent point of Banality for every seven years they spend as a mortal.
— Any time the character tells a lie she gains one temporary point of Banality. (Characters of the pooka kith are
exempt from this).
— Breaking an oath. This may cause the character to gain one or more temporary or permanent points of Banality at
the Storyteller’s whim.
• Glamour should be readily available in this day and age. The difficulty for gaining Glamour through any means should
always be lowered by two. Additionally, places of Glamour are much more common. A character may recover Glamour
just by being within the confines of a faerie forest. In such cases Glamour is usually gained at the rate of one per hour and
there is no limit to the amount of Glamour which may be gained.
• Cantrips function almost exactly as in Changeling, though it is never necessary to roll to overcome the Banality of a
mortal. When casting a cantrip, the character need only fulfill the requirements of the Bunk, no matter how fantastic the effect.
• Changelings heal at an amazing rate, at least as compared to mortals. A changeling recovers one Health Level every hour,
with the exception of aggravated damage. Anything which would cause a vampire aggravated damage, with the exception of sunlight,
causes aggravated damage to a changeling. This damage is recovered at a rate of one Health Level per day.
• It should be particularly noted that chimera do not exist during the Dark Ages; rather, anything that would normally be
chimerical is real. A flaming magical sword is indeed a flaming magical sword, and a unicorn is a living, breathing beast. Such
things should be extremely rare during the Dark Ages as they are not really appropriate to the setting, but they do exist.
Care should be taken by any Storyteller opting to allow a player to portray one of these beings as the power one of
these changelings wields could easily unbalance a chronicle.

CHAPTER NINE: ANTAGONISTS

263
Crossover Rules
Some suggested default rules to use in Storyteller games with
two or more types of supernatural creatures are given below. These
are general rules. Particular rules should supersede generalizations,
but should still take these guidelines into account. The details given
for any particular Discipline, Gift, Sphere or Arcanos should over-
ride any statement made below. Storytellers should use their best
judgments in such matters, realizing that their decision overrides
any rule. Use discretion, and let the story be your guide.

Power Levels
When one character uses a power against another, and the
issue of whether the character is powerful enough to pull it off
comes up, use this scale: compare a vampire’s Discipline rating,
a werewolf’s Rank, a mage’s Sphere rating or a wraith’s Arcanos
rating. The supernatural with the highest score wins. In the case
of ties, a resisted roll is then made.
Note: The scores compared are the being’s own ability, not
necessarily the level or rating of the power used. In other words, a
vampire with Dominate 4 will use the level one Dominate ability
Observance of the Spoken Word more effectively than a vampire
with Dominate 1. Elements like duration, damage and range do
not change, but the effect’s potency over other supernaturals does.

Difficulties
Sometimes, one game will call for a character to defend with
a Trait she does not have. For instance, some werewolf Gifts have
the Rage of the target as the difficulty for the activation roll. Mages
don’t have Rage. What does the character use instead?
When all else fails, the default difficulty is 6. If the target is
actively resisting, the Storyteller can choose to use the character’s
Willpower rating instead. Willpower is another handy default in
the system; it is a Trait shared in all the Storyteller system games.
Use common sense; your games should be evocative stories, not
math tests.
Discipline Werewolf Rank Sphere Rating* Arcanos
1 (Cliath) 1 1
2 (Fostern) 2 2
3 (Adren) 3 3
4 (Athro) 4 4
5 (Elder) 5 5
6+ (Elder) — —
* In the case of conjunctional effects, use the highest
Sphere rating of the effect that mage is attempting.

Demons and Their


Infernal Kin
Through envy of the Devil came death into the world.
— The Wisdom of Solomon, 12:24
As all good Christians know, demons were once angels who
conspired with Lucifer and fell to Earth, and from there to Hell.
Jewish and Muslim scholars speculate that these entities began either
VAMPIRE: THE DARK AGES

264
as perversions of God’s handiwork, or as ghosts of the wilderness
sent to test the will of God’s chosen. Still older faiths speak of the Example
spirits of darkness that glut themselves on death and misery, of evil A Nosferatu vampire has Obfuscate 3, and is using
gods and primordial survivors. All sources agree, however, that Obfuscate 2, Unseen Presence 2. A Rank Four werewolf
infernal beings wait in the night, tempting and corrupting foolish nearby is attempting to use the (level one) Gift: Sense Wyrm
folk, then feeding upon their souls. to find any corruption in the area. The Storyteller knows
According to medieval demonology, Hell’s ranks form a the Nosferatu bears the scent of the Wyrm (the Nosferatu
complex hierarchy which resembles the social structure of the has a low Road of Humanity rating). If the vampire is using
time. Satan, of course, sits at the top of a vast network of dukes, Obfuscate, can the werewolf sense him? The werewolf is
arch-demons, consorts, lords, tempters, warriors, lesser fiends, mon- Rank Four, and the vampire’s Discipline rating is only 3, so
sters and slaves. Naturally, these entities spend most of their time the werewolf has a chance of spotting him.
in Hell, corrupting humanity from afar and scheming to overthrow “Has a chance” is the operative phrase here. This
God and Satan both. Each demon has its own name, identity and system does not override the existing systems: the ability is
place in the infernal ranks. Hermetic lore lists literally hundreds not automatic. In other words, the werewolf must still roll
of demons by name, title and purpose, though few Cainites out- Perception + Occult (just like any other werewolf using
side the scholarly Tremere will know or care about such niceties. Sense Wyrm); if he has no successes, then corruption is
Supposedly, each purpose under Heaven has a corrupter in Hell. not detected. With one success, he will find the Nosferatu.
Souls seem to be a demon’s greatest prize; he’ll spend years Now, what if the werewolf were Rank Three? He
cultivating a “pupil” — nurturing her hatred, encouraging her would have power equal to the Nosferatu’s Obfuscate 3. The
sins, perhaps granting her some small power before the mortal’s result would depend on a resisted roll. The werewolf would
(or Cainite’s) death brings her soul into the demon’s hands. roll Perception + Occult, while the Nosferatu would roll
Perhaps advancement in Hell is measured in souls; maybe they Wits + Stealth (just like any other Cainite using Unseen
just make good currency, slaves or food. In any case, a demon Presence). Whoever has the most successes wins. If the
will go to great lengths to obtain a human soul. Nosferatu won, he would remain unseen and undetected.
Few characters will ever see a demon, or at least notice it If the werewolf won, he would sense the Nosferatu. Ties go
for what it is. A demon’s true form, it is said, remains chained in to the defender; in this case, the Nosferatu would remain
Hell. Many send their spirits wandering to Earth, however, and hidden. Since the werewolf is the one actively searching,
inhabit mortal forms. Unlucky Cainites might encounter either the Nosferatu gains the benefit of a tie.
these infernal host creatures or the human cultists who serve the What if the werewolf was only Rank Two? His Gift
corrupters themselves. When they do, the vampires are in for a fight. would not be powerful enough to penetrate the Obfuscate.
Demons rarely appear overtly; it’s safer and more effective However, the Storyteller should let the player roll anyway
(both for the demon and for the Storyteller) for infernal beings to and simply tell him he senses nothing.
manifest in subtle, eerie forms: a flock of black birds, a handsome
or beautiful stranger with an otherworldly taint, a cloud of insects,
a sudden wind whispering with an undercurrent of damned-soul demon wears its material form and uses Vampire: The Dark
screams, etc. Despite their power, all but the lowest devils consider Ages Disciplines when using the statistics below. Storytellers
physical conflict beneath them. Instead, they try to lead characters with Mage: The Ascension, The Book of Madness or Werewolf:
into greater and more elaborate sins. A tainted innocent, it is said, The Apocalypse should feel free to use those books’ spirit rules
is worth more than a butchered sinner. to reflect demonic spirits.
Storytellers should be careful when working infernal powers Most demons wield the following powers:
into a chronicle; demons, if they appear at all, should seem more like • Healing: Demons and their host creatures can heal one
forces of nature than monsters to be killed. Subtle bits of weirdness Health Level per turn without effort. Really powerful manifesta-
— odd sounds, sudden weather shifts, a vague whiff of brimstone tions can heal two or even three Levels per turn.
— will inspire more terror than a horned beast wreathed in hellfire. • Fortitude: The Infernal are notoriously hard to hurt. Assume
If the Storyteller builds unease through atmosphere and omen (see that any demon-form has Fortitude ranging from 1 to 5.
Chapter Eight), the sudden appearance of the same horned beast • Domination: Those who meet infernal manifestations know
will be that much more effective. Making demonology seem too cool it; even the lowliest demons have at least two dots of Presence,
is probably a bad move as well; people might get the wrong idea.… and many have comparable levels of Dominate as well. Powerful

Demonic Powers demons and hosts can cow an entire room of mortals with a glance.
• Daimoinon: An innate demonic power (see Chapter Five).
Though bound in Hell, demonic entities can send their Lords can go as high as 8 with this Discipline (which allows them
spirits to Earth. There they inhabit material bodies, or pass to summon others of their kind or curse a large area), and dukes
through the spiritual reflection of our world, doing what they and their betters can attain any level.
will. The powers they can use reflect their purpose and demonic
• Immunity to fire: Flames are demons’ natural element;
origin; a tempter will have high levels of Dominate, Obfuscation
no fire-based attack can harm them except for their own infernal
and Presence, while a warrior would have Potence, Fortitude
flames (which hurt but inflict no damage).
and Auspex. For game purposes, assume that an encountered
CHAPTER NINE: ANTAGONISTS

265
• Investments: Tempters and more powerful devils can grant
favors to their mortal servants in exchange for slavery, sacrifice Infernal Identities
or soul-pacts. For simplicity, assume that a tempter can grant 1 Modern mystics generally divide infernal beings into
or 2 dots in any one Discipline — for a price. Lords and dukes four classifications. Although most Dark Ages folk consider
may grant up to 4 dots in two to three Disciplines, but the cost all supernatural beasties to be Satan’s handiwork, the World
will be high…and eternal. of Darkness Storyteller knows them best as:
Demons themselves rarely manifest upon the Earth; instead, their • Banes and fomori: The elemental spirits of cor-
spirits inhabit lesser forms, mortal beings with supernatural powers, ruption personified;
which are here called the infernal hosts. Occasionally possessed, • astral demons, or devils: Umbrood spirits given
often created from scratch in an imperfect mockery of the Lord’s shape and purpose by conceptions of evil;
own creations, host creatures exist a short time before decaying.
• outsiders, or demon hordes: Mind-shattering
Unlike a demon’s true form, these creatures can be hurt or killed.
devourers from deep space; and…
Occasionally, some ritual or rift between Hell and the Earth
• Bygones: Mythic creatures with especially nasty
allows a demon to create a material aspect of its true form. These
dispositions.
manifestations are very rare and exceedingly powerful. No mortal,
and few immortals, could stand and fight one on its own terms. Vampire: The Dark Ages characters know nothing
Those who would bind or traffick with the Infernal must resort about such classifications; they are offered for system
to elaborate magics or divine aid. The latter requires more faith clarification only. For all practical purposes, the medieval
than most Cainites can muster, while the former leaves a magi- vision of Hell’s ranks is more true in this time period;
cian’s soul at risk (see “Magi and Magicians”). Even if a demon’s spirits tend to assume the form humans expect to see.
material form is slain, the entity itself is only banished back to The following books offer more in-depth treatments of
the Inferno. This banishment may hurt, but will not prevent the demonic entities: The Book of Madness, (Mage); Book
Fallen One from coming back at another time to avenge itself. of the Wyrm (Werewolf); The Storyteller’s Handbook
This can be especially problematic for a vampire; after all, you and Storyteller’s Guide to the Sabbat (Vampire).
can accumulate a lot of enemies in a century, and not all of them An Infernal Hierarchy
reckon their lives in mortal years.… An exhaustive listing of even one version of the
infernal ranks would go beyond this chapter’s scope, and
Weaknesses each culture sees these beings a little differently. For the
Although they carry hellbound powers, infernal beings are sake of general classification and power levels, assume that
subject to the power of God’s creation. While few Cainites could demons follow this basic hierarchy:
(or would) beseech the Almighty for help, the following things • Lucifer, the Great Satan
can harm or repel a demonic manifestation: • Arch-Dukes
• True Faith: Faith has double its normal effect on infernal • Dukes
powers. A character with Faith can inflict one die of aggravated
• Lords
damage for each point of Faith she possesses. Faith can come
from beliefs other than Christianity; Islam and Judaism have • Minor Lords
long histories of divine favor, and even good pagans can resist • Tempters
the lure of darkness. • Servitors
• Pride and greed: Demons are a crafty lot — sometimes Warriors
too clever for their own good. Because they consider themselves Infernal Hosts
superior to humanity, some can be tricked into leaving or per- Storytellers who use Mage or Werewolf rules can con-
forming short services. This is exceedingly dangerous, however; sider the first three ranks to be Greater Entities, Celestines
many tempters will play dumb, let a character believe she has and Incarna; lords, minor lords and tempters would be
the best end of a deal, and then spring the trap. Umbrood Lords and Preceptors or Totem Avatars, while
• The barriers: God does not allow demons free reign on servitors would be Minions or Gafflings.
Earth; they must be summoned, bound or brought into the mortal
world through human evil or stupidity. Once they’re there, most
curdle and dissolve. Unless noted, infernal hosts have no demonic
demons choose to stay awhile. Some magical charms might raise
powers, but share all of their weaknesses except for “barriers”; they
a similar barrier at the Storyteller’s discretion.
already exist in the mortal world (though they may enter Hell
Templates: Infernal Hosts or the Penumbra with help). Hosts cannot pump blood to help
them; their Blood Pool Trait is offered for Cainites who might
Cainites might encounter these demon-ridden monsters
at Devils’ Sabbats, around remote gathering-sites or in an In- try to drink from one. Storytellers may feel free to do horrible
fernalist’s service. They don’t tend to wander around, although things to anyone stupid enough to do so.
the occasional demon might create such a creature as a means Infernal hosts tend to be intelligent, deceptive and utterly
to a greater end. Infernal hosts rarely last long; the beasts’ innate ruthless; the demons who command them are proud, clever,
corruption erodes their flesh until the mortal remains themselves self-absorbed and often cowardly in the face of some superior force.

VAMPIRE: THE DARK AGES

266
Many know far more than they have a right to, and will reveal
secrets, drop ominous hints or make morbid jests just to unnerve
their opponents. Storytellers are advised to be discreet when using
demonic manifestations; even the weakest of them can turn a subtle
tale into a high-fantasy adventure. The appearance of some infernal
host or entity will almost always signal your troupe that worse is to
come, and might symbolize some greater conflict your characters
face — the struggle for humanity, an impending betrayal, the lure
of the Beast, etc. With good build-up and a weird atmosphere, a
simple meeting with a hellcat could become an unnerving chapter
in your Dark Ages chronicle.

Demonhound
Dogs possessed, these creatures often turn night-black and grow to
disturbing proportions. Their eyes reflect the flames that wait beyond,
and spit sizzles on their massive fangs. Shadows seem to thicken in
their presence. Some Infernalists cultivate entire demonhound packs,
feeding them with serfs, enemies and careless travelers. Others have
them guard worship sites or private chambers. No matter how it may
appear, however, no human actually commands a demonhound; the
spirits inside only bide their time, awaiting a signal from their true
infernal masters.…
Attributes: Strength 4, Dexterity 3, Stamina 5, Charisma 1,
Manipulation 4, Appearance 1, Perception 5, Intelligence 2, Wits 3
Health Levels: OK, OK, -1, -1, -3, -5, Incapacitated.
Attack: Bite for 5 dice + Potence; claw for 4 dice + Potence
Abilities: Alertness 4, Brawl 3, Dodge 2, Intimidation 3,
Stealth 3, Occult 2
Disciplines: Auspex 2, Celerity 1, Fortitude 3, Potence 1
Blood Pool: 3, Willpower: 4
Doppelganger
Old tales tell of the demonic double who appears in your
place, commits crimes, then leaves you to take the blame. Such
is the doppelganger’s art — to “become” a person for a short time,
disrupt her life and vanish. Such doubles rarely appear in front of
their subjects, although some have been known to torment them
from mirrors, shadows or pools of water before disappearing.
A doppelganger dosen’t often fight; it prefers to drive the
character’s loved ones or foes into a rage, then go off to find
another victim. The doppelganger can do inestimable damage
to a Cainite’s reputation, or to her sanity. With Telepathy, the
creature can inject its own memories into its victim, making her
wonder if she really had done the things she was accused of!
Confronting and destroying the creature on your terms (if
you can) may be the only way to rid yourself of a doppelganger’s
influence. Of course, it’s also said that killing your double dooms
you as well.…
Attributes: (As the character duplicated)
Health Levels: (see above)
Attack: (see above)
Abilities: Acting 5, Alertness 3, Athletics 2, Brawl 3, Dodge 3,
Empathy 4, Subterfuge 5, Etiquette 3, Melee 2, Stealth 4, Survival
3, Knowledges: (as the character duplicated)
Disciplines: Auspex 5, Celerity 3, Obfuscate 4, Presence 1
Blood Pool: 10, Willpower: (see above)

CHAPTER NINE: ANTAGONISTS

267
Imps effective ways of dealing with sexual predators. By performing pure
 The traditional demonic familiar, an imp can change its shape sexual rituals — Great Rites — they drive incubi and succubi away
to suit its purpose. Black cats, dogs, goats, mice, rams or ravens and by sanctifying the act which the demons would debase. If physically
hunched little man-creatures are infamous imp forms. Regardless of threatened, these creatures either transform into clawed horrors,
its guise, an imp can speak in a variety of human tongues, see into beg bystanders to come to their aid or simply hide.
the soul and access uncanny wisdom. Most solitary demon wor- Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 6,
shippers find themselves with an imp for company. Some of these Manipulation 6, Appearance 7, Perception 3, Intelligence 3, Wits 4
hosts even gain a real affection for their chosen people. Each imp Health Levels: OK, OK, -1, -1,-1, -3, -5, Incapacitated.
has a pet name, like “Bramblefur,” “Skittlebones” or “Sagebelly,” Attack: Claw for 5 dice (aggravated)
to which it answers; a stranger who speaks that name aloud can Abilities: Acting 3, Alertness 3, Athletics 2, Brawl 3, Dodge
cause the imp to depart forever. 4, Empathy 5, Intimidation 4, Subterfuge 4, Etiquette 4, Melee 2,
While physically weak, an imp is tougher than it appears, Music 2, Ride 1, Stealth 2, Linguistics 2, Occult 3
and can be damnably hard to hit. In a pinch, it can grow wicked Disciplines: Auspex 2, Dominate 4, Fortitude 1, Obfuscate
claws and shred an attacker, giving the imp time to escape. With a 3, Presence 5, Protean 2
thought, the host can join the shadows, or become a bat or bird and Blood Pool: 10, Willpower: 5
fly away. Sometimes the creature may return to help its “mistress”
escape captivity; such salvation, however, is a bad thing to count on. Templates: Demons
Attributes: Strength 2, Dexterity 4, Stamina 2, Charisma 3, When the impossible happens and a demon creates a material
Manipulation 4, Appearance 2, Perception 4, Intelligence 3, Wits 3 reflection of itself, all Hell really breaks loose. Unlike a monster,
Health Levels: OK, OK, -1, -3, -5, Incapacitated. the demon will not stand stupidly in place while a vampire or
Attack: Claw, bite or both for 4 dice (aggravated) priest pounds its body into hash. It will trick mortals when it can,
Abilities: Alertness 3, Athletics 3, Brawl 2, Dodge 5, Empathy avoid them if possible and destroy them when no other options
3, Subterfuge 3, Animal Ken 2, Etiquette 3, Stealth 6, Survival 2, exists. A demonic master often leavens his cruelty with affection
Academics 3, Investigation 2, Linguistics 3, Occult 4 and generosity. To many serfs, a devil will be the kindest master
they might ever know — for a while.
Disciplines: Animalism 1, Auspex 2, Fortitude 3, Obfuscate
4, Protean 4, Vicissitude 1 Demons should be roleplayed for all they’re worth. Silence
falls, winds gust (or cease), sudden freezes or bursts of fire greet
Blood Pool: 4, Willpower: 5
the infernal one’s appearance, and any mortal or undead thing
Incubi/Succubi around becomes almost nauseous with primal terror unless the
The irony of a vampire seduced by one of these legendary tempt- devil somehow cloaks itself. A demon’s voice is velvet, sandpa-
ers should be obvious. Nevertheless, Cainites find such unearthly per, garlic or seawater; it smells of brimstone, honey or decay,
beauty as alluring as any mortal would, perhaps moreso. and sends ripples through the air itself. In most cases, an infernal
power disguises itself in some form a person could bear to see; it
Unlike most infernal hosts, an incubus or succubus may exist
may choose to become a seductive princess, a charming warrior
indefinitely, so long as she stays sexually active. The life-force she
or a slavering horned thing, but most humans could look upon
draws to the surface during sex sustains her at the expense of her
it without flinching. When revealed in a shade of its true form,
victim. Regardless of its gender (they may actually be the same
however, any demon shocks any observer.
thing in different disguises), one of these hosts can entrance almost
anyone he, she or it pleases, enticing the target into a whirlpool of As stated above, all demons have powers they may use in
carnal sins far beyond mere lust. When the creature has had its fun, their material forms. Storytellers are advised to add any talents
it leaves a herd of shattered victims behind. they prefer; each devil is unique. The templates below offer
some options for general types. Drinking infernal blood can have
Tales tell of sexual demon-things who have existed since
whatever freakish effects the Storyteller desires.
time began, although these may be actual tempter devils, not
mere hosts. As unearthly as her beauty may appear, a succubus Warrior Servitor
still pales compared to a tempter demon in full form. By human The foot soldiers of Hell, these brutal servitors fight whenever
standards, she is a vision no mortal can match, and her skills possible. Although not stupid, they aren’t subtle either. When
extend beyond her looks. With supernatural perceptions, the summoned, demon warriors prefer to disguise themselves as
infernal seducer gauges her target, then acts appropriately. Her powerful animals — lions, bears, bulls — or charismatic human
behavior may be shockingly blatant, quietly seductive or passively fighters, like berserkers or knights. It is said that many leave bloody
virginal — whatever works best. Male incubi prefer to deflower footprints wherever they go. In their true forms, they appear as
virgins and spoil them for any mortal lover, while female succubi many-handed jumbles of thrashing limbs, staring eyes and fanged
incite men to betray everything they hold sacred. Many seduce maws. Their common names, like Kahlhil the Eater of Babes,
their own sex, then drag the affair into the open and leave. Ablu the Render and Tleesha the Flayed Patron of Spiders, give
The secrecy and shame with many Europeans regard sex adds to blunt portraits of the demons’ favored pastimes.
the damage the seducer himself can do. The Church advises believers Attributes: Strength 7, Dexterity 5, Stamina 8, Charisma 2,
to deny the wills of the flesh; pagan mystics, however, have more Manipulation 6, Appearance 0, Perception 6, Intelligence 4, Wits 5

VAMPIRE: THE DARK AGES

268
Health Levels: OK, OK, OK, OK, OK, -1, -1, -1, -1 , -3, Tempters are charming, diplomatic and sincere. To them, the
-3, -5, Dispelled investment of a few mere months of behaving like one’s best friend
Attack: Claw for 9 dice + Potence; attack with weapons; is more than worth the eventual prize. Many actually enjoy human
bite for 8 dice + Potence company, and seem to regret consigning their “partners” to eventual
Abilities: Alertness 3, Athletics 3, Brawl 5, Dodge 3, Intimi- damnation. The human spirit fascinates most tempters; the hope
dation 5, Subterfuge 3, Melee 5, Stealth 2, Academics 2, Occult 5 people have on Earth is far better than Hell’s despair. Perhaps they
Disciplines: Auspex 2, Celerity 3, Daimoinon 3, Domi- loathe that hope for the same reason. What they cannot themselves
nation 3, Fortitude 4, Obtenebration 2, Potence 2, Presence have, they destroy in others.
3, Protean 2 Attributes: Strength 4, Dexterity 5, Stamina 6, Charisma
Blood Pool: 15, Willpower: 8 8, Manipulation 10, Appearance 10, Perception 6, Intelligence
7, Wits 7
Tempter Health Levels: OK, OK, OK, -1, -1, -1, -3, -3, -3, -5, -5,
Attacking such a creature, it should be noted, would be sui- Dispelled
cide. Fortunately for those who meet them, most tempters are too Attack: Rend or bite for 7 dice + Potence; attack with
finicky to fight personally. Instead, they prefer to corrupt mortals weapons + Potence
and immortals alike with their many Knowledges, unearthly beauty Abilities: Acting 6, Athletics 4, Brawl 4, Dodge 5, Empathy 8,
and infernal talents. Almost vain to a fault, they clothe themselves Intimidation 8, Leadership 4, Subterfuge 10, Etiquette 10, Melee 5,
as gorgeous humans or wondrous beasts, like unicorns, swans, Ride 3, Stealth 4, Academics 5, Bureaucracy 6, Linguistics 5, Occult 6.
panthers, white lions and such. Even their most infernal forms
Disciplines: Auspex 4, Celerity 3, Chimerstry 5, Demen-
contain elements of unapproachable beauty. These demons prefer
tation 2, Daimoinon 5, Dominate 5, Fortitude 5, Obfuscate 5,
noble names — Acaos Gamblegold or Dia the Vine Queen — to
Obtenebration 3, Potence 2, Presence 5, Serpentis 2
the coarse monikers of their cousins.
Blood Pool: 25, Willpower: 10

CHAPTER NINE: ANTAGONISTS

269
VAMPIRE: THE DARK AGES

270
ppendix
Like one that on a lonesome road
Doth walk in fear and dread,
And having once turned round walks on,
And turns no more his head;
Because he knows a frightful fiend
Doth close behind him tread.
— Samuel Taylor Coleridge, The Rime of
the Ancient Mariner

Merits and Flaws


Merits and Flaws are optional Traits that
add color and flavor to your Vampire: The Dark
Ages chronicle. Merits provide characters with
some benefit, while Flaws act to their detriment.
Some of these Traits will have little effect on
a game beyond a dash of style; others could
unbalance a chronicle, completely change its
direction or create new plot devices.

APPENDIX

271
When you create a character, you are given 15 “freebie” Inept: (5 pt Flaw)
points to assign to whatever Traits you like, in order to give your You are not attuned to your natural aptitudes, and therefore
character the finishing touches that make her unique. The system have five fewer points to spend on your Talents (the most you could
of Merits and Flaws expands on this idea, allowing you to further take on your Talents would be eight, and the least would be 0). Of
personalize your character. course, you can still spend freebie points to take Talents. However,
Merits may be purchased only with freebie points and only you cannot, at the start of the game, have any Talent at 3 or higher.
during character conception. Flaws provide additional freebies
to spend, again, only during initial conception. You may take Uneducated: (5 pt Flaw)
a maximum of seven points of Flaws, limiting potential freebie You have received absolutely no education, and have five fewer
points to a total of 22. Some Merits and Flaws have variable points to spend on your Knowledge Abilities (with eight being the
point costs; these Traits offer more options for character creation. greatest you could have, and zero being the least). You can still
Merits and Flaws are provided to flesh out a character and spend freebie points to take Knowledges. As part of this, you cannot
add new story hooks and details, not to allow power-gamers to have any Knowledge higher than 3 at the beginning of the game.
mini-max their characters into war machines. Players should
make sure that the Storyteller allows these options in the chron- Unskilled: (5 point Flaw)
icle before creating characters based around these options. The You have never trained extensively in any skill or craft, and
Storyteller is perfectly entitled to disallow any Merits or Flaws therefore have five fewer points to spend on your Skills (your Skills
he feels would be unbalancing, inappropriate or just plain silly. would have eight points maximum, with zero as the minimum).
While freebies can be spent to raise your Skills, no Skill may be
Aptitudes higher than 3 at the beginning of the game.
These Merits and Flaws establish your vampire’s special
capacities and abilities, or modify the effects and powers of his Awareness
other Traits. These Merits and Flaws involve perception (or the lack thereof).

Ambidextrous: (1 pt Merit) Acute Sense: (1 pt Merit)


You have a high degree of off-hand dexterity, and can perform You have exceptionally sharp hearing, smell, vision or taste.
tasks with the “wrong” hand at no penalty. The normal penalty The difficulties of all dice rolls that relate to the sense in question
for using both hands at once to perform different tasks (such as (e.g., Perception + Awareness to hear a faint noise, taste poison in
fighting with a weapon in each hand) is a +1 difficulty for the food or see an oncoming attacker) are decreased by two. Combined
“right” hand and a +3 difficulty for the other hand. with Auspex, this Merit can grant truly superhuman senses. This
Merit can be purchased multiple times (a Cainite could have
Eat Food: (1 pt Merit) Acute Vision and Acute Taste, for instance).
You can still eat food, an aptitude you picked up early in your
undead existence. Although your peers may find this disgusting, Color Blindness: (1 pt Flaw)
you can pass for living with much greater ease. You can only see in black and white. Color means nothing
to you, although you are sensitive to color density, which you
Natural Linguist: (2 pt Merit) perceive as shades of gray. Note: color blindness actually indicates
You have a flair for languages. This Merit does not allow an inability to distinguish between two colors, but we fudged a
you to learn more languages than the number permitted by your bit for the sake of playability.
Linguistics score, but you may add three dice to any Dice Pool
involving languages (both written and spoken). Hard of Hearing: (1 pt Flaw)
Your hearing is defective. The difficulties of all dice rolls
Fast Learner: (5 pt Merit) related to hearing are increased by two. You may not take Acute
You learn very quickly, and pick up on new things faster than Hearing if you take this Flaw.
most. You gain one extra experience point at the conclusion of
each story (not each game session). Bad Sight: (2 pt Flaw)
Your sight is defective. The difficulties of all dice rolls related to
Jack-Of-All-Trades: (5 point Merit) vision are increased by two. This Flaw is neither nearsightedness nor
You have a large pool of miscellaneous skills and knowledge farsightedness — it is a minor form of blindness. The impairment is
obtained through your extensive travels, the jobs you’ve held or not correctable. You may not take Acute Vision if you take this Flaw.
just all-around knowhow. You automatically have one dot in all
Skill and Knowledge Dice Pools. This is an illusory level, used One Eye: (2 pt Flaw)
only to simulate a wide range of abilities. If the character trains You have lost an eye, and cannot regenerate it You have no
or spends experience in the Skill or Knowledge, he must pay the peripheral vision on your blind side, and must roll two fewer dice
point cost for the first level a “second time” before raising the for any feat requiring depth perception (including missile combat).
Skill or Knowledge to 2. This is obviously a rare Merit in the
Dark Medieval world, as so few people have a chance to learn
Deaf: (4 pt Flaw)
You cannot hear sound and automatically fail any rolls that
more than their trade.
require hearing
VAMPIRE: THE DARK AGES

272
Blind: (6 pt Flaw)
You automatically fail all dice rolls involving vision. You
cannot see — the world of color and light is lost to you.

Cainite Ties
These Traits reflect your status among your vampiric fellows,
and any capabilities or drawbacks that result.

Boon: (1-3 pt Merit)


An elder owes you a favor because of something either you
or your sire once did for him. The extent of the boon owed to
you depends on how many points you spend. One point would
indicate a relatively minor boon, while three points would indicate
that the elder probably owes you his life.

Special Gift: (1-3 pt Merit)


For some reason, your sire gave you a valuable gift after your
Embrace. The Storyteller should create something suitable. You
are free to make suggestions, but the final choice of item (as well
as how many points it is worth) lies with the Storyteller.

Reputation: (2 pt Merit)
You have a good reputation among the vampires of your city.
You may have earned this reputation, or inherited it from your
sire. Add three dice to any Dice Pools involving social dealings
with the city’s Cainites. A character with this Merit may not
take the Flaw Notoriety.

Pawn: (3 pt Merit)
You have a measure of control over another vampire, one of
higher generation than you. Your control might lie in the Blood
Oath, blackmail or some other means of coercion. Your pawn
might not even realize he’s being controlled. In any event, you
must keep a careful eye on him, lest he slip his leash.

Enemy: (1-5 pt Flaw)


Sometime in your life, or after your death for that matter, you
offended an unknown being with the power to cause you grief. The
power and influence of this enemy are determined by the Flaw’s value.
Someone about your equal would be 1 point, while a Methuselah
or archwizard would be worth 5. You and the Storyteller should
discuss the severity of your enemy’s hatred, and whether or not
you are aware of what is pursuing you. The Storyteller awards the
freebie points for this Flaw.

Infamous Sire: (1 pt Flaw)


Your sire is distrusted and disliked by the Cainites of your
home city. Perhaps he was dangerously insane, or perhaps he slew
his kin without remorse or good reason. The vampires in your
city will distrust and dislike you by association, and this burden
is not easily shed; the sins of the fathers, after all….

Sire’s Resentment: (1 pt Flaw)


Your sire dislikes you and wishes you ill. Given the smallest
opportunity, your sire will seek to do you harm, and may even
attack you if provoked. Your sire’s friends will also work against
you. Good luck!

APPENDIX

273
Notoriety: (3 pt Flaw) Celestial Attunement: (1 pt Merit)
You have a bad reputation among your peers; perhaps you You have an innate link to the passage of time and the move-
violated the Traditions once too often, or you belong to an un- ment of celestial bodies. You can estimate the time until sunrise
popular coterie. You have a two dice penalty to all dice rolls for or sunset within a minute or two, and can follow the phases of
social dealings with other Cainites. A character with this Flaw the moon in your head. Those with some training in astrology
may not take the Reputation Merit. and this Merit can even foretell certain astrological conjunctions
without access to charts. You can accomplish any of these feats
Mental with only a minimum of concentration.
These Merits and Flaws deal with the mind — its strengths,
weaknesses and special capacities. Eidetic Memory: (2 pt Merit)
You can remember things seen and heard with perfect detail.
Common Sense: (1 pt Merit) By gaining at least one success on an Intelligence + Alertness roll,
You have a significant amount of practical, everyday wisdom. you can recall any sight or sound accurately, even if you heard it or
Whenever you are about to do something contrary to common sense, glanced at it only once (although the difficulty of such a feat would
the Storyteller should alert you to how your potential action might be high). Five successes enable you to recall an event perfectly. The
violate practicality. This is an ideal Merit if you are a novice player; Storyteller relates to you exactly what was seen or heard.
it allows you to receive advice from the Storyteller concerning
what you can and cannot do, and (even more importantly) what Light Sleeper: (2 pt Merit)
you should and should not do. You can awaken instantly at any sign of trouble, and do so
without any sleepiness or hesitation. Your dice usable are not limited
Concentration: (1 pt Merit) by your Via rating, as actions during the day normally would be.
You have the ability to focus your mind and shut out any
distractions or annoyances, above and beyond normal vampiric Calm Heart: (3 pt Merit)
discipline. Any penalty to a difficulty or Dice Pool arising from You are naturally calm and composed, and do not lose your
a distraction or other inauspicious circumstance is limited to two temper easily. Raise the difficulty of all frenzy rolls by two, no
points or dice. No extra benefits are gained if only one penalty matter how the incident is provoked.
die or difficulty point is imposed.

VAMPIRE: THE DARK AGES

274
Iron Will: (4 pt Merit) fed. In order to remember anything more than your own name
When you are determined and your mind is set, nothing or the location of your haven, you need to make a Wits roll or,
can divert you from your goals. You cannot be Dominated, and as a last resort, spend a Willpower point.
supernatural creatures using mental attacks or magic against
you add three to their difficulties if you are aware of them and
Mortal Society
resisting. However, the additional mental defense costs you one Church Rank: (1-3 pt Merit)
Willpower per turn. Even if you are unaware of them, mages and You were part of the Church in life, and somehow maintain
others seeking to influence you with magic or other abilities add the illusion that you still live, thereby still possessing some of the
one to their difficulties. advantages of church rank. You can influence local politics to some
extent, and locals respect you as a representative of God. One
Self-Confidence: (5 pt Merit) point of this Merit might mean you are a summoner or deacon;
When you spend a point of Willpower to gain an automatic 2 a monk, nun or pardoner. Three points represents a local friar
success, your self-confidence may allow you to gain the benefit or ranking monk. Higher rank (abbess, bishop and so on) should
of that expenditure without actually losing the Willpower point. only be allowed with the Storyteller’s permission (and an even
When you declare that you are using a point of Willpower and higher cost) — these ranks carry a great amount of influence, and
roll for successes, you do not lose the point of Willpower unless a grave level of responsibility.
you fail. This will also prevent you from botching, but only if you
declare that you are spending the Willpower point before you roll. Nobility: (1-3 pt Merit)
This Merit may only be used when you need confidence in your You possessed a mortal title before your Embrace and have
abilities in order to succeed. You can use it only when the difficulty somehow managed to pass yourself off as alive. Consequently,
of your roll is 6 or higher. You may spend Willpower at other times; the advantages of nobility are open to you. You are presumed to
however, if the difficulty is 5 or less, this Merit will not help you. be landless unless you purchase the Resources Background. One
point of this Merit translates roughly as a minor title with little
Deep Sleeper: (1 pt Flaw) prestige (a knight, say). With 2 points, you could be a baronet,
You find it very difficult to awaken. Raise the difficulty by two and with 3 you might be a minor baron. Higher titles should be
on any such roll, and roleplay your constant tardiness when meeting given to players only at the Storyteller’s discretion. In the Dark
with your coterie or trying to keep early evening appointments. Medieval world, they represent great power, but require an equally
Amnesia: (2 pt Flaw) great amount of work to maintain.
You are unable to remember anything about your mortal life. Manse: (2 pt Merit)
Your past is a blank slate, and may come back to haunt you. You You own a large manor — a home with 25 or more rooms — as well
may, if you wish, take up to five other points of Flaws without as the surrounding estate. The servants, if you have any, are provided
specifying what they are. The Storyteller can supply the details. for if you choose this Merit, although they cannot be used as Herd
Over the course of the chronicle, you and your character will or Retainers unless you purchase the appropriate Background. The
slowly discover them. Amnesia can be a dangerous Flaw; your mansion is assumed to be fenced or walled in, and makes an excellent
Storyteller is under no obligation to be merciful. haven. While the mansion can be in as poor or as good repair as you
Confused: (2 pt Flaw) wish, the more inhabited it appears to be, the more attention (from
taxmen and the like) it will garner. Similarly, superstitious mortals
You are often confused, and the world seems to be a very
will go out of their way to avoid a “haunted” manor.…
distorted and twisted place. Sometimes you are simply unable to
make sense of things. You need to roleplay this behavior all the Institutional Control: (2-5 pt Merit)
time to a small degree, but your confusion becomes especially You begin play with absolute control over one mortal institu-
strong whenever stimuli surround you (such as when a number tion of your choice. Either you are the head of this institution, or
of different people talk all at once, or you enter a cavern with an you have mastered its leader. In the first case, think about how you
overpowering stench). You may spend Willpower to override the will retain control without being able to appear to your followers
effects of your confusion, but only temporarily. during the day (it may be impossible to remain in command for
Weak-Willed: (2 pt Flaw) long). If you control the mortal leader, then think about how you
keep him loyal. (Blackmail? The Blood Oath? Dominate? Pres-
You are highly susceptible to Dominate and intimidation;
ence?) The cost of the Merit depends upon the size and power of
you are, in fact, unable to use your Willpower freely. You can
the institution. Control of a small hermitage with six monks is a
employ your Willpower only when survival is at stake or when
2-point Merit. To control an opulent monastery with 200 broth-
it is appropriate to your Nature.
ers is a 5-point Merit. Plausible institutions include: monasteries
Absent-Minded: (3 pt Flaw) and friaries (3-5 points), cathedral chapters (monks attached to a
This Flaw may not be taken with the Merit Concentration. cathedral; 5 points), hermitages (2 points), hospitals (hostels for
Though you do not forget such things as Knowledges and Skills, the poor or sick; 3 points), city guilds (2 to 5 points, depending
you do forget such things as names, titles and the last time you on size and power), city law courts (3 points), etc.

APPENDIX

275
Spy Network: (2 pt Merit)
You begin play with access to a group of mortals who frequently
bring you information on the daylight world or on faraway places.
Their information is both up-to-date and fairly reliable, and they
are not likely to lie to you. However, these cannot be used as
Allies or Retainers (unless you have that Background, too); they
have their own aims. Why do they keep you informed? Do you
pay them? Perform occasional “favors” for them? Dominate their
leader? Or are they mortal friends and family? Also, how much do
they know about you? (The more they know, the better they can
search out relevant information and pursue useful rumors — but
the more damage they could do if they ever betrayed you.) A spy
network might be anything from a peasant family to a coven of
witches, a merchant family’s underlings to a network of wandering
lepers. What they can discover will depend upon who they are;
different people move in different circles, after all.

Known to be Dead: (2 pt Flaw)


Communities are small, and deaths and disappearances are
known to all. You originally lived in the area where the chronicle
is set, and the locals know that you are dead. Perhaps they saw
you die, or you were discovered in torpor and pronounced dead
(perhaps even buried). At the moment this causes you no prob-
lems — but if you use your real name or are spotted by people who
knew you, then you can expect problems. Exorcists, pious knights
and others (perhaps even local Lupines) will seek to destroy you;
demons, mages and others may come to offer you “assistance.”

Ward: (3 pt Flaw)
You are devoted to the protection of a mortal. You may
describe your ward, though the Storyteller will actually create
her. This character is often a friend or relative from your living
days. Retainers do not count as wards, as they “pay their own
way.” Wards have a talent for getting caught up in the action of
stories, and are frequent targets of a character’s enemies.

Hunted: (4 pt Flaw)
You have come to the attention of a witch-hunter, or some
similar individual who now seeks your destruction. This hunter is
beyond reason and has some form of power, influence or authority
that puts you at a disadvantage. Your friends, family and associates
are likewise endangered. Sooner or later, this Flaw will result in
a confrontation. The resolution should not be an easy one, and
until then, you are in for a hellish time.

Second-Class Citizen: (2 pt Flaw)


The simple happenstance of birth has made you a second-class
citizen in medieval Europe. This tends to come in two forms. First, you
might simply be female. Mortal men treat you as a natural inferior, and
many male Cainites also discriminate against you. Furthermore, you
must rationalize taking any combat-oriented skills (Brawl, Melee or
Archery) or certain Knowledges (Bureaucracy, Finance, Academics)
during character creation. Being a woman usually precludes tuition
in these typically exclusively male areas.
Alternately, you might be a member of a disliked or persecuted
social group, and your appearance, speech or local reputation marks
you as a member of this group. You are excluded from local politics,

VAMPIRE: THE DARK AGES

276
and are distrusted and hated by most local mortals. (Remember, Disfigured: (2 pt Flaw)
too, that many Cainites retain the prejudices of the societies which A hideous disfigurement makes you ugly and easy to notice
bore or sustain them.) You may be an Arab in Western Europe, or or remember. You therefore have a zero Appearance, much like
a Jew. Or perhaps you were a convicted thief, with a brand on your the Nosferatu (who cannot take this Flaw).
face or forehead attesting to your conviction, or an infamous local
prostitute. You also might be a member of a resented immigrant Selective Digestion: (2 pt Flaw)
group (like a wealthy Norman in Wales). Either way, you can be You can only digest certain types of blood. You may choose
targeted by angry mobs needing a scapegoat…. whether you can only drink cold blood (that from a corpse), or
Bear in mind that you need not take this Flaw! A female blood with the taste of a strong emotion (fear, joy, and so on) or
vampire without this Flaw is simply assumed to be able to overcome possibly only the blood of animals. This Flaw may not be taken by
societal pressures and garner respect. Take this Flaw only if you Ventrue, who are already similarly limited by their clan weakness.
want to roleplay a vampire at a social disadvantage.
Child: (3 pt Flaw)
Physical You were a small child at the time of your Embrace. Precocious
These Merits and Flaws deal with your health and physical or not, you are still only a youngster. You have the Flaw Short
makeup, and the unusual physiology of the undead. (see above), and find it difficult to be taken seriously by others
(two-dice penalty to all relevant rolls). Additionally, traveling
Double-Jointed: (1 pt Merit) on your own may prove difficult, to say nothing of wandering
You are unusually supple. Reduce the difficulty of any Dex- into a tavern or brothel to feed.
terity roll involving body flexibility by two. Squeezing through
a tiny space is one example of a use for this Merit. Deformity: (3 pt Flaw)
You have some kind of deformity (a misshapen limb, a
Sanguine Humor: (2 pt Merit) hunchback, whatever) that affects your interactions with others
The flush of life still seems to fill your veins; therefore, you and may inconvenience you physically. The difficulties of all
appear more human than other vampires. Your skin never paled dice rolls related to physical appearance are raised by two. Your
with death, you never really stopped breathing, and even sneezing deformity will also raise the difficulty of some Dexterity rolls by
comes naturally. You can make your heart beat as long as you two, depending on the type of deformity you possess.
have at least one Blood Point. Nosferatu may not take this Merit.
Lame: (3 pt Flaw)
Misplaced Heart: (2 pt Merit) Your legs are injured or otherwise prevented from working
Your heart has actually moved within your body, though no effectively. You suffer a two-dice penalty to all dice rolls related
farther than two feet from its original position. You cannot be to movement. A character may not take this Flaw along with the
staked unless your attacker knows the right location of your heart. Merit Double-Jointed.
Obviously, you will want to keep this highly secret.
Leper: (3 pt Flaw)
Efficient Digestion: (3 pt Merit) Before you were Embraced you suffered from leprosy or a
You can draw more nourishment than usual from blood. You skin disease which might be easily confused with leprosy. Your
increase your Blood Pool by three for every two Blood Points you Appearance may be no higher than 2, and your flesh is marred by
ingest, rounding down. For instance, taking four Blood Points increas- rashes, pale patches, festering sores, scars, etc. Your skin disease,
es your Blood Pool by six, and so does drinking five Blood Points. whatever it actually is, is obvious to any who look upon you. Mortal
authorities refuse you entry to any city, and you will be treated
Huge Size: (4 pt Merit) with fear and revulsion. Very likely (Storyteller’s discretion) your
You are abnormally large in size, possibly over seven feet tall condition is still contagious, though being undead it cannot have
and 400 pounds in weight. You therefore have one additional Health any further effects on you, and you may transmit it to those upon
Level and are able to suffer more harm before you are Incapacitated. whom you feed. This Flaw is worth only 1 point to Nosferatu,
Treat this as an extra Health Level, with no penalties to rolls. and then only if their disease is contagious.
Short: (1 pt Flaw) One Arm: (3 pt Flaw)
You are well below average height and have trouble seeing You have only one arm — choose which, or determine
over high objects and moving quickly. You suffer a two-dice randomly at character creation. This could be a battle scar, birth
penalty to all pursuit rolls, and you and the Storyteller should defect or other form of injury (which cannot be regenerated). It is
make sure your height is taken into account in all situations. In assumed that you are accustomed to using your remaining hand,
some circumstances, this will give you a concealment bonus. so you suffer no off-hand penalty. However, you do suffer a two-
Weak Blood: (1 pt Flaw) dice penalty to any Dice Pool wherein two hands would normally
be needed to perform a task. A character may not take this Flaw
You are of the 13th generation, the product of a liberal bloodline.
along with the Merit Ambidextrous (of course, there’s little need).
As such, you are both less powerful than normal medieval Cainites,
and are looked down upon by them. You may only rise in generation
through diablerie, and will likely be hunted if you do so.
APPENDIX

277
Permanent Wound: (3 pt Flaw) Code of Honor: (1 pt Merit)
You suffered injuries during or just before the Embrace, which You have a personal code of ethics to which you strictly adhere.
your sire did nothing to repair. You start each night at the Wounded You can automatically resist most temptations that would bring you
Health Level. This can be healed like normal damage, but each in conflict with your code. When battling supernatural persuasion
evening, after sleep, your wounds always return. (Dominate, mind magic, etc.) that would make you violate your code,
you gain three extra dice to resist, or your opponent’s difficulties are
Mute: (4 pt Flaw) increased by two (Storyteller’s choice). You must construct your
Your vocal apparatus does not function, and you cannot own personal code of honor in as much detail as you can, outlining
speak at all. You must communicate through other means, the general rules of conduct by which you abide.
through writing or signing. (American Sign Language obviously
did not exist during the Middle Ages, but there is an early form Higher Purpose: (1 pt Merit)
of fingerspelling available to monks living under vows of silence Everyone has “reason to live,” but you have a special com-
and deaf nobility. Remember that literacy is irregular in these mitment to your existence. Your chosen goal drives and directs
times, and only the educated would be able to read your messages.) you in everything. You do not concern yourself with petty matters
and casual concerns, because your higher purpose is everything.
Thin-Blooded: (4 pt Flaw) Though you may sometimes be herded along by this aim and
You have weak blood, and are unable to use it for anything but find yourself forced to behave in ways contrary to the needs of
sustaining yourself and healing your wounds. Blood cannot be used personal survival, it can also grant you great inner strength. You
to add to your Physical Attributes, to fuel blood Disciplines or to gain two extra dice on any roll that has something to do with
enact the Blood Oath. Moreover, you will not always be able to create your particular goal. You will need to decide what your higher
a new vampire. Half the time the Embrace will simply not work. purpose is; make sure you talk it over with the Storyteller first.
Personality (You cannot take both this Merit and the Flaw Driving Goal.)

These Merits and Flaws deal with the personality of your Berserker: (2 pt Merit)
character, and may describe ideals, motivations or pathologies. You can direct the Beast better than most, and can frenzy
Some Personality Flaws can be temporarily ignored by spending at will (thus ignoring wound penalties). However, you must still
Willpower points, and are so noted. If you possess such a Flaw pay the consequences of your actions in frenzy, and your chance
and do not roleplay it when the Storyteller thinks you should, of unwillingly entering frenzy is unaffected.
then she may tell you that you have spent a point of Willpower
for the effort. Flaws cannot be conveniently ignored.
VAMPIRE: THE DARK AGES

278
Dual Nature: (2 pt Merit) frenzy (Storyteller’s discretion). If you accidentally feed upon
You have two distinct yet compatible Natures, both of which this class of prey yourself, you will automatically frenzy and will
influence your personality. You may regain Willpower using both need to make a Via roll (difficulty 8 or higher) to avoid losing
Natures. You may still choose a Demeanor, one as different from your ground to the Beast. This Flaw is not as restrictive as the Ventrue
Natures as you like. This Merit is not the same as having multiple limitation, and therefore cannot be taken by Ventrue characters.
personalities (which is a Derangement). Overconfident: (1 pt Flaw)
Compulsion: (1 pt Flaw) You have an exaggerated and unshakable opinion of your
You have a compulsion of some sort, which can cause you a own worth and capabilities — you never hesitate to trust your
number of different problems. Your compulsion may be for cleanli- abilities, even in situations in which you risk defeat. Because
ness, perfection, bragging, stealing, gambling, exaggeration or just your abilities may not be enough, such overconfidence can be
talking too much. A compulsion can be temporarily avoided at very dangerous. When you do fail, you quickly find someone or
the cost of a Willpower point, but it is in effect at all other times. something else to blame. If you are convincing enough, you can
infect others with your overconfidence.
Intolerance/Hatred: (1 — 3 pt Flaw) Low Self-Image: (2 pt Flaw)
You have an unreasoning dislike of a certain thing. You may
loathe a species of animal, a class of person, a situation or just You lack self-confidence and don’t believe in yourself. You have
about anything else, and you constantly pursue opportunities to two fewer dice in situations in which you don’t expect to succeed (at
harm the hated object or to gain power over it. If you are merely the Storyteller’s discretion, though the penalty might be limited to
intolerant (the 1-point version of this Flaw), the difficulties of all one die if you help her by pointing out times when this Flaw might
your dice rolls involving the subject are increased by two. If you affect you). At the Storyteller’s option, you may be required to make
hold actual hatred (worth 3 points), you must make a frenzy roll Willpower rolls to do things that require self-confidence, or even to
whenever confronted with the subject of your hate. Note that use a Willpower point when others would not be obliged to do so.
some things are just too trivial to be angered by — intolerance Soft-Hearted: (2 pt Flaw)
of Chinese cooking or hatred of red-haired Sicilian cobblers will You cannot stand to see others suffer; perhaps you are very
have little effect on most Dark Ages chronicles. The Storyteller compassionate, or perhaps you simply dislike the intensity of emotion.
is the final arbiter on what you can pick to dislike or hate. If you are the direct cause of suffering, and you witness it, you will
Nightmares: (1 pt Flaw) experience nights of nausea and days of sleepless grief. You avoid
You experience horrendous dreams every time you sleep, situations in which you might have to witness suffering, and will
and memories of them haunt you during your waking hours. do anything to protect others from it. Whenever you must witness
Sometimes the nightmares (or daymares, if you prefer) are so bad suffering, difficulties of all rolls are increased by two for the next hour.
they cause you to lose one die on all your actions for the next Territorial: (2 pt Flaw)
night (Storyteller’s discretion). Some of the nightmares may be You do not like to leave your territory, nor do you like to
so intense that you mistake them for reality. A crafty Storyteller have strangers enter it. In fact, you get so nervous and disoriented
will be quick to take advantage of this. while outside your territory that the difficulties of all your rolls
Phobia: (1 or 3 pt Flaw) are increased by one. In addition, you must make a frenzy roll
You have an overpowering and irrational fear of something. when other vampires enter your territory, unless they obtain your
You instinctively and illogically retreat from and avoid the object permission to pass through.
of your fear. Common objects of phobias include certain animals, Vengeance: (2 pt Flaw)
insects, crowds, open spaces, confined spaces and heights. You must You have a score to settle — a friend was corrupted, a parent
make a Willpower roll whenever you encounter the object of your was slain, whatever. You are obsessed with wreaking vengeance on
fear. The difficulty of this roll is determined by the Storyteller, the guilty party. Revenge is your first priority in all situations. The
and depends on the circumstances. The consequences of failure need for vengeance can only be overcome by spending Willpower
depend on the severity of the Flaw. If you have taken a 1-point points, and even then, it only temporarily subsides. Some day you
phobia, you must retreat from the object upon failure. If the fear is may have your revenge, but the Storyteller won’t make it easy.
worth 3 points, you will not approach the object with fewer than
three successes (even if the roll succeeds). If you fail the roll, you Driving Goal: (3 pt Flaw)
will enter Rötschreck and flee in terror. The Storyteller has final You have a personal goal, which sometimes compels and directs
say over which phobias she will allow in a chronicle. you in startling ways. The goal is always limitless in depth, and you
can never truly achieve it. It could be to overthrow the Church or
Prey Exclusion: (1 pt Flaw) achieve total enlightenment. Because you must work toward your
You refuse to feed from a certain class of prey. For example, goal throughout the chronicle (though you can avoid it for short
a pacifistic hermit might avoid feeding from humans, or an er- periods by spending Willpower), it will get you into trouble and
udite vampire might decide to spare scholars or musicians. You may jeopardize other actions. Choose your goal carefully, as it will
become angry when others prey on this class, and might enter direct and focus of everything your character does.

APPENDIX

279
Supernatural (Storyteller’s discretion). However, your true love may also be
a hindrance and require aid (or even rescue) from time to time.
These Merits and Flaws are different kinds of supernatural Be forewarned: this is a most exacting Merit to play over the
benefits or detriments. Although rare in the extreme, they are course of a chronicle.
still more common in this superstitious age than in other times.
Because of the potential of these particular Traits, the Storyteller Danger Sense: (2 pt Merit)
might not allow you to pick from this category; ask before you You have a sixth sense that warns you of danger. When you
choose one. Furthermore, you should not select such Traits unless are in danger, the Storyteller should make a secret roll against your
they firmly fit your character concept, and you can explain why Perception + Alertness; the difficulty depends on the remoteness
your character possesses them. In general, we do not recommend of the danger. If the roll succeeds, the Storyteller tells you that
that anyone have more than one or two supernatural Merits or you have a sense of foreboding. Multiple successes may refine the
Flaws — they should be strictly controlled by the Storyteller. feeling and give an indication of direction, distance or nature.

True Love: (1 pt Merit) Faerie Affinity: (2 pt Merit)


You have discovered, and possibly lost (at least temporarily) Your presence does not frighten faeries; indeed, it attracts
a true love. Nonetheless, this love provides joy in an existence them, and you are naturally attuned to their ways. You may even
usually barren of such enlightened emotions. Whenever you are share some small amount of faerie blood. Of course, God only
suffering, in danger or dejected, the thought of your true love knows what will happen to you should you traffic overmuch with
is enough to give you the strength to persevere. In game terms, the Fair Folk.…
this love allows you to succeed automatically on any Willpower
roll, but only when you are actively striving to protect or come Unbondable: (3 pt Merit)
closer to your true love. Also, the power of your love may be No matter how much blood you drink from other vampires,
powerful enough to protect you from other supernatural forces you can never fall under the Blood Oath. You will never live the
life of the Thrall.

VAMPIRE: THE DARK AGES

280
Luck: (4 pt Merit) Haunted: (3 pt Flaw)
You were born lucky, or maybe the Devil looks after his own. You are haunted by a ghost that only you (and mediums)
Either way, you can repeat three failed rolls per story. Only one can see and hear. It actively dislikes you and enjoys making your
repeat attempt may be made on any single roll. life miserable by insulting, berating and distracting you, especially
when you need to keep your cool. It also has a number of minor
True Faith: (7 pt Merit) powers it can use against you (once per story for each power):
You have a deep-seated faith in and love for God, or whatever hiding small objects; bringing a “chill” over others, making them
name you choose to call the Almighty. You begin the game with 1 very ill at ease with you; causing a loud buzzing in your ear or
point of Faith (a Trait with a range of 1-10). This faith provides you the ears of others; moving a small object such as a knife or quill;
with an inner strength and comfort that continues to support you breaking a fragile item such as a bottle or mirror; tripping you or
when all else betrays you. Perhaps you hold this faith from before making eerie noises, such as chains rattling. Yelling at the ghost
your Embrace. Perhaps, incredibly enough, you gained your faith in can sometimes drive it away, but it will confuse those around you.
spite of the adversity of your undead existence. The Storyteller will likely personify the ghost in order to make
Your Faith adds to Willpower and Virtue rolls, giving +1 to the things all the more frustrating for you. (More ideas for this Flaw
Dice Pool for each point in Faith. The exact supernatural effects can be obtained from Wraith: The Oblivion.)
of Faith, if any, are completely up to the Storyteller, although it
will typically repel vampires. (Basically, the character must make Dark Fate: (5 pt Flaw)
a Faith roll against a difficulty of the vampire’s Willpower to repel You are doomed to experience a most horrible end or, worse,
him. Each success forces the Cainite to take one step back; if the suffer eternal agony. In the end, all your efforts, your struggles and
character places her holy symbol against the vampire’s body, she your dreams will come to naught. Your fate is certain, and there is
inflicts one Health Level of damage on him per success.) The nothing you can do about it. Even more ghastly, you have partial
effects will certainly vary from person to person, and will almost knowledge of this, for you occasionally have visions of your fate —
never be obvious — some of the most saintly people have never and they are most disturbing. The malaise these visions inspire in
performed a miracle greater than managing to ease the suffering you can only be overcome through the use of Willpower, and the
of an injured soul. The nature of any miracles you do perform will malaise will return after each vision. At some point in the chronicle,
usually be tied to your own Nature, and you may never realize that you will indeed face your fate, but when and how is completely up
you have been aided by a force beyond yourself. to the Storyteller. Though you can’t do anything about your fate,
No one may start the game with more than 1 Faith point. you can still attempt to reach some goal before it occurs, or at least
Additional points are only awarded at the Storyteller’s discretion, try to make sure that your friends are not destroyed as well. This is
based on appropriate behavior and deeds. a difficult Flaw to roleplay; though it may seem as if it takes away
all free will, we have found that, ironically, it grants freedom.
Taint of Corruption: (1 pt Flaw)
Plants wither at your approach and die at your touch. Some
vampires believe that Caine himself possesses this Flaw. Additional
Demon-Hounded: (1-4 pt Flaw)
A demon has taken a special interest in your soul. She appears to
Background
In the following section you will find more detailed infor-
you occasionally, using threats, bribes and honeyed words to win you mation on subjects which may crop up in your chronicle (such
to her cause. Sometimes she just asks you to perform innocuous favors as the medieval money system).
for her. Sometimes she asks you to sell your soul. Sometimes she offers
favors or information without any apparent catch. In any case, it is Money
not your interests she serves, but those of her diabolical masters. All Medieval Europe has a pretty strange system of coinage.The sub-
of her plots are ultimately designed to ensnare you and win your soul. ject gets very complicated, and it usually isn’t going to be important.
A minor demon (1-point Flaw) may be an annoying imp, incapable What do the characters want to buy? Just describe goods and services
of no more than distracting you, thieving small items and pleading for in relative terms (e.g., “it isn’t expensive,” “it’s out of your reach,” “if
your soul; its plans are unimpressive, but can be frustrating. A greater you buy this, you’ll be broke for a month”). But for those interested
creature (4 points) is your physical equal and can concoct horribly in the nitty-gritty details of the monetary system, read on.
devious plans to win your soul. In either case the Storyteller creates The basic currency is the penny, a coin supposedly made of silver
the character for the demon, and keeps track of its plots. but heavily debased, even in this period. The value of a penny varies
Repulsed by Garlic: (2 pt Flaw) wildly, depending on the quality of the latest harvest, the purity of the
silver in the coin, etc. Some countries’ pennies use much purer silver
You cannot abide the smell of garlic, and the tiniest whiff of
than others; some coins are so debased that they are virtually made of
its scent will drive you from a room. The full force of its odor will
copper (called “black money” as it blackens with age). Everything is
bring bloody tears to your face, nearly blinding you, while its touch
more expensive when harvests are poor, and prices fall when food is
can cause boils and even wounds (Storyteller’s discretion for dam-
plentiful. On average, assume that a laborer would earn about three
age). In these times, most peasants believe that garlic drives away
pennies per day, just enough to feed himself and pay his rent. Few
evil spirits, so it can be fairly commonly encountered. Be careful.
medieval people have money to spend on luxuries.
APPENDIX

281
Large amounts are figured in shillings and Librum. There The nobility is easily the wealthiest group among the social
are 12 pennies to one shilling, and 20 shillings (or 240 pennies) classes. Lowly knights may be lean on money and could lack any
per Librum. Shillings and Librum coins do not physically exist, holdings, but are still better off than peasants. Lords and overlords
however — they are just accounting conventions. Only pennies, hold moderate to grandiose estates, ranging from small manors to
half-pennies and quarter-pennies circulate. countries, with all appropriate access to currency or trade goods.
And of course, most people have little or no contact with The following is a list of objects that vampires may wish to
money. Most medieval people are farmers, who grow their own acquire or have their proxies purchase. It’s based on the Resources
food and often make their own pots, clothes, tools and shoes. If Background Trait. Simply find the item that the character is
they need to buy anything they barter — two chickens for that interested in and compare his Resources score (if any) to the
pair of shoes, one cow for that bolt of cloth, and so on. Resources Requirement. If the character’s score is equal or higher,

Dark Ages Equipment


the item is available — in theory. No actual coins are counted.
Indeed, objects could be acquired through barter of goods or
services as quickly as purchased with coin.
Possession and ownership in the Dark Medieval world are
Rarity is an indication of how difficult it is to acquire an item,
not rights but privileges, and ones reserved for those of status.
whether based on local population, economy, natural resources
The lowly serf owns nothing, not even his own body. A freeman
or demand. Characters might find a barge at a river wharf, but
owns a scant amount, probably only that which he requires to
probably don’t find any large ships. The storyteller may adjust
scavenge sustenance from the soil.
the availability of items as suits the story. Rarity is simply a
A parish priest is usually from common stock, and lives barely benchmark. If a desired item seems completely out of place for a
more comfortably than his peasant brethren, if not on an even par setting, increase its Resources Requirement. If the item should
should he be true to his vows of poverty. A monk or scribe might be readily available, decrease its rating.
have access to larger funds, whether his own that have been squirreled
If an item is common to everyone or can be acquired without
away or those belonging to the monastery or church. A bishop has
making a purchase, it has a Resources Requirement of zero —
considerable funds of both kinds at his disposal.
even a serf could have one.

VAMPIRE: THE DARK AGES

282
Equipment List
Item Resource Rarity Item Resource Rarity
Requirement Requirement
Armor, heavy ••• Rare Hammer • Common
Armor, light • Common Hatchet •• Common
Armor, composite •• Uncommon Holy water, pint •••• or 0 Rare
Armor, knights’ ••••• Very Rare Horse tackle and bags •••• Uncommon
Arrows, dozen •• Uncommon Horse, good quality •••• Rare
Banquet, extravagant ••• Rare Horse, poor quality •••• Uncommon
Banquet, simple •• Common Inn room, one night •• Common
Battle axe ••• Uncommon Jewelry, homemade 0 Common
Boat, merchant ••••• Very Rare Jewelry, ornate ••• Rare
Boat, river •••• Rare Jewelry, simple •• Uncommon
Boat, row ••• Uncommon Mace ••• Uncommon
Book, blank ••• Rare Meal for one, extravagant •• Uncommon
Book, illuminated ••••• Very Rare Meal for one, simple • Common
Bow •• Uncommon Mining gear ••• Uncommon
Bribe, guard •• Common Mule ••• Uncommon
Bribe, knight ••• Rare Ox •• Uncommon
Bribe, scribe ••• Uncommon Pig •• Common
Chain •• Uncommon Plow •• Common
Chicken •• Common Rope 0 Common
Clothes, extravagant ••• Uncommon “Saint’s relic” •• Rare
Clothes, ragged 0 Common Salt, bag •• Uncommon
Clothes, simple • Common Serfs ••••• Common
Club 0 Common Servants •••• Common
Coach •••• Rare Shield, knight’s •••• Rare
“Companionship” •• Common Shield, simple ••• Uncommon
Crossbow bolts, dozen ••• Uncommon Spear • Common
Crossbow ••• Uncommon Staff 0 Common
Crucifix, ornate ••• Uncommon Sword ••• Uncommon
Crucifix, simple • Common Traveling gear •• Common
Dagger •• Common Wagon •• Common
Great sword •••• Rare Warhammer ••• Uncommon
Halberd ••• Uncommon Wooden Stake 0 Common

APPENDIX

283
Index
Rebel 112 Gangrel 84
Reference Chart 102 Lasombra 85
Rogue 113 Malkavians 86
A Survivor 113 Nosferatu 87
Tyrant 113 Ravnos 88
Abilities 100,  120 Attributes 99,  117 Reference Chart 103
Knowledges 125 Mental 119 Toreador 89
Academics 125 Intelligence 119 Tremere 90
Hearth Wisdom 125 Perception 119 Tzimisce 91
Investigation 126 Wits 119 Ventrue 93
Law 126 Physical 117 Clergy 46
Linguistics 126 Dexterity 117 Cold 201
Medicine 126 Stamina 117 Combat 187
Occult 127 Strength 117 Armor 192
Politics 127 Social 117 Armor Chart 193
Science 128 Appearance 118 Attack 188
Seneschal 128 Charisma 117 Dodging 188
Skills 122 Manipulation 118 Damage 193
Animal Ken 122 Automatic Successes 178 Freeform 190
Archery 123 Initiative 188
Crafts 123 B Ambushes 188
Etiquette 123 Maneuvers Table 195
Backgrounds 100,  128
Herbalism 123 Resisted Rolls 193
Allies 128
Melee 123 Resolution 189
Contacts 128
Music 124 Shields 193
Generation 129
Ride 124 Special Maneuvers 193
Herd 129
Stealth 125 Successes 193
Influence 129
Survival 125 Summary Chart 189
Mentor 129
Talents 120 Thrown Weapons 191
Reference Chart 103
Acting 120 Weapons 190
Resources 130
Alertness 120 Weapons Chart 191
Retainers 130
Athletics 120 Complications 178
Status 130
Brawl 120 Coteries 23
Blood Hunt 43
Dodge 121 Crossover Rules 267
Blood Oath 205
Empathy 121
Blood Pool 101,  136 D
Intimidation 121
Bloodlines
Larceny 121
Baali 242 Degeneration 135
Leadership 121
Gargoyles 243 Demeanor 99,  109,  198
Subterfuge 122
Demons 51,  268
Aggravated Wounds 198
Antagonists 235
C Demonic Powers 268
Infernal Identities 266
Antediluvians 36 Caine 34
Templates 269
Archetypes 109 Cainite Heresy, The 48
Weaknesses 269
Autocrat 109 Caitiff 34,  93
Derangements 203
Barbarian 109 Changeling: The Dreaming 263
Difficulties 177
Caretaker 110 Character Creation 98,  104
Reference Table 177
Celebrant 110 Quick Reference 102
Disciplines 100,  139
Child 110 Character Development 196
Advanced Disciplines 140
Defender 110 Character Sheet 284
Animalism 141
Fanatic 110 Characters 23
Cowing the Beast 142
Gallant 110 Chronicle 222
Drawing Out the Beast 142
Innovator 111 Church, The 236
Feral Speech 141
Jester 111 Clans 26,  54
Noah's Call 141
Judge 111 Assamites 80
Quickened Unity 143
Loner 111 Brujah 81
Ride the Wild Mind 142
Monster 112 Cappadocians 82
Auspex 143
Penitent 112 Followers of Set 83
Anima Walk 145
VAMPIRE: THE DARK AGES

284
Farsight 145 Tenebrous Form 157 Humor 173
Heightened Senses 143 Walk The Abyss 157 Awaken the Zulo Shape 173
Soulsight 144 Potence 157 Chiropteran Marauder 173
Spirit's Touch, The 144 Presence 157 Malleable Visage 172
Steal Secrets 144 Awe 158 Rend the Osseous Frame 173
Body Armory 173 Dread Gaze 158 Transmogrify the Mortal Clay
Celerity 146 Entrancement 158 172
Chimerstry 146 Majesty 159 Disease 201
Apparition 146 Passion 159 Domain 37
Dweomer 146 Summon 158
Horrid Reality 146 Protean 160 E
Ignis Fatuus 146 Blissful Slumber 161
Elysium 42
Mass Horror 147 Body of Spirit 161
Equipment 101,  282
Permanency 146 Form of the Beast 161
Sample Equipment List 283
Daimoinon 147 Interred in the Earth 160
Exorcists 240
Curse 148 Talons of the Beast 160
Exorcism Difficulty Table 240
Fear of the Void Below 147 Witness of Darkness 160
Experience 196
Flames of the Netherworld 147 Quietus 161
Experience Chart 196
Ignore the Searing Flames 148 Blood Agony 162
Reference Chart 103
Psychomachia 148 Blood Essence 163
Spending Experience 196
Sense the Sin 147 Blood Sweat 163
Extended Actions 178
Dementation 148 Disease 162
Confusion 149 Silence of Death 161
F
Eyes of Chaos 148 Weakness 161
Haunt the Soul 148 Reference Chart 103 Faeries 51,  262
Howling Lunacy 149 Retain the Quick Blood 162 And Vampires 266
Incubus Passion 148 Serpentis 163 Customs 265
Kiss of the Moon 149 Bitumenous Flesh 163 Drinking the Blood of 262
Dominate 150 Breath of the Basilisk 164 Faerie Places 265
Fealty 151 Cheat Thoth's Scale 163 Templates 266
Lure of Subtle Whispers 151 Eyes of the Serpent, The 163 Types of 262
Murmur of the False Will 151 Form of the Cobra, The 163 Faith
Observance of the Spoken Word Tongue of the Asp, The 163 Rating Table 237
150 Thaumaturgy 164 Falling 199
Reveler's Memory 151 Animate the Unmoving 168 Table 199
Vessel 151 Blood of Potency 165 Final Death 198
Fortitude 152 Blood Rage 165 Fire 200
Hatch the Viper 164 Blood to Water 167 Table 200
Mortis 152 Cauldron of Blood 165 Flaws 271
Awaken 152 Creo Ignem 165 Freebie Points 101
Black Death 153 Dehydrate 167 Reference Chart 103
Blight 152 Elemental Strength 168 Frenzy 201
Death's Whisper 152 Eyes of the Sea 166 Difficulty Table 202
Masque of Death 152 Flowing Wall 167
Vigor Mortis 153 Prison of Water 166 G
Obfuscate 153 Rego Aquam 166
Cloak of Shadows 154 Rego Elementum 168 Game Terms 176
Cloak the Gathering 155 Rego Motus 166 Gauntlet, The 246
Mask of a Thousand Faces 155 Rego Tempestas 166 Generations 34
Soul Mask 155 Rego Vitae 164 Reference Table 137
Unseen Presence 154 Rituals 168 Geography 49
Vanish From the Mind's Eye 155 Summon Elemental 168 Ghouls 37
Obtenebration 155 Taste for Blood, A 164 Glamour 261,  265
Arms of Ahriman 156 Theft of Vitae 165 Golconda 34
Nightshades 157 Wooden Tongues 168 Golden Rule, The 179
Nocturne 156 Vicissitude 172
Shadow Play 156 Ascendancy of the Sanguine

APPENDIX

285
H Prince 36 Pursuit 208
Problems and Powers 26 Shadowing 208
Halos 145 Sneaking 210
Healing 198 R Swimming 210
Health 137 Social Systems 211
Health Levels Ratings 177
Credibility 211
Chart 199 Relics 237
Fast-Talk 211
Reference Table 137 Holy Water 238
Interrogation 211
Hierarchy of Blood 47 Religious Orders 240
Oration 211
Hierarchy of Sins 135 Resisted Actions 178
Performances 211
Horses 195 Resources 29
Seduction 211
Road 33
I Roads 99,  113 T
Beast 113
Injury 198 Blood 114 Taxes 46
Inquisitors 239 Chivalry 114 Teamwork 178
Devil 114 Theme 229
K Heaven 114 Time 186
Knights Templar 46,  51,  240 Humanity 115 Torpor 201
Paradox 115 Traditions 38,  39
L Reference Chart 102 Traits 109
Typhon 116 Troupe 220
Labyrinths 42 Rolling Dice 175 True Faith 236
Law 50 Examples 180 Turn 186
Lexicon 27 Rötschreck 202
Lextalionis 42 Difficulty Table 203 V
Rule of One, The 178
M Rules 225
Via 33,  101,  132
Rating Table 201
Mage: The Ascension 253 Virtues 100,  131
Magi 51,  248 S
Conscience/Conviction 131
Templates 254 Scene 186 Courage 132
Magic 249 Sects 39 Self-Control/Instinct 131
Styles 250 Autarkis 40
Magic and Magick 251 Furores 40 W
Merchants 46,  241 Inconnu 40
Merits 271 Werewolf: The Apocalypse 246
Manus Nigrum 41
Miracles 239 Werewolves 51,  243
Order of the Bitter Ashes, The 40
Money 281 Drinking the Blood of 247
Promethians 41
Mortal Death 199 Kinfolk 246
Setting 223
Mounted Combat 195 Spirit World, The 246
Social Mobility 36
Multiple Actions 186 Templates 246
Specialties 101
Tribes 244
Stakes 201
N Story 229
Willpower 101,  135
Winning and Losing 24
Nature 99,  109,  198 Storyteller 22,  220
Women, The Role of 47
Nobility 45,  241 Storytelling 219
Wraith: The Oblivion 258
Sunlight 200
Wraithly History 257
O Table 200
Wraiths 51,  257
Supporting Characters 224
Ordeals 43 And Vampires 259
Systems 207
Haunts 261
Mental Systems 211
P Shadows 259
Search 211
Templates 261
Track 211
Paths of Power 164 World of Wraiths, The 258
Physical Systems 207
Peasants 45
Awakening 208
Plagues 47
Climbing 208
Players 23
Feats of Strength 208
Prelude 105
Jumping 208

VAMPIRE: THE DARK AGES

286
Name: Nature: Generation:
Player: Demeanor: Haven:
Chronicle: Clan: Concept:
Attributes
Physical Social Mental
OOOOOO
Strength___________________ OOOOOO
Charisma__________________ OOOOOO
Perception_________________
OOOOOO
Dexterity___________________ OOOOOO
Manipulation_______________ OOOOOO
Intelligence_________________
OOOOOO
Stamina____________________ OOOOOO
Appearance________________ OOOOOO
Wits____________________
Abilities
Talents Skills Knowledges
OOOOOO
Acting____________________ OOOOOO
Animal Ken________________ OOOOOO
Academics_________________
OOOOOO
Alertness__________________ OOOOOO
Archery____________________ OOOOOO
Hearth Wisdom_____________
OOOOOO
Athletics___________________ OOOOOO
Crafts_____________________ OOOOOO
Investigation________________
OOOOOO
Brawl______________________ OOOOOO
Etiquette___________________ OOOOOO
Law_______________________
OOOOOO
Dodge_____________________ OOOOOO
Herbalism__________________ OOOOOO
Linguistics__________________
OOOOOO
Empathy___________________ OOOOOO
Melee_____________________ OOOOOO
Medicine___________________
OOOOOO
Intimidation________________ OOOOOO
Music_____________________ OOOOOO
Occult_____________________
OOOOOO
Larceny____________________ OOOOOO
Ride_______________________ OOOOOO
Politics____________________
OOOOOO
Leadership_________________ OOOOOO
Stealth____________________ OOOOOO
Science____________________
OOOOOO
Subterfuge__________________ OOOOOO
Survival___________________ OOOOOO
Seneschal__________________
Advantages
Disciplines Backgrounds Virtues
OOOOOO
__________________________ OOOOO
__________________________ OOOOO
Conscience/Conviction_______
OOOOOO
__________________________ OOOOO
__________________________
OOOOOO OOOOO OOOOO
Self-Control/Instinct_______
__________________________ __________________________
OOOOOO
__________________________ OOOOO
__________________________ OOOOO
Courage___________________
OOOOOO
__________________________ OOOOO
__________________________

Other Traits Road Health


OOOOOO
__________________________ __________________________ Bruised
OOOOOO
__________________________
O O O O O O O O O O Hurt -1
OOOOOO
__________________________ Injured -1
OOOOOO
__________________________
Willpower Wounded -2
OOOOOO
__________________________ Mauled -2
Combat O O O O O O O O O O Crippled -5
Weapon Difficulty Damage Incapacitated
Experience
Blood Pool

APPENDIX

287
TM

TABLE OF CONTENTS

25
Credits Special Thanks To:
Authors: Andrew Bates, Jackie Cassada, Ken Cliffe, Richard Ethan “Where’d It Go?” Skemp, for being unprepared for the
Dansky, Robert Hatch, Michael Lee, Nicky Rea, Sion Rodri- opportunity that super-villainy presents.
guez y Gibson, Ethan Skemp, Cynthia Summers and Fred Yelk Larry “Net-dot-Crap” Skirt, for an infinite supply of cyber-
Additional Material: Phil Brucato drivel.
Developer: Justin Achilli Chris “Jar of Mustard” McDonough, for needing a mop and
Additional Development: Robert Hatch some paper towels to address his… problem.
Editors: Ken Cliffe, Cary Goff and Ronni Radner Richard “Shrieking Yoda the Chimp” Thomas, for failed
Art Director: Lawrence Snelly Muppet substitutes.
Comic Book Art Directed by: Richard Thomas Ash “Special Agent Dash Barnett” Arnett, for knowing the
Comic Book Written and Illustrated by: Guy Davis movements of the INS.
Layout & Typesetting: Matt Milberger Aaron “Stumbling Bob” Voss, for not “taking care of” the
dude in the parking lot.
Interior Art: Jason Felix, Darren Frydendall, Leif Jones, Da-
vid Leri, Robert MacNeil, Chuck Regan, Andrew Ritchie, Laurah “Call Around” Norton, for learning that I just don’t
Andrew Trabbold fit into a size medium Madonna costume.
Front Cover Art: Leif Jones
Front & Back Cover Design: Matt Milberger

© 1997 White Wolf Publishing, Inc. All rights reserved.


Reproduction without the written permission of the publisher
is expressly forbidden, except for the purposes of reviews, and
blank character sheets, which may be reproduced for personal
use only. White Wolf, Vampire the Masquerade, Vampire the
Dark Ages and Mage the Ascension are registered trademarks
of White Wolf Publishing, Inc. All rights reserved. Æon,
Werewolf the Apocalypse, Wraith the Oblivion, Change-
ling the Dreaming, Werewolf the Wild West, Dark Ages
Companion, Derk Reflections Spectres and Kindred of the
East are trademarks of White Wolf Publishing, Inc. All rights
reserved. All characters, names, places and text herein are
copyrighted by White Wolf Publishing, Inc.
The mention of or reference to any company or product
in these pages is not a challenge to the trademark or copyright
concerned.
This book uses the supernatural for settings, characters
and themes. All mystical and supernatural elements are fic-
tion and intended for entertainment purposes only. Reader
discretion is advised.
Check out White Wolf online at
http://www.white-wolf.com; alt.games.whitewolf and
rec.games.frp.storyteller
PRINTED IN USA.

DARK AGES COMPANION

26
TM

Table of Contents

Introduction 29
Chapter One: Combat 33
Chapter Two: Cainite Roads 51
Chapter Three Bloodlines 65
Chapter Four: Disciplines 77
Chapter Five: Matters of Faith 113
Chapter Six: Dark Medieval Europe 139
Chapter Seven: Infernalism 163
Appendix: Bestiary 187

TABLE OF CONTENTS

27
DARK AGES COMPANION

28
ntroduction:

The Dark Medieval world is a huge


and sprawling thing. It is a living en-
tity, rife with untold adventure, and it
anxiously waits those who would face
its dangers. This realm is simultaneously
thrilling and dreadful, magnificent and
terrible. It offers vast treasures, but they
are guarded by the treachery, deceit and
machinations of ancient Cainites. None-
theless, faith motivates all who eke out
an existence here, for all hope that, at the
end of the Long Night, a new morning
will dawn. Whether that first glimmer of
light shall promise salvation or herald the
coming of Gehenna, none can say. Until
then, the denizens of the world struggle
for their own rewards.

INTRODUCTION

INTRODUCTION
29
29
Dark Ages Companion is designed to help your troupe Chapter Three: Bloodlines examines those enigmatic
achieve those rewards. In this book you will find new foes vampires who walk the Earth, some of which fail to survive
to confront, new abilities to learn, and new friends to meet. the ravages of the Inquisition.
The Long Night is not over, and there are winding paths yet Chapter Four: Disciplines discusses those powers inherent
to be walked. to all Cainites. This chapter presents not only expanded powers
This book is designed as a resource for both players and for truly terrifying high levels of mastery, but also a few unique
Storytellers. It contains numerous secrets, known only to the most Disciplines that will either vanish with their parent bloodlines
ancient of Cainites, as well as facts, myths and rumors known or that lurk just beyond the veil of that which is holy.
to the common person. Players are advised, if they peruse this Chapter Five: Matters of Faith delineates those aspects
whole book, to remember the difference between player knowledge of mortal existence that are beyond human will and control.
and character knowledge. Of course you can possess all these bits This chapter takes an in-depth look at Christianity, paganism
of wisdom — you bought the book! But characters in the Dark and Islam, with particular attention to how they relate to the
Medieval world don’t have hobby stores where they can pick up Dark Medieval world.
guides to their shadowy milieu. Part of the joy of playing Vampire: Chapter Six: The Dark Medieval Europe looks at those
The Dark Ages is uncovering the mysterious plots of inscrutable things which are beyond Cainite control. How do vampires
elders and experiencing the thrill of confronting the unknown. eke out their unlives in this rough time? What mysteries does
That said, here’s what you’ll find within: Kabballah hold? Which military orders were active and where,
Chapter One: Combat offers new rules for expanded combat and which hunted the undead?
in your chronicles. The concepts presented here add detail to Chapter Seven: Infernalism takes a look at the dark
the martialism inherent to the violent Dark Medieval world. powers, which hide even deeper in the shadows than vampires
Chapter Two: Cainite Roads presents an in-depth look at Via. do. An insidious menace lurks at the fringes of the Lord’s flock,
At once a philosophical analysis of individual Roads and a discourse waiting to lure human and Cainite alike to eternal damnation.
on their function, this chapter takes a look at one of the funda- Appendix: Bestiary provides statistics for animals, and de-
mentals of Cainite existence that is all too often taken for granted. scribes the personalities that medieval folk ascribed to creatures.

DARK AGES COMPANION

30
How to add your own, or fiddle with what is provided here. There is

Use This Book


The most important rule to remember is that it’s your
no reason why you absolutely have to use new bloodlines or
Disciplines, just as there is no reason why you have to limit
yourself to what is printed here.
game. This book presents a myriad of new ideas and concepts In short, do what you want with any and all of this. You
for Vampire: The Dark Ages. Feel free to ignore any of them, know what you like.

INTRODUCTION

31
DARK AGES COMPANION

32
hapter One:
Combat
The life of man [is]…nasty, brutish
and short.
— Thomas Hobbes, Leviathan
This chapter presents optional rules
designed to enhance the combat in your
chronicles. Included within are details on
mounted combat, sieges, mass warfare and
stapling, as well as a word or three on new
combat maneuvers.
These rules are included in the interest of
adding extra detail to the thrill of combat.
Storytellers should consider carefully wheth-
er they wish to use these rules or if they prefer
to keep the systems more streamlined. As
always, the story is the important thing, and
if the rules interfere with it, cast them aside.

CHAPTER ONE: COMBAT

CHAPTER ONE: COMBAT


33
33
Spilling Blood
The backdrop of the Long Night is often the battlefield.
Roleplaying Frenzy
A vampire under the thrall of her bestial nature
If a vampire is physically stronger than his enemies, he will is not the most calculating of opponents. Although
typically see no need to bother with parlay or courtly manners. still capable of thought, a frenzied Cainite is unlikely
Like the humans they walk among, the Cainites of these dark to rely on tactics any more complicated than tearing
times settle dispute after dispute with drawn blades — or worse. apart a foe’s armor and burrowing through his chest
Any number of combat situations may arise in a Dark to find the heart.
Ages chronicle. Vampires may attack one another on the roads Some players dread frenzies, feeling that the
like common brigands, true, but Gangrel also squall beastlike loss of control handicaps their ability to roleplay
in the woods, and Ventrue and Lasombra hold midnight their characters — after all, a frenzied vampire is no
tourneys, shadowed mockeries of the “legend of chivalry.” longer guided by her conscious personality. Worse,
Nosferatu will guard their stinking havens as would mother succumbing to frenzy is obviously detrimental to a
bears with cubs, and fevered Brujah philosophers may well lash Cainite’s already blighted soul. This dread of such
out at their detractors with whatever piece of oak they find a loss of control is a matter of taste, however; just
close at hand. However, a chronicle shouldn’t consist solely because you aren’t roleplaying your character in her
of martial pursuits; even a game based on the battles of the usual rarefied sensibilities, you aren’t condemned to
Crusades should allow characters to dabble in the intrigues having no fun.
and personality interactions of the war. When the frenzy hits, roleplay it for all it’s worth.
When blades are drawn, though, it’s far preferable to Ignore the crossbow bolts slamming into you as you
make the combat scene as vivid as possible. Gamespeak can smash the baron through his oaken door. Forget leap-
be clunky and out of place in a good dramatic sequence. Avoid ing for the mounted man-at-arms — hurl his horse
describing your character’s actions by saying “I hit him” or to the ground and rip him to shreds when he lands
“I dodge.” Detail your approach. Watch for your opponent’s next to you. And if you find yourself at some sort of
mistakes, however slight, and capitalize on the weakness of tactical disadvantage for your actions — what of it?
any move he may make. Feint. Parry. Use the terrain — dodge The play’s the thing, and it is far better to make the
around trees or lead him onto unstable ground. Disable him if game more enjoyable for the troupe than to timidly
there’s no time for a quick kill — if he’s clutching desperately refrain from doing anything that might cause your
at his spilt entrails, he has no time to menace you. Of all the character inconvenience.
best battles in swashbuckling or medieval-setting films, not
one limits itself to a pair of antagonists exchanging clumsy
blows like a life-sized Punch and Judy. Melee Maneuvers
Once again, we stress the importance of bringing dice into • Riposte: This technique is a lightning-quick strike that
combat scenes only when necessary. Is there ever any doubt follows a parry. If the character successfully parries an attack,
that the century-old Brujah cavalier can swing effortlessly she may make a riposte as her next action — if she dodges,
into his saddle when necessary? Dice add a dramatic element moves more than a few steps or takes some other action, her
of chance, but also slow the game down. Resort to dice only opportunity for a riposte is lost. The riposte’s speed is its ad-
when the outcome of a scene is in question. vantage. If the character parries one turn and attacks on the
The following are a number of optional rules and guidelines next, she gains two dice to her initiative Dice Pool to effect
for elaborating on combat in your chronicle. Incorporate what a riposte. If her parry and riposte come in the same turn, they
you like; freely discard the rest. And if a rule ever prohibits are assumed to take place nearly simultaneously. A character
the game from proceeding in a dramatic and logical fashion must have at least Melee 2 and Dexterity 2 to attempt a riposte.
— don’t hesitate to throw it out at once. Roll: Dexterity + Melee Difficulty: 6
Damage: As per weapon Actions: 1
New Maneuvers • Tendon Slice: A talented fighter can slit the tendons
Treat the following combat maneuvers as you would in his opponent’s wrist or ankle, disabling his foe. This ma-
those in Vampire: The Dark Ages, pages 194-195: They neuver can only be performed with blades. Characters must
are completely optional, but may add texture and detail to a possess Melee 4 and Dexterity 2 at least to use this maneuver.
fight scene. Discard or modify them as you will. In addition, Vampires may use this ability with their fangs or claws, but
each lists a prerequisite or two; not just anybody knows how only if they possess at least Brawl 4.
to hamstring an opponent in the midst of a duel. If the character successfully strikes, and causes at least two
Health Levels of damage, the opponent’s tendon is cut. If the
attack was aimed at the wrist, then the foe’s hand becomes
DARK AGES COMPANION

34
largely useless, and he cannot use it to wield a weapon. A at a rate of one Health Level per hour. Once incapacitated,
successful attack directed toward the ankle will hamstring the however, he is in danger; if the strangler sustains the hold for
opponent, reducing a bipedal foe to 1/4 his normal movement a further number of turns equal to the victim’s Stamina, the
rate and a quadruped to 1/2 its move. Unless the target can victim dies. Vampires obviously cannot be throttled, although
regenerate or is mystically healed, this injury will cripple this maneuver will keep them from speaking.
him for life. Roll: Dexterity + Brawl Difficulty: 7
Roll: Dexterity + Melee Difficulty: 9 Damage: Special Actions: 1
Damage: As per weapon Actions: 1 • Gobbet Rend: Certain Cainites, realizing that their
worst enemies are always other vampires, practice certain
Brawl Maneuvers combat tricks intended to hamper a vampire’s fighting ability.
• Choke Hold: Stealth is one of the greatest friends of One of the more reliable ways to impair a Cainite is to limit
the creatures of the night. An expedient way of dealing with his blood supply, and this maneuver accomplishes just that.
some obstacles is to strangle them quickly, before they may The vampire seizes a hunk of his opponent’s flesh and tears it
raise an alarm. To throttle someone, a character must first away, preferably from the heart or neck. Vampires no longer
catch them by the neck. Naturally, the victim may try to pass blood through their veins, so the Cainite must rip away
escape each turn with a resisted Strength roll. If he fails to a gobbet that has been fully saturated with blood. Enough
escape, he may take no other action. vitae sprays loose with this attack that the victim is sure to
On the initial turn of the choke hold, the victim takes be inhibited.
no damage, but may not speak or shout. The victim loses one Only vampires with claws (Protean 2) or Potence of at
Health Level per turn after the first, as long as the assailant least 2 can successfully rend away a chunk of flesh in this
maintains the hold. This damage may not be soaked. These manner. The victim takes damage as usual from the claw attack
Health Levels are not as debilitating as normal damage; if or strike, and unless she soaks this damage completely, she
the victim survives, he may recover the strangling damage also loses a Blood Point. Naturally, this attack is sadistic and

CHAPTER ONE: COMBAT

35
devastating to the extreme when used on mortals, as well as
something of a waste; the mortal is likely to messily bleed to
death, spilling far too much blood for most Cainites’ tastes.
Although this maneuver will eventually fall from common
practice, it will endure as a secret trick in the arsenal of more
bestial vampires.
Roll: Dexterity + Brawl Difficulty: 8
Damage: As Claw or Strike Actions: 1
• Joint Break: A brutal maneuver often used by frenzied
or sadistic Cainites, this involves seizing an opponent’s limb
(typically an arm) and either bending it in a direction it wasn’t
meant to bend or smashing the joint with a powerful blow.
If the victim takes any damage from this maneuver, her limb
is broken and useless until it heals. A character must have at
least Brawl 4 and Strength 2 to use this maneuver.
Roll: Dexterity + Brawl Difficulty: 8
Damage: Strength + 2 Actions: 1
• Neck Snap: Cainites often cannot be troubled with
mortal opponents, and this maneuver is an effective way of
disposing of such chaff. The character seizes his target’s head,
and with a quick, brutal twist, snaps her neck. If the attack
is successful, roll damage as below. The victim may add her
Strength to her Stamina for soak purposes, but if any Health
Levels are unsoaked, her neck is broken. This means death,
or at best paralysis from the neck down, for mortal opponents.
Vampires may regenerate the damage as normal, but are par-
alyzed until they do so. Werewolves and other supernaturally
fast healing creatures drop to Incapacitated, but may heal from
there as usual. A character must have at least Strength 2 and
Brawl 2 to use this maneuver.
Roll: Dexterity + Brawl Difficulty: 9
Damage: Strength + 3 Actions: 2

Signature Style
Specialities are far more than a simple rules advantage:
They’re opportunities to infuse your characters with further
vitality. Consider two vampires with Melee 5 swordfighting.
Not very exciting in and of itself, is it? But if one is a Castilian
Toreador trained from birth with a family blade of fine Spanish
steel, and another is a Scottish Malkavian who’s stained his
beloved bastard sword with many a man’s blood — now the
duel becomes more interesting.
The specialties in Vampire: The Dark Ages are an indirect
way of granting players a rules advantage for fleshing out their
characters with a signature style. This advantage becomes just
as vital on the battlefield, and a good specialty can add stylish
touches to your battles that make the experience more than
just hackneyed dice-rolling. This rule is doubly important for
Storytellers — players might not remember the dangerous
and nasty-looking Tzimisce ghoul as clearly as the Scottish
autarkis who splintered a character’s ribcage with one swipe
of his nail-studded maul!

DARK AGES COMPANION

36
The following specialties are presented to give players A pinned victim may tear loose by making a Feat of
and Storytellers a few more ideas. Not every soldier and thug Strength, with a required Dice Pool of anywhere from two to
should use outlandish weapons or tactics, but a little variety six. This depends on where he was stapled and with what — if
goes a long way. impaled by a boar-spear still held by a maddened Brujah, escape
• Brawl: Biting (learned long before the Embrace), becomes more problematic than if his shirt was stapled to a
Breaking Bones, Dirty Shots, Elbows and Knees, Eye Gouging, tree by a dagger. If pinned by a weapon through the flesh, he
Left-Handed Swing, Knockdowns, Trampling Fallen Foes must also immediately roll to soak an additional four Health
• Dodge: Close Quarters, Shields, Slippery Terrain, Levels of damage — armor does not apply to this roll. Obviously,
Tumbling stapling will not always hold an opponent for long; but it will
• Archery: Crossbows, Distance Archery, Gut Shots, usually immobilize him long enough for you to put your blade
Mounted, Penetrating Cover, Stapling, Throat Shots, Welsh to his throat, or otherwise gain his attention.
Longbow
• Melee: Avoiding Shields, Dismemberment, Family Weapon Reach
Weapon, Hamstrings, Improvised Weapon, Lance Entire battles have been won or lost by the force that fields
• Ride: Jousting, Leaping from the Saddle, Pursuit, the superior weapon. In many cases, superiority is a simple
Steep Terrain matter of reach. What good is a Gaul’s sword if your spear slays
him before he can touch you? How fearsome is a knight’s lance
Stapling if your pike takes him from his horse at a distance of 20 feet?
Although adding a “Weapon Reach” statistic would
Cinematic combat is full of scenes where a character pins
pointlessly slow down combats, Storytellers and players should
an opponent to a wall, tree or other available surface. In many
take the relative scale of their weapons into account. It’s
swashbuckling movies and books, a fighter will usually catch
purest folly to draw a dagger and leap at a man with a bastard
his opponent’s sleeve or cape. However, in the Dark Medieval
sword — unless you can get inside his guard, you’ll be hacked
world, it’s more pragmatic to drive your steel through your
to bits without ever drawing blood.
foe’s flesh. This technique works best when you intend to
take a prisoner alive, particularly if you want him thoroughly We recommend using the optional ruling on page 188
intimidated. Although this works best when your target is of Vampire: The Dark Ages, and granting initiative to the
unarmored, powerful longbows have been known to pierce a character with the longer weapon (in one-on-one combat,
knight’s armor twice (once on the way in and another on the of course). A Storyteller may allow Cainites with Celerity
way out), pinning his leg to his horse! to react on her usual initiative by spending a Blood Point for
the turn. A sword does little good if the creature before you
To pin someone’s flesh to a surface, you obviously must
moves more swiftly than the wind.…
use a piercing weapon. The attack is resolved as Dexterity +
Melee or Archery as appropriate, but the difficulty increases If a character challenges an opponent whose weapon is
by two, to a maximum of 10. (Thus, pinning a man’s hand to a good deal longer than her own, the difficulty of her Melee
a tree with a dagger strike is a mere difficulty 6, but doing the rolls should be raised by one. This penalty can be increased to
same with a poleaxe’s point is difficulty 9.) Roll for damage two or three if the discrepancy is truly ridiculous (a skinning
as usual; the victim is allowed to soak. The Storyteller may knife against a seven-foot spear, for instance). This is doubly
allow the victim an extra soak die or two, depending on how important when one combatant is armed and the other isn’t!
solid the backing surface is. If you inflict at least one Health A talented Cainite can effortlessly take an untrained peasant’s
Level of damage, the target is considered pinned. Unless the pitchfork away and snap it over her knee; it’s not as easy to
attacker was specifically trying to badly injure the opponent, disarm a skilled knight.
this attack inflicts only one Health Level of damage. (After
all, if your intention was to kill your target, you likely wouldn’t Two Weapons
be trying to pin him, would you?) Although centuries will pass before Florentine fencing
To pin a character by their clothing or mail armor, attack truly comes into its own, fighting with two weapons rather
as above. (There may be further modifiers as appropriate. than one is an old concept. Cutthroats will sometimes draw
Stapling a Celt to a tree by the leather belt that is his only a knife with each hand, certain barbarians prefer two hand
garment is logically trickier than catching a peasant by his axes to one, and a warrior armed with paired longswords may
oversized woolen tunic. The difficulty modifiers are at the win a fight through intimidation alone. Directing two separate
Storyteller’s discretion.) It takes only two successes to staple attacks with separate hands isn’t as easy as simply drawing
a cloth garment; four successes allow you to pin a fold of them — it requires a certain level of coordination and skill.
chainmail to a surface. The number of required successes may A character must have Dexterity + Melee pool of at least five
be increased at the Storyteller’s whim, depending on the type dice to properly use two weapons at once.
of surface you pin your victim against.

CHAPTER ONE: COMBAT

37
Storytellers have a number of options for adjudicating
two-weapon combat. Perhaps the simplest method is to Mounted Combat
increase the difficulty of a foe’s Melee attacks by one, just as Trace the word “chivalry” to its roots and you’ll find a
if the second weapon were a smaller shield (Vampire: The word for “horse.” The horse separated the destitute from the
Dark Ages, page 193). A character who wishes to attack with elite, the peasant levy from the knight. Throughout the Dark
both weapons in a round either splits her Dice Pool or uses Medieval times, no unit won more battles for its armies than
Celerity; no modifiers need apply. the cavalry. Although the Dark Ages rulebook gives some
Lenient Storytellers may also allow character who fight rough guidelines for mounted combat, the use of the horse
with two weapons an additional die in their Melee pools. If in combat is so crucial that it deserves further exploration.
the character uses Celerity to attack twice, or only makes Naturally, not all coteries will be mounting destriers and
one attack in a round, then she doesn’t get the benefit of the trampling ghoul peons with abandon, unless the Storyteller sets
extra die. The extra die is only added to the Dice Pool when up the chronicle around the concept of vampiric knights or
the character splits her pool to make an attack with either nobles, each of whom are entitled to ride from place to place.
weapon, strike with one weapon and parry with the other, or For one thing, horses, even the most broken-down jades, are
to parry two (or more) incoming attacks. If the pool isn’t split, horribly expensive. Peasants plow with oxen or mules; only the
the character isn’t fully taking advantage of both weapons and elite are entitled to keep horses. And the expense of keeping
doesn’t receive any benefits. Storytellers may wish to limit this a stable? Preposterous to any but the lords of a dominion.
bonus die only to characters with the specialty: Two Weapons Vampires face a second problem when attempting to
in their Melee Skill. ride rather than walk. Horses (like all animals) are distinctly
Alternately, a Storyteller may simply adjudicate that a uncomfortable around the walking dead. To ensure proper
character using two weapons may use the Double Strike ma- cooperation, most Cainite cavaliers feed their warhorses vam-
neuver (Vampire: The Dark Ages, page 194) more efficiently. piric vitae, thereby creating strong and loyal ghouls. With the
In this case, the combatant may use up to his Dexterity + 2 addition of a little Animalism, the master controls the mount
dice for each attack, rather than his Dexterity + 1. almost as easily as she would her own hand. The Tzimisce,
of course, often take this practice even further: The Fiends’

DARK AGES COMPANION

38
war steeds are commonly horses in general appearance only, and Signor Magdiel manage to strike one another in a pass.
having been shaped into equine terrors with razored hooves Caius’ player rolls 4 successes on his Strength + Melee roll, and
and the mouths (and appetites) of predatory beasts. adds two more for having Potence 2. Magdiel’s player rolls 5
Remember that while mounted, your Dice Pool to attack successes, and has no Potence to add. The difficulty of Magdiel’s
uses the Ability Melee (or possibly even Archery or Brawl) or Stamina + Ride roll is 9, while Caius must roll against difficulty
Ride, whichever is lesser — if you are a poor horseman, your 8. Both vampires score at least one success, and remain in the
swordsmanship will suffer. In addition, if you suffer damage saddle — at least until their next pass. Obviously, humans are
from a blow when mounted, the Storyteller may call for you at a great disadvantage when jousting against vampires; most
to make a Stamina + Ride roll (difficulty depending on how princes do not consider such unequal matches sport at all.
hard you were hit) to remain in the saddle. Incidentally, it is possible to be injured while tilting.
A character who is unhorsed or thrown might suffer Storytellers may call for damage and soak rolls (the typical
two to four dice of damage, depending on what he lands on jousting lance is not lethal, and does a mere Strength + 1
(soft peat will likely not injure one at all, but landing on damage) during a joust. Characters using shields should receive
cobblestones is painful). This damage is soakable as usual an additional two soak dice, presuming that their opponents
(unless you land for some reason in a firepit — or worse....). are attempting to unhorse them traditionally. If the contest
An unhorsed character also runs the risk of being trampled, becomes more lethal in intent, consider it mounted combat
at the Storyteller’s option (see below). as usual. These jousting rules do not properly reflect standard
mounted combat, and should only be used for sporting events.
Jousting
Although no Cainite will ever partake of the sunlit glories Trampling
of a human king’s tourney, many a prince of the Long Night has Although some animals readily trample predators as a form
been recently enamored of the fledgling sport of tilting. This of defense, any person unfortunate enough to be in the path
trend is likely to continue as mortal society moves into what will of any large animal might find himself thrown to the ground
be called the Age of Chivalry. For those troupes who don’t mind and trampled. If the trample comes as an attack (for instance,
adopting the mildly anachronistic practice of jousting a little from an elephant), then the attack is resolved as usual, and
early, or those who choose to roleplay in a later setting than the the target may dodge. If the target is prone, he may still dodge,
early 13th century, a few words on jousting are hereby included. but the animal’s difficulty to trample him is reduced by 3.
The jouster’s primary goal is to unhorse his opponent, However, it’s entirely possible for a person to be run over
although countless variations persist among Cainite society. by a herd of animals, a coach, a mounted knight or a human
Some Lasombra count a joust as ended only once the defeated mob simply because he was standing in the wrong place. In
vampire is trampled beneath the hooves of the victor’s animal. this case, there is no attack roll — the character is assumed to
Other princes disdain the use of the lance, and require that be automatically trampled. He may make a Dexterity check
their knights attempt to knock one another from the saddle to avoid damage entirely — the difficulty and number of
with a ball-and-chain. (Repeatedly swinging such a weapon successes needed depends on the number of pounding feet he
requires such strength of arm that these matches usually go must avoid. If he fails this roll, he may still soak damage as
to the Cainite most learned in Potence.) usual. This damage is not considered aggravated.
Jousting itself is relatively simple: Both horses begin on
separate sides of a partition, and charge full-tilt at one another.
Each jouster aims the lance to best unhorse his opponent, Trampled by Difficulty Successes Damage
to avoid needed
while placing his shield so best to deflect his rival’s lance.
Horse† 6 2 6 dice
In game terms, each jouster makes a Dexterity + Melee roll
Warhorse† 6 2 7 dice
to accurately place his blow; shields adjust the difficulty as usual.
Unless the two are using weapons of unequal length, both blows Coach
hit simultaneously — there’s no need to roll for initiative. If both and four 7 3 10 dice
are unlucky enough to miss, they ride past one another, wheel Cavalry
their mounts around, and try again. If only one is accurate, then charge 9 5 9 dice
he makes an opposed Strength + Melee roll against his opponent’s Mob 9 4 8 dice
Stamina + Ride. Success means he unhorses his foe. Notes:† If the rider is deliberately trying to run the
If both weapons strike true, then each player must make victim over, she may make an opposed Manipulation
two more rolls. The first is a Strength + Melee roll (difficulty + Ride roll against the victim’s Dexterity + Athletics.
6) to unhorse his opponent; the second is a Stamina + Ride roll This counts as an attack which cannot be parried, only
to resist being unhorsed himself. The difficulty of the second dodged. The difficulty is 8 for an poorly trained horse,
roll is 3 + the number of successes the opponent made on the 7 for a well-trained horse, or 6 for a warhorse.
first roll (maximum difficulty of 10). For example, Lord Caius
CHAPTER ONE: COMBAT

39
Sieges further endangering her supply of blood. Truly, such a situation
can be horrific as the citydwellers raise wails to Heaven for
The Children of Caine have always had quite a taste for deliverance that may never come. But if one is searching for
mortal politics. Some few are even credited with orchestrating new ghoul servants, the desperate make excellent candidates
the rise and fall of entire kingdoms. In more refined times, a for a “deal with the Devil.”
vampire’s involvement with politics is usually covert and sub- Thankfully for vampires, most sieges die down at night.
tle; but in the Dark Medieval world, a Cainite’s manipulation When an army must light fires to see, they give up any hope
may take the form of outright war. After all, if you have made of concealing their movements — their firelight is good for
an enemy of a prince, why not influence mortals to lay siege illumination only to a certain point, but is visible from quite
to his city at the same time you do? And think of the story a distance more. Cainites are thus safe from most of the fight-
possibilities if the coterie wakes one evening to learn that ing, with one exception: Once the besiegers deem the target
armies have surrounded their home.… sufficiently weakened, they sometimes make their final attack
Sieges last for days and months. Vampires have to return at night. Thus, it’s entirely likely that the one battle in a siege
to their havens or find temporary shelter during the daylight in which a vampire might become involved is the battle, the
hours of an ongoing siege. Being captured by the enemy or one that decides who wins and who loses.
caught out too late can result in Final Death. Then again, A siege story can bring a great deal of drama to a chronicle.
what better way to break the will of a besieged or besieging First, the coterie might well be involved in local politics to
enemy than to sneak over the castle or city wall each night the extent that they witness (or even precipitate) the events
and feed on those beyond? Lords and generals who are wise leading up to the siege. When the attackers arrive, the char-
to the existence of vampires may even call upon their services acters may scout out the opposing army to see what forces are
in a siege, whether to force the inhabitants to capitulate or to arrayed against their home city. (And not all of the opposition
drive the attackers away. must be necessarily human; a rival Cainite will likely tag along
Horror after horror awaits the besieged. Starvation can to assist in the destruction of his enemies’ havens. To say
drive the desperate to cannibalism. Attackers would often nothing of the Lupines or magi...) As the siege is drawn out,
launch rotten animal corpses or other filth over the enemy city dwellers gradually grow increasingly desperate; infighting
walls, sapping their opponents’ strength through pestilence. and desertions may stir a riot or frantic atrocities as humans
A Cainite must feed carefully under such conditions, or risk turn on one another like terrified rats. Perhaps a traitor makes

DARK AGES COMPANION

40
plans to open the gates for the attackers in exchange for his character is covered. This attack can scar victims even more
life — what would the characters do if they learned of this? horribly than boiling oil. Cainites lucky enough to survive
Maybe one of the characters is struck by a catapult shot fired such an experience have had the flesh boiled and seared to the
by a restless enemy; maybe the besiegers start a fire that drives very bone, disfiguring them as thoroughly as any Nosferatu.
a character into the Rötschreck. And then the final strike Heated Sand
lands; the walls are breached, or the gate is forced open. The Another clever method of repelling armored invaders is
characters must then fight with all their cursed might, or lose the use of heated sand. Defenders heat the sand until it is hot
their havens to fire and the sword. enough to cause injury, then dump it on their enemies. The
sand sifts effortlessly through the cracks in armor, but doesn’t
Perils of War run back out as easily. The results are accordingly gruesome
Humanity is a clever beast. In the millennia since Adam — Knights can be roasted alive in their armor like shellfish.
and Eve’s expulsion from Eden, mortals have developed almost A victim will usually have to strip away his armor to get free
countless methods of killing one another. Siege weaponry is a of the sand, endangering him even further — archers often
prime example: Soldiers on either side of the walls are subject wait to loose on any survivors. Heated sand is difficulty 6 or
to numerous forms of attack, from boiling pitch to catapult 7 to soak; obviously, armor cannot add to this roll.
stones. If a Cainite is involved in the battles, he may well find Greek Fire
himself cast into the Final Death before he knows it. Fire is bad enough, but the chemical concoction of Greek
If a character is unfortunate enough to be struck by a bal- fire is even worse, for water will not extinguish it. This dread
lista bolt or catapult stone, she will likely take anywhere from Byzantine weapon has thankfully fallen from mortal hands by
10 to 15 dice of damage, soakable as usual. (A note: Ballistae the 13th century, but certain vampires may well have preserved
fired bolts of such size that forging a metal head would have its secrets for exclusive use against their rivals. Naturally, the
proved uneconomical. Therefore, their points were typically Cainite struck with Greek fire will almost certainly fall prey
sharpened, fire-hardened wood. If pierced through the chest to the Rötschreck, particularly if he tries to douse himself
with such a projectile, a Cainite will likely be forced into with water and fails. The “fire that will not die” raises the
torpor. Although the inaccuracy of siege weaponry is such difficulty of Courage rolls by one once its nature is learned;
that a deliberate “heart-shot” is all but impossible, stranger being burnt by Greek fire requires a difficulty 9 Courage roll,
things have been known to happen.) or the character loses all reason, and may continue vainly
trying to outrun the flames or pour water over himself until
Incendiaries Final Death takes him. Needless to say, this weapon is used
Fire is a devastating weapon, but it’s hard to control. Armies
only in the direst circumstances; the possibility of a backfire
are usually careful about using raw fire against their foes, as a blaze
worries even the most malicious of Cainites.
may well sweep back and engulf them as well. Fortunately (or not,
Greek fire adheres to whatever surface it strikes, and is
depending on your position in a battle), humans have developed
exceedingly difficult to wash away. Targets may only extin-
several alternatives, and can deliver the sheer destructive force
guish it by fully immersing themselves in water or otherwise
of flame on their foes without having to worry as much about
completely smothering the flames. It is difficulty 6 to soak,
accidentally destroying themselves. The following substances
and is considered aggravated damage of the highest order.
might well be encountered by Cainites involved in a human
battle; vampires may also readily use these weapons on one an-
other. Each of these burning agents causes aggravated damage, Cainites and
Open Warfare
and are soaked as fire (Vampire: The Dark Ages, page 200).
Boiling Oil
Perhaps the most familiar tactic for repelling besiegers is What are the medieval times characterized by if not by
by dousing them with cauldrons of boiling oil. Oil holds its massive armies of armored men? They swing swords and axes,
temperature better than water, and takes some time to cool stomp around on snorting warhorses, fire swarms of arrows and
down. Damage from boiling oil is usually difficulty 7 to soak, charge maniacally into each other with a mighty clash of steel.
and the slightest spark can visit even greater harm on unfor- The Dark Medieval times are no different. However, this is a
tunate victims. Even the survivors of such an attack bear the world in which vampires lurk in the night and have influence
scars for life, and their horribly melted flesh is usually excuse over the battlefield, if not directly, after sunset, then through
enough for most villages to drive the wretches into the woods. proxies during the day.
Boiling Tar/Pitch This section is designed help you stage mass battles
Even worse than boiling oil, tar and pitch stick to their between armies in your Dark Ages games. We’re not talking
targets, continuing to do damage until washed off or cooled about moving miniatures around on a table. This is about
down. Injuries from boiling tar or pitch are difficulty 6 to Storytelling the chaotic, horrific, violent and destructive
soak; like fire, the Health Levels depend on how much of the nature of warfare — with vampires and ghouls in the thick
CHAPTER ONE: COMBAT

41
of it all. These rules avoid blow-by-blow confrontations and
the conventional dice rolls of the Storyteller System. Rolling
for each sword swing would be boring and would deny the
bloodlust of battle.
These rules capture the insanity of warfare in broad
strokes with emphasis put on individual characters. Armies
are certainly on the field, but Cainite and ghoul characters
face off against the individual opponents who stand in their
way, and are largely oblivious to events elsewhere in the fray.
Imagine major battle scenes in movies like Braveheart,
Henry V and Excalibur. Now imagine yourself in the midst
of such a battle, only you’re undead. One of Baron Friedrig’s
footmen bellows insanely as he charges at you with an ax
raised over his head. Two more men have just killed one
of your mortal allies and are turning their attention on
you. An enemy knight is about to bash you with his shield.
Combatants struggling behind you suddenly crash into your
back, knocking you off balance. The ground under your
feet is slick with blood. You’re about to frenzy. The Beast
demands a taste of everyone. Now roll dice to account for it
all. Difficult. You want to know what the enemy general is
doing 300 feet away? Unlikely.
The ideas that follow are meant to be used to depict battle
scenarios, resolve them with a minimum of rolls, and convey
a frenetic, ultraviolent atmosphere while concentrating on
the individual in the story.

Lead up
Mass battles don’t just occur spontaneously in the Dark
Medieval world. There are hundreds and sometimes thousands
of men and horses involved. They need to be mustered, orga-
nized, armed, transported, camped and fielded before a single
arrow can be fired. The process takes weeks, sometimes months
to complete. When a battle is waged, it’s anticipated by and
prepared for by all parties, Cainites included.
If you want to stage a mass battle in your game, make sure
that there’s sufficient motivation for it — that there’s a story
behind it. If the vampires know the mortal leaders who are
feuding, they can influence those lords to declare war. (The
Cainites might even be the leaders.) Even if undead aren’t
applying their influence, mortal wars need to be fought over
important issues, usually land or the simple desire to wipe out
the enemy. Don’t just thrust a major battle into your chronicle
for its own sake. (Although traveling vampires who “stumble”
across a battle is justifiable.)
The point is, mass battles are major affairs in mortal and
Cainite spheres. They take extreme motivation to initiate and
a lot of time to execute. They shouldn’t be waged every other
game session. One per chronicle is a good rule of thumb. A
chronicle could even be based on impending warfare, with
the climax occurring with the battle itself.

DARK AGES COMPANION

42
Who Are We Fighting? Don’t underestimate the players to turn the tide of
events, though, no matter how firm you think the outcome
I Can’t See! of a battle is. Players always do their best to ruin the best-laid
You may have already realized the inherent difficulty in plans. Cainites are going to hunt down opposing leaders and
staging large battles that involve vampires: Medieval battles personal enemies on the battlefield. Army generals are often
are usually fought by day, not by night. This is where you have easy to find. They’re typically surrounded by entourages and
to take some liberties. Mass battles might be fought by night aides, and stand aside from the fray where they can observe
for any number of reasons, from premature contact between events. Singling out an enemy leader means wiping out his
enemy troops to surprise attacks staged after dark. bodyguards and agents, but that’s not impossible for powerful
Major battles don’t have to be fought at night for Cainites or cunning vampires.
to get directly involved, though. Nocturnal skirmishes and If a general or significant lord is assassinated, not even the
raids on enemy camps can prelude or follow mass battles. destruction of the enemy may salvage a victory for the dead
These would be hit-and-run affairs, but still large enough to lord’s army. Everything that the lord sought to accomplish is
be staged with the guidelines presented here. probably lost, unless some successor can pick up the torch.
Daytime battles can also be played out through ghouls That said, have a contingency plan in mind for your sto-
that players adopt temporarily. Sure it’s fun to be a vampire, ry if characters undo your planned aftermath. Duke Oswald
to tear open enemy soldiers, gorge on their blood and throw is found dead — and pale white. Can his frail son find the
around numerous Disciplines, but ghouls come a close second. strength to inspire the army’s captains and carry the victory
They’re two or three times stronger than the average mortal; that they won? What if the Cainites visit Oswald’s son in his
some are deranged enough to gorge on the enemy; and some field tent and make him a casualty, too?
even have more than one Discipline at their disposal.
Ultimately, if you stage a battle scene that involves more The Dogs of War
combatants than characters can count at a glance, use these This mass-combat system is designed from the individu-
mass-battle rules. If a smaller fight occurs, run it with the al’s perspective. You don’t play a general who moves troops
normal Storyteller rules. around (unless your character is the general), but rather a
If you want to go so far, you can adjust difficulties (+1) for single person who is caught in battle, where death can strike
mortal attacks made at night. Cainites clearly have the advantage from any angle at any moment, even for a vampire. Characters
when it comes to fighting in the dark. It’s even likely for blind have no time to plan, reconsider decisions or sometimes even
mortal forces to attack their own allies — or be tricked into it. think — combat is a barrage of confrontations and chaotic
events. Instinct is the rule. The Beast is virtually irresistible.
Just remember, if Cainites get involved in a major battle that’s
fought at night, dawn is inevitable. A typical battle won’t last A medieval battle typically occurs in regulated stages.
more than several minutes, or at most a couple of hours. Vampires Archers (if any) fire first and maintain fire until friendly troops
must be able to take shelter after the chaos of the battle is done. enter the field of fire. Foot troops march across the field and
charge over the last few yards to the enemy. Cavalry (usually
Winds of Fate armored knights) is either sent forward before friendly infantry
to crash through enemy lines, or is sent in after infantry attacks
It’s important to establish a story behind a mass battle
to pursue routed enemies. Lightly armored cavalry units may
to make warfare realistic and convincing. It’s also important
skirt the battlefield in order to flank the enemy. Cavalry can
because that story often determines who will win the fight.
also be used to counter oncoming cavalry attacks. The winner
Storytelling a battle scene can get out of hand when the Sto-
of the battle is usually the force that can hold its ground; most
ryteller has no vision for what can happen. Many people are
battles are won when enemy units flee.
killed and injured, and vampires are probably left standing,
but to what conclusion? If a battle is large enough, not even The true battle is fought when forces clash. Individ-
vampiric efforts can change the inevitable course of things uals in the mob face constant obstacles and threats. The
(there are only so many soldiers that a Cainite can slaughter Storyteller should never let up on characters caught in the
before even she is overwhelmed by the masses). The Storyteller fray. There should be someone (or multiple opponents)
should therefore know who will win a mass battle before it to face at every turn. Likewise, terrain and events should
begins, and under what terms (total rout, attrition, uncondi- constantly conspire against each character. The following
tional surrender, conditional surrender or perhaps a standoff). is a list of challenges that a vampire can face in any — and
every — moment of battle:
With an established outcome, a battle becomes a plot
element rather than the be-all and end-all of a story. There • Multiple opponents attacking from various directions
are repercussions that the remaining story addresses, and by (a given and a constant);
deciding the winner of the battle in advance, the Storyteller • Blood-slick, rough or cluttered ground that makes
knows what those repercussions will be. footing difficult;

CHAPTER ONE: COMBAT

43
• Falling bodies (human and horse); split among actions taken with different Dexterity dots. If a
• Random arrows, spears, axes, rocks, helmets and shields character dedicates one dot’s action to attacking with a sword
flying through the air; and leaping a ditch to avoid pursuers, the Dice Pool is split
• Charging units of troops, whether infantry or cavalry, between the actions. If the same character dedicates his next
engaging or fleeing from the enemy; dot to making another attack, the attack receives a full Dice
• Burning arrows, terrain, buildings, opponents and the Pool (dice aren’t allocated among the three actions, only the
all-time favorite, oil; two that “share” a dot).
• Barriers and obstacles that impede travel (rivers, gullies, Possession of Celerity doesn’t necessarily increase the
ridges, fences, buildings, barricades, stake walls and troops number of times that a character gets to act in mass combat;
waiting in reserve); on a narrative level, everyone performs several actions without
any defined time parameters. However, possession of Celerity
• Vision-obscuring smoke; and
allows a character to escape a confrontation or move to any
• Disoriented troops that mistakenly attack their allies. other spot on the battlefield almost instantaneously, all at the
Throw a variety of these situations and events at them expense of one Dexterity dot’s action (and a single Blood Point,
at all times, whether they stand still and wait for threats to as usual). Escaping confrontations might mean avoiding five
come to them or try to make their way across the battlefield. opponents, a falling horse and rough terrain all at the same
A battle usually lasts from six to 10 turns before the time. Celerity doesn’t immunize the character against the
outcome is decided. (A turn can amount to a few seconds attack roll that’s made against him in the turn (see below),
to a couple of minutes, depending on events.) After that but it does allow him to avoid specific dangerous situations.
time, remaining enemies are dealt with, captured knights are Activating and using Disciplines typically demands a full
escorted away to be ransomed, and routed foes are pursued. turn, regardless of how many dots of Dexterity the Cainite has
It’s at this time that frenzied vampires have a chance to cool — all dots are used up. Disciplines are more demanding than
down and compose themselves, assuming they aren’t hunting melee attacks and quick actions because they usually require
down fleeing troops. the vampire’s full attention, and concentration is difficult to
maintain in full-blown battle. Imagine a vampire who attempts
The Rules to use Dominate on a foe. He has to catch the target’s eye, hold
To stage mass battles quickly and dramatically, we have his attention and then act on that bond. That also assumes
simplified the Storyteller combat system into a few represen- that the target is capable of eye contact when consumed by
tative rolls. You’re welcome to change these rules as you see battlelust. Meanwhile, the vampire tries to ignore or escape
fit, but it’s recommended that you put emphasis on storytelling all the distractions around him.
over cumbersome rolls. Some Disciplines (ones that activate or are used in mo-
The heat of mass battle persists for about six to 10 turns. ments), can be applied like normal attacks or actions — with
In that time, each character faces a variety of opponents and Dexterity dots. The Storyteller and player are left to decide
obstacles that the Storyteller throws at him. The players what is a quick-to-use power, although the Storyteller is the
declare actions as usual, even though their characters may final arbiter.
be separated from each other. If the Storyteller chooses, attempted uses of Disciplines
over a whole turn can demand rolls to determine concentra-
Initiative tion. Roll Wits against a difficulty of 6. If the roll succeeds,
Initiative is based on Dexterity alone; characters with
the character uses his Discipline as intended. If the concen-
high scores act first, characters and opponents with low scores
tration rolls fails, disruptions on the field ruin the attempt. A
act later.
botch delivers some tragedy upon the character. A Willpower
Actions point can always be spent to ensure that a Discipline is used
Each vampire or ghoul gets as many actions in a single successfully, negating the need for a concentration check.
mass-combat turn as he has Dexterity dots. Each “dot” can be
used to attack, perform some quick action, run around, leap, Effects of Actions
heal or activate and use a “quick” Discipline such as Talons of Being on a battlefield is obviously extremely dangerous,
the Beast. (Treat each dot as a turn would be handled in the not only in terms of hand-to-hand combat, but in terms of
normal Dark Ages combat rules, except that most characters random mishaps and unexpected incoming attacks. An en-
have Dexterity scores of two, three or more, so characters will emy soldier can swing a sword at a vampire, but arrows also
be able to accomplish a lot in each “mass- combat turn.”) fly through the air, terrain shifts make footing difficult, and
If a character wants to attempt more than one action objects crash into combatants. These “coincidental” dangers
with a dot, use the normal multiple-action rules; Dice Pools are reflected in this system, but in a simplistic way that keeps
are split between actions. Otherwise, Dice Pools are not events moving quickly.

DARK AGES COMPANION

44
Spills and Mishaps Blood and Gore
At the beginning of each mass-combat turn, a player Attacks staged by vampires and ghouls are resolved
should make a Dexterity + Athletics roll (difficulty 6). If the quickly and have sweeping effects. A character’s melee, brawl
roll succeeds, the character maintains his footing for the turn and missile attacks are rolled for normally (with a Dice Pool
and manages to account for all coincidental dangers around of Dexterity + Melee for sword attacks, for example), except
him, such as falling knights, charging troops and rough terrain. that a standard difficulty of 6 is used. For every success rolled,
If the roll fails, the character loses one of his Dexterity-dot one opponent is “dispatched.” The victim is killed, gravely
actions for the turn. No damage occurs to him, but he loses wounded, runs in fear or is knocked unconscious. The opponent
the ability to act as often as normal because he falls down, is no longer a threat; no Health Levels are counted.
rushes to get out of the way of stampeding horses, or is tem- If multiple actions are performed with a single Dexterity
porarily pinned under a heavily armored knight (the actual dot, dice allocated to any attacks are still rolled, but the num-
circumstance is determined by the Storyteller). A Discipline ber of opponents that can be eliminated is obviously reduced.
that requires a full turn to activate or use can still be applied Use of Disciplines typically dispatches a number of op-
when a character’s Dexterity + Athletic roll fails, but a con- ponents equal to twice the rating of the power (a three-dot
centration roll (see above) is mandatory to use the Discipline. power eliminates six opponents). Of course, if a Discipline
If the evasion roll botches, the character loses all of his has specific parameters and would affect certain targets or a
actions for the turn while impeded by some event on the field. particular area of effect, the appropriate number of targets is
Not even Disciplines can be activated or consciously used. made into casualties instead. Ultimately, it’s not the quantity
Disciplines that are already in operation continue as long as of bodies that a vampire piles up that’s important, but the need
they don’t require the vampire’s constant attention. If they to strike quickly and fatally in order to survive. No one has
do, they cease functioning. time to keep a body count during battle.
Note that this roll to escape most mishaps does not
account for special maneuvers that a character attempts in
Creative Use of Disciplines
a turn. If a Cainite wants to leap a ravine, a separate action Disciplines can be used in a variety of ways in battle, and the
and roll is required. The “evasion” roll at the beginning of Storyteller is encouraged to be flexible with their application.
the turn simply accounts for accidents that occur on the field. If a player proposes use of the one-dot Mortis power Masque

CHAPTER ONE: COMBAT

45
of Death to turn an enemy soldier into the walking dead, and
the vampire sends the victim back into his own lines, more
than the standard two enemies will be affected. Large number
of enemy troops will flee the “corpse” before someone strikes
him down. The rule of thumb is: If the player comes up with a
convincing, even if somewhat illegal effect for a power, allow
it. Since Disciplines can only be used once per turn, granting
them wide affect makes their use more dramatic.
Players should be inventive with Disciplines. Nocturne
can be used to blanket the enemy in darkness, but it can also
be used to hide allies or cloak the enemy’s objective. Awe can
be used to convince enemies to leave a vampire’s presence, but
they might also be convinced to fight their allies for a turn.
Interred in the Earth can be used to hide, but can also be used
to spring from the ground and surprise opponents. Disease could
be used on one victim and the vampire could point at him and
shout “leper.” Everyone, friend and foe, would flee the target.
Using Disciplines in obvious ways undermines their potential
and diminishes one of the most significant differences that
exists between Cainite and mortal on the battlefield.

Attracting Attention
Using Disciplines or multiple attacks to dispatch
large numbers of enemies at one time proves a vampire’s
might. However, it also attracts the attention of enemy
leaders and champions. When a hole suddenly opens
in a line of troops, lords tend to notice. That can mean
a hail of arrows directed against a specific character or
might mean a charge by lance-toting, heavily armored
knights. In that case, add two dice to a mortal counter-
attack Dice Pool (see below) for the turn.

Counterattacks
Cainites in battle face a number of different opponents
in any given turn as the tide of battle shifts. Individual vam-
pires get multiple opportunities to act and attack in a turn
of mass combat; they are supernaturally powerful and are the
heart of the story, so putting emphasis on them makes sense.
The Storyteller doesn’t want to roll attacks for every mortal
combatant who squares off against a Cainite, though. Mortal
counterattacks are therefore represented by a single roll in
every mass combat turn. (Mortal attacks on vampires are
not rolled for every action — every Dexterity dot — that a
vampire takes in a turn, but for a whole turn.)
The Storyteller makes a generic roll of five dice (diffi-
culty 6) against each vampire, each turn. This roll represents
attacks specifically directed against a character, but also
encompasses random attacks such as stray arrows, erratically
thrown weapons, wild swings and blows deflected from other
targets. Double the number of successes made in the attack
roll and use the total as a damage Dice Pool. The vampire’s
Stamina, Fortitude and armor still form a soak Dice Pool that
reduces damage successes.
DARK AGES COMPANION

46
Mortal attacks on Cainites should be considered ag-
gravated every second or third turn of combat. Aggravated Morale
attacks include flaming arrows, boiling oil and perhaps even Mortals in Dark Medieval times are extremely supersti-
blessed weapons (priests bless armies and sometimes weapons tious. When they see another “person” tear the head off of an
before each battle). opponent and start drinking, they get upset. The opponents
If the Storyteller makes an attack roll, aggravated or not, that a vampire dispatches in mass combat already include
and achieves five successes, the targeted vampire is impaled soldiers who are frightened away. However, if a Cainite makes
through the heart and is immediately thrown into torpor. a tremendous or dramatic display of power, such as use of the
In this case, a lucky arrow, spear, stake or broken ax handle Obtenebration power Nocturne, more than the “normal”
pierces the vampire’s heart. number of opponents is affected. Fear ripples through enemy
troops. If several soldiers suddenly fall or flee, others run, too.
The traditional Dark Ages rules for shooting a vampire
The Storyteller must decide how widespread panic is. Just
through the heart (page 192) are superseded by these rules to
remember that broken morale tends to have a cascade effect;
reflect the constant danger and chaos inherent to mass battle,
when some start running, more follow.
as it is impossible for a vampire to anticipate every attack made
against him. It is also for this reason that no attack made against
a Cainite in mass battle can be dodged as usual in the Storyteller Feeding
combat system. Not even automatic heart impalings can be Mass combat offers plentiful opportunity to feed, whether
dodged. Again, the battlefield is not a place for the frail or delicate. during or after battle. Treat feeding during combat as a full
turn’s action (as if a Discipline is used). Assume that all 10
Blood Points are drained from the victim.
Mass Combat and Torpor Observers of a feeding, if any, probably don’t realize what
Cainites face a greater threat of impalement in they witness in the flurry of events. Alternatively, they are
mass combat than in perhaps any other circumstance. horrified by what they see but don’t have the opportunity
Flying missiles and weapons can pierce the heart at to do anything about it. Indeed, a Nosferatu or deformed
almost any time, and without warning. The Storytell- Tzimisce could reveal her full form in mass combat and the
er should convey this danger to alert players to the overall course of the battle would go unchanged, nor would
jeopardy that their characters are in. A nearby mortal the Cainite face repercussions afterward.
soldier might suddenly fall screaming and clutching at
his heart, an arrow piercing straight through his chest.
A knight might ride by with an enemy impaled on his
Frenzy
Very few vampires caught in the thick of battle can resist
lance — again pierced through the heart. Such images the Beast. The immediate threat to life and limb and the flow
bring home the threat that vampire characters face — of blood is just too much to resist. The temptation to frenzy
perhaps to the point of making them reconsider their is automatic; no single Control/Instinct roll determines if a
necessity on the field. vampire can resist frenzy. Rather, each Cainite immediately
Fear can be especially intense if Cainites get word enters into the five-success extended action of resisting the
that an enemy lord knows of their existence and is hunting Beast (difficulty 6), as detailed in Dark Ages (page 202). If five
vampires on the field. That knight riding by with the successes are achieved, the vampire takes control of herself.
impaled victim on his lance could be the lord in question. Otherwise she is blood-crazed and largely remains that way
How long could it be before he confronts the characters? until the end of the battle. All the bonuses and penalties of
frenzying apply to these mass- combat rules.
Dramatic Moments
What cinematic, mass battle would be complete without
Example of Play
a personal duel between the story’s heroes and villains? Dark The following is an example of how a mass battle is staged.
Ages battles are no different. Characters are bound to hunt Only two turns of actual rolls are outlined, but they convey a
down and confront personal enemies and enemy leaders. Stage sense of how a whole battle is played.
such duels with the traditional Storyteller combat rules, with Anatole wryly warned Baron Sumpter that outright rebellion
a distraction thrown in from time to time. An enemy soldier against the local duke was madness. There were other ways of
might come to his leader’s defense and assail a Cainite, while freeing Duke Astor from the influence of the centuries-old vampires
a soldier allied to the Cainite might stab at an enemy leader. who controlled him. Unfortunately, the enraged Sumpter refused
Such distractions can be dealt with by adding to the difficulty to listen to a “demon.” And so the Malkavian found himself in
of an attack made against the other duelist, or by diminishing the thick of a futile battle, a nighttime attack meant to surprise the
the Dice Pool that either duelist has to use in a turn. Ulti- duke’s forces. As Anatole expected, Astor’s mortal army was ready
mately, the intruding combatants shouldn’t remain for more for the move. Now the Cainite feared for the life of his impetuous
than a turn before they’re suddenly dispatched or they run off. friend… but had to laugh all the same.
CHAPTER ONE: COMBAT

47
In this scenario, the Storyteller has established the premise In the second turn, after successfully resisting frenzy again
for a mass battle in his chronicle: A mortal baron has been and avoiding mishaps this time, Anatole uses his Dementation
duped into committing rebellion by conspiring vampires. power Haunt the Soul to implant visions in the minds of the
However, the baron has the guidance and protection of his soldiers who charge the baron’s position. Justin hopes that their
Cainite comrade Anatole. insane screams will frighten off other soldiers, too.
The Storyteller has already determined that Duke Astor The Storyteller calls for a concentration roll (Wits,
is prepared for a nocturnal attack, thanks to supernatural spies. difficulty 6), which Justin makes. Haunt the Soul is a two-
The Storyteller decides that the heat of battle will last only dot power, so four enemy soldiers are driven screaming from
six turns before Baron Sumpter’s forces are routed. the field (they witness Baron Sumpter as something far
Anatole has a Dexterity of 4. He may therefore take four more horrific than the normal man he is). The Storyteller
quick actions in every turn of mass combat, or may perform decides that others are affected by Anatole’s power as well.
one “longer” action, such as using a Discipline. The Storyteller rolls a die to determine how many other
At the beginning of the first turn, Anatole’s player, Justin, soldiers flee the baron’s presence, for fear that he is more
makes a Control/Instinct roll (difficulty 6) to resist frenzy. It than he appears.
succeeds, so Anatole remains true to his plan of protecting After another counterattack roll against Anatole (not
the baron. aggravated, this time), the second turn is over.
Next, Justin rolls Dexterity + Acrobatics (difficulty 6) to In the following turns, Anatole falls into frenzy and
see if Anatole avoids mishaps and coincidental events. That fails to protect Baron Sumpter as he sates his bloodlust. The
roll fails (but doesn’t botch), so Anatole loses one action this baron is struck down, throwing the Malkavian further into
turn. The Storyteller declares that a unit of charging soldiers madness. Though Duke Astor’s forces win the battle, they
forces Anatole away from the baron, and time is lost getting are mysteriously whittled down on the long trek back to their
back to the lord’s side. manors. Justin announces that Anatole seeks revenge against
In his first action, Anatole confronts three enemy soldiers the knights in the duke’s army, and that Astor will be killed
with his sword. His Dexterity + Melee Pool is eight (difficulty last — a warning to the ancient vampires who control the
6). Justin gets five successes and dispatches the three soldiers, mortal lord. The Storyteller must now adapt this mission into
plus two others who flee at the sight of the carnage. his ongoing storyline.
The Storyteller tells Justin that Anatole’s second action
is lost as the vampire is forced aside by the unit of enemy Aftermath
soldiers, discussed above. After the heat of battle cools, one side (usually the one
In his third action, Anatole lashes out at the unit that with the most troops left standing on the field) is the winner.
pressed him to the wayside. Justin rolls two attack successes, The losing side is typically broken, with survivors surrendering
so two soldiers are disposed of. or fleeing. Cainites can use this time to pursue routed enemies
In his fourth action, Anatole strides forward to engage a or to feed. Frenzy typically wears off at this point, too, and
captain who is marshaling troops against the baron. Justin rolls characters must decide what to do next in the story. If dawn
an impressive six successes. Not only does Anatole hack the approaches, they undoubtedly seek shelter. Conspicuous
horse out from under the captain and the knight is crushed Cainites like Nosferatu need to disguise themselves or face
under his steed, but he decimates five men who try to heed garrisons of troops who assume that such creatures can only
the captain’s call! be allies of the enemy.
At the end of the turn, the Storyteller makes a counterat-
tack roll against Anatole. Five dice are rolled (difficulty 6). The Conclusion
Storyteller decides that because Baron Sumpter is the target In the end, no matter how a mass battle is staged, it should
of the enemy army, and Anatole is his defender, this attack be exhilarating and terrifying at the same time, even for super-
is aggravated. Two successes occur. That means four dice are naturally powerful vampires. Neither players nor characters
rolled in the damage Dice Pool. Three damage successes are should have the chance to take stock of events. Characters
achieved. Anatole soaks one of them (he has Fortitude). The may not even know that their presence on the battleground
Storyteller announces that during the course of battle, Anatole means their demise, at least not until the smoke clears and it
has been struck by a flaming arrow and forced into a burning becomes clear that enemy soldiers have won the field — and
haystack. Justin marks off two aggravated Health Levels. now close upon the monsters.
That’s the end of the first turn.

DARK AGES COMPANION

48
Summary of Combat Rules
• The heat of mass combat lasts from six to 10 turns. require a whole turn to use. The number of targets affected
• Vampires immediately begin extended action rolls by a Discipline is equal to twice the rating of the power
(Control/Instinct, difficulty 6) to resist frenzy. One roll is (unless the power specifies otherwise).
made per mass-combat turn. Five successes are required • A concentration roll (Wits, difficulty 6) may be
to gain control. required to use some Disciplines in the midst of battle;
• Each character checks Dexterity + Acrobatics Storyteller’s discretion.
(difficulty 6) to avoid mishaps and pitfalls in each turn. • Each vampire is subjected to one counterattack
• Initiative is based on Dexterity; characters with high roll per turn. It has a Dice Pool of five (difficulty 6). The
scores act first as Dexterity-dot actions and turns are resolved. number of successes is doubled, and that is the number of
• A vampire gets as many “quick” actions (attacks, dice rolled in the damage pool. This damage can be soaked.
maneuvers, chances to heal) in a mass-combat turn as he • Attack rolls made against vampires are considered
has Dexterity dots. A single dot that’s dedicated to multiple aggravated every two to three turns.
actions requires that the Dice Pool be split. • If an attack made on a vampire scores five successes,
• Attack Dice Pools are rolled normally (difficulty the vampire is impaled through the heart and is immediately
6). For each success, one opponent is eliminated. sent into torpor.
• Disciplines that do not have instantaneous effects • No attacks can be dodged.

CHAPTER ONE: COMBAT

49
DARK AGES COMPANION

50
hapter Two:
Cainite Roads
To His Most August Majesty, Prince
Antonio Bellafonte of Genoa, Greetings:
I pray this letter finds you prosperous
in these difficult times, and your dominion
untroubled by famine or war. Much has been
said in Spain of your great city, the gateway
to the Holy Land, and of your just and fair
rule of Cainite and mortal alike. Greatly do I
desire to see your fair city, and great was my
joy upon receiving your summons, but it is
with heavy heart that for now I must forbear
your generous hospitality. I am required to
meet other obligations, both to my learned
brethren and to my prince, which compel
me to remain in Seville. Yet I would not be
a true childe of the Brujah were I to refuse a
request for the spread of knowledge, so while
I cannot attend on you in person, please
accept this letter, which I trust will provide,
to your satisfaction, all the knowledge of the
Cainite Roads that you may require.

CHAPTER TWO: CAINITE ROADS

CHAPTER TWO: CAINITE ROADS


51
51
We are all pilgrims on a Road, from the first moment we
awaken in the Embrace. Do you recall your first impressions of Via Bestiae —
unlife, Your Majesty? The coldness, the emptiness inside, and The Road of the Beast
then the terrible hunger, as the blood of Caine awakened the The Gangrel’s eyes never left mine as he crawled backward into
Beast within? It focuses all of our urges and hidden desires into deeper shadow, out of the moonlight. He dragged the body of the
a single, raw need that is horrifying in its strength and purpose. woodsman like a dog clutching a rabbit, his jaws locked around the
While the newborn babe comes into the world fighting for air, throat of his prey. I heard flesh tear, and he began to feed. For a long
the newborn Cainite awakens fighting for his heart and mind, time it was the only sound in the hollow ruins of the old millhouse.
and the battle is never truly won. Defeat means becoming a “I walk no Roads, Brujah,” he said at last. His voice was like a
monster, with no memory of what it once was. hinge that had been left to rust. “I am true to myself. I am a vampire,
So we must struggle against the domination of the Beast, a creature who feeds on the blood of men. The hunger was with me
each according to our nature. We reinforce our minds with when I awoke in the grave, stronger than anything I have ever felt
structure and logic against the next onslaught of mindlessness. before. It filled me with strength and sharpened my senses, so I rose
A childe of Caine must drive himself to seek a meaning for from the damp earth and began to hunt. The darkness was alive that
his newfound existence, a code of behavior that will define night, and I moved through it like one of your petty kings. When I
his actions, because it gives him discipline and strengthens found my prey I let it run, just for the joy of the chase.”
his presence of mind. What is more, these systems of ethics He rose from his meal and began to pace, moving with swift
provide a refuge, a point of reference to accept our existence strides. His form was slightly hunched over, as though uncomfortable
as vampires. Unlike the mortal world, with all its ready expla- with walking erect. There was a nervous energy, a tension that
nations, a childe lives a life of mystery and secrets. Sometimes seethed in him, like a caged beast.
we find that the truth about what we are can be too much to “Near dawn, I found a cave in which to rest. I was not afraid
bear, and the Road is there to offer us refuge. of what I had become. Rather, I was at peace. Do you know why?
In the course of my studies, I have determined eight Because I had no need for riches, or for the favor of some cowardly
Roads that encompass the philosophies of the modern world. noble or for the blessing of a sneering priest. Those things were for
Herein I shall describe them, and their followers, in detail, the sheep on which I fed. I had become like the wolf, accepting the
save one. Of the Road of the Devil I will not speak, save to animal urges within me. It made life simple and complete.”
say that it is no true path at all. Better to surrender to the He threw the woodsman at my feet. The body’s woolen tunic
Beast than welcome Hell onto the Earth. I will not take part was dark with spilled blood. “Drink of an honest kill for a change,
in spreading its deceit. scholar. You and your scheming brethren are little better than the
Before I begin, let me first dispel a myth. There is no cattle you feed upon. You think to bury your nature under courts
arcane formula for determining what Road a Cainite walks. and laws, pretending you are still human, that nothing has changed.
One cannot simply consider nature, demeanor and clan, and Your cowardice sickens me.”
then derive a predictable answer. We are not such simple The Gangrel was a blur of fluid motion, leaping to the
ciphers! A man’s pretense is too often a false face, for how windowsill. He was tall and lean, and wore nothing more than a
many rogues have been shown to hide noble hearts? And who simple linen tunic that reached to his knees. His hair was a tangled
would think a Tzimsice would follow the Road of the Beast, mass that gave shadow to his pale face. “Drink or do not drink,”
yet it is sometimes so. Oftentimes, the choice of Roads is not he said, the red summer moonlight gleaming in his eyes, “but leave
a conscious one, but an unknowing reaction to a Cainite’s this forest before dawn. These are my hunting grounds. If I find
newfound existence. In general, an individual’s nature will you here again, I will take you for my prey.”
largely determine which Roads are most agreeable to follow. Most Cainites struggle forever against the Beast within,
A true rogue could not take the Road of Chivalry to heart, because its raw savagery cares nothing for compassion, reason or
any more than a just prince could dedicate himself to the regret. It paces and hungers, the soul of a predator, and we hold
Road of Paradox. Each clan, by its nature, tends to espouse it at bay for fear of what its urges may drive us to. We hold to a
particular Roads that keep with its ideals, but ultimately the desperate belief that whatever we have become, we are not animals.
choice belongs to the childe. Following a Road for the sake Those who follow the Road of the Beast say we are living a lie.
of a clan rather than the dictates of one’s heart has led more These ferals accept the bestial instincts that arise with
than one Cainite to a tragic end. the Embrace as the natural condition of the vampire. Driven
In the following passages, I have tried to illustrate the by instinct to hunt and feed on human blood, they see them-
different beliefs of the seven major Roads in the words of their selves as akin to the bear or the wolf, and retreat into the
adherents, along with my own observations. You will also find wilderness to live like any other animal. This is almost always
various archetypes that are agreeable to each Road, the clans an unconscious reaction — sometimes a person becomes a
that favor a particular Road and why, and various physical feral because the knowledge of his damnation is too much
details of the believers that may be of interest to Your Majesty. to bear, and his terror and shame compels him to forget his

DARK AGES COMPANION

52
human existence. Only a rare few, disdainful and bitter with
mortal society’s corruption, choose to deliberately abandon
themselves to the wild.
While it would be easy to dismiss the Road of the Beast
as nothing more than uncontrolled barbarity, its philosophy
in fact has an enviable simplicity, and is as principled as
any other Road. A feral thinks of himself as a creature of
the wilderness, subject to the laws of nature like any other
animal. When he hungers, he feeds. When tired, he rests.
When cornered, he fights. The weak must perish so that the
strong may survive. As a result, the feral’s mind is always on
the moment at hand; the past is dead, and the future will
take care of itself. He trades reason for instinct, wisdom for
impulsiveness, and acts on his urges as they arise. By doing
this, he maintains a balance with the Beast within. Rather
than hold it back, he gives it release.
Like the animal, a feral is unfettered by doubts, ambitions
or by any of the other distractions of the reasoning mind. He
sees the world in absolute terms — predator and prey, good and
evil, friend or foe. As a result, he has no patience for deceit,
and is brutally honest in his dealings. This single-mindedness,
however, also makes him dangerously short-sighted. At best,
a feral will only consider the most immediate consequences
of his actions, which can be a potentially fatal mistake. This
perspective also leaves him prone to manipulation (but woe
unto the manipulator should he be found out).
On the surface, the Via Bestiae may seem chaotic, but a
feral is bound by a definite code of behavior. He must estab-
lish a territory of necessary size to provide good hunting for
himself, and then keep it free from rivals. He kills only when
he must, to feed or to defend himself or his territory. The
feral avoids cruelty and maliciousness as much as altruism,
for those are all seen as “civilized” traits. When he fights, no
quarter is asked and none is taken. He must avoid material
desires and the trappings of mortal society. Last, but most
important, a feral must maintain his freedom at all costs.
He owes no prince allegiance, and is bound by no law but
his own. Few things inspire dread in a feral as much as the
thought of the Blood Oath.
Ferals tend to lead solitary existences, sharing a healthy
contempt for mortal and Cainite society. They are intensely
wary of any new element in their environment, and are
instinctively mistrustful of people. When interacting with
others, they are blunt and forthright, and have no patience
for small talk or pleasantries. While it is not impossible to
earn a feral’s trust, such favor comes only with time and
patience. Friendships of a sort can be forged, but the feral
will always keep himself at a distance, unwilling to be drawn
too deep into the ways of social interaction. In cases where
a feral chooses to become part of a group of Cainites, he
often assumes a packlike mentality, looking out for other
“pack members” while at the same time vying with the “pack
leader” for dominance. The feral will accept leadership only
from someone whom he can respect.
CHAPTER TWO: CAINITE ROADS

53
By nature, ferals tend to be of a type that is self-centered Geoffrey of Anjou was unmoved. “I cannot help that, my
and antisocial. A barbarian or a rebel might choose this Road lord. I must protect you regardless. I have given my oath upon it.
out of contempt for civilization and its decadence, while a When the Assamite comes, I am bound to defend you at the cost
loner might seek the wilderness because the ways of people of my own life, if I must.” The knight hazarded a tiny smile. “Of,
were never welcome to him. A hard-bitten survivor of life’s course, I would rather he paid for it, instead.”
misfortunes will sometimes take to this Road, because he favors “You are damned forthright for a Lasombra,” I snapped, trying
abandoning restraint and living by wits and strength. There to think of how to send the knight back without insulting the prince.
are also rogues who occasionally turn to this Road, preying on At this the knight bristled slightly. “I am no Lasombra, my
the weak to feed their selfish desires, but this is rare. lord. I serve the prince, but I am a Ventrue.”
The only clans that routinely lay claim to the ferals are It was a few moments before I regained my composure. “How
the Gangrel, the Nosferatu and, to some extent, the Tzimsice. is that again?”
Many Nosferatu flee into the deserted places of the world in “I challenged the prince in a trial by combat, and was defeated.
horror at what they have become, and seek the Road of the He accepted my yield, in exchange for a year and a day of service.”
Beast to forget what they once were. The Tzimsice cultivate He might have been speaking about the weather, explaining an
attitudes in keeping with this Road, opening themselves to obligation that would have humiliated any other member of his clan.
their Bestial urges; some of their number have been known to I pulled up a chair, suddenly needing to sit down. “Let me see
embrace this Road wholeheartedly (much to the embarrassment if I have this straight. You are a Ventrue, in service to a Lasombra,
of their peers). But the Gangrel by far is the clan with the who has commanded you to protect a Brujah.”
most claim to this Road; they actively teach its ways to their Geoffrey nodded solemnly.
childer, invoking the animal natures within them. “And you do this of your own free will?”
“And to the best of my ability, my lord. My honor demands it.”
Ferals can run a wide range of appearance, from naked
and filthy to armored in leather and furs. Their clothing is In a dark age of treachery and brutality, the Road of Chivalry
simple, often dirty, and threadbare, usually a patchwork col- is a difficult and demanding Road, dedicated to honor, courage
lection of items stolen or taken from unresisting prey. They and nobleness of spirit. Sadly, the Road’s greatest challenge
have no interest in jewelry or ornamentation, looking on such comes not from the Beast within, but out of keeping one’s in-
with disdain. Ferals tend to avoid the use of tools or weapons, tegrity intact amid the tangles of Cainite politics and intrigue.
preferring their natural abilities instead. The Via Equitum is a philosophy passed down as a sacred trust
from sire to childe, charging each paladin to take responsibility
Via Equitum — for her newfound powers and to use them for the betterment
of all children of Caine, rather than her own lot. The paladins
The Road of Chivalry see themselves as the caretakers of Caine’s vision, whereby all
The knight, his eyes grim and purposeful, strode past my Cainites should live in harmony, among an honorable and
protesting servant and into my chambers. He wore his full suit selfless society. Some of my learned brethren maintain that
of mail, armored head to toe, and his sword hung from a worn this Road found its origins in Carthage, our lost utopia. I must
scabbard at his side. I stood, bewildered, a scroll dangling loosely reluctantly dispute this. Though a paladin’s ideals are indeed
from my hands as the warrior knelt before me. noble, her ethics and honor are largely reserved for vampires
He looked at me expectantly. I frowned. “What do you alone. Mortals are seen as noble animals, like the stag or the
want?” I asked. eagle, and afforded the respect such creatures deserve. They are
“I am Geoffrey of Anjou, my lord,” the knight replied. He to be treated fairly and honestly, but that is all. Paladins see a
had a square-jawed face scarred by war, with a patrician’s nose mortal as their equal no more than they would a horse or a hare.
and cold-blue eyes. His voice was coolly civil. “My lord the Prince What is interesting to note is that this Road deals with the
of Seville, Miguel del Santos, sends his deepest concern for your urges of the Beast in an almost back-handed fashion. Paladins
safety and well-being, and has commanded me to watch over you.” focus on the obligations and responsibilities that come with
Then I understood. “This is about that bloody rumor, isn’t it? the power of the Embrace. To them, the Beast is no different
Those Moorish zealots have no interest in a simple scholar such as from the terrible temptations any mortal is prone to, though
myself!” it is given greater strength in proportion to a Cainite’s great-
The knight’s face hardened to a mask of resolve. “It is no er abilities. By devoting himself to selfless service and the
rumor, my lord. The prince’s agents have learned, for a fact, that cultivation of honor, a paladin rises above his dark nature.
the caliph in Granada has sent an Assamite to destroy you. You In fact, it is this rigorous self-denial that ultimately makes
are more than merely a simple scholar to the prince. He values this Road so effective — the paladins’ focus is on their works
your counsel in all things.” rather than their needs.
“More is the pity,” I said in disgust. I threw the scroll onto the
The philosophy of the Road of Chivalry is deceptively
table before me. “This is madness. What? Does the prince believe
simple: With power comes the obligation to use it wisely and
my duties would be better served by setting watch over my every
productively. The implication is that what can be given can
move? I have no wish to be nursemaided by a knight.”
DARK AGES COMPANION

54
also be taken away if the recipient proves himself unworthy. the ends of the Earth to see justice done. For these reasons,
To demonstrate that he is in fact worthy of his gifts, a paladin many think to equate the paladin with a warrior. This is not
must treat them in the spirit with which they were given, entirely true. What is central to the Road of Chivalry is its
generously and respectfully. This is why a paladin is obligated sense of duty and honor. This can hold true for scholars and
to defend those weaker than himself, and sacrifice his own artists, poets and troubadours.
needs in favor of a greater good. Again, it is noteworthy that Because of their ethics and honor, paladins command great
this applies to Cainite society only. respect in most courts; unfortunately their dedication and rigid
The paladin seeks to lead by example and elevate all code of behavior also makes them targets of manipulation by
vampires to be worthy of Caine’s vision. His ethics are designed clever Cainites. More than one paladin has learned, too late,
to reflect this, and are thus more formal and detailed than that his code of honor has made him a pawn in some elder’s
those of other Roads. In his dealings with other Cainites, a scheme. Indeed, there are tales of certain Lasombra who delight
paladin is respectful, generous with his hospitality and mindful in taking these principled vampires and leading them to ruin
of others’. He is honest and, in all things, acts with honor. — no inference made to Your Majesty, of course!
His oath is an unbreakable bond. (Seeking to place a paladin A paladin Embraces childer whose mortal natures show signs
under Blood Oath is seen as a severe offense to his honor and of selflessness and integrity — the knight who fell defending his
integrity, and constitutes a grave insult.) A paladin is taught land and his loved ones, or the noble condemned for defying
to uphold the Traditions in all endeavors, and to uphold the his king on a matter of honor. Fanatics are occasionally chosen
station of the prince, if not necessarily the prince himself. Most because their single-minded zeal gives fuel to their beliefs.
of all, paladins promote justice and fairness. They are bound I am loath to admit it, but paladins are most often found
to protect the weak and intercede on behalf of those they amid the Ventrue clan. This is primarily because the Road of
believe to be innocent of wrongdoing. In battle, a paladin is Chivalry had been tied to the nobility and the noblesse oblige
courageous and fierce, but ready to show mercy should a foe from its beginnings. Lately, the ideals of the Via Equitum have
offer to yield. Enemies who yield to a paladin must meet the also found favor amongst my brethren in the Brujah clan, going
paladin’s terms of surrender and uphold them. This is called hand in hand with the militant leanings of our young childer.
parole, and if the foe breaks it, the paladin will follow him to
CHAPTER TWO: CAINITE ROADS

55
A paladin chooses his appearance with care, seeking to “Nothing could be easier.”
reflect his ideals. He will be well-groomed and dressed with And so I let him lead me to those objects that I most desired.
an emphasis on practicality, not style. His weapons and armor It was much later that I realized I had never told him I was seeking
will be well-used but carefully maintained. the scrolls of al-Azaar.
It is in the nature of the children of Caine to live according
Via Serpentis — to a code that betters our lives while avoiding those behaviors
The Road of Typhon which degrade us. We struggle for the righteous path, that
we may be free from sin. The Road of Typhon would have us
“What do you want?” the stranger asked. His smile was warm believe that in doing so we live but half a life.
and friendly; his dark eyes gleaming with comradely mischief.
The defiler’s logic is seductive. Beware his honeyed words,
“Everyone wants something. What is your secret wish?”
and his brotherly demeanor! To do good works is of course a
There was a full moon shining over Damascus, washing the
vital part of life, but what about our tendencies for evil? If we
empty streets with silver. Somewhere distant, a voice rose and fell —
are not exploring those parts of our soul, can we say that we
one of the sultan’s guards, keeping his watch. We sat, the stranger
are truly living full lives? How can it be wrong to indulge our
and I, atop the roof of the palace, lost in shadow. He had come
sinful urges — did not God put them there for us? Only by fully
upon me as I was working my way into the palace archives. At first
exploring our natures can we find our way to Heaven. More than
I suspected that my activities had at last come to the attention of
one domain has fallen in fire and blood to the workings of the
the prince of the city, but this was no attempt at warning or arrest.
Followers of Set, after the indulgence of such entreaties as these.
“Secrets were not meant to be shared,” I said with a touch of
The defilers abandon themselves to evil, seeking to
wariness. “Else why would they be secrets?”
corrupt everything and everyone around them. Rather than
The stranger smiled again. There was a presence about him, a
resist the urges of the Beast, they actively seek to lose control
relaxed charm that was subtly disarming. “Very well said. Clearly,
of themselves and reject all self-control or restraint. In this
though, you have come to Damascus for something. It is possible
way, they open themselves to degeneracy and decay.
that I may be of some help to you.”
I found myself tempted to ask him what he knew about the A defiler is driven to spread the taint of corruption to ev-
palace. I had not been able to learn anything about its layout or erything he touches. By the ruination of his victims, he learns
guards, and was forced to trust in my native abilities to get inside. to understand the nature of evil. Defilers are thus naturally
“As you can see, I am seeking a way into the palace.” drawn to people of great virtue or influence; members of the
“You are trying to reach the sultan?” Church are favored victims, as is the nobility. A defiler works
“Not at all,” I said quickly. with patience and craft, learning his victim’s secret desires
The stranger nodded. “Something else then. You hardly seem and hidden hatreds, and then exploits them without mercy.
a thief, so it is not treasure you are after... ah! I know. You seem He gives his victims everything their hearts desire, knowing
a scholarly sort. You are after the archives.” that by feeding their dreams he builds ever-greater appetites.
All I could do was nod. If he could help me find the scroll, Before long, their needs turn to demands, and from there the
would his aid not be worthwhile? “I cannot dispute this. But you descent into evil truly begins.
haven’t explained why you are so interested in helping me.” By definition, it seems the defiler is free from ethics of
The stranger bowed. “We are all pilgrims, my friend. By any kind. His beliefs demand that he divorce himself from any
helping one another fulfill our desires, do we not come that much sense of structure or control. By the same token, he is driven to
closer to our own goals? Now tell me, which of the scrolls of al- attack those institutions that seek to maintain authority and
Azaar do you seek?” control. More than one domain has been rotted from within,
The news stunned me. “There is more than one?” its prince driven to cruel excesses while a defiler provokes the
“Oh, of course,” the stranger said mildly. “The scroll of Caine elders to rebellion. When the fires finally dwindle, nothing
is but the first. He also wrote one for each of the Three Riddles of remains but ashes and sorrow.
Nod. I’m surprised you did not know this.” The Followers of Set seek out those mortals whose na-
I could not believe my luck, after a hundred years of searching! tures are self-interested and ruthless. Any manner of rogue is
“I had come to believe the others were only a fable. And you know favored for her selfishness. Autocratic individuals are chosen,
where they are?” My distrust was fading, like frost in the sun. Was for their desire to control the lives of others. Fanatical minds
I not old, and wise in the ways of the world? It might be that this are valued for their unquestioning devotion.
Cainite meant me harm. If he did, I was certain I could look after Of all the Cainite clans, only the Followers of Set can
myself. Would it not be worth the risk to have not one, but all four be said to cultivate the Road of Typhon. They in turn spread
of the scrolls of al-Azaar? its taint wherever they can, luring other vampires down their
The stranger smiled. “Two are below us right now. The others dark and twisting path. All too often, they are successful.
are here in the city.” In appearance, most defilers seem innocuous, even
I weighed the risks against the gains: all four scrolls.... “And harmless, and are often handsome and charming. They wear
you can take me to them?” I asked. attire that will appeal to their victim of the moment. There
DARK AGES COMPANION

56
are dark tales of defilers, well-advanced along the Road, who
are so riddled with corruption that their appearance becomes
a thing of terror and madness.

Via Paradocis —
The Road of Paradox
The Ravnos found himself before the court, bound in chains
of dark iron. He bowed his head, ostensibly in defeat, though I
couldn’t help but wonder whether he concealed a smirk. Silence
fell over the hall as the prince took to the dais.
Prince Miguel del Santos drew himself up to his full height. The
force of his presence filled the chamber. “Stepan Krothos, you are
charged with robbing the churches of Seville, Pamplona and Madrid—”
“And Toledo. Don’t forget Toledo,” the thief said.
The prince glowered down at the thief. “How do you plead?”
Krothos looked up, his expression thoughtful. “After due
consideration, I must declare that I tend to plead on my belly, with
lots of whining and the occasional bit of hysteria. I’ve found—”
“Are you guilty or innocent, you impious wretch?” the prince
thundered.
“You mean, did I steal all those gold-plated, jewel-encrusted
relics your men found on my person? All those bishop’s signets, and
the collection plates? Hmmm. I’m in a fickle mood, so I’m going
to say ‘innocent’.”
An outraged murmur broke from the assembled elders of
Seville. “You are a bold soul indeed, Stepan Krothos, to trifle with
the sentence of Lextalionis,” Prince Miguel said gravely. “Your
depredations and the manner in which they have been performed
have stirred the Church to anger and threatened the Sixth Tradition.
What did you have to gain by committing these crimes?”
At this the Ravnos looked visibly relieved. “Oh! Is that all?
Well, you see, I—”
The prince held up his hand. “Stop. What do you mean, ‘is
that all’?”
“Oh, nothing. You wanted to know what I had to gain? Well,
I have this dream of rolling naked in a pile of gold coin—”
“Silence! Do not attempt to mock this court with amateurish
diversions! You can answer my question, or we will see if a hot
coal will loosen your tongue.”
“Oooh! No need to experiment with that idea. I just… well,
I don’t guess it will hurt. He’ll just deny it anyway.”
“Deny what?” Prince Miguel leaned forward, his brows
furrowed. “Who will deny what?”
The thief’s face was a study in apprehension. “Well... promise
you won’t be angry? I’m sure he wanted it for the best reasons—”
“Guards, fetch me a hot coal!” the prince roared. The soldiers
leapt eagerly to obey.
“Juan Salazar, the Brujah elder, told me to find a holy relic
thought to contain the tears of Michael the Avenging Angel!” the
Ravnos said in a single breath, his eyes wide with fear.
“That’s a lie!” shrieked Juan Salazar, shooting to his feet.
Shouts of surprise and outrage erupted amongst Salazar’s supporters.
Other nobles considered the thief’s words, and began to whisper
amongst themselves. More than one head nodded in understanding.
CHAPTER TWO: CAINITE ROADS

57
“See, I told you he would just deny it! But does anybody
listen? No....”
“I will have order in these chambers!” the prince cried.
“I will not be accused like this!” Salazar shouted back. “I’ve
never met this criminal before in my life!”
“Now that is absolutely true, Your Majesty,” Krothos con-
firmed. “He was very careful not to be seen with me. We did all
our dealings through intermediaries, particularly his lieutenant,
Don Aldovar. Salazar is very sensitive about his position here at
court, considering his own ambitions for princedom. I think he
was afraid you might feel a little threatened if he was found out.”
Prince Miguel turned a calculating gaze on the Brujah elder as
the chambers erupted into chaos. “This is madness!” howled Salazar.
I was the only one close enough to see the Ravnos’ little smile.
“It certainly is,” he said quietly, surveying his handiwork.
My learned brethren have a saying: Ask three Ravnos
what Road they lead and you will get six different versions (or
nine if they need extra time to empty your purse). Vagabonds
and thieves, heedless of laws or fealties, they move through
the courts of Europe like wisps of colored smoke, restless as
the wind. Where they choose to linger, chaos takes reign, but
again like smoke, they vanish when hands reach to trap them.
They practice deceit without lies, thievery without malice,
senselessness with purpose. Many Cainites sneer and call the
Ravnos madmen, but there is a queer method to their madness.
In their paradoxical existence they find as much meaning and
purpose as any other vampire.
To understand the beliefs of the fool, one must first con-
sider how we, mortal and Cainite, define existence. Everything
has a meaning and function in the world — a definition, if
you will. Chair, horse, Lupine — these names define certain
things, and imply functions and relationships that describe
how they fit into our picture of the cosmos. With these and
other names, we give structure and order to the universe. In
doing so, we become everything that the fools oppose.
The fools’ belief is more of an anti-philosophy: Existence
is a constant flux of shifting energy; creating, existing, dis-
solving. When mortals see a thing and name it, they fix its
characteristics, and its “energy” becomes trapped. If too much
of this “energy,” called weig, becomes fixed and stagnant, the
universe dies. It is no great surprise that most Ravnos regard
the ancient Greek philosophers with unalloyed hatred, Plato
being one of their darkest invectives.
The philosophy of the fool is to invoke chaos, promote
insanity and challenge established perceptions. This liberates
weig, and is the reason behind the Ravnos’ incessant trickery.
For as long as a victim believes the fool’s lies, his perception of
reality changes. The same can be said for a fool’s thievery. By
the “selective redistribution of possessions,” he alters individual
realities, promoting that most blessed of all states: confusion.
There is a more sinister aspect to the fool’s beliefs in
regard to his kindred. Cainites by their very nature are potent
stores of trapped weig, fixed in that state by the will of the
Methuselahs. As a result, the destruction of powerful elders
DARK AGES COMPANION

58
is not only permitted, but encouraged. Fools also seek out The padre laid a hand gently on the leper girl’s head, smiling
powerful items, such as holy relics or talismans and seek to fondly. He was a short, portly man, with gray in his beard and
destroy them in order to liberate their weig. Only the most small, dark eyes. “I am ministering to the sick, my son. Does this
potent (or lunatic) fools attempt such acts, but they can gain prince wish me to abandon the Lord’s work?”
great respect if successful. I considered my words carefully, searching his eyes for any
Rather than struggle against the Beast, the fool embraces small vestige of sanity. “Padre, this is not the Lord’s work. This is
its urges, oftentimes amplifying them. It becomes a valuable a terrible mistake. You should not be doing this. I beg you to send
tool of unpredictable expression. these people away.”
The padre looked at me with an expression of mild reproof.
The fool avoids the dictates of ethics. Ethics involve too
“Did the apostle Paul turn away the lame or the sick? The Lord
much structure. The fool’s Road drives him to constantly keep
tells his children to go out and do good works, each according to his
people guessing, to keep them unsure about the fool, themselves
gifts. And I have been given a wondrous gift indeed.”
or anything. The fool changes names and personalities like
“You are giving your blood to them!” I hissed. “It takes away
quicksilver, unwilling to trap any weig. The challenge for a
their pain for a time, but it will not last. This is not healing, it’s
fool is in knowing how far he can torment his fellow vampires
torture! And word of your “good works” is spreading like fire across
before they elect to stake him out for the sun to find. There
the countryside. You must stop. For them, for yourself, and... for
are domains in Europe where the law forbidding the killing
others, of which you are not aware.” I took a deep breath, loathing
of another Cainite is waived in the case of fools. Justifiable
what I had to say, but seeing no other alternative. “I have men
causes are all too easy to come by.
outside, padre. Fighting men. If you will not come with me willingly,
By nature, a fool tends to be one who had little use for
they have been commanded to bring you back by force. And they
society in mortal life. Jesters are most favored, but so are rebels,
will kill whomever they have to.”
for their contempt of the status quo. Fanatics are also chosen for
The padre stared at me. For a moment, I feared that he would
their single-minded drive. Sometimes a rogue is chosen, but only
try to defy me. But then he smiled. “It shall be as the Lord wills
if his self-interest is tempered by a certain foolish recklessness.
it, my son. I have eternity to bring help to the needy. Take me to
The Road of Paradox is the bailiwick of the Ravnos. There your prince.”
are Malkavians who have been known to share this anti-phi-
Two words of deceptive power: Deus Vult — God wills it.
losophy, but whether by accident or design, who can tell?
With those two words, Pope Urban II ignited the fires of the
The fool changes his appearance as often as possible. Crusades in 1095. The power of the Church on the minds of

Via Caeli — the men and women of modern Europe cannot be overstated.
It is the foundation for the entire social order, and the fabric
The Road of Heaven from which reality is woven. All things come from God, even,
as we believe it, the mark of Caine. It is only natural for some
They stood shoulder to shoulder in the ruined church, filling the
air with shouts and pleas for salvation. I waded through the mass, who are Embraced to believe it to be the will of the Lord. Was
trying not to dwell on the rotting faces, or the look of hope gleaming Job not afflicted with all manner of curses in order to prove
wildly in their eyes. The stench of decay hung heavy in the air. his unshakeable faith?
I made my way to the altar where the padre stood. The lepers In some cases, childer become zealots through the teach-
surrounded him at a respectful distance, their hideous features ings of their sires. Most often, however, it is an unconscious
transported with awe as he ministered to one of their own. reaction to their newfound existence. This manifests itself in
She knelt at the padre’s feet, a girl of perhaps fifteen (it was no various ways. Some childer, who were faithful to the Church
longer easy to tell). The priest looked down on her and smiled, his in their mortal lives, are so horrified by the Embrace (and its
face a picture of gentle love. He held a chalice brimming with blood. implied damnation) that they are driven to justify what has
“Drink of me, and live, saith the Lord,” the padre said. My happened to them in a way that still gives hope for salvation,
insides twisted as the girl accepted the chalice and drank. or at least a part in serving God’s plan. These are the disciples,
It was worse than we had been led to believe. Who had Em- the healers, the holy avengers, or worse, the scourges of the
braced this man, telling him nothing of what he was, or the laws by damned. The disciples are the more common sort of zealot,
which we lived? He had already violated the Silence of the Blood becoming preoccupied with the mysteries of existence and
ten times over. I shoved past the worshipful attendants and stepped what role they now play in God’s ordered cosmos. The healers
up to the padre’s side. “Padre Domingo?” believe that their gifts exist to relieve the suffering of mortal
“My hands!” the girl cried, letting the chalice fall. Joy and and Cainite, if the sick are willing to accept the Lord. The holy
wonder transfigured her ruined features. “I can feel my hands! I avengers see themselves as God’s vengeance on Earth, acting
can feel my hands!” The worshipful throng gave a shout as she as judges and executioners over the sinners of the world. Those
hugged the padre’s legs, sobbing wildly. who see themselves as the scourge of the damned are the most
“Padre Domingo,” I said a little louder. “I come at the command of horrifying of all, believing themselves to be given the form
the prince of Seville. You must dismiss these people and come with me.” of the damned in order to better seek out and destroy them.

CHAPTER TWO: CAINITE ROADS

59
Other childer (who may have led less-than-pious mortal their lands, their possessions and their magical gifts, which their
lives) are driven to actively seek God after their Embrace. These father the Sultan had given them. So he made war on them with his
zealots think of their unlives as a form of terrible penance, or armies, and they on him, but as their strength was equal, neither
a supreme test of faith. These saints seek to help mortal and side could prevail.
Cainite brethren, doing good deeds as a means of repentance Then one day a peasant came to the emir seeking an audience.
and leading others back to the ways of Heaven. He was dressed in sackcloth, and covered with the dust of the road,
It is important to note that zealots are not necessarily and the emir would not have opened his door to the man but that he
Christians. In my time, I have encountered Druidic zealots, said, “Take me into your councils, and give me favor, and I shall
Islamic zealots, even Dionysian zealots. A zealot is defined by slay your brethren and give you their gifts.”
his devotion to his religion, whatever that may be. Sadly, this So the emir took the peasant in, and asked him “How may you
same devotion often leads to bitter fighting among them. The destroy my fierce siblings, when all my armies failed?”
Crusades have drawn Muslim and Christian zealots alike to com- The peasant said to him, “There are narrow places where
mit unspeakable deeds within the very walls of holy Jerusalem. one man may fit, but an army cannot pass. I will come upon your
brothers by stealth and slay them.”
To the zealot, the Beast is nothing less than the voice of
“If you can do this, I will be well pleased, and hold you high
Satan, tempting him to evil. By doing the work of the Lord, the
in my esteem,” the emir said. “But what will you ask in return
zealot repudiates the Beast, and thus rises above his damnation.
for these deeds?”
As there are many different interpretations of their condi-
“When I have finished my work, and gathered all the Sultan’s
tion, the ethics of the zealots likewise vary. The healer and the
gifts for you, I will choose one and keep it for my own.”
disciple seek to follow the tenets of their religions in all things,
“That is fair,” the emir said, for he planned on killing the
meditating on the teachings of God and showing their faith in
peasant once the work was done.
unswerving devotion. The holy avenger and the scourge of the
And so the peasant went out, and came upon the first of the
damned are another matter. They are driven to seek out the
emir’s brethren by stealth, and slew him. When he returned to the
wicked in all their forms and pass judgment upon them. They
emir with the Gift of the Winds, the emir cried out in triumph,
destroy the wicked without mercy or remorse. These angels of
showering the peasant with riches and favors.
destruction pay lip service at best to the Traditions and the rule
The next night, the peasant went forth, and returned with the
of the prince, as they feel themselves to be serving a higher office.
Gift of the Oceans. And again he was showered with favors, and
The nature of the zealot varies between innocence and entreated to kill the next of the emir’s brethren.
self-righteousness. A child’s youthful soul carries an unshake- This he did until ten of the emir’s brothers had been slain, and
able faith in all things, while the penitent seeks to repent for their gifts taken from them.
his earthly ways. The caretaker tries to take on the suffering of When the peasant returned the tenth time, the emir held a great
the world, whereas the judge and the tyrant believe themselves celebration. “In all things you have kept your word,” the emir said.
the clenched fist of God, the only ones capable of determining “Now you may receive your reward.”
whether a soul has lived in wickedness or purity. But the peasant held up his hand and said, “It is well-known
The zealot finds a place in many clans, most notably the that the Sultan had twelve sons, and I have slain but ten. My work
Brujah, which welcomes the ways of the saint and the healer. For is not yet finished.”
as many Nosferatu who take to the Road of the Devil, there are “That is so,” the emir agreed. “But my last brother has no
those who find the Road of Heaven, seeing their disfigurement gifts, and so he is of no interest to me.”
as a test from God. Of the Ventrue zealots, most become holy “How can this be?” The peasant asked.
avengers or the scourges of the damned. The Cappadocian And so the emir explained, as he drew a dagger behind his
clan actively encourages the monastic diligence of disciples in back, where the peasant would not see. “The Sultan desired for
their quest for knowledge of what lies beyond the veil of death. his gifts to be for all his children to have. But we were covetous of
A zealot’s appearance varies, depending on his orienta- them, and jealous of his love for his eldest son Haqim. So as they
tion. The saint and the healer prefer the humble attire of a walked in the garden we rose up, and stole the gifts, fleeing to the
penitent, sometimes going so far as to wear little better than four corners of the world. Our brother Haqim was left with nothing
sackcloth and ashes. The holy avenger and the scourge of the but the darkness from which we were born, and we drove him up
damned garb themselves as they see fit for one of the Lord’s into the cold mountains to die.”
avenging angels, usually wearing imposing attire in black and Then the emir lashed out with his knife, but as he did the
red. They cultivate a stern visage and a forbidding personality. candles failed, and a darkness like an abyss filled the room. The
emir was afraid, and the peasant’s voice seemed to surround him.
Via Sanguinius — But it was different than before. Where the peasant’s voice had
The Road of Blood been humble, now it was full of anger and triumph. The emir
recognized the voice, and fell trembling to his knees. “Haqim,
It came to pass in the land of the Prophets that a great and
my brother!” he cried.
powerful emir did seek to make war on his brethren, for he coveted

DARK AGES COMPANION

60
Haqim replied in a voice cold as stone. “See what I have made an inflexible code of honor that demands death before failure.
of the darkness which you left for me? It is I, your brother, whom At odds with this behavior, however, is an almost ritualized
you betrayed in the garden. Long have I hunted for you across the practice of diablerie against their victims, and the suggestion
face of the world, bereft of wealth or power. Now at last I shall that the killings they perpetrate serve some mercenary gain.
have my due.” Clearly, whatever laws the mahdi hold to, they do not spring
And Haqim, who had been left with nothing to his name but the from the same source as our own.
darkness and the cruel mountains, did choose for himself the gift of the Does the Beast whisper in the Assamite heart? Only they
emir’s life, and slew him for it, and took back all of his father’s gifts. can say for sure. When the mahdi and the paladin fought one
— from the Parable of Blood another in my study, I was struck by how alike they were in
“They are a dark wind, come silently out of the East, and some ways. Both drew their strength from a higher purpose, a
the Pilgrim Road runs red with their passing,” observed the noble devotion to a cause. It seems to me that the Assamites
Brujah scholar Theodosius, speaking of the “shadow of death” hold their animal natures at bay with the same kind of rigorous
that fell on mortal lord and Cainite alike in the Kingdom self-denial that the paladin is heir to. The Assamites may well
of Jerusalem following the First Crusade. His final account, live for something greater than their individual unlives, and if
little more than a collection of hastily-scrawled notes, spoke that is so, then this knowledge must give us pause, for as they
of Ventrue knights slain like infants in their sanctums, and have scourged our kind in the East, now they stalk the night
dark-skinned demons with shining eyes, as deadly to Cainites in Spain, avenging the Reconquista. Who knows where this
as the lion is to the lamb. A Moorish vengeance, terrible and terrible crusade may end?
fierce, had been called down upon the new lords of the Holy I can only guess what natures may be most inclined to take
City. Theodosius called them Assamites, and bound up with the Road of Blood. Certainly the fanatic would be desirable,
his final words was a ragged scrap of parchment filled with as would the hard-bitten survivor.
tiny Moorish script, which he attributed to something called As to their appearance, what can be said of a clan less
the Parable of Blood. There are secrets in its fanciful tale, and seen than the Nosferatu?
I have spent the last fifteen years in vain trying to riddle them
out. How Theodosius came by this knowledge, we will never
know, but I am certain now that it was purchased at the cost of
Via Humanitatis —
his life. The Followers of the Road of Blood prize their secrets The Road of Humanity
above all, of this much at least I am certain. By the time I reached the town of San Sebastian it was too late.
Whatever else, know that the Assamites are not demons; They had taken Jesus from his sanctum and dragged him to
they are vampires, for I am one of only three European Cainites the public square, where the village priest waited with a pyre. They
I know of who has seen one and lived. He came for me at the cast his savaged form at the holy man’s feet. Jesus was pale, paler
bidding of the caliph in Granada, and was able to slip past my than snow, blood streaming from wounds too numerous to heal.
hounds and servants like a winter shadow. I was struck down I cannot imagine that my childe had fought against these people,
in my study, laid low with a grievous wound before I knew of his former neighbors and kin. Rather, they had turned on him like
his presence. The fiend was as dark as any Moor, but his eyes a pack of dogs.
gleamed with the fevered light of the faithful as he stood over The holy man’s eyes gleamed with triumph. “Look you on the
me. Yet he did not gloat over his triumph like a lesser Cainite work of the Devil!” he exulted in a high, reedy voice. He thrust
might; there was a frightening calmness to him, a terrible sense a skeletal finger at Jesus. “Foul incubus! After tonight you will
of inevitability. That was when my bodyguard came upon us, torment the daughters of San Sebastian no more!”
and but for the sake of this valiant knight, I would have been “Amen!” cried the voice of the blacksmith, who stood with his
slain. They met, blade to blade, and such was their skill that thick arms around the pale form of his child. She trembled there like
the fight went for some time, spreading its clangor of alarm a trapped bird, her eyes wide and brimming with tears.
throughout the house. In the end, ravaged by a dozen fearful “Bring the girls forth, all those who were touched by this fiend’s
wounds, he fell, still trying to reach me and finish what he evil.” The crowd began to stir. “Fear not, he cannot harm you so
had begun. He could have fled at any point during the fight, long as I am near.”
but the thought never crossed his inscrutable face. It was only One by one the three came forward. They were all of a type,
after he died that I realized not a sound had passed his lips. young and blonde, lithe as saplings, with large blue eyes. For Jesus
Since then, I have thought long and hard about that they spared little more than a wary glance. Their eyes were fixed
night, comparing the mysterious parable to the puzzle that upon the priest.
was the man. From what I have seen, the followers of the The priest glared down at Jesus, breathing deeply, gathering
Road of Blood devote themselves, body and soul, to their his nerve. Finally he darted forward, tangling his hand in Jesus’
beliefs. They are filled with the same kind of holy zeal that blood-matted hair. “Look on the faces of those you have wronged,
the heathen reserve for their Muhammad. These mahdi are and in the name of most holy God I command you to release your
disciplined warriors, bound by standards of rigid self-control and hold over them.”

CHAPTER TWO: CAINITE ROADS

61
And I watched my dear childe gather up the strength to manage As they cast my childe onto his bed of pine the priest snatched
a weary smile. “Hello, little ones,” he said to them. “Do not be up a torch and held it over his head.
afraid. I’m so sorry you had to see me this way—” “Spawn of Satan, let it not be said that our God is not a
The priest gave Jesus’ head a savage shake. “Release your merciful God. Admit your guilt to these people and beg the Lord
hold on them, demon!” for forgiveness. He may yet intercede to save your soul.”
With a cry Jesus jerked his head from the priest’s grasp. “How I saw the fear in my childe’s eyes, the raw terror of what was
am I one of your demons, padre? Because your holy book says so? to come, but he only shook his head. “I will not lie to save you,
What if I told you I can feel love, and remorse, and guilt? What priest. I will not lie to my friends about the serpent in their midst.”
if I told you that I have never taken a human life, that all life is Summoning up his courage, he managed a smile for the children.
sacred to me? I have done nothing to these children, and they know “ Tell your parents the truth. Not for me, but for yourselves. It
it. I was there when many of them were born. In happier times, I will not stop here—”
made them shoes. What they have said against me they have done With a shriek of rage the priest hurled the torch, and my childe
out of fear. They know the name of the monster who torments was eaten by the flames.
them. So do you—” I had chosen Jesus out of his love for knowledge. He was the
“Do not mock us with your lies, tempter!” The priest’s eyes kindest man I had ever known. Never before had I wished for the
were wild as he shoved Jesus onto his face. “These good people have death of another. Even as Carthage burned, I could only weep for
seen your snake’s den, where you hide from the sunlight. They know what had been lost. But watching the look of triumph on the priests’
you for what you are. You cannot draw the wool over their eyes!” face, I felt something cold grow inside me, like a blade of ice.
The priest motioned frantically to the waiting townsmen, who came Tonight, there would be a reckoning, for Jesus, for the children.
forward with buckets of pitch. One was Manuel, Jesus’ brother. My childe would not be the only one to burn.
I watched, helpless, as they poured the hot tar over him. Once, We are what we are, in birth, in life and in death —
I thought he called out to me, so soft that only my ears could hear. children of a great and jealous God. There are those among
“Father... forgive them....” the Cainites who see the Embrace as a great transformation,
The priest paced after Jesus as they dragged him to the pyre. making us beasts, or gods or monsters. I say we are none of
“Tormentor! Defiler! Your time on Earth is finished! Soon you will these. We are human, with an infinite capacity for good or
wail in the fiery furnace!” evil, even in the grip of damnation.

DARK AGES COMPANION

62
Most Cainites see themselves as prodigals, either by acci- In appearance, the prodigal will strive to maintain the
dent or design. It is only natural for us to cling to the things we manner of attire that she wore in mortal life, regardless of
know in the face of a cold new reality. Though the Embrace social station. By doing so she continually reaffirms her claim
has driven us out of the sunlight and turned our appetites to to humanity.
the blood of our neighbors, how can we forget that which
we once were? Many of us did not ask for this change. We Vale
had our station in life, our families, our lovers. Prodigals see In closing, let me say that the path of the virtuous is tor-
the tragedy in our separation from the mortal world and are turous and deceptive. It is only by overcoming our weaknesses
horrified by the beckonings of the Beast. that we gain in wisdom and strength. To lose sight of the Road
Whatever the circumstances of her Embrace, a prodigal ahead is to be lost to the Beast forever. This is not to say that,
views her vampirism as a terrible curse. To deny this slow once upon a Road, a Cainite may not turn to another over time.
degradation, she focuses more strongly on her thoughts, As an individual grows, his perspective on the world changes;
feelings and memories of mortality. To a prodigal, the Beast things once held up as valuable lose their meaning, driving us
is her damnation, threatening to swallow her up. So long as to seek other ideals that will fill the void. This is only natural,
she resists its control, all is not lost. To this end, the prodigal but it is not something to be undertaken lightly. Changing
strives for those qualities that elevate the human condition one’s Road should only come after much soul searching and
— faith, mercy, compassion and charity. thought, for a Cainite who turns to another path must begin
The prodigal’s ethics are simple, but open to variation. anew. No amount of progress on the Road of the Beast would
One universal tenet is to only kill when absolutely necessary. matter on the Road of Chivalry, for example. Changing Roads
Some prodigals strive to take no human blood at all, subsisting is a symbolic and spiritual rebirth.
on the thin and bitter vitae of animals. They are driven to To redefine our structure of beliefs is to redefine the way
intercede between vampires and mortals, and act to protect we view the world. For all the ways a Cainite may live, there
humanity from ruthless Cainite depredations or cruelty. It will always be someone who envisions a different path to en-
is the prodigal who most often takes the side of mortals in lightenment. Those who seek to create a Road for themselves
vampire councils. They are likewise compelled to help their find the journey infinitely harder than those of us who follow a
fellow Cainites rise above their condition and regain the path worn smooth by our elders. These pathfinders who make
humanity they may have lost. their own philosophies have nothing but their own faith to
It is those mortals who love life and its interactions that count on when their beliefs are challenged. Their difficulties
most often turn to the Via Humanitatis. Whatever their back- are greater, and their progress is slower as a result. The Beast
grounds or personalities, all are so rooted in their experiences has no mercy for the undecided or the unprepared.
and feelings that the human condition is difficult to let go. May Your Majesty find the answers he seeks in this modest
The Road of Humanity has always been the foundation epistle, and greater wisdom with which to know the minds
of the Brujah clan, and gave birth to the shining vision of of his subjects. Knowing full well how the princes of Europe
Carthage. Likewise, the prodigal finds welcome with the regard Your Majesty’s just and fair nature, I am grateful at last
Toreador and their hedonistic ways, while the Nosferatu to fulfill my obligation to you, and to consider my past debts
cultivate their humanity in defiance of their twisted forms. to be paid in full. Let there now be nothing more between us
There are also Ventrue who, despite their patrician ways, than a love for knowledge and understanding.
have not forgotten what it means to be human. Many Cap- May the generosity and kindness you bring to your subjects
padocians and even the dreadful Tremere can be said to have be visited back upon you a hundredfold. In all things I am your
their share of prodigals. most respectful servant,

Darius Barca

CHAPTER TWO: CAINITE ROADS

63
DARK AGES COMPANION

64
hapter Three:
Bloodlines
Herein we present four bloodlines that
haunted the nights of old. One perished in
the Inquisition’s fires; one followed its sire
clan into extinction; one withdrew into
the far wastes, hoping to escape the great
Jyhad; and the last managed to eke out a
miserable and persecuted existence, perse-
vering into the late 20th century. All are
suitable for use in Vampire: The Dark Ages
chronicles, and two — the Laibon and (to a
lesser degree) the Salubri — may be played in
modern Vampire: The Masquerade games.

CHAPTER THREE: BLOODLINES

CHAPTER THREE: BLOODLINES


65
65
The Lost Note to Players and Storytellers: You bought this book,
and its contents are yours to do with as you please. If you wish
The story of Caine’s children is an ancient and tragic to use Lhiannan, Lamia or any future Lost bloodline in your
tale. The Jyhad wages ever on; its players appear, enact their modern-day Vampire: The Masquerade games, feel free. We
bloody roles and, all too often, die. Down the course of eons do not recommend this, however; doing so dilutes the sense of
all manner of freakish offshoots have appeared to trouble the tragedy and poignancy that accompanies playing a character
nights of mortals…only to fade away again. from a doomed bloodline. These lines (with the exception of
the Laibon) are presented as historical curiosities.

Laibon
The Dark Medieval world is an enormous and frightening Though individuals have taken part in Europe’s Jyhad, the line
place, and it was not meant for most mortals to journey into as a whole remains as it always has — aloof, neutral, shrouded
the terra incognita beyond their hamlets. The Children of Caine by distance and legend.
have ever been wanderers, though, and their machinations In addition, very few Laibon are familiar with the languages
have often taken them into the distant realms of Outremer. of Europe. A notable few have accumulated some mastery of
Thus it is that Cainite travelers have returned to Europe Latin, but none are known to communicate in any continental
bearing tales of a vampire line called the Laibon. The Laibon, vernacular.
by these accounts, are indisputably Children of Caine, but have Sobriquet: Sphinxes
fallen far from the main tree indeed. The Laibon inhabit the vast Appearance: Almost all Laibon bear features reminiscent
expanses of Afric, beyond even the Moorish kingdoms. Though of the people who inhabit Afric below the great Sahara. When
they dwell nigh unto the land of Eden, they are heathens, claiming traveling among European Cainites, they tend to adopt garb
no knowledge of Christ. Instead, they speak of the “spirit world,” common to their surroundings, preferring to remain unob-
and of Kamiri wa Itherero, their inscrutable ancestor. trusive. When at home, they dress sparsely and comfortably.
European Cainites seldom truck with these creatures, but a Many bear tribal scars of various sorts.
few Assamites, Setites and Ravnos have ventured into the Laibon’s Haven: Laibon generally dwell in wilderness areas, al-
lairs, deep in the fiery South. Here, near the edge of the world, though certain members of the line (those accepted by the
the Laibon roam the savannas and jungles, sporting with lion tribespeople among whom they dwell) lair within villages and
and leucrotta, ostrich and simurgh, cockatrice and catoblepas. cities. Rumors tell of a distant city, Zimbabwe by name, which
They are mighty hunters and shamans, and do not fear the Beast houses several of the vampires.
as do Europe’s vampires; indeed, Laibon know a form of magic Background: Laibon are commonly chosen from skilled,
enabling them to tame and control their inner demons. honorable warriors and healers. Most displayed loyalty and
According to travelers’ tales, Laibon dwell in expansive wanderlust in equal measure prior to the Embrace. There are
territories, preferring solitude. They act as dark guardians and no known Laibon of European descent.
medicine men to the Ethiops, Nubians and other peoples among Character Creation: All Attributes are prized, though
whom they dwell, often stalking by night through villages Mental Attributes are usually primary. Almost all Laibon have
and fields. In these tasks they serve their people admirably — some Abilities related to survival in the wilds. Because Laibon
though they often hunger, and their vigilance exacts a price. often stem from shamanic backgrounds, many learn a spirit-based
Laibon do not claim descent from Caine, instead avow- variant of Thaumaturgy, though this is not a clan Discipline.
ing themselves scions of “earth-spirits.” They are wise in the Due to the rigors of dealing with their Beasts, most Laibon have
ways of riddles, and for this reason the Setites have dubbed high Self-Control or Instinct ratings. Most Laibon follow either
them “Sphinxes.” Indeed, Laibon are knowledgeable of many the Road of the Beast or the Road of Heaven. In addition to
things, and bear tales of a myriad exotic lands. When asked their clan Disciplines, Laibon frequently learn Rego Mentem,
of Prester John and his army of Christian warriors, however, a variant Thaumaturgical path which focuses on the control of
these Cainites simply smile enigmatically. natural spirits.
Laibon are often gripped by wanderlust, and so it is not Clan Disciplines: Abombwe, Animalism, Fortitude
entirely unknown for a scion of the line to make her way to Weaknesses: The Discipline of Abombwe involves direct
a city of the Cainites. Such events are as rare as hen’s teeth, dominance of the Beast, but this power has a price. A Laibon’s
occurring only in the Holy Land and the Mediterranean shores. Beast is particularly ravenous and recalcitrant, consuming a
The Lasombra prince of Genoa reputedly retain a Laibon, “tithe” of blood each time the vampire uses Blood Points. If
and this worthy has served admirably as a sentinel and agent. a Laibon expends or ingests Blood Points, the Beast auto-
For now, Laibon seem content to observe silently — matically “consumes” a point, or two points for an ingestion/
perhaps adding to their exhaustive stock of riddles and tales. expenditure of five or greater in one scene. Thus, if a Laibon
DARK AGES COMPANION

66
kills and drains a mortal (10 Blood Points), she only receives Organization
eight Blood Points; if she spends three Blood Points to heal Laibon are solitary creatures, and if any European Cainite
herself, she actually loses four. Laibon grow hungry much more has seen them discourse among themselves, none has told of
quickly than do other Cainites, and most try to ensure that it. They are guarded and talk little of themselves, but a chance
ample feeding stock is within reach, lest they do something comment or two has led astute Brujah and Lasombra to surmise
unseemly in their hunger.… that Laibon hold their sires in highest esteem. Laibon sire rarely,
Organization: Laibon tend to be solitary creatures; each none taking more than two or three childer. Each Laibon, upon
vampire stakes out an expansive territory encompassing several release from childehood, chooses either to take a domain or to
villages, guarding it vigilantly against intruders. They period- wander; those Laibon in Europe have chosen the latter. The Laibon
ically congregate at predetermined sites every 10 years or so. speak guardedly of their sires, but certain hints have led Cainite
At these meetings, Laibon trade stories and lore. Occasionally, scholars to surmise that elder Laibon are frighteningly powerful
Laibon gather to enact protective rituals of various sorts that indeed, perhaps on a par with the mythical Antediluvians.
appear to be Thaumaturgical in nature. The few Tremere who
are aware of this fact are highly distressed by it. Current Practices
Destiny: Laibon, never common in Europe to begin with, For now, Laibon seem content merely to travel and observe.
wisely vacate the continent during the nights of the Inquisition Their unthreatening demeanor and evident lack of interest in
and Anarch Revolt. By the modern nights, most vampires the power-games of Europe have made them valued company
have forgotten of them, though the name “Laibon” remains among those Cainites aware of their existence. Laibon
on the lips of a few Gangrel and Ravnos known to have guested in the villas of the Lasombra, the
wander the Dark Continent. loggias of the Giovanni Cappadocians, the
Quote: I am honored to sojourn in your do- libraries of the Brujah and even the manses of
main. Perhaps I might entertain you with tales of certain Tzimisce voivodes. They stay, observe,
the Ebon Duke of Libya, and his seven hundred regale their hosts with tales of Outremer and
anthropophagic steeds? eventually move on.
Present Concerns
Ways of the The line as a whole may well have goals,
Laibon but they are so far removed from those of Eu-
rope’s Cainites as to be irrelevant. One Laibon,
Next to nothing
is known about these as has been noted, serves the Lasombra prince
bizarre Cainites. Only a of Genoa; another has displayed passing
scattered few snippets of interest in overtures from Augus-
lore grace the margins tus Giovanni concerning
of vampire grimoires, trade routes into Afric’s
penned by curious Bru- interior.
jah and Cappadocian Of the blood-
scholars who received lines presented,
their information from the Laibon is most
wandering Ravnos and suited for use in
Gangrel. modern-day
Vampire: The
Strength Masquerade
and Influence chronicles.
Laibon hold neither Though exceed-
strength nor influence in Eu- ingly rare, and
rope, though they are reputed even rarer out-
to hold vast territories in the side its African
expanses below the Saha- home, the Laibon
ra. Such territories, Cainite line still exists, and
travelers say, often extend players may create
farther than any fiefdom of Laibon characters
Europe; villages, towns and with the Story-tell-
entire walled cities await the er’s permission.
Laibon’s tread beneath the
tropic moon.
CHAPTER THREE: BLOODLINES

67
Lhiannan
Most of Europe has fallen to Christendom, but fragments a few Cappadocians and Brujah point out the parallels between
of the land’s older cultures yet survive — particularly among the Lhiannan’s myths and certain stories in the Book of Nod.
the continent’s supernatural denizens. Certainly the bloodline In the end, it matters little. The Lhiannan are a dying
of vampires known as the Lhiannan looks back fondly on line, hounded by both mortal and Cainite hunters. Their
Europe’s ancient nights. Seemingly a subtribe of the Gangrel, vampiric nature shines like a bonfire before mystic scrutiny,
the Lhiannan are a dwindling strain of vampires who haunt and thus Lhiannan are often easy scapegoats and targets for
rural areas, forest groves and isolated villages. Once they wove witch-hunters. Their power base, which involves blood cults,
a web of influence (and terror) over Europe’s ley lines and pagan rites, is blasphemous to the Church and
barbarian population, but Rome and the inconvenient for the Roman-descended Cainites who have
Church have largely stripped the line of largely displaced them.
its deathright. In elder days, Lhiannan established themselves
Lhiannan are largely matriar- among pagan Celts, Norse, Slavs and other European
chal, even to the point of spurning barbarians. These “Children of the Crone” acted as
the myth of Caine. Lhiannan instead Osirises, infiltrating villages, turning key inhabitants
claim descent from a shadowy female into ghouls or vampires, and playing on the populace’s
figure said to have walked the world in superstition. Powerful individuals founded blood cults,
ancient nights. This figure, known and grisly legends sprang up around the nocturnal
as the Crone, created the Lhian- doings of the Lhiannan. Indeed, many pagan heroes
nan from droplets of her tirelessly hunted these witches who preyed on their
blood. Most Cainite own people.
eschatologists The real blow to the Lhiannan, though, was the
spurn this coming of Rome and its Cainite parasites. Though they
tale, but were individually powerful, internecine competition for
ley lines left them fractious and few, and their domains
fell into the talons of the more organized Roman vam-
pires. Worse yet was the ascendancy of Christendom,
with its churches and priests and consecrated
ground. The Lhiannan’s mystic aura, which
Christian priests found repulsive, made
them among the first targets of priestly
pogroms. The proud Lhiannan were
forced into hiding and their cults
driven underground.
Now the Lhiannan stand alone.
Their gruesome practices, reliance
on human slaves, and predilection
for siphoning ley-line energy
have alienated them to many
Gangrel, while the Tzimisce
see them as competitors in
the Slavic states. Even the Lu-
pines and fae, it seems, despise
and fear them; one Gangrel
tells a tale of being spared by
a werewolf pack in exchange
for her help in eradicating a

DARK AGES COMPANION

68
Lhiannan sabat. Nightly the Lhiannan are rooted out by the 14th century. Rumors persist that the Sabbat, or perhaps the
clergymen and rival Cainites. Though they battle fiercely, mysterious Eastern vampires, make use of a Discipline similar to
their numbers dwindle by the year, and it will not be long Ogham, but involving the use of tattoos or ideographs.
before they fall. Quote: At the hour of midnight thy vitae will flow down the
Sobriquet: Druids spiral rock, and the Crone will feed, and be pleased.
Appearance: Lhiannan survival depends on blending in
with their conquerors. They generally appear as rustics of one Ways of the Lhiannan
sort or another. Due to their Ogham Discipline, however, they
often anoint themselves with bloody glyphs or runes. When at
Strength and Influence
a safe haven, Lhiannan often dress in the garb of old, and adorn Each Lhiannan sabat acts alone. Though acknowledging
themselves with skulls, talismans and other paraphernalia. other Lhiannan as fellow descendants of the Crone, Lhiannan
are a grasping and jealous line. Lhiannan tend to remain in those
Haven: Lhiannan try to occupy an isolated rural village
mystic sites they have wrested from Lupines, Gangrel and fae.
where the old ways are still practiced; they then set up a cult
with themselves as the priests. Failing this, Lhiannan try to Organization
live inconspicuously on the fringes of urban demesnes. Lhiannan form themselves into tightly knit cults, known
Background: Many, though by no means all, Lhiannan as sabats. Sabats tend to organize along sire-childe lines, but
are female; females tend to be perceived as having a greater Lhiannan can be inducted into sabats headed by a Lhiannan
connection to the Dark Mother. Lhiannan tend to be chosen unrelated to them. An interesting custom among the Lhiannan
from mortals who still follow the old pagan ways. involves dueling for control of a particular magical site; the
Character Creation: Any Attribute class can be primary. loser and her sabat are immediately inducted into the winner’s
Lhiannan, by dint of their rural unlifestyle, tend to have high sabat, and the winner gains control of the site.
scores in animal handling and survival-based Abilities. Most
Lhiannan have Retainers and Herds (pagan cultists). Current Practices
Disciplines: Animalism, Ogham, Presence For now, Lhiannan try to hold on. They feverishly infiltrate
rural communities that still remember their ancient roots,
Weaknesses: Lhiannan are innately pagan; the mark of
trying to corrupt the inhabitants and eventually generate a
the Mother-Goddess flows through their dead veins. As such,
groundswell of resistance to the Church. Unfortunately, the
all difficulties to detect their nature via Aura Sight, Faith
Church expands faster than the Lhiannan can comprehend;
Numina, etc., are reduced by two. Additionally, Lhiannan
ironically enough, the Druids’ own immortality works against
increase all difficulties by two (including soak rolls, if such are
them.
necessary) when resisting Faith magic — even pagan Faith.
Organization: Lhiannan form broods centered around a Present Concerns
powerful individual and her followers; these broods are often The Lhiannan have myriad concerns. Foremost among
referred to as “covens” or “sabats.” Sabats act in conjunction them is the spread of the Church. Already, individual inquis-
and generally maintain herds of mortals and ghouls. Rival sabats itors have begun targeting sabats, and a few more scholarly
are often bitter enemies; this lack of cooperation is one more bishops to whom these inquisitors report are beginning to
reason why the Lhiannan have failed to defend their holdings. postulate the existence of a deeper conspiracy. Additionally,
Destiny: The pagan Lhiannan have all but fallen to Chris- other Cainites are eager to wipe out the Druids once and for
tendom as it stands. By the end of the Inquisition, the Church all, either because they object to the Lhiannan’s practices
has completed the task of purgation. No Lhiannan survives past or because their presence proves increasingly inconvenient.

CHAPTER THREE: BLOODLINES

69
Lamia
As the Cappadocians tell the tale, Lamia was high priestess Though they remained apart, Lamia’s childer kept close by
of the Dark Mother Lilith. She inherited her name, title and their sire line. Where went the Cappadocians, so went the Lamia.
duties from her mother, who had received them in turn from They shared the Cappadocians’ thirst for knowledge — though
her mother. This had been the way of things since the Garden Lamia preferred the realms of sensation and experience to the
of Eden and Lilith’s only daughter, the first Lamia, begotten pages of dry tomes. The Cappadocians studied death; Lamia
on her in a fit of violent passion by Adam when Lilith refused exalted it. Lamia reveled in vampirism, seeing it as Lilith’s gift
to service him. Lamia, and all the Lamias thereafter, secretly and the natural evolution of humanity — just as Lilith refused
upheld the memory of the Dark Mother, the Woman Who Came to lie willingly with Adam, the Lamia say, so vampires should
Before Eve. Each would find women worthy to understand their refuse to concern themselves with mankind, save as predators.
true ancestry and instruct them in the secret arts of their sex. The Lamia’s knowledge greatly benefited the research of
When the time was ordained, each would take into herself the the Graverobbers, and the Cappadocians often deferred to their
seed of a nameless slave (who was thereafter sacrificed to the childer on matters concerning the Dark Mother. In turn, the
Dark Mother), that she might bear a daughter thereby. Lamia turned their focus toward defense, serving the Clan of
Through the ages, the Cult of Lamia remained a guarded Death as dervishes and warriors. Even in such duties they are
secret from the tyrants and senators and kings who ground spiritual, worshipping death in the persona of the Dark Mother.
men’s destinies beneath their heels. The ears of the undead This exaltation of a female principle disturbs those Cainites who
hear many things, however, and thus it was that Lazarus of believe themselves to have been damned by an angry god, and
Clan Cappadocian stole one moonless eve to a hidden temple certain Lamia exacerbate this mistrust by spreading their gospel
in which Lamia performed her rites before the statue of the Dark under the guise of cults devoted to the glorification of Mary.
Mother. Lamia’s erudition and fervor, and perhaps other qualities, Lamia are rare, but have accompanied their progenitors
touched something long hidden in the heart of the Graverobber; into Dark Medieval Europe. They are the spleen and soul to
and so, rising from his hiding place, Lazarus came upon Lamia, the Cappadocians’ brain. More practically, Lamia often serve as
as had Adam at the world’s dawn, and bore her down beneath bodyguards and sentinels for the often preoccupied Graverobbers.
the disapproving eyes of the Dark Mother’s ebony statue. Of late, the Lamia find themselves distressed by the
Come the dawn, Lazarus hid within the temple, and upon Cappadocians’ increasing fatalism and by the growing preem-
awakening inducted his new childe into the world of the undead. inence of the Giovanni family. They see the practices of the
The beautiful priestess, he decreed, would now spend eternity Necromancers as sacrilegious and base, disturbing that which
in contemplation of death, the Dark Mother from whom none should not be disturbed. Though loyalty to their progenitor
escapes. Lamia, smiling slightly, agreed to accompany him — but line keeps the Lamia from overt hostility, animosity between
not until she had whispered a few of her own secrets into the the two lines grows by the night.
ears of her gracious sire. Lazarus, amicable as a sire should be Sobriquet: Gorgons
to his childe, stooped to listen, and Lamia whispered unto him. Appearance: Lamia originated in Semitic lands and general-
What she told him, he has never recorded. Even the placid ly resemble Semites or Mediterraneans. Like their Cappadocian
Graverobbers, however, find it odd that Lazarus has never again progenitors, they often dress in grave-shrouds, dark robes and
spoken to his childe since the night of her Embrace, and indeed the like. They are not so pallid as Cappadocians; many are tall
finds one pretense or another to avoid her company. When and muscular, displaying an exotic and feral beauty.
circumstance forces sire and childe into proximity, Lamia often Haven: Lamia prefer to lie in tombs and sarcophagi. Unlike
glances over at Lazarus, and smiles, and mouths a few inscrutable Cappadocians, Lamia prefer to lair alone, away from humans
syllables; and Lazarus’ corpselike visage blanches to an even or Cainites, to better contemplate the mysteries of death.
more pallid hue. Indeed, a few impudent neonates whisper
Background: The majority of Lamia are female, typically
that Lazarus has taken up his hermitage merely to be rid of her.
those who failed to accept the rigid status assigned to them.
In any event, when Lazarus recoiled from the lips of his Lamia are often taken from bizarre aristocratic families,
childe and fled in uncharacteristic haste from the temple, apothecaries, and those of sorcerous bent; many Lamia were
Lamia followed behind. Coming at last to the Cappadocians’ chosen while on the verge of suicide. In recent years, Lamia
temple, Lamia was initiated into the Clan of Death by Japheth have Embraced fallen Crusaders (and their Moorish foes).
himself. But Lamia would not follow, save in the way she
Character Creation: Lamia often give themselves over
chose, and her childer ever bore the mark of their separation.
to strenuous rites; thus, Physical Attributes are often primary.

DARK AGES COMPANION

70
Lamia serve all Roads equally, though many prefer the Cap- northern Europe. Their areas of greatest strength tend to lie
padocians’ Road of the Bones. in heretic cults. Because of their clan weakness, Lamia are
Clan Disciplines: Deimos, Mortis, Potence often forced to lair in abandoned areas such as cemeteries;
Weaknesses: Lamia are carriers of a virulent plague, which sometimes they deliberately terrorize these sites in order to
they dub “The Seed of Lilith.” Anyone or anything upon keep mortals away from their rites to Lilith.
whom they feed must make an unmodified Stamina Organization
roll (difficulty 6 for women, 8 for men) or become
The sire-childe bond is strong in the Lamia; Gor-
infected with a loathsome, Black Plague-like pox,
gons often form themselves into tightly knit family
which is always fatal after a few days. Vampires
units of a sire and one or two childer. Such “gens”
who consume Lamia blood do not die, but
often become the nuclei of mortal Lilith cults, and
become virulently contagious. Most princes
some serve as cadres of nocturnal knights-errant,
know this and ban Lamia from their domains
protecting cultists and Cappadocians alike.
outright or, at the very least, restrict them
to leper villages and the like. More humane Current Practices
Lamia often feed on corpses and burn Quite simply, Lamia await the revelation of the
the bodies thereafter. Dark Mother. Many among them have become mil-
Organization: Lamia adhere to lenialists of sorts, believing that Lilith is to manifest
a cultlike hierarchy, worshipping herself on Earth soon. Nosferatu of southern Europe
the Dark Mother through a variety have begun to take interest in the line’s increasing
of rites. Though males and females migrations and peculiar inquiries — particularly ques-
alike are Embraced, women are tions regarding a woman bearing a crescent-shaped
considered closer to Lilith and thus birthmark. Why the Lamia are so interested in such
often occupy the higher echelons a phenomenon, the Nosferatu cannot say, but many
of the “priesthood.” Lamia dutifully Nosferatu themselves bore such witch’s marks prior
serve Cappadocian elders, but from to the Embrace, and wonder if the Lamia seek their
free choice rather than dictum. prophetess.
Destiny: The bloodline follows
its Cappadocian masters to the grave
Present Concerns
during the Giovanni purge. Lamia Recently, Lamia herself has called all
herself is slain by Augustus Giovan- her scattered childer to her secret temple,
ni, and the last Lamia is destroyed that they might discuss the potential threat
by a Camarilla Blood Hunt in the posed by the Giovanni merchants. Lamia
year 1718. sees them as venal, corrupt and exceedingly
dangerous, and instructs her childer to
Quote: Come to me, O boldest
watch them warily for now. Lamia also cast
of knights, and feel the Dark Mother’s
a concerned eye toward “Mother Church’s”
caress.
increasing fervor; they and the Toreador are
Ways of the Lamia perhaps the only Cainites interested in the
The Gorgons emulate many of fact that the Church has unearthed a few
the practices of their Cappadocian Cainite heretics in Provençal.
sires, though they color them with a
decidedly eschatological slant.
Strength and
Influence
Lamia are strongest in southern
Europe and the Holy Land. They
are virtually nonexistent in chilly

CHAPTER THREE: BLOODLINES

71
Salubri
Once among the most prized of healers and teachers, the mark them instantly for what they are. They are not com-
Salubri find themselves hunted and despised. The death of pletely friendless, however; many princes still value them as
Saulot 50 years earlier has changed their fortunes dramatically, advisors and teachers of Golconda, and the other clans beset
and they now worry about surviving from night to night. Un- the fledgling Tremere in retaliation for their foul deeds. For
able to find refuge from the unremitting hatred of the Tremere now, the Salubri walk an uncertain road, and many fall into
(who diablerized their sire and began the war against them), their day’s sleep wondering if they will survive to see tomorrow.
the Salubri have become nomads and fugitives, seeking shelter Sobriquet: Cyclops. Though once known as Unicorns, the
in the endless night and watching many of their former allies Tremere have saddled them with this more derogatory moniker.
abandon them. Appearance: Every Salubri who progresses above the
It was not always this way. During the nights of the Sec- second level of Valeren develops a third eye in the middle
ond City, the Salubri, under the guidance of Saulot, reached of her forehead (it looks no different than a human eye, and
new heights in the powers of healing and mystical studies. is usually the same color as the Salubri’s own normal eyes).
They delved into the holy mysteries, studied with masters of Many uses of the Discipline cause the eye to open; it is not
the great religions and made their own inroads into under- easily hidden. They come from all walks of life and all races.
standing the Beast. Their voices were heeded with respect in Many radiate auras of calm and serenity. They prefer to dress
council; Saulot himself was advisor to and beloved of Caine. in ways that will not attract undue attention, choosing simple
Their rare and mighty holy warriors were feared in battle for styles and plain colors. Those who were deeply religious in
their prowess and command of their Disciplines. The Salubri their mortal lives or members of the Church continue to wear
seemed to have few worries and few enemies, and most stories their vestments. Many choose to cover their third eyes with
describe their position as comfortable. hoods, wimples or Gypsy-style headscarfs.
Few can date the beginning of change with certainty, but Haven: Most prefer to live near or among humans and
most agree that the Baali did much to change the place of the enjoy their company. Some take up residence in monaster-
Salubri. The Salubri led the crusade against the Infernalists to ies or convents (provided there are no Lasombra already in
rousing victory, but at terrible cost — their fabled warriors dead residence). A great number shelter among Jews, Muslims or
and the clan severely decimated. Worse, some whispered that “heretical” sects, such as the Templars and Manichaeans. A
the Baali had received aid from a Salubri, supposedly one of rare few choose solitude, having small cottages on the fringes
Saulot’s own childer. The disappearance of Caine and Saulot’s of human settlement and taking their meals from animals.
increasingly eccentric behavior only fueled the fires of rumor. The Tremere hunt has forced many to abandon their havens
As the Salubri scattered throughout Europe and the Middle and take shelter on the road.
East to seek their own ways, they were caught unawares with Background: The Salubri look for those who have a
the death of their clan leader at the hands of the Tremere. strong sense of right, wrong and compassion. Anyone may
Not long after, the Usurpers began to hunt down the Salubri be considered, whether noble or serf, Christian or Jew, male
with murderous intent. or female. There is a strong tendency to Embrace those who
The Tremere hunt (and its fallout) has done more to belong to religious orders. Such people may have come into
eradicate the group than any other disaster might. Some Sa- the Church for less than honorable reasons, but have come
lubri were turned out of the shelters of princes’ courts, if the to espouse the ideals of their orders and dislike the bickering
princes hadn’t staked them first. Some were simply unlucky. and lack of piety seen in the upper echelons.
Some were tracked to their havens and slaughtered. Those Character Creation: Salubri choose from the dedicated
taking shelter among groups like Muslims and Jews watched and compassionate of humanity. Mental Attributes are em-
pogroms sweep through, and were often unavoidably caught phasized, particularly Perception. Caretakers and Defenders fill
up in them. The Crusades pitted siblings of the clan against most of the ranks, although Judges, Penitents and Celebrants
one another, decimating more of their number. Those Salubri are also represented among them, with the occasional Fanatic.
in the Middle East frequently allied with the Assamites, and Concepts can be from a wide range; compassion and honor
found themselves facing their European brethren across the need no rank to flourish. The Roads of Chivalry, Heaven and
battlefield. Humanity are followed exclusively. No Salubri starts lower
The remaining Salubri have become as elusive as uni- than the 10th generation; the need to keep the blood strong
corns, fearful to trust, desperate or unthinkingly angry. Some and “pure” has been of great concern for many. Because of
still pursue Golconda, hoping to join their leader in whatever this, two points must go into the Generation Background
afterlife awaits them. Their healing gifts, once so prized, now during character creation. In Backgrounds, Salubri look for

DARK AGES COMPANION

72
things that can give them an edge in surviving. Almost all uses of Valeren. The Code of Samiel, a written account of the
have at least one dot in Medicine, as Valeren is primarily a creed and life of the first and greatest Salubri warrior and the
healing Discipline. Empathy and Occult are also important, Road followed by the true Salubri warriors, is believed long
and the wise Salubri makes certain to have a dot in Linguistics vanished. The Via Caeli or Via Equitum are considered to be
to reflect her knowledge of the language of the Second City acceptable substitutes for the time being, but a Salubri is not
(which all Salubri learn at some point to keep correspondence considered a true paladin of his clan until he reads from The
and conversations private). Code of Samiel and gives his unlife to its teachings.
Clan Disciplines: Auspex, Fortitude, Valeren
Organization
Weaknesses: Their status as a hunted clan makes them
In spite of being scattered, many
dangerous companions. Many vampires refuse to shelter a
in the clan seek to find out who
Salubri in fear of the Tremere; the Usurpers are proving to
among them still lives. A num-
be dangerous enemies. A warrior Salubri cannot refuse to aid
ber of monasteries, convents,
someone in need; if she does not help someone in need, she
Jewish settlements, Gypsy
will be down two dice in any rolls he makes until he makes
caravans, Moorish outposts and
restitution. A healer Salubri who injures another will be down
travelers’ hostels have become
two dice in any rolls for the rest of the night, to reflect how
unaware dropboxes on the
badly he has been shaken by the experience.
Salubri road. Somewhere in
Organization: None at the moment. In earlier days, such places, there is a wall
many corresponded with each other, and often answered with a continuing message
summons for help personally no matter the distance. Now, (usually written
they leave messages for each other in hostels or monasteries,
or even in roadside shelters. The messages are written in the
ancient language of the Second City, often indecipherable to
vampires of this new age, and allow the clan to know who still
survives and who has fallen. If two meet, they will aid each
other fiercely if needed, and help others of the clan, even if
they do not know each other.
Destiny: The Salubri fail to provide any unified opposition
to the Tremere after their unexpected exsanguination. By the
late 20th century, their numbers dwindle to a mere seven, all
of whom spend their nights avoiding persecution.
Quote: My road takes me into darkness, but there is light
upon my soul, and as I stand within it, I am not afraid. Would
you learn to see that light upon your own soul? Let me but bide
with you a while, and I will teach you what I can.

Ways of the Salubri


Strength and Influence
For the moment, their clan strength has dwindled to
almost nothing, excepting a few isolated spots. Before the
hunts began, however, Salubri often held high esteem in
whatever Domains they lived. A prince fortunate enough
to have one as part of his court made great use of the
resource. Some few are still sheltered by their courts, but
many have been forced to flee in the wake of Tremere
persecution. Their healing gifts and studies into mysticism
are their best bargaining tools for aid. Likewise, they are
some of the most likely to remember or know about the
older days reaching back to the ancient cities.
The true Salubri warriors were believed to be en-
tirely destroyed during the war against the Baali. A new
Salubri may choose the path of a holy warrior, but she
must seek out a teacher to instruct her in the alternate
CHAPTER THREE: BLOODLINES

73
in the tongue of the Second City), to which each visiting
Salubri contributes a line about her welfare and notes those
she knows to be dead.
Anxious that their studies in mysticism not vanish with
them, a number of Salubri have taken up residence with
so-called heretical sects, such as the Manichaeans and Walden-
sians. Here, they teach and heal in return for shelter. Several
Salubri doctrines have crept into mortal thought in this way.
Some young Salubri, especially neonates whose sires are
missing or dead, have begun to cluster together, thinking to
find safety in numbers. This is being discouraged as often as
possible, lest it become too easy to slaughter them.
Current Practices
Many Salubri are reluctant to Embrace during this time,
not wishing to bring progeny into a hostile world where exis-
tence is so precarious. A few have, and these childer receive
their lessons in survival on the run. Some new childer have
awakened from a day’s rest to discover their sires dead or
otherwise gone, and a disturbing practice of “sink-or-swim” is
developing among the clan because of it. Likewise, the newest
Salubri describe a bizarre ritual diablerie, in which their sires
command the childer to diablerize them to ensure the new
ones will have sufficient generation to survive. At present,
this event is limited to isolated incidents, but it seems to be
gaining in practice. Reaching Golconda and assisting others is
always a task at hand, and the Salubri teach their childer the
basics almost immediately. The loss of elders is resulting in a
loss of the necessary knowledge, and most young Salubri are
already struggling to stay afloat with what little they’ve learned.
The persecution has brought about many changes in a
number of Salubri. Most vampires believe the Salubri to be
a largely peaceful lot, which has resulted in protection from
allies and slaughter from their enemies. Not all have simply
lied down to be martyred along with their leader, however.
A few have rejected pacificism, which they believe caused
Saulot’s destruction, and return the Tremere’s enmity to them
a hundredfold. These avenging angels stalk the countrysides,
seeking out Tremere havens and chantries, killing those they
encounter with a rage that has given some Brujah pause. Some
have retreated to the safety of burial mounds and catacombs
and long torpors through the help of Cappadocian allies. Some
cultivate contacts among other Cainites to beset the Tremere.
Others concentrate on passing themselves for humans, with
varying degrees of success. The remaining few have chosen
simply to concentrate on surviving, however it happens, and
with whatever means are given them.
Present Concerns
Survival is their most pressing need at the moment, but
there are some with other concerns competing for attention.

DARK AGES COMPANION

74
Some Salubri still seek to make their healing gifts available. With several of their number falling to rage to stay alive,
Shared by all Salubri is great concern for how the Tremere those who have not done so fear that these angry ones may
could have killed their leader, and suspicions about outside help be lost to Golconda. They do their best to foster hope in each
is a usual topic of conversation whenever Salubri manage to other, lest despair and anger cause more grief for their kind.
meet. A number of the bloodline have sheltered among Jews, As frightened as they may be, the Salubri work very hard to
Moors and so-called heretical sects, where they are often made keep their spirits high. Finding another of their kind alive is a
welcome. Recently, pogroms and persecution of these groups cause for quiet celebration.
has been on the rise, and the Salubri fear that they may be
endangering their hosts.

CHAPTER THREE: BLOODLINES

75
DARK AGES COMPANION

76
hapter Four:
Disciplines
Just as mortals whisper of the dread
powers of vampires, so do vampires whis-
per of the powers of their elders, which are
beyond even Cainite imagination. These ex-
treme abilities indicate the almost limitless
potential to which Cainites can extend their
control over the world. Such manifesta-
tions can humble even the most confident
of vampires; not only are these Discipline
powers an irrefutable sign of might, they
are the hallmarks of awesome and an-
cient undead. Only the irrevocably mad or
dauntlessly courageous dare provoke such
immortals to display their potency.
Some of those powers are detailed here.
Bear in mind that this is not an exhaus-
tive list of Disciplines; it is a compilation
of the high-level powers that are relatively
common among the few Cainites who can
wield them at all. Levels Six and above allow
the possessor of a Discipline to generate
effects that stem from her own personality,
not simply from the blood of generations
as low-level powers originate. Each power

CHAPTER FOUR: DISCIPLINES

CHAPTER FOUR: DISCIPLINES


77
77
obtained at Level Six and above in any Discipline costs as portion of her will is enough to seize control of the creature’s
many experience points as “re-buying” that level as a whole. spirit and force it to do her bidding. This influence is so great
For example, Baron Belleme, a sixth-generation Ventrue, that it is unnecessary to speak commands or be present once
decides to spend his experience points on obtaining Dominate the animal is controlled; in fact, the vampire may go about
Level Six; this costs 30 experience points (current level (6) x other business while maintaining control.
5, as Dominate is a Ventrue clan Discipline). Each additional System: To initiate this power, the vampire must achieve
Dominate power he accumulates costs an additional 30 ex- eye contact with the animal. The player rolls Manipulate +
perience points, as his current knowledge of Dominate is still Animal Ken (difficulty 7); the number of successes obtained
Level Six (6 x 5 = 30). determines the strength of control. One success is sufficient
Additional powers may be obtained for Disciplines outside to demand actions that are natural to the beast, while five
those of a given clan’s specialization, though the experience successes create a bond so strong that the animal can perform
point price paid for these is accordingly higher. highly complex actions (specifics are left to the Storyteller’s
discretion). The vampire may perform other actions while
Animalism commanding the animal, but such activities are done at a
higher level of difficulty (determined by the Storyteller).
••••• • Sense the Savage Way Contact is broken if the creature goes more than a mile
Many vampires see themselves as more closely tied to from the character. If the player botches the roll to use this
beasts than to mankind. Some Cainites have become so power, the vampire enters frenzy as she is overwhelmed by
intimate with their own animal natures that they may access animalistic impulses.
other creatures’ senses. The vampire is a passive observer,
merely seeing what the animal sees, tasting what it tastes. ••••• ••• Taunt the Caged Beast
Even though a beast cannot be controlled with this power, There are some Cainites who are so sympathetic to the
many Cainites find bestial sensations highly pleasurable and Beast within all creatures that they can unleash it in a victim,
even educational. even another vampire, at will. Through innate understanding,
System: The player rolls Perception + Animal Ken (diffi- a vampire can sense the ebb and flow of this primal energy. At
culty 6) for the vampire to bond with an animal of her choice. the merest touch, the Cainite can send any subject into frenzy.
While the character need not touch or even see the creature System: The player rolls Manipulation + Empathy (diffi-
when employing this power, the beast must be within range. culty 7) and the character must touch the subject to invoke this
The number of successes rolled determines the maximum power. Each success adds to the victim’s difficulty in making a
distance possible for effective initial contact. frenzy check (Self-Control/Instinct roll, difficulty 5). Standard
1 success 20 yards frenzy rules are applied at this point (see Vampire: The Dark
2 successes 80 yards Ages, page 201). On a botch, the Cainite accidentally triggers
her own Beast’s rage, and frenzies immediately.
3 successes 300 yards
4 successes 1000 yards
5 successes One mile
Auspex
The vampire maintains the connection for as long as ••••• • Spirit Bond
she desires, but can perform no other action while doing This power allows the Cainite to establish a mental bond
so. As with Ride the Wild Mind, the spirits of vampire and with an object or person. The vampire may “check up on”
animal become entwined. A Wits + Empathy roll (difficulty the object or person at any time after achieving this bond.
equal to 10 minus the character’s Road rating) is necessary Invoking the bond instantly reveals exactly where the object
after using this power. Success indicates that the character or person is currently located.
resists the lure of bestial drives, while failure signifies that the This power is best used sparingly — many who apply it in
character is influenced by the animal’s passions. The effects excess become paranoid and useless, checking on their bonds
are temporary, but should be roleplayed accordingly. (The every waking hour.
extent and duration of these animalistic tendencies are up to System: The character must physically touch the person or
the Storyteller.) On a botch, the character enters frenzy upon object when she creates the bond. The player spends a Blood
severing the connection. Point and makes a Perception + Empathy roll (difficulty 8).
••••• •• Twist the Feral Will If this roll is successful, the character may invoke the bond
at any time thereafter, as long as the player makes another
While Cainites recognize their bestial nature — indeed,
successful Perception + Empathy roll (difficulty 6).
often relying on it to guide their way on the immortal path —
they know they are superior to all other creatures. This power Although the bond reveals the geographical location
reflects the Cainite’s utter mastery over lesser beasts. The of its subject, it does not reveal any local or “small-scale”
vampire need not bother possessing an animal; the smallest information. For example, though the bond reveals that a

DARK AGES COMPANION

78
Malkavian’s dagger is located just outside Madrid, Spain, it 4 successes Complex ideas presented plainly Simple
does not reveal that it is in Duke Phillipe’s castle, or that it concept with conditional statements
is guarded by men-at-arms at all hours of the day. 5 successes Exhaustive and organized revelation
A Spirit Bond lasts for 10 years (though the Storyteller Subjects of vast complexity
may modify this to suit her needs).
••••• ••• The Oracle’s Sight
••••• •• Stealing the Mind’s Eye At this level of ability, the minds of subjects open to vam-
Cainites who have been banished by others of their kind piric perusal. Simple desires and surface thoughts bubble out of
developed this power to spy on their rivals. The vampire links subjects’ brains, filling the vampire’s mind with a cacophony
her mind with that of a mortal slave or ghoul servant, and of voices. Only Cainites with the greatest self-discipline dare
passively views what that person sees, and hears what he hears. use this power; weaker ones have been overwhelmed by the
Although seemingly helpless to the whims of the “host,” the deluge of thoughts and have lost their minds or been driven
vampire retains limited access to her Disciplines. to self-destruction.
Most Cainites do not like the feeling of helplessness that Of all the clans, the Malkavians seem best able to sift
comes with this mental link, and engage other Disciplines, through the flood of mental images. Elders of other clans
such as Dominate or Presence, to command the comings and typically shy away from this power, while elder Malkavians
goings of the host. embrace the confusion it creates.
System: The vampire must see her chosen target. The System: The vampire is privy to every thought of every-
player rolls Perception + Subterfuge (difficulty equals the one in her immediate vicinity. The effects of this power are
target’s Willpower) for the character to access the mortal’s automatic — no roll is required. Unfortunately, the vampire
senses. If the target accepts the character willingly, reduce cannot control the flood of images, desires and daydreams. If
the difficulty by two. The connection lasts as long as the the character wishes to sort through the barrage, the player
vampire concentrates. Successes indicate how many other rolls Wits + Leadership (difficulty 6). For each success, the
mental Disciplines the vampire may utilize while within the vampire comprehends one clear thought or image. If the
mortal’s mind. roll fails, she cannot control the flow of mental images and
1 success No Disciplines may be used it continues unabated. If the player botches the roll, the
2 successes The vampire may use other Auspex powers vampire gains a temporary Derangement. The effects of the
3 successes The vampire may also use Presence Derangement, as determined by the Storyteller, last until the
character leaves the area.
4 successes The vampire may also use Dominate and
Dementation
5 successes The vampire may also use Thaumaturgy
Celerity
and Chimerstry Celerity is one of the most fundamental yet underde-
veloped of all vampiric powers. The little-known abilities
••••• •• Pluck the Secret presented here reveal intriguing new possibilities for this
The Cainite speaks as little as a single word to her subject. Discipline, though later generations of Cainites can only
The subject then reveals everything she knows about that dream of attaining such powers.
topic to the vampire. The revelation may be delivered through Those Cainites who look to avail themselves of these
thoughts or speech, depending on whether the vampire wants powers must make a choice. These alternate abilities do not
her subject to talk. automatically come with each Discipline rating. Vampires
System: The vampire must see her subject, though eye wishing to manifest these powers must choose them instead
contact is not necessary. The player spends a Blood Point of the next level of Celerity when reaching that stage; the
and makes a Charisma + Empathy roll (difficulty equal to the more traditional application may be bought separately for the
subject’s Willpower), though callous vampires may “bully” standard cost. For example, Alisande learns Celerity Level Six.
their subjects, in which case Intimidation is used instead of She may either take Mercury’s Arrow, a power that differs
Empathy. The number of successes rolled dictates how lucid from the normal Discipline, or continue along the established
the subject’s thoughts are, as well as how complex a topic the lines of Celerity and take the extra action (thereby giving her
Cainite can stipulate. six extra actions per turn, provided she’s willing to spend the
1 success Random, garbled thoughts Single-word Blood Points).
topic Conversely, if a Cainite already has Level-Six Celerity,
2 successes Simple ideas and concepts Two-word she may spend the standard 30 experience (or 42, if Celerity
topic is not a clan Discipline) to get the alternate Level-Six power.
3 successes Clear, if uncomplicated, ideas This is consistent with the Level Six through Eight powers.
Simple sentence

CHAPTER FOUR: DISCIPLINES

79
••••• • Mercury’s Arrow been known to rout from artificial cavalry charges, flee from
illusory packs of hungry werewolves, or attempt to board and
Vampires who move at the incredible speed conferred by
capture ghostly galleys.
this power can also hurl arrows or daggers with fearsome effect.
These weapons strike their targets with the force of ballista bolts. System: The vampire must spend a Blood Point for each
Assamites are especially adept at this technique. A Cainite moving apparition after the first. She can create a number of
using this power discharges some or all of his preternatural individual images equal to her Willpower rating. The motion
speed into a throw, perhaps killing the target instantly. continues in the fashion dictated by the vampire until she
discontinues her concentration.
System: This power requires the expenditure of a Blood
Point. The player chooses the number of dots of this power ••••• •• Mirror’s Visage
to be invested into a throw. Each dot automatically adds one This technique allows the vampire to create illusory
Health Level of damage to the damage roll. Any dots remain- duplicates of herself. Those hounding the Ravnos find them-
ing in the power can be used as per normal Celerity, to move selves chasing three or four different copies, each capable of
quickly, gain extra actions, or even throw another missile. independent movement.
••••• •• Sanguinary Wind Each image mirrors the Ravnos down to the smallest detail.
Cainites with this knowledge of Celerity move almost The Ravnos can send her likeness into potential ambushes
inconceivably quickly. In combat, they become whirling or give the illusion of superior numbers. Sociable Ravnos can
dervishes of destructive force, reacting to their enemies’ leave their duplicates to distract boring party guests while they
movements before their enemies have even moved. go about their business elsewhere.
System: This ability requires two Blood Points to activate. System: The player must spend a Blood Point for each
The Cainite moves so quickly that the player may add a number duplicate created. The counterfeits move and behave exactly
of dice equal to Celerity to melee attacks. These dice may be as the original does. The images speak, smell and even feel
applied only to negating the successes of an opponent’s dodge like the real thing. Anyone examining multiple images cannot
maneuvers; the Cainite quickly positions her weapon in the tell the illusions from the genuine article. The effects of this
exact spots where her opponent moves to. power last for one scene.
Once activated, this power remains functional for the Unless otherwise controlled, the images move and talk
duration of the scene. in the exact manner of the vampire. If the character wishes
to control the specific movements of an illusion, the player
••••• ••• Resist Earth’s Grasp rolls Wits + Subterfuge (difficulty 6). The number of successes
Cainites with this power can defy the Earth’s pull. While determines the complexity of action the image may perform
they cannot fly per se, the speed at which they run allows them without revealing its true nature. Failure indicates that the
to scale buildings or cross water without sinking. Cainites with illusion continues to mirror the Ravnos’ every motion. If the
this skill can also ascend battlements, taking the defenders player botches, the image discorporates. If the vampire wishes
by surprise. to control more than one image at a time, the player’s Dice
System: The greatest problem facing the vampire is Pool is split. The Cainite must be able to see the illusion to
maintaining momentum. She must be able to scale a wall issue mental commands. Once out of sight, the illusion con-
or cross a body of water without stopping, or she will fall or tinues to follow its orders until the Ravnos allows it to fade
sink. The player must spend one Blood Point to gain speed. or returns to issue new commands.
The vampire can then move five feet vertically up or 10 feet If a mirror image is attacked, the weapon passes through it.
horizontally across a normally unsuitable surface for each If the Ravnos is not present to command his image to respond
level of Celerity she possesses. Running across moving water accordingly, it does not react at all and continues whatever
also requires a Dexterity + Athletics roll (difficulty varies action it was last assigned.
depending on the speed of the water).
••••• ••• Fantasy World
Chimerstry A Ravnos with this ability can create an illusory world
in another being’s mind. The victim of this technique might
••••• • Army of Apparitions be wasting away in a dungeon, but believes himself to be a
This ability allows the Ravnos to create multiple lifelike mighty king or adventurous knight.
apparitions that move and behave like the real thing. This System: The player must roll Manipulation + Empathy
assumes that the Ravnos knows how a given object moves (difficulty 8) and spend two Willpower points. The number
and behaves. A Cainite who has never witnessed a cavalry of successes determines the complexity of the fantasy world
charge could not accurately reproduce one. Victims of the created, and the amount of time that it lasts. The player
illusions react to them as if they were real — opponents have decides what the victim experiences, from a nightmarish
world to a paradise. If the fantasy world differs inordinately

DARK AGES COMPANION

80
from reality, the victim can make a Willpower roll (difficulty ulation + Occult resisted roll against the target’s Conscience/
equal to the Ravnos’ Manipulation + Empathy) to detect the Conviction + 4 (maximum 10), the target’s Road rating drops
illusion. The more realistic the imaginary world, the less likely by the desired amount, permanently. The victim now operates
it is that the victim knows anything is amiss. A victim who at her new rating, and can only regain her lost points in the
recognizes his predicament can spend a Willpower point to standard way. While this change is sudden, intelligence is not
shatter the fantasy. When this happens or the power’s time lost with humanity. A cunning vampire should be capable of
limit expires, the Ravnos may try to reestablish the illusion, hiding her new inclinations for some time.
but her difficulty increases by two.
1 success One turn
••••• •• Infernal Servitor
In their pursuit of darkness, some Baali call upon assistance
2 Successes One hour
from Hell itself. These damned vampires have, using arcane
3 Successes One day pacts and diabolical will, summoned up demonic attendants.
4 Successes One week An endeavor of this sort is not without its perils, of course.
5 Successes One fortnight Although a demon is supposed to obey its undead master, rumor
claims that many Baali have suffered horribly at the hands of
Daimoinon their hellish servants. Such legends suggest that trafficking
with beasts of the Pit will be the Baali’s downfall. Then again,
••••• • Diabolic Lure such stories may be panicked claims spread by Cainites fearful
The Baali uses this power to impose her infernal will on for their own tainted souls.
her subject’s spirit. Upon gaining hold of the victim’s soul, the System: The player spends three Blood Points and rolls
Baali can steer a course toward damnation. No matter how Manipulation + Occult (difficulty 8). The number of successes
noble the target is or how lofty her aims are, she may find indicates the type of demon summoned:
herself unable to resist even the most depraved enticements.
1 success Imp
System: After using Sense the Sin to disclose the best
2 successes Demonhound or imp
route to her target’s true nature, the Baali spends a number
of Blood Points equal to the amount by which she wants to 3 successes Demonhound, doppelganger, imp or
lower the victim’s Road rating. If the player makes a Manip- incubus/succubus

CHAPTER FOUR: DISCIPLINES

81
4 successes Any of the above infernal hosts or a Malkavian can manipulate the subject’s mind so that it mirrors
demonic warrior servitor his own. The target’s very personality is warped into a copy of
5 successes Any of the above or a demonic tempter the vampire’s, including any Derangements and related mental
Details on these demons may be found on pages 267-269 problems the Cainite possesses. While the victim gains none
of Vampire: The Dark Ages. of the Malkavian’s knowledge or powers, she subconsciously
A mortal form must also be on hand; this subject may warps the shared personality to best use, and warps those
be a carefully selected sacrifice or simply some poor fool powers that she does possess to reflect her tormentor. The
effects cause the target to echo the vampire’s nature but do
who stumbled in at the wrong time. The victim is possessed
not bestow any sort of control over the subject. Malkavians
(or, in the case of the demonic warrior and tempter, mostly
find this power maliciously entertaining, though some find it
consumed) by the monster once it is summoned. The demon
enlightening to see their demented antics displayed by others.
performs one task of the Baali’s choosing and returns to the
nether world, leaving the husk of its mortal victim behind. System: Before using this power, the Cainite must estab-
While it is bound to its summoner, the demon always tries to lish eye contact with the subject. The player then uses the
twist its command to its best advantage. Usually, the more Malkavian’s Charisma + Subterfuge in a resisted roll against
demanding the task, the more likely the demon will find a the target’s Intelligence + Self-Control/Instincts (the difficulty
loophole through which to trouble the Baali. On a botch, a for both is 6). The shared personality lasts for one night to a
minor demonic lord appears to drag the presumptuous Baali full year, depending on the number of successes.
back to its fiery lair. 1 success One night
2 successes One week
••••• ••• Unleash Hell’s Fury 3 successes One month
This most dreaded of powers curses the Baali’s victim 4 successes Six months
with the full thrust of Hell’s flames. This affliction comes
5 successes One year
into effect when the sun reaches zenith directly above the
subject, burning her as if she were fully exposed to the searing ••••• •• Delayed Delirium
affects of sunlight. Flooring, heavy stone mausoleums, coffin One of the many things in which Malkavians delight is
lids and even yards of solid earth offer no defense against the seeing ostensibly sane individuals suddenly be overcome with
curse. Only a vampire’s preternatural resistance can hope to madness. This refined version of Kiss of the Moon implants a
resist the all-consuming flames. This is a favored execution Derangement of the vampire’s choice in any victim, mortal or
tactic of dangerous Cainite lords, but has also been used by Cainite, to be released at a later date. Many a vampire has used this
the Baali for purely malicious entertainment. power to trigger insanity in a target to coincide with meticulous
System: To use this power, the Baali must touch or es- plans — just as many others have applied it purely on a whim.
tablish eye contact with the subject. After the player spends System: The vampire must make eye contact and speak
Blood Points equal to the number of turns the flames will be to the victim, describing the Derangement he wants the target
in effect, an Intelligence + Occult roll is made (difficulty equal to manifest. The dialogue may be interspersed in an otherwise
to the target’s Willpower). The curse normally triggers on the innocuous conversation, but this raises the Malkavian’s dif-
next day; every success rolled allows the Baali an extra day ficulty by one. The Cainite also describes the circumstances
before it takes effect (careful Baali often choose to delay the under which the Derangement triggers — anything from
effects to deflect any suspicion from themselves). The victim “When you next see your wife” to “a fortnight hence.” The
may only soak if she has Fortitude or other Disciplines that player makes a resisted Manipulation + Empathy roll against
defend specifically against sunlight. Rolling about on the the victim’s current Willpower rating. If one success is scored,
ground or plunging in water douses some of the flames, but the victim manifests a Derangement of the Malkavian’s choice
the target still takes “new” damage each turn until the curse at the indicated time, which lasts for one year. Two or more
runs its course. If the player botches, the Baali is immediately successes make the Derangement permanent.
engulfed by her own backlash for the designated number of
turns. This backlash causes aggravated damage, and is treated ••••• ••• Prison of the Mind
as sunlight instead of flame. Those who claim that insanity is the root of inspiration
could well cite this power as evidence. Some Malkavians can
Dementation create realistic yet delusional environments in which victims’
minds are trapped. When this power takes effect, the subject
••••• • Luna’s Embrace convulses for a moment and then collapses. She no longer senses
This power was developed by a Malkavian with a capricious the real world, and interacts entirely with phantom people
streak. He was interested in giving others, whether mortal or and illusory events. As long as the target’s mind is locked in
undead, not just a taste of Malkav’s divine lunacy but a full this psychic cell, her body ceases all but the most rudimentary
draught of his own particular brand. By employing this ability, a functions in order to maintain life (in the case of Cainites, the
subject effectively enters torpor).
DARK AGES COMPANION

82
System: The Malkavian must make eye contact and con- ••••• ••• Empowering the Puppet King
centrate completely on the victim for a full turn. The player With this power, the vampire uses her singular will to give
rolls Charisma + Intimidation in a resisted roll against the weight to the commands of another. In this way, she may rule
subject’s Wits + Courage (both rolls are against a difficulty of from behind the throne, but still demand absolute compliance
8). The length of time spent in the mental prison is determined from her subjects. The puppet may not even be aware of the
by the successes obtained: vampire’s influence. She may mistakenly believe that her
1 success One week rule is absolute, failing to realize that only the support of her
2 successes One month clandestine ally keeps her from the gallows.
3 successes Six months Ventrue often use this talent to support a chosen noble
4 successes One year in exchange for policies that favor and fatten the vampire’s
5 successes 10 years coffers. Malkavians, on the other hand, have used this ability
A mortal afflicted by Prison of the Mind must be spoon- at the most inopportune moments, choosing to empower
fed and personally attended — she becomes an utter invalid sovereigns during heated debates or at whimsical moments.
for the duration of the power’s influence. Noble lords have jumped into moats at the behest of their
lieges, and ladies have met untimely fates on the chopping
Dominate block due to the pranks of Madmen.
System: The player selects the subject of the character’s
••••• • Autonomic Mastery Dominate attempt, and the nature of the Dominate power
A vampire can use this power to incapacitate her victim she wishes to bestow. The player must roll Manipulation +
with a glance. This power allows the Cainite to manipulate the Subterfuge (difficulty equal to the recipient’s Willpower). If
target’s basic mental functions. Though she merely impresses the roll succeeds, the vampire may use any of her Dominate
mental suggestions on her target, these suggestions are powerful abilities through the pawn. The vampire attempts to Domi-
enough to kill. She may command her victim’s heart to stop nate any additional subjects as usual, though she may do so
beating or cause him to go blind. only through the eyes of her “puppet.” In this way a puppet
Only a few Ventrue learn this particularly deadly technique monarch can be made to condition subjects with Lure of the
from their elders. These potent assassins eliminate problems Subtle Whispers, command guards with Murmur of the False
permanently when subtlety fails to get results. Will, or the vampire may transfer her mind into another’s
System: The player rolls Manipulation + Medicine (difficul- body with Vessel. The player must make the Manipulation
ty equal to the target’s Willpower +2; strong-willed individuals + Subterfuge roll each time her character uses a new ability
prove impervious if the difficulty exceeds 10). The effect lasts through the puppet.
for a number of turns equal to the number of successes on the
roll. The player must choose the exact effect that will be cre- Fortitude
ated before she rolls. She may choose to affect any of the basic The vast majority of Cainites who enjoy this Discipline’s
functions of the body, including heartbeat, breathing, eyesight, benefits rely on it merely to shrug off the effects of damage.
hearing or even perspiration. The vampire is capable of starting Their undead natures already make them highly resistant to
or stopping such functions, or can cause them to fluctuate wildly. harm; Fortitude makes them nigh invulnerable. Some Cappa-
The Storyteller determines the actual effects on the target. docians, discontent with this power’s current manifestation,
For example, a mortal stricken blind for three turns will have pioneered new applications.
panic, while one whose heart stops will probably die. This As with Celerity, vampires who choose to augment their
power works equally well on vampires, though the effects may knowledge of this Discipline must choose, upon mastering six
differ: Manipulating a vampire’s heart will have no affect on or more levels, whether to take the secondary power or advance
him, but a blind vampire is almost as helpless as a blind mortal. normally to Fortitude Level Seven.
••••• •• Command the Legion ••••• • Armor of Vitality
This power, developed by noble Ventrue, allows the user Vampires are already formidable opponents in combat;
to affect masses of people as if they were one consciousness. those with Fortitude are doubly so. This power toughens the
The Cainite can combine this power with Murmur of the Cainite’s flesh to the hardness of marble. Ordinary weapons
False Will to affect a large audience. shatter upon striking the vampire, without causing the slightest
System: The vampire uses Murmur of the False Will to blemish to undead flesh.
affect the member of the crowd most resistant to his will. For System: The player spends a Blood Point and rolls the
each success above and beyond that required to Dominate the vampire’s Fortitude (difficulty 7) when the character is struck
first individual, one additional person may be affected by the by an object. If the successes equal or exceed successes rolled
same command. If the first individual cannot be affected, then for damage, the weapon smashes to bits. On a failed roll, the
none of the group can be. player still rolls to soak the damage.
CHAPTER FOUR: DISCIPLINES

83
••••• •• Bestow Vigor number of turns equal to his Stamina + Road. If he wishes to
This special power was developed by a Cappadocian stay awake after that point, another Blood Point or a roll is
scholar interested in the relative endurance of creatures and necessary, as above.
individuals. With this ability, the Cainite can endow another The player must choose which option he wants prior to
with some of her own preternatural stamina. While so em- taking action; he cannot choose to roll, fail and then decide
powered the subject enjoys the full benefits of Fortitude, and to spend a Blood Point. This option may be switched at any
the vampire loses none of her own supernatural resistance. time, however — initially spending a Blood Point, then going
System: The player rolls the vampire’s Stamina + Survival to rolls that are successful, or vice versa.
(difficulty 8), and spends a Blood Point for each point of For- The player uses this system to determine wakefulness
titude she wishes the character to give a chosen subject. This whether the character consciously decides he wants to stay
amount cannot exceed the vampire’s own rating in Fortitude. awake in the coming day or is roused by activity near his haven.
The Cainite must make the target ingest the Blood Points spent This system is used instead of the normal procedures described
(this is commonly done by drinking the blood or by dripping in Vampire: The Dark Ages (pages 206-207).
it into an open wound). The number of successes determines Normally, a vampire awake during the day cannot have
how long the subject retains her power. The character also a Dice Pool greater than his current Road rating. With this
retains her full level of Fortitude during this time; the effect power, a vampire can have a Dice Pool maximum equal to his
is essentially duplicated in the subject through the power of Road + his current Willpower.
the vampire’s blood.
1 success One turn Mortis
2 successes Three turns ••••• • Animate Host
3 successes One scene This power, a variation on the Vigor Mortis Discipline,
4 successes One night raises a number of corpses. The reanimated creatures exist for a
5 successes One chapter short period of time to do the vampire’s bidding. These zombu
function similarly to those created through Vigor Mortis, but
••••• ••• Eternal Vigilance are not reanimated to quite the same degree. Cappadocians
Though vampiric legends disagree on a number of points, developed this technique as a front-line defense for their
almost all support the theory that the undead must take rest havens and laboratories, using the walking dead as footmen.
each day from dawn until sunset. Even the most determined
System: A corpse may be raised for each Blood Point
vampire cannot resist the arms of slumber during daylight hours.
spent by the player. The blood must be physically scattered
A Cappadocian looking to ensure his continued existence (and
near the bodes, typically by slashing one’s palms or wrists and
expand his research time) perfected this formidable power. A
spraying blood. These zombu may be human or animal and
Cainite mastering this application of Fortitude can remain
can even have been buried in the ground (although corpses
active during daytime, functioning almost as effectively as if
so animated may spend their entire “second lives” trying to
it were darkest night. Note that this doesn’t give any further
dig themselves out).
protection from the sun’s effects beyond Fortitude’s normal
benefits. The zombu created in this fashion have the same Physical
Attributes as when they were living, and the bodies maintain
System: The player makes a Via roll (difficulty 6); each
their current rates of decay. Having been raised in such a hasty
success indicates how long the vampire may remain awake
fashion, there is very little life to them; they are not capable of
before another roll is needed, as shown below. Failure indicates
actual thought. Instead, they function on little more than an
that the character is still trying to rouse himself and may try
instinctual level (each has only one dot in all Mental Attri-
again next turn (however, a second failure puts him back to
butes). They will, however, carry out their creator’s commands
sleep unless something else happens to awaken him later).
as best they can. Also, these zombu possess one extra Health
On a botch, he sleeps the sleep of the dead straight through
Level than they did in life, do not suffer wound penalties, and
to the middle of the next night.
are immediately destroyed when they reach Incapacitated.
1 success One turn
The animation lasts a number of turns equal to the number
2 successes Three turns of successes rolled against Manipulation + Occult (difficulty
3 successes One hour 6). The character can extend that time for the entire host by
4 successes Two hours spending a Blood Point for each additional turn.
5 successes All day
The player may instead have the vampire spend a Blood
••••• •• Sense Death’s Imminence
The vampire can detect sudden ebbs of life energy which
Point to awaken immediately (this is particularly useful if
occur when things die. Some Cappadocians have learned to
there are intruders in the Cainite’s haven, intent on mischief).
discern the subtleties of these fluctuations. With skill, the
In this case, the character rouses instantly, fully alert for a
DARK AGES COMPANION

84
vampire can interpret the energy flow accurately enough to ••••• ••• Plague Wind
sense when someone nearby passes from life into death, or Cappadocians who master this power are able to unlock
even perceive the impending death of a living subject. The the decay in everything around them. The Cainite taps into
Cainite need not be present to read the energies, since he is the death which dwells in all living things, from mortals to
attuned to the ebb and flow of the deaths of all things. beasts to plants. Human and animal victims waste away in
System: When someone dies within 50 yards of the hours. Small plants wither and decay. The Plague Wind does
character, the player rolls Perception + Occult (difficulty 6). not discriminate; everything in the area of effect — aside from
Success determines that the character senses the death, with the vampire himself — is subject to its corrupting influence.
high numbers of success revealing details regarding the subject’s Other Cainites are not immune to this power, although
demise, as indicated below (the Storyteller may roll for the it affects them differently than it does mortals. If they are
player to conceal whether a failure or botch occurs). If the unable to resist the plague’s effects, vampiric victims fall into
roll botches, the character interprets inaccurate information. torpor. Even if they do resist, Cainites become plague carriers,
1 success Senses the nearby death spreading death to any mortals they touch.
2 successes A basic idea of the cause of death It is rumored that Lamia developed this power before she
3 successes General location and more detailed cause established her own bloodline.
of death System: The player spends two Willpower points and the
4 successes Specific location and an idea of the vampire touches one of the intended victims. The plague flows
events surrounding the death outward from that target on a putrid wind to engulf any other
5 successes Extremely detailed information regarding victims in the area. Each victim rolls Stamina (difficulty is
the death the attacking vampire’s Stamina + Occult) against the lethal
The character may also attempt to discover the strength of sickness. A target with Fortitude may add those dice to her
death’s hold upon a living subject. The player rolls Perception roll as well. Success dissipates the Plague Wind’s full effects,
+ Occult (difficulty is the subject’s Willpower) with successes but the victim still loses one point of Stamina for the rest of
as above, except the length of time until the victim’s death is the scene. Failure indicates that the target is overcome by
revealed instead of the location. putrescent decay and dies within an hour. The total number of
targets affected is equal to the character’s Willpower, although
CHAPTER FOUR: DISCIPLINES

85
any small organisms in the area such as saplings or dogs are Auspex will reveal the location of the Cainite using this
corrupted automatically (and do not count toward the total power.
number of victims).
A vampire stricken by the Plague Wind is affected as
••••• •• Veil the Legions
above; however, instead of expiring on a failed roll the victim Similar to Cloak the Gathering, this power was developed
goes into torpor. If the subject resists the power, she becomes a by Nosferatu strategists to conceal large forces. A Cainite profi-
plague carrier for the next three days. Any mortals who come cient with this power may maintain it from a distance so that her
in contact with the Cainite must roll Stamina (difficulty 6). actions do not compromise the Veil’s integrity. Any protected
Failure means a mortal contracts the plague. individuals who compromise the Veil are exposed to view.
System: The vampire may conceal 10 individuals for each
Obfuscate dot of Stealth she possesses. No roll is necessary to create the
Veil, but anyone under its protection may disrupt it. Sounds
••••• • Diastasis of movement and whispers do not undo it, but shouting and
The Cainite gives the appearance of being somewhere combat within require the vampire’s player to make a Wits +
other than her actual location. While her true form goes Stealth roll to maintain the Veil’s integrity.
unnoticed, the vampire’s reflection moves, reacts and is real Should she so choose, the Cainite may apply the power
in every visual sense. Anyone or anything occupying the false in person and then leave the area with a successful Wits +
image’s space encounters no resistance with the phantom; the Stealth roll (difficulty 7). The maximum distance the character
image is seemingly superimposed on the real person or object, may move from the Veil depends on the number of successes,
and can in no way affect (or be affected by) anything. as noted below.
System: The player rolls Wits + Subterfuge (difficulty 1 success 10 yards
8) to activate this power. The false image appears over the 2 successes 30 yards
character’s own form (which fades from vision) and moves up 3 successes 100 yards
to one yard away. More successes allow the vampire to extend 4 successes 500 yards
the image a greater distance. The illusion is sustained as long
5 successes 2000 yards
as the Cainite maintains visual contact with it.
1 success One yard ••••• ••• Trusted Confessor
2 successes Two yards Masters of information, the Nosferatu developed this
3 successes Five yards formidable power to draw out secrets from even the most
4 successes 10 yards private and paranoid of individuals. With this ability, the
5 successes 30 yards Cainite appears as someone the subject regards with the ut-
most respect. This person is not someone who would awe or
The character can attempt other actions at an additional
overly impress the victim; rather it is someone she feels she
level of difficulty while maintaining this power. Since the
can tell her deepest secrets to. The confidant can even be a
vampire’s true form is effectively unseen, her activities are
far-off friend or long-dead relative if the vampire’s power is
likely performed with decreased difficulties (specific modifiers
strong enough to make the subject believe it all to be a dream.
are up to the Storyteller’s discretion). Whenever the character
interacts physically with anything, such as picking up an object System: The player rolls Manipulation + Acting (diffi-
or attacking someone, those able to notice make contested culty of the subject’s Perception + Alertness, maximum 10).
Perception + Alertness rolls against the Cainite’s Wits + The more the successes, the more convincing the deception.
Subterfuge (difficulty 6). If the vampire gets more successes,
her true location remains unnoticed; if any individuals roll Obtenebration
more successes than the player, however, they figure out her ••••• • Darksome Embrace
general position. This does not mean the vampire is suddenly
This power enables the Cainite to pour forth her inner
rendered visible to all; those who notice her only know that
darkness. The shadow stuff vomits from the vampire’s mouth
something is there (attacks are made at + 2 difficulty), and if the
and engulfs a chosen target with a soul-burning chill. The
character moves the contested rolls are made all over again.
darkness leeches the blood from mortal victims in a black
Additionally, those attacking the Cainite’s image make parody of the Kiss and, while it cannot drain blood from other
Perception + Alertness rolls (difficulty 4) when they “strike” vampires, it does engender overwhelming feelings of terror.
(this difficulty may be increased if the vampire is moving her
System: The player makes a Willpower roll and spends a
own body and “reacting” to each blow). One success alerts
Blood Point. While this power wraps the victim in darkness,
the individual that something is not right about his opponent,
the target is not physically hampered. Mundane attacks have no
while two or more reveal the image for what it is. This does
effect on the shadow stuff, though magical or Discipline-based
not disrupt the phantasm, nor does it divulge the vampire’s
attacks dissipate it.
true location.
DARK AGES COMPANION

86
Mortal victims caught in this embrace lose one point of System: The player must spend one Willpower and five
blood per turn, and suffer an additional three difficulty to all Blood Points to invoke a Night Shade (so if three of the
actions (to a maximum of 10). Cainites don’t lose any blood, creatures are summoned, the player must pay three Willpower
though the preternatural chill is so terrifying that their diffi- and 15 Blood Points). The vampire drips the blood into his
culties also increase by three and they must successfully roll own shadow, creating a doorway through which the Night
against Courage (difficulty 8) or suffer Rötschreck. Shade enters this world. The shade can only emerge from the
The user must focus her attention on maintaining the dark- character’s own shadow but may move about freely thereafter.
ness and can take no other actions. If the vampire is attacked Once created, the shade is ready to serve the Cainite.
during this time, the shadow stuff instantly returns to her body The Lasombra may call up to three of these tenebrous
through her mouth. Otherwise, the Cainite can summon it forms at any time. While weapons strike them as effectively
back at any moment, gaining a number of Blood Points equal to as if they were mortal, they suffer no wound penalties from
half the number drained from her mortal victim (rounded up). such blows (although the shades dissipate if their Health Level
drops to Incapacitated). The Night Shades’ dark forms possess
••••• •• Death Shroud some sort of awareness, as they are able to carry out their sum-
Particularly clever Lasombra have become so skilled at
manipulating darkness that they can animate a subject’s very
shadow. As long as there is sufficient light to cast a shadow, the Armor of Darkness
vampire can command the shadow to perform any number of Obtenebration 4, Fortitude 2
dark deeds with but a thought. While this power is active, the Most Lasombra have numerous retainers and ser-
subject casts no shadow, as the darkness funnels directly into vitors who advance the Cainites’ machinations. Still,
the Death Shroud. there are some Lasombra who maintain active roles in
The powers of Obtenebration are horrifying enough to particularly sensitive plots, even if it means venturing
most mortals (and even many Cainites). Still, the Death into the dangerous realm of daylight. These uncom-
Shroud is a particularly terrifying manifestation. To a mortal, mon vampires developed a technique for protecting
it appears as if her very soul is detached, empowered to inde- themselves from the sun’s deadly effects.
pendent action by the Devil himself. Such an unholy act can Blending the Disciplines of Obtenebration and
be enough to drive the weak-minded insane, and make even Fortitude, a Cainite wraps herself in the stuff of shadow.
the most stalwart fear for their immortal souls. This creates a dark mantle that shields her from the
System: The player spends a Blood Point and, on a successful sun’s rays and the harmful effects of fire.
Willpower roll (difficulty 8), the vampire brings a shadow to System: The player spends a Willpower point and
life. Each success animates the shadow for an hour (although two Blood Points, then rolls against Willpower (difficulty
it disappears at sunrise no matter how much time is left from 8). The number of successes equals the number of dice
successes). A botch animates a shadow with hostile intent to- which may be added to soak rolls against the effects of
ward its creator. The Death Shroud has Attribute and Ability sunlight and fire (this is in addition to the Stamina and
ratings equal to half those of the subject from which it is cast Fortitude of the character). The Cainite must concen-
(round down), although it always has the Stealth Ability of 5. trate on maintaining the armor but may perform other
Additionally, the shadow possesses Obtenebration equal to half actions and use her Disciplines as usual (the difficulty
its creator’s rating, to be used as the vampire wills. of all such actions is increased by one while this power
The Shroud may separate itself from the subject and travel is in effect). If she fails to soak any damage, the vampire
up to 50 feet away, even slithering through cracks and up walls. It resolves fire effects and Rötschreck normally.
may be attacked, although physical assaults only do half damage This power sheathes the character in shadows that
(round all results down); flame and supernatural attacks (vampire resemble a shapeless cloak. A Manipulation + Craft roll
fangs, werewolf claws, Disciplines, etc.) do full damage. If the (difficulty 6) may be used to mold the darkness into a
shadow is “killed” its creator loses half her current Willpower specific form, like clothing, robes or even a suit of plate
and must roll to avoid Rötschreck (difficulty 9). mail. Any part of the body not covered by this shape
••••• ••• Night Shades is not protected. A few Lasombra are said to have this
The Cainite has gained such power over Obtenebration’s shadow armor about them always; cowled and black-
dark energies that he may summon creatures made of shadow clad Cainites may not be wearing heavy wool, but the
itself. There is much debate as to the true nature of these night very substance of darkness given shape.
shades. Some claim they are damned souls brought back to the This ability is guarded closely by its few practitioners.
land of the living. Others state they are animated darkness. The character must first find a Cainite skilled in using
Still others think of them as extensions of the vampire’s own Armor of Darkness, and then persuade her to pass on its
black spirit. A few Cainites have pointed out that these may secrets. It costs 15 experience points to gain this power.
all be one and the same.…
CHAPTER FOUR: DISCIPLINES

87
moner’s verbal directions and even act independently when
required to. Barring their untimely destruction, the shades Potence
do the vampire’s bidding for the remainder of that night, and Vampires of Dark Medieval Europe possess the ability to
vanish at dawn. concentrate and focus their inhuman strength. The Brujah in
Specific information on Night Shades is listed below. particular have honed their skill with Potence beyond that of
most Cainites. When spending experience or freebie points,
Night Shade the player may choose to purchase an extra point of Potence
Physical: Strength 3, Dexterity 4, Stamina 3 or a secondary power available at her current level.
Social: Charisma 0, Manipulation 0, Appearance 0
Mental: Perception 4, Intelligence 1, Wits 5
••••• • The Fist of Caine
The vampire refines control of his strength to the point
Virtues: Conviction 0, Instinct 0, Courage 5
where he may project it from a distance. The master of Po-
Talents: Athletics 1, Brawl 3, Dodge 1 tence delivers a devastating blow, gaining all the benefits of
Skills: Stealth 8 his enhanced vampiric strength while yards from his target.
Knowledges: None System: The vampire may engage in brawling combat up
Disciplines: Obtenebration 3. A Night Shade is considered to a number of yards away from her target equal to her Potence.
to be in Tenebrous Form at all times, though it may attack The player must still roll to hit, but with modifiers that would
and be injured by mundane means. normally apply to a ranged attack. The damage from such an
Blood Pool: 0, Willpower: 5 attack equals the vampire’s Potence, though this damage is not
Other Information: A Night Shade senses things in ways considered automatic (as Potence normally is) and must be rolled.
mortals cannot comprehend. It is not blinded by light (al-
though flame injures it as does any other attack), and it is not
••••• •• The Forger’s Hammer
The Brujah can use their supernatural strength to forge
affected by illusions or by darkness, natural or unnatural. The
weapons of exceptional quality. While humans must use the
Night Shade’s deathly-cold touch does aggravated damage.
hammer and anvil, ancient Brujah can shape metal with their
Finally, the Night Shade need not spend Blood Points to use
hands. In so doing, they imbue weapons with some of their
its Disciplines.
own mystical strength. Over time this technique has fallen
DARK AGES COMPANION

88
into disuse as humanity has made greater technical advances 1 success Nostalgic human feelings
in metallurgy. The weapons of the ancients, however, are rare 2 successes Mild pleasure (-1 to Dice Pools)
and valuable items. 3 successes Increased sensations (-2 to Dice Pools)
System: The Brujah who wishes to create a weapon must first 4 successes Ecstasy (-5 to Dice Pools)
acquire the proper materials. The forging of the blade involves the 5 successes Target loses consciousness for a number of
most effort, but the mounting and dressing of the weapon takes as turns equal to 10 minus Self-Control/Instincts
much time and skill. When forging the blade, the vampire beats the
metal with her bare hands, shaping the material into the weapon ••••• •• Unholy Penance
of her choice. The player must succeed in a Strength + Crafts Just as the Lasombra organize themselves after the Church,
roll (difficulty 8). For every two successes, the weapon causes an so do they use Disciplines that mirror religious practices. This
additional die of damage (maximum of + 3). The weapon is also variation of Presence was developed from the Lasombra’s
incredibly resistant and can withstand heavy blows, and remains long-standing association with the holy orders. The vampire
sharp with little upkeep. These weapons cause aggravated wounds. creates overwhelming feelings of guilt in his chosen victim,
forcing him to his knees in supplication. The target begs
••••• ••• Touch of Pain forgiveness from whomever will listen — most often the unfor-
A Cainite with this level of ability no longer needs to giving Lasombra standing over her stricken enemy. Lasombra
swing clumsily at her opponents in order to cause damage. commonly use this power on members of the Church. They
The vampire utilizes the full force of her strength with but a learn all their victims’ dirty secrets in just a few moments and
touch. Vampiric strength mystically focuses through contact, can blackmail the kine for the remainder of their lives.
and can destroy the target instantly.
System: The player must successfully roll Manipulation
Rumors tell that an elder Assamite developed this tech- + Empathy (difficulty is the opponent’s Conscience/Convic-
nique and used it to destroy a band of Brujah intent on diablerie. tion + 4). The Storyteller may reduce the difficulty against
System: Through concentration and the expenditure of a victim who has led a particularly debauched life. He may
a Blood Point, the vampire can project the full force of her also reduce the difficulty against a target who is exceptionally
strength against a specified target. If the target is an inanimate penitent. Those who are currently suffering from guilt — a
object, it cannot resist the force of the blow. Living beings, target in the midst of giving confession, for example — are
including vampires, may soak the damage as normal. In either the most susceptible.
case, the damage level equals the vampire’s Potence. Such The effects of the power are twofold. First, each success
blows can destroy wooden doors or even crumble stone walls. incapacitates the victim for one turn. Second, the victim
Genteel Brujah can cripple rivals with a handshake — never whispers his darkest secrets and vilest sins for as long as the
breaching etiquette by raising their fists in anger. effect lasts. This ability only affects one target at a time. The

Presence power will even quell a subject in the ravages of frenzy.


••••• ••• Bloodlust
••••• • Renew the Earthly Pleasures The Cainite uses her beguiling charm and preternatural
Vampires can no longer experience the simple pleasures leadership skills to inspire her troops to do battle for her. This
of mortal life. With this ability, a Cainite can overwhelm power instills its targets with unshakable confidence. The
another vampire with a flood of kine emotions and sensations victims obey the commands of their vampiric master, even
that have long been only fragile memories. The subject of this to the death. The enraged horde will attack superior forces,
power finds herself reeling under an onslaught of long-dead charge mounted cavalry, and enter into suicidal battle. Those
passions and pleasures. Unable to cope with or control these affected will do whatever is necessary to win the night.
feelings, she may be incapacitated with ecstasy. The Brujah perfected this technique, although too late
Some vampires actually crave the effects of this power to prevent the sack of Carthage. Still, noble Ventrue fear the
and seek out vampires who possess it. These creatures become repercussions of this newfound power. Under its influence,
addicted to the flood of raw emotion they are incapable of peasant armies have overthrown castles and common mobs
feeling on their own. Powerful but cold-blooded Ventrue have have defeated armed guards.
fallen to wily Setites who employ this power. System: After the vampire assembles her troops and rouses
System: The player must roll Charisma + Empathy (dif- them for battle, the player must successfully roll Appearance
ficulty equals the target’s Self-Control/Instincts + 3). The + Leadership (difficulty 7). Those influenced by this power
difficulty also varies according to the target’s Via score: For ignore Health Level penalties up to Crippled. Also, mortals
each point below 5 that the target’s Via rating is, the difficulty under the influence of this ability automatically pass any
increases by one (maximum 10). This power normally has no Courage rolls. Once a mortal reaches Crippled, she can no
effect on mortals. At the Storyteller’s discretion, however, it longer fight, and collapses. The number of successes indicates
might affect a particularly passionate one. the number of mortals affected.
CHAPTER FOUR: DISCIPLINES

89
1 success Two mortals 30 miles per hour for extended periods of time. Furthermore,
2 successes Six mortals the vampire gains a wolf’s superior senses; the difficulties of
3 successes 10 mortals all hearing- and smell-based rolls are reduced by one, and the
4 successes 20 mortals hybrid automatically receives the benefits of the Witness of
Darkness power.
5 successes Everyone who can see the character
••••• ••• Purify the Body
Protean Through sheer force of will, the vampire can expel a stake
or other object which has been thrust into her. The violating
••••• • Mastery of the Earth object is ejected powerfully from her body amidst a shower of
This power expands on the Cainite’s ability to become blood. This power has been the saving grace of many Gangrel
one with the earth, and permits him to move about in the who might otherwise have suffered Final Death torpor? at the
ground as easily as if it were water. The vampire can sense point of a stake.
a short distance around him in much the same manner
System: The player spends two Blood Points, then makes
that a mortal might find his way in a darkened room. He
a Willpower roll (difficulty 8). Success propels the offending
cannot, however, actually see within the earth or monitor
stake some distance from the vampire’s body.
other activities unless he raises his head above ground. As
this ability clearly defies Nature’s order, it is not surprising
that the Cainite need only be in contact with the smallest Quietus
portion of exposed ground for it to be effective. With but a ••••• • Quicken the Mortal’s Blood
thought, he can will himself through the slightest crack and An Assamite at this level has developed an exceptional
into the safety of the earth. degree of control over the vitae he consumes. Even the smallest
System: As with Earth Meld, no roll is needed and the amount of blood can sustain him. Although this power does
character is subsumed into the ground immediately. The player not reduce the vampire’s need for vitae, it helps fulfill his
must spend a Blood Point. Once in the earth, the Cainite needs much more quickly.
may move about during any time of day (although he may System: After drinking from a vessel or otherwise
have difficulty staying awake during daylight hours) until he imbibing mortal blood, the vampire can double the effec-
wishes to re-emerge. Should one vampire hunt another in this tiveness of each Blood Point. The player rolls Stamina +
underground realm, contested Wits + Athletics rolls (difficulty Occult (difficulty 6). Each success enables the vampire to
assigned by the Storyteller) resolve the pursuit. convert one Blood Point into two. The normal limitations
••••• •• The Mantle of Bestial for Blood Pool still apply, but the vampire requires less
Majesty blood from her victims.
Originally developed by a Gangrel with an affinity ••••• •• Hinder the Cainite Vitae
for wolves, this power enables the Cainite to tap into that The assassin uses this power to prevent her prey from
animal’s Beast. The vampire then uses the connection to utilizing a portion of his supernatural blood. The wretch
manifest the creature’s essential spirit in himself. Blending affected by this power slowly loses the ability to heal wounds,
his immortal soul with the anima of the wolf, the Cainite use blood-based Disciplines or increase Physical Attributes.
grows to incredible size, topping eight feet, his body thickens, These powers, no matter how advanced they may be, become
and he sprouts a pelt. His arms lengthen and his hands grow essentially useless.
razor-sharp claws. His face transforms into something halfway
System: The Assamite using this power must touch her
between man and beast.
prey. The player spends three Blood Points and rolls Will-
Whispered rumors hint that the bestial spirits of cats, birds power (difficulty equal to the target’s Stamina + Fortitude).
or even vermin may also be tapped in this manner. If successful, the target becomes unable to use a number of
System: The vampire spends three Blood Points to take Blood Points equal to the successes gained on the roll. The
on the mantle. The transformation takes three turns (spending number of successes also equals the number of turns for which
additional Blood Points reduces the time of transformation by the effect lasts. When used repeatedly, this power cripples its
one turn per point spent) and lasts until the next dawn unless subject. This power affects ghouls, but has no effect on mortals.
the Cainite wishes to change back sooner.
This massive man-wolf shape bestows incredible abilities, ••••• ••• Blood Awakening
beyond dramatic cosmetic changes. All Physical Attributes Some vampires speak of the feelings they “taste” in the
increase by three and all Social Attributes drop to 1. The blood of mortals. Assamites know of this residual life essence
vampire’s taloned hands and wolf-toothed jaws inflict Strength and can awaken the echo of mortality in each drop of blood.
+ 2 aggravated damage, and he gains an additional Hurt These Cainites draw impressions from their victims long after
Health Level. The Cainite can also run at speeds of up to those victims have expired.

DARK AGES COMPANION

90
Blood Awakening has two different but related effects.
The first allows the Assamite to manipulate the blood in her Serpentis
own body, and receive impressions of a mortal victim’s life. ••••• • Ophidian Infestation
Essentially, the Assamite can communicate with the blood in The Setite with this horrifying power injects a victim with
her body. The second effect allows the Assamite to awaken her blood. The Cainite must cut herself and touch the target to
the blood within another Cainite. This power is used to un- apply the power. The blood later transforms into a multitude
balance the intended Cainite with false images and feelings. of snakes. These blood-asps quickly grow to full size, rending
System: For a vampire to awaken the mortal blood in her the victim apart from the inside. The transformation of the
own body, the player must roll Perception + Empathy (difficulty blood can be triggered at any time. However, the blood loses
7). The number of successes determines the clarity of the sensa- its potency after three nights if not activated.
tions. The “echo” within the mortal’s blood gives the Assamite System: The character must touch the target (a normal
impressions of things the mortal knew. The images may warn of Dexterity + Brawl roll is needed in combat), and the player
danger in a certain area, or show visions of the mortal’s death. spends as many Blood Points as he desires (up to the maximum
Essentially, anything the mortal knew or felt presents itself to the permitted by the character’s generation) and makes a Manip-
vampire. The Cainite has no control over the visions and may not ulation + Occult roll (difficulty 6). If this roll is successful,
be able to understand them clearly. Skilled Assamites, however, each Blood Point later transforms into a dozen or so asps which
can sort through distractions and read messages written in blood. effectively do one Health Level of damage. Stamina may not
Awakening blood in another vampire uses the same be used to soak this damage; only Fortitude can hope to save
system, but has a slightly different effect. Unless the vampire the victim as the snakes tear apart his unprotected innards
has experienced this Discipline before, the awakening might and thrust their way out his body.
confuse and disorient her. As mortal memories manifest, the Needless to say, this is hideous to look upon.
vampire may lose track of reality. A successful Intelligence
+ Alertness (difficulty 7) is required to avoid becoming con- ••••• •• Set’s Curse
fused. If the victim receives more successes than the Assamite This power enables the Setite to twist a victim’s physical
achieves, she can discern reality from the sanguine memories form into that of a gigantic python. The target’s mass remains
swimming through her dead veins. the same, but her body and mind transform into a snake
CHAPTER FOUR: DISCIPLINES

91
that is ready to do the Cainite’s bidding. Rumor has it that The large, sinuous form can squeeze through openings less than
countless mortals and even some vampires have been afflicted a foot in diameter, and it can swim twice as fast as the most
with this curse and remain forever changed, as protectors of accomplished human swimmer. The difficulties of Perception
Setite havens. rolls based on smell are reduced by two due to the Cainite’s
System: The Setite must touch the victim (a Dexterity acutely sensitive tongue; this tongue may also be used like
+ Brawl roll is necessary in combat situations, with a base The Tongue of the Asp. Furthermore, Strength and Stamina
difficulty of 4). The player spends two Willpower and three increase by two, and Dexterity by three, but Appearance drops
Blood Points, then rolls Manipulation + Occult (difficulty of to 0 (the vampire’s Charisma and Manipulation remain the
the target’s Stamina + Self-Control/Instinct). Successes de- same due to the snake’s hypnotic movement). The tail can
termine how long the subject is a python. The transformation strike for Strength + 1 damage and may grapple an opponent
to and from a snake takes three turns. to squeeze the life out of him (treat this as a grappling combat
1 success One scene maneuver, per Vampire: The Dark Ages p. 195), while the
2 successes One week Setite’s bite inflicts Strength + 2 aggravated damage. Finally,
the vampire’s tough skin adds one die to soak rolls (including
3 successes One month
those against fire and sunlight). The Setite retains this form
4 successes Six months until he wishes to change back, although the man-snake form
5 successes One year costs twice the standard nightly blood expenditure to main-
While in this form, the victim’s mind is truly that of a tain. For example, a Setite maintaining Apep’s Semblance
snake — the target has an Intelligence of 1 for the duration would expend two Blood Points each night upon waking,
of the effect. The python can still comprehend her native instead of one.
language, and endeavors to carry out the Setite’s simple verbal
commands. Obviously, the subject cannot speak, use any tools,
grasp objects or utilize any Disciplines while transformed. She
Thaumaturgical Paths
The following Thaumaturgical Paths use the system
does, however, have the ability to grab and crush opponents by described in Vampire: The Dark Ages: A Blood Point must
wrapping her massive coils around them. The python makes a be spent and a Willpower roll must be made (difficulty equals
standard attack roll; one success gives her a minor hold on her the power’s level + 3). A failure indicates that the blood magic
opponent for Strength damage. Two or more successes puts does not work. A botch indicates that the character loses a
the opponent fully in the python’s grasp. Flexing powerful permanent Willpower point.
snake muscles inflicts Strength + 3 damage, and an opponent
so entwined must make a contested Strength + Survival roll
(difficulty 6) against the python to break free.
Thaumaturgical Alchemy
Thaumaturgists who practice this Path can transmute
When the subject returns to her mortal form, a Wits +
solid iron into a puddle of slag, or petrify wood with a thought.
Empathy roll is necessary (difficulty 6) to reclaim her human
Thaumaturgical Alchemy ignores the laws of chemistry, forcing
mind as well. If this roll fails, the victim suffers a permanent
a change in state regardless of temperature.
Derangement: fear of snakes. If this roll is botched, the victim
retains a snake’s mind. System: The player spends a Blood Point and makes a
Willpower roll (difficulty equals the power’s level + 3). Effects
••••• ••• Apep’s Semblance vary depending on the level of the power, but the number of
The Followers of Set developed this power to defend successes determines the number of turns the effect lasts. The
against the affronts of mortals and undead alike. The Setites vampire can increase the duration of the effect by spending
claim that this power channels Set’s own spirit, transforming more Blood Points — each additional Blood Point extends
them into a blend of human and snake. When a Cainite the power’s effectiveness by one turn.
activates this power, his legs fuse together and grow into a
tail that stretches over 10 feet in length. His torso and arms
• Fortify the Solid Form
lose their rigidity, becoming much more limber. His fingers At this level, the vampire strengthens the physical struc-
sprout webs. The vampire’s neck thickens and stretches, ture of solid items. Doors become unbreakable, shields deflect
gaining flexibility like his tail. His face extends out into a the mightiest blows, and arrows pierce the hardest breastplates.
serpentine muzzle. His teeth grow grotesquely long. A mottled Seemingly fragile items can become deadly weapons in the
hide covers his body. presence of an alchemist. The alchemist can even make wooden
stakes that are as hard as stone.
System: The player spends three Blood Points and the
vampire assumes this shape, which takes three turns to develop System: For each success rolled, an object used for defense
(spending additional Blood Points reduces the time of trans- can resist an additional Health Level. For offensive weaponry,
formation by one turn per point spent). A vampire wearing every two successes (round down) increases the weapon’s dam-
Apep’s Semblance is gifted with more than a disturbing shape. age potential by one die. Note that this means two successes
are required to gain any bonus damage dice.
DARK AGES COMPANION

92
•• Crystallize Liquid When the liquid reforms, it solidifies into whatever shape
Tremere designed this ability to hinder other Cainites it has taken. Even a finely crafted sword reforms into a useless
from imbibing vitae. Although the effect cannot alter the blob of steel. An object is either changed utterly or not at all;
tissue within vampires or mortals, it can solidify blood as it there are no “partial” transformations.
exits a body. The effect can also freeze water instantly and •••• Ethereal Stone
even turn molten lead to solid metal. The temperature of the The vampire can transform the very air into a solid prison.
liquid is irrelevant — boiling oil or cold water solidifies at the Air condenses to form a solid block of ice around the vampire’s
behest of the vampire. enemy. Crafty Tremere have used this ability to suffocate
System: Each success changes one Blood Point’s worth mortals by turning the air in their lungs to ice.
of liquid (about two pints) into a solid. The temperature of System: For each success the player receives, one cubic
the substance does not change. When the solid reverts to its foot of air solidifies. The prison is inescapable until the effect
natural liquid state, it behaves normally. Vampires cannot wears off.
consume solidified blood.
••••• Vaporous Transformation
••• Liquefy the Solid Form Walls and other obstacles no longer hinder the vampire.
At this level of ability, the alchemist can dissolve solid She can turn stone, metal or any other solid into vapor. Walls
objects into liquids. Metal, wood or stone decays at the Cainite’s vanish and swords disappear into thin air.
behest. Swords dissolve in mid-swing and shields ooze into pulp.
Recoagulating solids are dangerous to those in their
System: The number of successes determines the amount vicinity. Slags of metal or stone that suddenly re-form can
of material transmuted into liquid. For each success the player crush mortals.
rolls, three pounds of material is changed.
System: Each success transmutes three pounds of solid
1 success A coin matter into vapor. When the effect expires, the solid mate-
2 successes An arrow rial re-forms at the spot where air currents have moved it. A
3 successes A knife Dexterity + Dodge roll (difficulty 6) must be made for each
4 successes A sword character in the vicinity; failure indicates that a character
5 successes A shield automatically suffers one Health Level of damage. A botch

CHAPTER FOUR: DISCIPLINES

93
indicates that the character receives one Health Level of surround them. The Tremere take full advantage of this super-
aggravated damage from entrapment in the now-solid mate- stition to send peasants scurrying to their churches whenever
rial. Note that it may prove impossible to separate a trapped it suits the vampires’ needs. Vampires can be as irrational as
individual without using this power again. the human stock from which they hail, though. This power
affects Cainites as well as mortals.
Way of the Levinbolt By the 18th century, this Path falls into ill-repute and
This power allows the vampire to create and control the is absorbed by the Dark Thaumaturgy of the Sabbat as the
power of lightning. In the Dark Medieval world, only the Path of Phobos.
Tremere control the ability to create raw electrical energy. System: The powers of this Path take place immediately
The kine have yet to discover its potential. upon their use. The Thaumaturgist must actually see her
System: The number of successes on the Willpower roll subject to effect any of these powers.
determines the length of time it takes the vampire to generate
the desired electrical energy. One success indicates that a full
• Startle the Superstitious Mind
minute is required to gather and shape it. Three successes By subtly manipulating her subject, the Tremere may create
indicate that the preparation takes two turns. Five successes such fear that a mortal or vampire is rooted to the spot where
indicate that the magic works instantly. The Storyteller should she stands. The victim quakes in her boots, unable to act or flee.
reduce the number of successes needed for an instant effect in System: The number of successes indicates the number
particularly dry regions or during electrical storms. of dice removed from the victim’s Dice Pool. If the victim’s
To attack, the vampire must make contact with the target. pool reaches zero, she cannot take any action whatsoever.
This can be achieved through touch or a conducting medium •• Rout the Charging Hordes
such as water or metal. The Tremere cannot hurl electrical Tremere with this ability have caused units of cavalry to
energies through the air, but can route them along surfaces, turn tail at the very sight of the vampire. This ability causes
such as a sword or the target’s armor. Such power may also all those in the vicinity to instinctively flee from the vampire’s
cause fires in flammable substances and cause combustibles dreadful gaze.
to explode. Damage from electricity is considered normal.
System: Success indicates the number of people affected
• Spark by this power. Individuals may resist by rolling their Courage
The vampire can create a small electrical discharge. She (difficulty of the vampire’s Willpower). Each target who over-
can shock a horse into motion or stun a small child. (Two comes the number of successes acquired by the Cainite may
dice of damage.) act normally. Successes on individual rolls do not detract from
the Tremere’s overall success. Those that fail the Courage roll
•• Illuminate flee until the vampire is no longer visible.
The Tremere can illuminate a small room by covering 1 success One person
her arm in an electrical nimbus. The effect can also render a 2 successes Two people
mortal unconscious. (Four dice of damage.) 3 successes Five people
••• Body of Light 4 successes Seven people
At this level the vampire manipulates potent amounts of 5 successes 10 people
electrical power. Her entire body can be sheathed in sparks.
The effects of this power can kill a mortal or stun a vampire.
••• Wrath of God
(Six dice of damage.) The power of God is not questioned by humanity. Tremere
draw upon this fear and squash the spirit of the peasants who
•••• Jupiter’s Aegis work their lands. The irrational fear of damnation also affects
The force surrounding the Cainite can destroy even the Cainites. The victim of this blood magic witnesses her partic-
hardiest of vampires. (Eight dice of damage.) ular version of Hell.
System: The number of successes indicates the impact
••••• Lightning Dance that fear of eternal damnation has on the target; the number of
The vampire is engulfed in a blinding aura (all who look successes equals the number of turns the target is incapacitated
directly at the vampire suffer - 1 to Dice Pools and cannot with dread. In order to take any action during this time — be-
employ Dominate against her). The Tremere very nearly sides supplicating oneself, praying for forgiveness or fleeing in
transforms into a living lightning bolt. (Ten dice of damage.) terror — the victim must successfully roll Courage (difficulty

Prey on the Soul’s Fear 7). She must exceed the number of successes acquired by the
Tremere in order to take any action.
Mortals fear the shadows that cross their paths. They tread 1 success One turn
softly through the night hoping not to wake the demons that 2 successes Five minutes
DARK AGES COMPANION

94
3 successes One scene tification to hold back the ferocious strength of a werewolf
4 successes Several hours or the head of a battering ram. If something breaks the ward,
5 successes One night the vampire is alerted subconsciously.
System: If the total Strength applied to the portal equals double
•••• The Inner Demon the warding successes, the door opens (or is shattered) normally.
The vampire perceives the victim’s deepest secrets and If the warded portal opens, the Cainite receives a mental alarm.
may confront the target with his darkest fears. The vampire
has no idea what the victim sees, but the effect is obvious •• Glyph of Scrying
when the target loses touch with reality. The target’s deepest By focusing her will, the vampire can view the immediate
dread consumes him, and is more tangible to him than reality. vicinity of a particular ward. Paranoid Tremere princes can
System: The number of successes indicates how deep the monitor their entire cities through these glyphs. Portable objects
vampire plumbs into her target’s psyche. The more ingrained the can be imbued with these wards to function like remote senses.
fear, the more traumatic and lasting the effect. With one success System: The number of successes rolled indicates the num-
the victim faces her most urbane fear, but is not incapacitated ber of days that the ward functions. The ward can be destroyed
for more than a round or two. With five successes the victim as usual, but always fades after the time limit expires. A clever
might lose her grip on sanity as her worst nightmares overwhelm Thaumaturgist hides a glyph from sunlight but still makes it useful.
her. The object or circumstance is real for the victim, with The vampire can establish a telepathic connection with
detail and complexity determined by the number of successes. any one of her wards instantly, but never with more than one
at a time. She can move about as normal while focusing on a
••••• Demonic Horde ward, but all difficulties increase by two. Once in contact with a
The Tremere who has mastered this level of power can particular ward, the Cainite can see and hear everything in the
create horrific images and implant them in her victims’ minds. surrounding area as if she were actually there. When she focuses
Victims flee from winged demons or cower before the face of on a ward, the blood in the glyph gleams as if it were liquid again.
death itself. Powerful Tremere can incapacitate entire armies.
Tremere also use this ability to cow mortal servants and to ••• Runes of Power
keep the masses in line. Many elders place these wards on ancient tomes of magic.
System: The number of successes determines the number Unwary neonates or intruders receive a nasty surprise when
of people affected, and the intensity of their visions. Victims they make contact with these runes.
who do not wish to flee from the vampire’s mental assault System: The number of successes indicates the number of
must make Courage rolls (difficulty 8) and must make more aggravated wounds the victim suffers upon contact with the warded
successes than did the Tremere. object (though the subject may soak if she has Fortitude). The
1 Success Two people Victims cannot advance caster is the only person who is immune to the effect. The rune
2 Successes Five people Victims cower and flee remains potent until exposed to sunlight or the object is destroyed.
3 Successes 10 people Victims freeze with •••• Glyph of Enlightenment
panic The vampire who paints these glyphs can use them as
4 Successes 15 people Victims fall unconscious Glyphs of Scrying, above, and can communicate through
5 Successes 20 people Victims must roll them. Tremere with this ability can even use it to attack
Courage (difficulty 8) or distant opponents.
lose a permanent Will- System: The number of successes achieved on a Willpower
power point each roll (difficulty 7) determines the number of days the effect
lasts. By focusing on the ward, the Cainite can see and hear
P ath of W arding everything around it. She can also speak through the glyph.
Tremere who study this Path dedicate themselves to The vampire can choose to “transmit” another Thaumaturgical
defending the holdings of the clan. They can practically hold power through the glyph, as long as the power’s requirements
off entire armies. They are also capable of exposing infiltrators can be met (physical contact with the target of the power is
before they breach the clan’s havens and hiding places. not required, for example). Each such use of another power
System: The Cainite paints a Blood Point’s worth of vitae reduces the rune’s effectiveness by one day.
in the form of a sigil on the target. The glyph functions until
it expires or the object is destroyed. Contact with sunlight or
••••• Secure the Sacred Domain
fire automatically destroys the ward. This potent ability can be used to seal off an entire castle.
One glyph, painted at the exact center of a castle or tower,
• Bar the Common Passage secures all windows, portcullises, doors and other portals from
The vampire paints her ward on a door or other portal. all entry or exit. A single Tremere can hold off an entire army
The affected doorway is imbued with sufficient magical for- — for one night — in this way.
CHAPTER FOUR: DISCIPLINES

95
System: A Willpower roll (difficulty 8) determines ing on the quantity and quality of “raw material” available,
success or failure. The vampire must paint the ward at the the Tzimisce may create anything from a simple ghoul to a
exact center of the building. Failure indicates a wasted ef- rampaging vozhd (see the Book of Storyteller Secrets). The
fort. If the vampire succeeds, no doors, windows or portals number of successes determines how successful the process is
will open, though they can be destroyed. Likewise, existing and how long the creation “lives.”
breaches in walls may not be passed, although new ones may 1 success One hour
be opened and entered. The effects of this power last until 2 successes One day
the following dawn. 3 successes One week

Vicissitude 4 successes One month


5 successes One year
••••• • Corrupt Construction ••••• •• Liquefy the Mortal Coil
The fleshcrafter can graft the remains of the dead to a
Victims of this gruesome power are betrayed by their own
living creature, creating a hideous guardian. The vampire may
bodies, as the Tzimisce transforms his opponents’ flesh and
use as many dead subjects in a creation as she deems necessary,
bone into pools of blood. Vampires under the influence of this
but at least one subject must still breathe.
ability retain their sentience, but may lose their sanity. If the
The final monstrosity possesses the fractured intellect of power affects a mortal, the subject dies. The blood can nourish
the living beast, but has the claws, wings, eyes and teeth of a vampire or be used to create ghouls or establish Blood Oaths
whatever the vampire has spliced together. The process often (the latter two uses function only if the liquefied victim was a
drives the living host insane. Furthermore, the victim endures vampire). Vampires who imbibe all the vitae of a transmuted
the decay of its body parts. The poor creature eventually dies Cainite are assumed to have diablerized the victim.
from disease or shock.
System: To transform another creature, the vampire must
System: The vampire can create anything she desires, of touch her target; flesh-to-flesh contact is mandatory. The player
any mass, size or function, provided she has enough parts. The spends a Willpower point and rolls Stamina + Body Crafts
player rolls Intelligence + Body Crafts (difficulty 7). Depend-
DARK AGES COMPANION

96
(difficulty 8). Each success turns a portion of the victim’s body It is rumored that the mysterious Cathayan vampires of the
into a Blood Point’s worth of vitae. The target can negate the Far East have similar powers of control over their Beasts (for more
Tzimisce’s successes by rolling Stamina (difficulty 6). Each suc- information, see Kindred of the East). Whether this has been
cess on the Stamina roll reduces the Tzimisce’s successes by one. learned from the Laibon or is merely coincidental is unknown.
The torso and each leg is worth two Blood Points, while
the head, abdomen and arms are each worth one. If an entire
• Predator’s Communion
portion of the target’s body undergoes the transformation, that The Laibon can commune with her Beast. With this
body part turns into a pool of blood and is useless (assuming the level of Abombwe, she is able to utilize the Beast’s mystical
subject survives). Attacks to the head, abdomen or torso kill senses, keeping it on a psychic “leash” and enabling it to act
mortals outright. Vampires survive such attacks, however, even as a bloodhound of sorts.
if their heads separate from their torsos. Vampires can re-form System: The player must spend a Blood Point (actually
lost body parts by expending a Blood Point for each one that two, because of the clan weakness). Thereafter, the Laibon may
is transmuted (one for the head, two for a leg, for example). mystically sense other Beasts in the vicinity (other vampires,
Vampires transformed entirely into blood retain con- Changing Breeds with Rage, wraiths and Spectres, predatory
sciousness. Barring skill in Body Craft or Vicissitude, however, animals, and humans with Via scores of 3 or less). Successful
they retain no powers of locomotion or any other abilities. detection manifests as smell; the Laibon may “sniff out” the
A vampire in this form cannot be staked, cut, bludgeoned or Beast with a Perception + Survival roll (difficulty 6; can be
pierced, though fire and sunlight have the usual effect. higher or lower if the Beast is particularly strong or weak).
The power remains active for a scene.
••••• ••• Sculpture of the Mind
At this level the vampire is capable of altering flesh from •• Taming the Beast
a distance. Physical contact is the tool of a lesser artist; the The Laibon may enter into a pact with his Beast. If properly
true art comes from the Tzimisce’s mind, not her hands. supplicated, the Beast lends its strength to the Laibon for a
System: The player spends a Willpower point and rolls Will- brief period of time. This is a very dangerous activity, as the
power (difficulty equal to the target’s Willpower). The number Beast often uses the opportunity to manifest in the Laibon.
of successes indicates the number of dice the vampire may use System: The Laibon must spend a full turn in concentra-
on her chosen Vicissitude roll. For example, Ignatius wishes to tion. The player rolls Willpower (difficulty 8). Each success
mold her long-time rival, Claudius, into a quivering pool of blood. grants one extra die on a subsequent physical action (one
Willpower (seven dice) is rolled against a difficulty of Claudius’ punch, one leap, etc.) — but the Laibon must immediately
Willpower (8); she receives two successes. She may use only two check for frenzy thereafter.
dice of her Stamina + Body Crafts pool in order to attack Clau- ••• Whistling up the Beast
dius. She may do so at range, however, which will probably save
The Laibon learns the “songs” that cajole and frighten
her from a sound thrashing at the hands of the angered Ventrue.
the Beast Within.
The difficulties of accompanying Body Crafts rolls are
System: The Laibon whistles for a full turn, and a Manip-
unaffected by the use of this power.
ulation + Music roll (difficulty 7) is made. If the roll succeeds,

New Disciplines
The following Disciplines are rare in the Dark Medieval
the target must make a Courage roll (difficulty 7; victim must
equal or beat the Laibon’s successes). Even if the victim’s roll
succeeds, she is uneasy (one-die penalty to all Dice Pools
world, as they belong to infrequently seen clans and bloodlines. against the Laibon; difficulty of frenzy and Rötschreck rolls is
Nonetheless, they do exist, and rumors of their effects travel reduced by one). If the victim’s roll fails, she must retreat from
like plague through a rat-infested city. the Laibon for the duration of the scene — not necessarily
mindless flight, but the wary retreat of an animal that realizes
Abombwe it has met a superior foe.
Alternatively, the Laibon may “whistle up” her own Beast;
The Beast, for Laibon, is not so fearful as it is for European
a successful roll immediately sends the Laibon into frenzy (thus
vampires. Laibon are less burdened by knowledge of sin and its
negating wound penalties).
accompanying guilt, and thus are more receptive to the urges
of their Beasts. European vampires might well learn from the •••• Devil-Channel
Sphinxes; Laibon demonstrate admirable control over their The Laibon may channel his Beast through his body.
Beasts — a control that is learned through hard experience Depending on which part of his body the Laibon chooses to
and communion in the wastes. “invest” with the Beast, a variety of powers are gained.
The Abombwe Discipline is unique to its bloodline. It System: The player must spend two Blood Points (actu-
gives the vampire direct control over the Beast Within — his ally three, due to the clan weakness). All difficulties to avoid
own and others’. frenzy are increased by one because the Beast is so close to the
CHAPTER FOUR: DISCIPLINES

97
surface. The Beast actually manifests as a film of black, clotted System: The player rolls Manipulation + Courage (dif-
blood that cakes the affected body part. Only one power may ficulty 5 if the victim is less powerful than the Laibon, 6 if of
be “turned on” at a time. equal power, 8 if of greater power. Animals are typically less
Various powers demonstrated by Laibon include: powerful, though there are exceptions). If the roll succeeds,
Hands: The Laibon may inflict aggravated damage with the creature grudgingly obeys the Laibon. This is not a willing
punches. The power lasts for the scene. vassalage, but the servitude of an animal cowed into submission.
Body: All blood expenditure to increase Physical Attri- The dominated creature bears no love for the Laibon, but is
butes (not heal) is considered doubly efficient. The power too fearful to act directly against her. The forcible servitude
lasts for the scene. lasts until the Laibon relaxes her vigilance. A botch sends the
Laibon into Rötschreck.
Throat: The Laibon may roar. Humans flee unless they
succeed on Courage rolls (difficulty 9). Supernaturals must
make successful Courage rolls (difficulty 8) or become weak Ogham
with terror (all Dice Pools reduced by half, rounded up). This The Ogham Discipline is unique to the Lhiannan, though
effect lasts for a scene. there are rumors of similar script-based magics that are practiced
Feet: Aggravated damage may be inflicted with kicks. elsewhere. Ogham allows its practitioner, through attunement
This power lasts for the scene. to her blood and knowledge of the ancient names of things,
to inscribe runic glyphs and thereby evoke various effects.
The Laibon may also stamp, paining the earth-spirits with
his tread. The spirits react with a violent shock wave that • Consecrate the Grove
affects all within 100 feet of the Laibon. Those in the vicinity By bleeding widdershins (in a spiral pattern) onto an
(including the Laibon) must make Dexterity + Athletics rolls area of vegetation, the Lhiannan awakens the spirits of the
to remain standing (difficulty 5 for the Laibon, 6 if expecting immediate area, rousing them to her defense.
it, 8 if the shock wave is a surprise). The tremors continue for System: The Lhiannan opens a vein and bleeds one to
as long as the Laibon “dances.” three Blood Points of vitae onto the earth. One Blood Point
Some Laibon speak in guarded tones of elder members of affects a 10-foot-diameter area; each further point doubles the
the bloodline, who use variants of this power to create even radius (it is 40 feet with three points). This process takes one
more terrifying effects. turn per Blood Point spent.
••••• Taking the Skin After the circle of blood has been drawn, the player must
By slaying a creature and drenching herself in its blood, roll Charisma + Survival (difficulty 6). Success enables the
the Laibon can enshroud herself in the creature’s Beast. This Lhiannan to awaken the plant- and soil-spirits of the area to
allows the Laibon to transform herself into the slain creature. attack those whom she designates: Tussocks blast outward like
earthen geysers, roots reach upward to trip foes, and branches
System: The Laibon must anoint herself with the creature’s
whip at enemies. Victims in the area subtract two from all
blood and then successfully invite the spirit of the creature
Dice Pools and must make successful Stamina + Dodge rolls
into herself (Charisma + Occult, difficulty 7). If successful,
(difficulty 6) each turn or suffer three dice of normal damage.
the player makes a frenzy check. The creature in question
must have at least one Blood Point’s worth of vitae (i.e., must The power lasts for a scene. A botch angers the spirits,
be as large as a bat or large bird) and must be a predatory or turning them against the Lhiannan.
omnivorous animal (no elephants or rhinos). The blood must •• Crimson Woad
be fresh. The Laibon gains all physical traits of the creature The vampire may summon spirits of blood and battle into
(so a Laibon transformed into a vulture can fly, and a vampire her body by inscribing mystical characters on herself.
transformed into a leopard has claws and increased speed).
System: The Lhiannan must spend a scene inscribing
Humans and supernatural creatures may be duplicated in
her body with runes. The player rolls Intelligence + Occult
this fashion, though such changes are limited to appearances
(difficulty 7). For each success, the Lhiannan may ignore one
(no Disciplines, Numina or Rage may be gained from such
point of wound penalties due to pain, and may subtract one
transformations). The transformation lasts until sunrise or
from the difficulties of rolls to avoid Rötschreck and frenzy.
until the Laibon “sheds” the skin taken.
Additionally, the Lhiannan may, once per scene, make a
••••• • Predator’s Mastery “wrathful strike”: a brawling or melee attack. If this attack
The Laibon may confront any other creature that pos- succeeds, the number of successes on the inscription roll is
sesses a Beast (for a basic list, see “Predator’s Communion,” added to the damage Dice Pool of the attack.
above). She may attempt to use her Beast to dominate the The glyphs maintain their power for the duration of one
opponent’s and, if successful, the “subdued” Beast must obey combat, or until the vampire takes four or more Health Levels
the “dominant” Laibon. of damage (at which point the glyphs are obscured).

DARK AGES COMPANION

98
••• Inscribe the Curse In doing so, the Lhiannan channels the power of a celestial
By writing a foe’s name on his own body, the Lhiannan spirit, creating a form of talisman.
gains great power over that foe. System: The Lhiannan must spend 15 minutes inscrib-
System: The Lhiannan must know the foe’s true name. The ing a symbol. The player spends three Blood Points. If the
player spends three Blood Points for the vampire to inscribe a runic Lhiannan inscribes the moon sigil, the effect depends on the
version of that name on his body; this name must be displayed current phase of the moon:
on a spot that is visible to the foe. The opponent must roll Wits New Moon: add one die to Stealth rolls
+ Occult (difficulty 8) or be affected by this magic. The effect is Crescent Moon: add one die to Wits rolls
chosen by the Lhiannan and may include any one of several curses: Half Moon: add one die to Perception rolls
Body: The Lhiannan renders the foe impotent (or, if a Gibbous Moon: add one die to social rolls
vampire, unable to use Blood Points). Full Moon: add one die to damage rolls
Mind: The Lhiannan causes the foe to be addled or con- Whenever the Lhiannan inscribes the moon sigil, re-
fused. Whenever attempting to invoke a Knowledge, magical gardless of lunar phase, the subject’s difficulty to avoid frenzy
power, Discipline or other product of concentration, the foe increases by one. Additionally, any werewolf who sees the
must spend a Willpower point. subject bearing such a glyph is enraged (if the presence of a
Voice: The Lhiannan renders the foe mute. vampire isn’t enough to anger him).
Soul: The Lhiannan renders the foe intensely susceptible If the Lhiannan inscribes the sun symbol on herself or
to frenzy; all difficulties to avoid frenzy increase by two. another vampire, the subject may make a Stamina roll (diffi-
The effect begins when the foe sees his name, and lasts culty 8) whenever damage from fire or sunlight is taken; for
until the glyph is erased (or the Lhiannan takes four or more each success, one level of aggravated damage is considered
Health Levels of damage). Note that unless he is familiar with normal damage instead.
the Lhiannan’s runic writing, the foe may not recognize his
name as it is written on the Lhiannan’s body.
••••• Dragon Lines
The Lhiannan may inscribe powerful runes to invoke the
•••• Moon and Sun magic of ley lines — the “dragon tracks” of pagan lore — and
The Lhiannan may use her blood to inscribe the ancient thereby channel mystic energy though her body.
symbols of moon or sun on her forehead or that of a subject.

CHAPTER FOUR: DISCIPLINES

99
System: The Lhiannan must be in an area where mystic • Whispers to the Soul
“ley lines” of power lie close to the surface (Storyteller’s discre- The Lamia may whisper one of Lilith’s secret names in a
tion, though werewolf caerns or mage Nodes are almost certain victim’s ear. Nightmares plague the victim, and fearful thoughts
to be repositories of mystic energy). Caerns, mage Nodes, of doom torment her waking hours.
haunts, changeling freeholds and the like are generally rated
System: The Lamia must whisper the name (it may affect
from 1 to 5, with 1 being the weakest and 5 being the most
only one foe at a time). The victim must then roll Willpower
powerful. The Lhiannan must spend a scene (and the player
(difficulty 8) or suffer hideous visions and nightmares for one
must spend five Blood Points) inscribing glyphs on the site.
day and night per point of the Lamia’s Perception. The victim
For each success on a Perception + Occult roll (diffi- loses one die from all Dice Pools during the period of effect.
culty 7), the Lhiannan may convert one level of the mystic
site into two dice which may be added to any Dice Pool the •• Kiss of the Dark Mother
vampire chooses to use in a single turn (so long as the vampire The Lamia, through her studies of death, is able to evoke
remains in direct contact with the site). This mystic energy an entropic, life-draining force. She may transmit this through
is siphoned from the site each turn. A site has a repository of a bite, slaying foes with remarkable swiftness.
mystic energy equal to 10 times its level. When that many System: The Lamia expectorates a Blood Point and coats
dice have been channeled, the site is irrevocably drained (the her lips with blood, turning her bite into an even deadlier
area turns barren and wasted, grass dies, trees wither and soil weapon. Creatures bitten take twice the normal amount of
turns to ash). Partial draining reduces the level of the mystic damage, which is aggravated.
site proportionately. Dice gained are not cumulative over the
turns that siphoning occurs. ••• Ichor
Example: A Lhiannan stands on a powerful werewolf caern Lamia routinely use cadavers as objects of study and
(Level Five). She inscribes the Dragon Line glyphs and gets veneration. In the process, they have gained knowledge con-
three successes, enabling her to channel energy from the site. cerning the corpselike body of the Cainite. The Lamia who
The caern could provide as many as 10 dice of mystic energy has reached this level of Deimos may transubstantiate one of
in a single turn, but because the vampire received only three her four bodily humors into a vile substance.
successes, she may siphon only six dice per turn. If they are System: With the expenditure of two Blood Points, the
not used in the turn that they are gained, the extra dice are Lamia may secrete a tainted version of one of her four bodily
lost, and can only be replenished in a subsequent turn spent humors: a phlegmatic, melancholy, bilious or sanguine ichor.
siphoning. Once 50 dice have been drained from the caern, This ichor may be placed in an unsuspecting mortal’s beverage,
the site is destroyed. or simply used as a contact agent. (Skin contact is all that is
Additionally, some sites dedicated to specific deities or needed; the substance need not enter the bloodstream to take
purviews (War, Death, Love) provide the vampire with ap- effect.) The victim must make a Stamina roll (difficulty 8) or
propriate powers; the Storyteller adjudicates all such “bonus” be affected by the ichor. Only one type of ichor may be secreted
powers. per scene, and the Blood Points spent provide only one dose.
The types of ichor are:
••••• • Inscribe the Forgotten Names Phlegmatic: induces lethargy; victim’s Dice Pools reduced
At this level, the Lhiannan knows the names of some of by two for the rest of the scene
the dread beasts that walked the Earth in ancient nights, and
Melancholy: induces visions of death; victim is unable
may summon them to her.
to use Willpower for the rest of the scene
System: The Lhiannan inscribes the appropriate name.
Sanguine: induces excessive bleeding; any cut, slash or
The player spends three Blood Points and rolls Intelligence
puncture wound suppurates, causing the victim to lose an
+ Occult (difficulty 9). On a successful roll, a mythic beast
additional Health Level next turn
appears before the summoner within a scene. The beast is
probably unique and quite powerful (use stats comparable to Bilious: deadly toxin; the victim takes a number of levels
those of major demons or vozhd war ghouls). The Lhiannan has of normal damage equal to the vampire’s Stamina; this damage
no direct control over the beast and must appease it (sacrifices can be soaked.
of children work well in this regard). •••• Clutching the Shroud
The Lamia, through forbidden study of cadavers, gains an
Deimos understanding of his own corpselike state. By imbibing blood
The Lamia share the Cappadocians’ obsession with the from a cold corpse, the Lamia may mystically transubstantiate
world beyond, though they express it in a different fashion than his own humors, thereby gaining powers related to death.
do their more scholarly counterparts. The Deimos Discipline System: The Lamia must drink at least five Blood Points’
represents the Lamia’s devotion to thanatology through the worth of vitae from a cold corpse, and must expend those
auspices of the Dark Mother Lilith. Blood Points during the act of invoking the power. The player
DARK AGES COMPANION

100
may add two dice to all soak rolls and may completely ignore victim. The Discipline is almost never taught to outsiders as
wound penalties for the duration of the scene. The Lamia may it makes rigorous demands of its users, and the Salubri wish
peer into the Shadowlands with a Perception + Occult roll to preserve their usefulness.
(difficulty varies — 6 in a haunted site, 8 normally, up to 10 The third eye appears about the time the Salubri masters
in a sanctified area). Finally, the vampire gains the ability to the second level of Valeren. The eye opens when she uses any
sense the relative health of beings she scrutinizes (whether power above second level. Even the Salubri are uncertain why
they are wounded or diseased, and how badly; whether they this is. The most common theory purports that the third eye
suffer from mystic ailments, etc.). grants “sight-beyond-sight,” literally examining the tenuous
threads of life and death. What the Salubri actually see is a
••••• Black Breath secret.
The Lamia may breathe the Lethean fetor of the grave
A Salubri must decide which path (Healer or Warrior)
on her victims. Victims engulfed in this black mist are over-
she studies before purchasing levels of Valeren. Once she has
whelmed by hopelessness and depression.
started down a path, she may only make use of the powers
System: The player spends two Willpower points and rolls listed for her path. If she wishes to study a secondary power,
Stamina + Archery (difficulty 7). The breath can be dodged. the initial cost is the same as for purchasing a new Discipline,
Mortals (including Lupines and mages) caught in the Black and subsequent costs are at + 1 to reflect that she is studying
Breath are instantly overcome with a powerful death-urge; something that is at odds with her initial path (and quite
unless they score more successes on a Willpower roll (difficulty possibly her Nature). Where two powers for a given level of
8) than the Lamia received on the attack roll, they immedi- mastery are listed, the first belongs to the Healer path and the
ately commit suicide by the most expedient means available. second belongs to the Warrior path.
Even if the Willpower roll succeeds, the victim rhapsodizes
about death; for the remainder of the scene, all Dice Pools • Sense Life/Death
are reduced by two. The Salubri may “see” the ebb and flow of a person’s life
Vampires are affected differently by the Black Breath. force (though this does not open the third eye) after touching
An engulfed vampire makes a Willpower roll as above, but the subject. Sense Life/Death may be used to determine how
if the vampire fails, he sinks into torpor for a length of time much damage it would take to kill a person by measuring the
dependent on his Via rating, just as if he had been forced strength of her life force. This is useful in sizing up a potential
into torpor. Vampires are likewise consumed by morbidity if enemy, if the Salubri can touch her.
they succeed; they suffer a Dice Pool reduction of two as well. System: The Salubri must touch her target to determine
how close to death she is (roll Perception + Empathy, diffi-
••••• • Lilith’s Summons culty 7). She may determine how the subject arrived at such
The Lamia’s blood may be smelled in the world of the a state on a second roll. For each success on the second roll,
dead. By spitting blood on a target, the Lamia can “mark” the player may ask one question of the Storyteller pertaining
that target, causing Spectres (malevolent wraiths) to home to the subject’s health or Health Levels. (“Was she poisoned?
in on the target. The Lamia can also use the blood in a more Are her wounds aggravated?”) This power identifies a subject
ritualistic manner, to summon Spectres, though this power as a vampire with the first successful roll.
offers no control over the Spectres called.
System: The player spends three Blood Points and the •• Gift of Sleep
Lamia spits on the target (Dexterity + Archery, difficulty 7). The vampire causes any living thing to fall asleep with but
The blood may be washed off, but the mystic taint remains a touch. This ability is quite useful for advancing the body’s
for the duration of the scene. The Spectres arrive within the own healing process, or for helping someone sleep through pain.
scene. Statistics for Spectres may be found in Dark Reflections: System: If the subject is willing, the player need only spend
Spectres or Wraith: The Oblivion Second Edition. Storytellers a Blood Point to put her to sleep. If the subject is unwilling,
without these books should use the Gaunt statistics in Chapter a Blood Point is spent and the player must make a contested
Nine of Vampire: The Dark Ages. Willpower roll with the target. Success indicates that the
target is granted a period of peaceful sleep equal to her normal
Valeren pattern of rest (usually five to eight hours), though she may
This Discipline was first manifested by Saulot, who be awakened normally.
refined the raw power of healing gifts. The secondary uses of Cainites are unaffected by this power.
this Discipline are lost for the most part to vampires in the
20th century, who would recognize the Discipline as Obeah. ••• Healing Touch
Some Salubri learned the secondary uses of this Discipline The vampire lays her hands on a wound and channels
for martial and darker purposes, and the Tremere may have her inner energies to speed up the healing process. The target
encountered these powers when they went after their first feels a warm sensation as he heals.

CHAPTER FOUR: DISCIPLINES

101
System: This works on any creature, but the vampire the subject appears to go into a deep, peaceful sleep. Curiously,
must touch the wound itself. The player spends a Blood Point an individual affected by this power may not be subsequently
for each Health Level to be healed. Aggravated wounds may Embraced, nor will she become a wraith.
be healed this way, but the player needs to spend two Blood
Points per Health Level so healed. ••••• The Ailing Spirit
The Salubri using this power whispers soothing reassur-
••• Burning Touch ances to her subject, in effect removing a Derangement from
The vampire lays a hand on her opponent, and searing that subject. Some Salubri claim that Saulot developed this
pain courses through the victim. This causes no physical to provide Malkav some relief from his madness. Remember,
damage to the subject, but prolonged contact may leave in the Dark Medieval world, insanity is seen as demonic pos-
her traumatized. session, and curing a person of insanity might arouse undue
System: The player spends a Blood Point and the vampire interest from the local Church.
keeps her hand in place for as long as she wishes to cause pain. System: This power requires two Blood Points to activate.
Extra Blood Points may be spent to intensify the effects, at The player rolls Intelligence + Empathy (difficulty 8). Success
the Storyteller’s discretion. Each Blood Point spent reduces cures the subject of one Derangement of the Salubri’s choice.
the subject’s Dice Pools by two. This will not remove a Malkavian’s one permanent Derange-
ment, but it can provide periods of lucidity. A botch indicates
•••• Shepherd’s Watch that the Salubri has temporarily drawn the Derangement into
The vampire may protect herself and those under her herself, and suffers from its effects for the remainder of the
care by using this power. The Salubri physically prevents scene. In this case the subject continues to suffer her own
hostile characters from approaching her and those close to Derangement as well.
her by invoking a mystical barrier. Legend holds that Warrior
Salubri were able to discharge eldritch energy from barriers, ••••• Vengeance of Samiel
wounding and even killing antagonists who came too close. By invoking the power of her own blood, the Warrior
System: With the expenditure of two Willpower points, Salubri guides her weapon infallibly toward her foe. This
the vampire erects an invisible barrier around herself and power causes the third eye to open and glow a righteous red.
others near her. No one may come within 10 feet until she Some Salubri who use it close their normal eyes, taunting and
voluntarily drops the “shield.” Anyone attempting to approach horrifying their opponents simultaneously.
must engage the Salubri in an extended contested Willpower System: Using this power costs three Blood Points. Any
roll (difficulty 8), and score three more successes than the single attack automatically hits its target as mystic forces guide the
Salubri. A Salubri may move and maintain the barrier, but if blow. Attacks made in this manner cannot be dodged or otherwise
she takes any offensive action, the barrier drops. She may not evaded, though they may be blocked and soaked normally. In
leave the barrier around others and go off to fight. addition, the attack bites deep and does two extra dice of damage.
•••• Ending the Watch ••••• • Warding the Beast
The “watch” in this case is the death watch. An apoc- This power allows the vampire to pull the soul of anoth-
ryphal story of the Second City describes two Salubri who er from his body and take it into her own body, where she
walked the streets on certain nights, looking for the sick, works powerful healing magics on it. Salubri suspect that this
aged, suffering, those for whom life had become a burden. If power is the reason why so many Tremere have dubbed them
a person truly wished to die because of illness or terrible loss “soulsuckers.” If the Tremere understood the true nature of
and could answer the pair to satisfaction, they would grant the power, they might not sneer.
the gift of death. Their particular charges were children of System: To activate this power, the player rolls Stamina +
the streets, who called them “The Kind Ones” and honored Empathy (difficulty equal to 12 minus the subject’s Road rating).
them as angels who would save the miserable from their lives. Botching this roll means the Salubri acquires a Derangement
Saulot did not approve of such use of the gift, and banned its for the duration of the scene. Note that this power may not be
use (and the pair) from the city. Today, one who possesses this used on subjects with Road ratings of 1 or less, nor will it work
power risks being outcast by the outcasts. However, Salubri on followers of Via Diabolis; some souls are too far gone to save.
who follow the Warrior path may have and use this power The soul becomes part of the Salubri’s as she does her work,
without being condemned. and she may release it back into the proper body at any time.
The Salubri using this power grants a quiet, painless death To keep the soul for overlong is considered heinous and cruel,
to a willing subject. and the Salubri risks straying from her Road if she does so. Once
System: To End the Watch, the vampire places her hand the soul is within her, she may spend a permanent Willpower
on the subject’s chest. The player spends a Willpower point. point to restore a point of the soul’s Via rating, though she may
The subject must be willing to end her life. If she struggles or not exceed the level of the subject’s Road as dictated by that
refuses, the attempt fails. Her heart slowly ceases to beat, and subject’s Virtues. (For example, a follower of Via Humanitatis
DARK AGES COMPANION

102
with Conscience 3 and Self-Control 3 may not have his Road to desensitize individuals to pain by gradually building levels
score raised above 6 in this manner.) The vampire may only of tolerance. If applied with enough intensity, this power can
spend as many Willpower points as she has dots in Empathy. send vampires into frenzy, can incapacitate werewolves, and
While a soul is within the Salubri, its body is a shell, can kill mortals.
still alive, but without motivation or will. A soul whose host System: The procedure begins with a successful Willpower
body is killed immediately vanishes; no one knows what roll (difficulty 8) and the expenditure of one Blood Point.
happens to these disenfranchised spirits (though Storytellers Subsequent rolls are required to prolong the effect by up to one
with access to Wraith: The Oblivion are encouraged to make scene per success. Failure means the effect simply fizzles out
them Spectres). Killing the body of a harbored soul demands a or refuses to work. A botch on any roll results in potentially
Degeneration roll of the Salubri’s player (unless the vampire dangerous backlash for the user.
follows the Warrior path). At the Salubri’s option, she may cause actual physical
If a soul does not wish to be so detained (as is often the damage to her subject at the rate of one Health Level per
case if this power is used offensively or on a subject in frenzy), Blood Point spent (though touch must be maintained in this
it may attempt to break free and return to its own body. Doing case). Any damage incurred by vampires or other werewolves
this requires a contested Willpower roll with the Salubri, in this manner vanishes at the next sunset, but mortals must
wherein the difficulty equals the opponent’s Wits + Empathy. heal from it normally.
Note that though the spiritual condition of vampires is To induce frenzy in her subject, the Salubri must cause
unknown — whether they have souls, spirits or anything of physical damage in excess of that subject’s Willpower. At
that nature — Warding the Beast does affect vampires. Perhaps that point, the subject must pass a Willpower roll (difficulty
that is proof that Cainites do retain souls after mortal death. 6) or enter frenzy.
••••• • Loving Agony ••••• •• Safe Passage
A Salubri may dispense pain, as in Burning Touch, but The vampire may invoke this power to pass safely through
may continue to do so after she has removed her hand. She may a crowd without fear of harm. It is not a matter of actively
also tailor the intensity of the pain to “manageable” levels. It is hiding in the crowd, but of the vampire making her spirit
believed that application of this power was originally intended seem pleasant or inoffensive. People move out of the way, nod
CHAPTER FOUR: DISCIPLINES

103
politely, treat her with respect, and offer her shelter without ••••• ••• Shadow of Taint
any conscious idea of why they do so. Activating this power This extension of Purification was preserved from ancient
also means that people are unfriendly to anyone who pursues times by Salubri scholars. It was known as one of the Warrior
the vampire or wishes her harm. path’s most formidable weapons. The Salubri Warrior may use
System: This power is always considered “on,” although the Purification power to remove the taint from one subject
Salubri may selectively shut it off. If there is someone in a and project it onto another.
crowd who actively wishes to harm the vampire (such as a System: After Purification is performed (as per the rules,
hunter or other pursuer), then the vampire and hunter must above), the Salubri’s player spends a second Willpower point.
make contested Willpower rolls (difficulty 6). If the Salubri The vampire thrusts the evil spirit into a nearby object, animal
wins, the hunter’s interest in chasing his target fades somewhat or person. Timing is critical; if the would-be vessel is too far
(“What am I doing here?”) and he suffers Dice Pool penalties away (outside physical reach), the demon either goes free or
based upon the number of successes gained by the Salubri while finds another vessel to inhabit (most likely the Salubri herself).
following her. (For example, if the Salubri won the contested If the Salubri does “bottle” the demon in an object, her Via is
Willpower roll by a margin of two successes, the hunter would unlikely to drop. If she places it in an animal or other living
lose two from all his Dice Pools until he gave up the pursuit.) host, however, the player must succeed at a Via roll (difficulty
If the hunter wins, he is unaffected by the attempt. 8) if the Storyteller believes that this is contrary to the vam-
This penalty fades at the next sunrise, though if the pire’s morality; a botch results in the automatic loss of a Via
hunter resumes the chase again, he will likely come under point, and the demon in question may break free.
it’s effects once more.
Note that this power affects only those with casual or
minimal knowledge of the Salubri in question, such as those Infernal
whom she passes in a marketplace. It does not affect anyone
who has known her long enough to form an opinion of her. Disciplines
Infernalist Cainites have learned ways to turn the inher-
••••• •• Aversion ent powers of their blood to infernal ends. These Disciplines are
Warrior Salubri have discovered that Safe Passage can only available to characters who open themselves to infernal
be subverted to cause the opposite effect, inciting a crowd to influence (see Chapter Five for more details on infernalism).
move away from a target out of dislike. This can be used best
With the exception of Dark Thaumaturgy, these Dis-
against someone who pursues the vampire, by having people
ciplines are not inherent Cainite abilities; rather, they are
avoid him or refuse to answer his questions. A person who is
demonic augmentations of the Blood. As they have no true
open to suggestion may even be inclined to harm the target,
vampiric foundation, these abilities only extend to the fifth
especially if the target is rude. Not surprisingly, a number of
level of mastery. Dark Thaumaturgy combines the worst of
Tremere have been victim of this power.
both infernal taint and Cainite blood magic, and is quite
System: The Salubri must touch the subject. The player powerful.
spends a Blood Point. The subject suffers the effects described
above for the remainder of the scene.
Dark Thaumaturgy
••••• ••• Purification Dark Thaumaturgy is the infernally powered Discipline
This ability can be used to cleanse a person, place or thing similar to regular Thaumaturgy, though they are entirely in-
of taint. It is vitally important that the Salubri be of strong char- dependent of each other. The most frightening aspect of Dark
acter and humanity (a very high Via rating — no less than 8), Thaumaturgy is that anyone can learn it once they have made
since he pits his own goodness against whatever evil or unclean a deal with the Devil — the power is not limited to the Baali.
thing has corrupted another. This can be used against demonic Dark Thaumaturgy differs from “traditional” Thauma-
possession or infernalism, but failure promises a terrible fate. turgy in that it is not a creation of Clan Tremere, and in that
System: The player spends a Willpower point if the sub- it draws on infernal power as much as it does the Blood. It is
ject is willing and the corrupting agent does not fight back. not “interchangeable” with normal Thaumaturgy; a character
If the subject is possessed, a demon or evil spirit fights very wishing to use these Paths must possess Dark Thaumaturgy,
hard to hold onto its plaything. The player and demon make while a character who wishes to learn “normal” Paths must
an extended and contested Willpower roll (difficulty equal to possess knowledge of normal Thaumaturgy.
the opponent’s permanent Willpower); the winner must beat Acquiring and improving levels of Dark Thaumaturgy and
the other by three successes. If the contest fails, the attempt its Paths and Rituals demands a Supplicium of the student;
to Purify fails. If the player botches, the demon now possesses success indicates that the new level is learned, while failure
the Salubri’s body. Purification cannot be self-administered, continues the character’s inexorable slide into damnation.
and has no effect on the Beast. Rules for Supplicii may be found in Chapter Seven.

DARK AGES COMPANION

104
Dark Thaumaturgical System: Successes gained determine the duration of the urge
to commit sin. By spending a Willpower point, the victim may roll
Paths his permanent Willpower (difficulty 6) to resist this urge; successful
Dark Thaumaturgy is practiced in the same manner as resistance requires more successes than the infernalist gained.
regular Thaumaturgy is (detailed in Dark Ages, page 164). Each 1 success One turn
time one of these infernal powers is invoked, a Blood Point must 2 successes One hour
be spent and a Willpower roll is made against a difficulty of the 3 successes One night
power’s level + 3. A failure on the roll indicates that the magic 4 successes One week
fails. A botch indicates that a permanent Willpower point is 5 successes One month
lost, though the Storyteller may also wish to confront the Dark
Thaumaturgist with a visitor from the nether world.… ••••• Unleash the Dark Soul
No longer content to merely manipulate, the Dark Thau-
Rego Venalis maturgist with this power the may rip the shadow from a living
(Path of Corruption) mortal and imbue it with temporary, physical presence. The
mortal is destroyed by the experience, and a diabolic servant
It is said that this Path was developed by Set himself as is gained for one night.
a gift to his childer. If so, they have made sure to spread it.
System: To use this power the character must slay the
• Night’s Terror mortal victim and project the remnant of the victim’s ani-
The infernalist can strike fear into opponents by reach- ma into her shadow. The mortal’s heartblood provides the
ing into the depths of their souls and pulling forth images of animating force for the shadow-wraith, which is under the
personal damnation. Even the strongest mortal can be cowed vampire’s control. The shadow-wraith is a nearly-invisible
by this power. servant that can spy on enemies, pass through material objects
System: Successes gained are subtracted from all the and communicate mentally with its creator over any distance.
target’s Dice Pools until the target can shake off the power’s The shadow-wraith fades with the next day’s dawn.
effects with a successful Road roll (difficulty 6), which may be Those Lasombra who are familiar with this power are
attempted once per night. Vampires and other supernatural unsettled by its similarity to their own shadowy Discipline,
creatures may be driven into frenzy by this power; if the roll Obtenebration.
to shake off the effects is botched, the character frenzies,
tormented by his own inner demons. Video Nefas
•• Poison Heart (Path of Evil Revelations)
Infernalists believe that all beings have dark sides. With This Dark Thaumaturgy Path was created to pry secrets from
this power, an infernalist may bring such darkness to the surface. demons and mortals alike. Demons are often unwilling to teach it for
The Dark Thaumaturgist may cause a victim to act on her dark that reason. Parts of this Path were taken from the magic of pagan
impulses by meeting the victim’s eyes and whispering a temptation. oracles, and there is a pagan version of it known as Video Pellis.
System: The number of successes gained indicates the This Path will fade into obscurity in the late 16th century,
strength of the evil impulse. This power may be used on a though it will re-emerge as the Path of Secret Knowledge,
Cainite, but it costs a Willpower point to do so. The target under the guidance of Sabbat infernalists. The “Path of Evil
may resist with a successful Road roll (difficulty equal to the Revelations,” as practiced by the Sabbat, is a corruption of
Dark Thaumaturgist’s Willpower). Video Nefas’ tenets, whether by intent or the ravages of time.
By the 20th century, the Path of Evil Revelations has very
••• Fool the Heart’s Eye little to do with Video Nefas.
The infernalist can assume the image of a victim’s loved
one by reaching out with his thoughts. This power is used to • See the Unseen
plot betrayal and bring about corruption. The infernalist can gaze into the spirit world.
System: Successes gained indicate the verisimilitude of the System: No roll is necessary, and the infernalist can see
impersonation: One success yields a rough impression, while all nearby spirits, including demons and wraiths, as if they
five successes result in a completely convincing simulacrum. were physically manifest. Due to the mental concentration
that this power demands, all difficulties are at + 1 while gazing
•••• Name the Crime into the shadow world.
The infernalist suggests a sin to the target. This sin may
consist of a single evil act, or a general attitude. Unless the •• Learn the Heart’s Pain
target is very strong-willed, he is unable to prevent himself The infernalist looks into someone’s heart and determines
from acting on the suggestion. what grieves him the most. This is useful in deciding how to
destroy a foe.
CHAPTER FOUR: DISCIPLINES

105
System: The successes gained indicate how much knowl-
edge reveals itself to the infernalist; one success reveals whether
or not the target feels guilt, while five successes reveal specific
details of sins, enemies and failings.
••• Seize the Moment
The infernalist may reach into the mind of his victim
and draw forth his memories and thoughts.
System: For each success gained, the infernalist may pull
forth one specific memory. For example, to learn the plans of
a local bishop, the infernalist Seizes the Moment. He gains
three successes and discovers the bishop’s immediate plans,
what troops he has available, and whether he knows anything
of the infernalist’s existence.
•••• Casting the Bones
This power allows the infernalist to part the mists of time
and gaze into the future. To use this power, the infernalist
must carve runestones from the bones of a sentient being (a
new set of bones is required each time this power is used).
System: The successes gained indicate how far into
the future the infernalist may look to find an answer to her
question.
1 success Only the immediate future can be seen
2 successes Up to a week
3 successes A lunar month
4 successes A season
5 successes A year
The future is not fixed, so the infernalist’s vision may be
inaccurate — it merely shows the likeliest course of events
and so is more accurate when dealing with large groups (for
example, “Will the crusaders recapture Jerusalem?”) than
with individuals.
••••• Recall the Bloody Deed
The infernalist raises a spectre of vengeance to uncover
past misdeeds. This power may only be used in a place where
blood has been shed in anger.
System: If the roll is successful, the infernalist gives physi-
cal form to a minor demon (use the statistics for Custodes from
Chapter Seven) which appears as the victim of the violence,
and bears the victim’s wounds. This demon has the power to
track “its” murderer across land and sea to avenge itself. The
only constraint on this pursuit is the number of successes
gained by the infernalist: each success allows the demon to
continue the pursuit for one day and night.

Rego Dolor
(Path of Pain)
Though the Baali created this dark magic, the masters
of Rego Dolor are infernalists of Clan Tzimisce who use it to
enforce discipline among their twisted creations.

DARK AGES COMPANION

106
• Strike the Broken Limb System: The infernalist opens bleeding and pustulant
With this power, the infernalist may reopen an old wound sores on her victim’s body. For each success gained, one Health
in the target if he can touch her. Level of aggravated wounds is inflicted. Mortals cannot soak
this damage or heal the wounds, but supernatural beings can
System: If the infernalist successfully touches his target,
resist with Fortitude (or similar powers) and heal as with any
he inflicts one Health Level per success rolled; this damage
other aggravated wounds. In addition, so long as the wounds
can be soaked. This wound appears as an older one that has
remain, the target suffers an equal amount of normal, soakable
reopened.
damage each night as she sleeps (or each day, in the case of
•• Phantom Pain vampires), as the wounds fester. For example, an infernalist
The infernalist can wrack an opponent’s body with pain. uses this power on the Brujah Gregor. Gregor suffers two
System: The target suffers the penalties of lost Health Health Levels worth of aggravated damage, and will suffer
Levels, without actually losing those Health Levels. The two more, non-aggravated Health Levels of damage (though
successes rolled to use this power determine the Health he may soak these additional wounds) each night until the
Levels “lost.” These phantom wounds can even knock a foe initial wounds heal.
unconscious, if the foe suffers enough of them to bring her to
Incapacitated. Vampires and other supernatural creatures can Rego Manes
resist the infernalist’s roll by rolling Willpower as if soaking.
Any supernatural healing (spending Blood Points or regener-
(Path of Spirit)
This may be the oldest of all the Paths. It dates back to
ation) removes imposed penalties as if they were wounds, at pagan times preceding civilization, when the spirit world was
a rate of one phantom wound per Health Level. The effects closer to the physical world. Though many ancient vampires
of this power last until the end of the scene. know this Path’s secrets, infernalists have turned it to its most
••• Curse the Senses potent use — the raising of Hell itself. A demon who answers
The infernalist can attack a victim’s senses, rendering the infernalist’s call may remain on Earth until the sun rises
him blind, deaf and dumb. or until it hears church bells.
System: Each success gained temporarily deprives the The older, pagan version of this Path is called Rego
victim of one of his senses; sight is generally the first to go. Mentem and allows the summoning of the spirits of nature
This effect lasts for one scene, though a vampire so afflicted rather than infernal creatures.
can spend a Blood Point to restore each lost sense. A variation System: This Path has two powers. The first allows dam-
of this power allows the infernalist to numb the target’s sense age to be inflicted upon any spirit (demonic or otherwise)
of pain, reducing wound penalties by the number of successes through ritual incantation (the player rolls Path rating as a
gained (someone under the effects of this power may not even damage Dice Pool against the target; this damage is resisted
know he is being wounded). with Willpower rather than Stamina). The damaging powers
of this Path take place immediately upon their use, and only
•••• Feed the Corruption require a few spoken words to enact.
The infernalist calls upon minor imps and demons to Secondly, this Path allows the infernalist to summon
infect the victim’s flesh. Flies bite at her and maggots grow beings from the spirit world. Rego Manes rating determines
in soft tissue. the power of a summoned demon:
System: For each success the infernalist gains, vermin • Insignificant (Attributes 4/3/2, Abilities 3/
grow in the victim’s flesh for one day. (If two successes are 2/1, no Disciplines)
gained, the victim is afflicted for two days.) For each day of •• Least (Attributes 5/4/3, Abilities 4/3/2, two
infection, the victim suffers one Health Level of damage from points of Disciplines and/or Investments)
the biting flies, and the burrowing maggots inflict a number ••• Lesser (Attributes 6/5/4, Abilities 5/4/3,
of Health Levels equal to the number of days that the pro- four points of Disciplines and/or Investments)
cess has continued (on the third day the victim suffers one
•••• Minor (Attributes 7/6/5, Abilities 6/5/4,
Health Level from the flies and three from the corruption).
six points of Disciplines and/or Investments)
This damage may not be soaked, and mortals are likely to
be consumed, dying in agony. Vampires are able to heal the ••••• Specific demon (such as those presented in
damage with Blood Points, but the corruption does not end Chapter Seven), who demands sacrifices
until it has run its course. and serves only if it is in his interests.
The number of successes gained determines how much
••••• Eternal Torment control the infernalist has over what he calls up:
This power inflicts wounds that cannot be healed by 1 success The demon attends, but listens to the
normal means. infernalist only if it can benefit. It may
leave at will.
CHAPTER FOUR: DISCIPLINES

107
2 successes The demon arrives and listens to requests, System: The warding circle is a complicated diagram of
and answers simple questions. astrological symbols that has to be drawn with special chalks
3 successes The demon is well-disposed toward the while an incantation is intoned. The infernalist can either
infernalist, and answers questions with create a temporary warding circle, which takes 30 minutes to
some accuracy. complete, or makes a permanent circle, which takes several
4 successes The demon is willing to serve the infernalist nights. Once the circle is completed, the infernalist must
on simple tasks. stand inside it and activate the ritual magic with a prepared
5 successes The demon is pleased with the summoning and phrase or prayer. So long as the infernalist remains within
serves the infernalist faithfully for the night. the enchanted space, she is protected from any attack by an
infernal creature unless the creature can beat her in a resisted
Failure The ritual is wasted and cannot be attempted
Willpower test.
again that night.
Botching the roll to enact this Ritual can be fatal and
Botch The demon is angered by the infernalist’s
damning. A botched Warding Circle offers no protection at
clumsy attempts, and attacks.
all, though the infernalist will believe that her ward is sound.
Rituals of Dark Blood Imp (Level Three Ritual)
Thaumaturgy This strange Ritual allows the infernalist to distill an
obedient homunculus from his own blood. The homunculus
Like regular Thaumaturgy, Dark Thaumaturgy has its own
assumes the form of a small animal, often a jackdaw or monkey,
Rituals (use the system from Vampire: The Dark Ages, page
and can be used as a spy or thief.
168). The following are only examples; infernalists constantly
seek new uses for their powers, so do not hesitate to surprise System: The Blood Imp is created from vitae and shaped
players with new and innovative Rituals. by the magic of the ritual. It has a Strength Attribute (for
carrying things only) equal to the Blood Points spent on its
The Knotted Cord creation, and Health Levels equal to the number of successes
(Level One Ritual) gained on the die roll. It has no combat abilities (though it
This Ritual has saved many an infernalist from trial and may serve as a distraction) and lasts for one night. Its method
execution, by silencing accusers. of locomotion is based on its animal form (jackdaws can fly,
System: The infernalist must knot a length of rope while monkeys climb, etc.).
reciting the name of whomever she wishes to silence. Unless Bloody Bones (Level Three Ritual)
the target beats the infernalist in an opposed Willpower roll,
This Ritual is cast over an area. The infernalist must
he is unable to denounce her.
bury a specially prepared bag of bones in the area of casting.
Bind the Familiar Once this is done, the place is cursed — plants wither and die,
(Level One Ritual) stillbirths are common, and tempers flare easily. The cause of
This Ritual calls and binds a familiar to the infernalist. the curse is a spirit that is bound into the bones.
System: This hour-long ritual calls up a minor imp that System: The spirit bound into the bloody bones has in-
possesses an animal’s body and serves the infernalist faithfully. fluence over an area as large as a village. The area is cursed so
Details on familiars are given in Chapter Seven. long as the bones remain buried. Vampires can easily find the
bag of bones with Heightened Senses; scattering the bones frees
Bring Forth the Hell Beast the spirit. While the curse is in effect all frenzy rolls are at + 1
(Level Two Ritual) difficulty, in addition to the effects imposed upon mortal life.
Through the use of this Ritual, an infernalist may infuse
an animal with corruption and rage. The beast becomes twisted The Leaden Heart
and evil, seeking to wreak the Devil’s own havoc on humanity. (Level Three Ritual)
System: An infernalist who knows this ritual merely needs An infernalist uses this Ritual to bind a target to the spot
to lay his hands on any beast and thereby infuse it with a little so that he cannot flee the fate in store for him.
of his blood (one Blood Point). The animal flies into a rage System: The infernalist must not only know the name of
and attempts to kill anyone and anything it encounters, until the target but must use some personal token (a piece of clothing,
slain. This trace of infernal taint provides increased strength a lock of hair) to work the magic. After a 10-minute Ritual,
(Potence 1), and the animal becomes so frenzied that it feels the victim finds himself unable to flee the area, unless he can
no pain (is not affected by wound penalties). beat the infernalist’s successes in a Willpower roll. Should
the victim botch this roll, he grows paralyzed with fear and
Warding Circle (Level Two Ritual) cannot act in any way until the magic expires. The Ritual’s
This Ritual prepares an area for infernal magics by creating a power ends either at cockcrow or if the victim’s name is called
protective circle to defend the infernalist from a demon’s anger. out by a true love. This Ritual is not limited by any distance;
DARK AGES COMPANION

108
as long as the infernalist has a personal token she may affect
her subject. Luckily for that subject, the token is consumed Maleficia
each time this Ritual is enacted. The Maleficia Discipline is the power to use the evil eye, to
bestow curses and to invoke plagues. Maleficia inflicts madness
Vile Swarm (Level Four Ritual) and misfortune on its targets. It is said that infernalist Malkavi-
Infernalist Nosferatu have learned many secrets in their ans developed this Discipline with the aid of demonic patrons.
deep catacombs. This Ritual allows entire swarms of vermin Maleficia’s effects may be turned on the infernalist. Should
to be commanded and used on missions of destruction. the target of this Discipline realize she is being affected, she
System: The infernalist performs the Ritual to summon a may make an opposed Wits + Occult roll (difficulty of the
horde of creatures (insects, bats or rats), and then feeds them infernalist’s Willpower); if the roll is successful, the infernalist
her blood. These bound creatures swarm at the infernalist’s suffers the effects of the Discipline. This can only be done if
command, overwhelming foes and destroying crops and the victim knows that she is being afflicted and can confront
property. As long as the infernalist concentrates, the swarm the infernalist. Likewise, if the inferalist’s attempt botches,
is disguised as if by Cloak the Gathering (such intense con- she suffers the effect herself. The victim can also flee to the
centration requires the player to spend one Willpower point Church, where an exorcism or blessing ritual will free her
each hour). Hundreds, even thousands of creatures compose from a curse. All of the powers of Maleficia are dispelled if
the swarm, and only fire or some other massive form of de- the infernalist is killed.
struction can halt its rampage.
• Evil Eye
Lethean Chains (Level Four Ritual) This power allows the infernalist to afflict someone’s life
The infernalist may erase memories from his target by with a minor mishap. This may prove fatal in combat.
using a special potion, thereby concealing his evil actions. System: The player must roll Wits + Occult (difficulty
System: This Ritual allows the infernalist to distill a 6) and spend a Blood Point. Each success cancels one success
potion that causes the imbiber to forget all that happens for from the victim’s next die roll.
the space of one night — in her amnesiac state the victim
is easily led astray and can even be blamed for the crimes of •• Minor Curse
the infernalist. The Ritual itself is simple, taking only a few This power causes the victim a string of mishaps and
minutes of preparation time; however, the potion’s ingredients accidents.
include the tears of a demon or water from an Underworld System: The player rolls Intelligence + Occult (difficulty
river, so are hard to obtain. Each preparation of the potion 6) and spends one Blood Point. For each success gained, the
contains a number of doses equal to the infernalist’s successes. target suffers the curse for one hour. Ignore the highest die on
any roll that the affected character makes for the duration of
The Hand of Glory the curse. This can be disastrous for characters with low levels
(Level Five Ritual) in critical abilities.
This Ritual allows the infernalist to put all the inhabitants
of a building into a deep slumber. ••• Psalm of the Damned
System: The infernalist must ritually prepare a hand By chanting strange verses, the infernalist causes her foes
cut from the corpse of a hanged man. By lighting the fingers to be distracted and unable to concentrate. Once begun, the
of the hand and using it as a torch, the infernalist causes all psalm is heard by the victim wherever he flees, so long as the
the inhabitants of any place he enters to fall asleep (if the infernalist keeps chanting.
infernalist enters a massive building such as a castle, only System: The player rolls Manipulation + Music (difficulty
those in his immediate vicinity will sleep; those in distant 6); each success reduces the victim’s Dice Pool by one. The
parts of the structure are unaffected and are likely to notice victim must be within earshot of the infernalist when the
the disturbance). Once those within slumber, the infernalist power is activated, but as long as the infernalist chants, the
can move about freely. victim remains penalized. This power may be used on a group,
in which case the infernalist’s successes indicate how many
Ward Versus Demons individuals lose one die from their Dice Pools.
(Level Five Ritual)
This Ritual works in a manner similar to Ward Versus •••• Barrenness
Ghouls (Level-Two Ritual), but affects demons and other The target of this power is rendered barren. Given the
infernal creatures. importance of children to medieval people, this power is
System: The requirements of this Ritual are the same as dreaded by all.
those of Ward Versus Ghouls, except the required component System: The player rolls Charisma + Occult (difficulty
is the blood of an innocent (non-infernalists learn a variant equal to the victim’s Stamina). If the roll is successful the
of this Ritual that requires holy water). target is stricken barren, unable to produce children. This

CHAPTER FOUR: DISCIPLINES

109
power affects even vampires, rendering them unable to sire, • Strix
and so is greatly feared. The effect may be removed only The reputation of the strigmaga for knowing all things is
through exorcism, high-level Thaumaturgical Rituals, or the based on this simple power of governing the night winds to
slaying of the caster. carry gossip to the infernalists.
••••• Greater Curse System: The infernalist calls the night winds with a roll
The target of this power suffers torments night and day; of Charisma + Intimidation (difficulty 6). Only one success is
her skin breaks out in boils and she is shunned by others. needed for the winds to transmit the words of anyone talking
System: The curse is invoked with the expenditure of in the open air within one mile. The strigmaga does not
three Blood Points. This power requires a resisted Willpower necessarily understand the language in which the words are
test (difficulty 8) between the infernalist and victim. Whoever spoken (she is limited by her own knowledge).
loses is afflicted by the curse, the effects of which last for one •• Scobax
year. During this year the victim is unable to sleep comfortably The strigmaga is able to influence the actions of swarms
(suffers + 1 to all difficulty numbers), takes on the appearance of vermin and insects. This power neither calls nor controls
of a leper (Appearance drops to 0), and suffers all the effects the vermin, but incites them to harass others.
of a Minor Curse. Vampires are able to resist the effects of a
System: The player must roll Charisma + Survival (diffi-
Greater Curse by spending an extra four Blood Points as they
culty 6) to determine the response to the infernalist’s call. The
sleep each day.
vermin are incapable of doing any real damage, but are greatly
Striga distracting and can spoil foodstuffs. Characters plagued by the
swarm add two to the difficulties of any actions they undertake.
This Discipline is associated with secret witch-cults of 1 success Vermin gather, but act normally (eating food,
Europe. It draws on traditional folk powers and twists them scurrying about, but not attacking people)
to evil purposes. Its practitioners are often called strigmaga, or
2 successes The vermin swarm, concentrating on a
“nightwalkers,” and they virtually comprise a bloodline unto
single target, whom they bite
themselves among infernalists.
DARK AGES COMPANION

110
3 successes The vermin swarm through an area, System: The infernalist must spit blood on the target (re-
attacking anyone in it quiring a Dexterity + Archery roll in combat). The character
4 successes The vermin attack any designated targets, coughs up a Blood Point, and the player rolls Stamina + Occult
following them as best they can (difficulty equal to the target’s Stamina); each success inflicts
5 successes The vermin swarm in a mad rage. Hundreds one Health Level of aggravated damage. This damage manifests
of insects respond, biting and stinging in a hideous fashion as the victim’s body twists and mutates.
everyone in the vicinity On a botch, the strigmaga swallows her own poisonous
blood and suffers three levels of aggravated damage.
••• Masca
The name of this power derives from both the Latin for ••••• Fractura
eating and from the word for a mask. By drinking the blood of This power allows the strigmaga to control her own blood
a bird or beast, the infernalist can mask herself in the creature’s in strange ways. Her vitae bubbles out of her skin to form
form and carry out her dark business. The transformation lasts barbed tentacles that surround and protect her.
until the next dawn, and the infernalist gains all the advantages System: A Stamina + Occult roll (difficulty 7) must be
of the animal form. However, the infernalist cannot use any made; each success costs one Blood Point and enables one
other Disciplines while wearing the mask. tentacle to be extruded. Each tentacle is six feet long and has
System: No roll is necessary and the transformation is Strength and Dexterity scores of 5. Additional Blood Points
automatic, but Blood Points must be spent depending on the may be “fed” to the tentacles to increase these parameters
animal form assumed. Transforming into a small creature such (each Blood Point spent increases either Strength or Dexterity
as a bird or mouse costs only one Blood Point, whereas chang- by one). A tentacle does Strength + 2 slashing damage and
ing into a large beast like a wolf costs three. Becoming a huge has four Health Levels (though the “parent” does not suffer
animal such as a bear costs five or more Blood Points. Only any wound penalties from damage suffered by the tentacles).
animal forms may be assumed, though any inherent traits of The strigmaga may choose to make a soak roll for a tentacle;
a beast (claws, poisonous bite) are available to the strigmaga. should this roll fail, however, she takes the damage instead of
her tentacle. The blood spent on creating tentacles does not
•••• Hexe return to the infernalist’s Blood Pool when the power ends.
This power curses a single individual. It is said that in ancient There are rumors that a infernalist can be diablerized via her
times, this power was strong enough to strike a person dead. tentacles, but few are willing to test the theory.

CHAPTER FOUR: DISCIPLINES

111
DARK AGES COMPANION

112
hapter Five:
Matters of
Faith
Religion is a potent force in Dark
Medieval Europe. From the mono-
lithic Catholic Church, to the Spanish
Moors, to the crumbling vestiges of
pre-Christian paganism, the denizens
of this dark world are motivated by
the faith which keeps them going and
gives them hope for a better life.
Note: Judaism is thoroughly inter-
twined with the practice of Kabbalah.
It is covered in greater detail in Chap-
ter Six.

CHAPTER FIVE: MATTERS OF FAITH

CHAPTER FIVE: MATTERS OF FAITH


113
113
Christianity
as the Apostate. Julian turned from his Christian faith and
sought to embrace the beliefs of his forefathers — he reinstat-
Except the Lord build the house: their labour is but lost that build it. ed paganism, encouraged heresy and schism, and, with the
Except the Lord keep the city: the watchman waketh but in vain. might of the Eastern Empire behind him, prepared to sweep
— Nisi Dominus, Book of Common Prayer Christianity away forever. In his fear, the Pope prayed for the
salvation of his flock and was answered. In a dream, he saw
The Church is all things to all people. To some it is the
the Archangel Michael trampling Julian into the ground and
last repository of knowledge in the Western world, to others
stabbing him through the heart with a spear. As Julian died
a repressive organization that seeks to crush all rational un-
he whispered, “Thou hast conquered all, O pale Galilean!”
derstanding. Some go to the Church to seek out redemption
and none of his successors dared doubt his judgment, or the
and salvation, the only paths to Heaven; others curse it as the
power of the Christian faith.
manifestation of the Antichrist’s final victory. Whatever one’s
views, the Church is the fixed center of the Dark Medieval
world. No other body rivals it for power and influence; no other The Roman Church and
organization can be said to hold the world in its hands. To the the Dark Ages
Cainites it is both enemy and friend: the one fixed point in It was in these times that the Dark Ages truly began —
centuries of unlife, and the center of resistance to their very the Roman Empire was but a memory, Rome itself had been
existence. In any event, it can not be ignored. sacked by Alaric and the Vandals, the Eastern Empire seemed

The History of
decadent and fragmented by national and political battles,
and all Classical scholarship had been lost. It was an age of
new gods brought into southern Europe from the barbarian
Christianity
Though it seems impossible now, the fledgling sect of
northlands, and of heresies brought out of the East. The old
order had gone forever and the lights of civilization went out
across the continent.
Christianity was very nearly extinguished at its beginnings. So
During this time, the Church became a recognizable
insignificant was it to the Roman Empire that the authorities
entity. Fearing that Christianity would be swept away in a
who crucified Christ neglected to make any records of the
tide of heresies, and that Christian would fight Christian over
event. It was only chance — or Divine will — that allowed
articles of faith, a succession of Popes laid down the Orthodox
Christianity its time to grow.
and Catholic beliefs that would govern the Christian world
In the first centuries of the first millennium, Christianity was for centuries. St. Augustine is perhaps the most famous of
but one of many mystery sects fighting for survival and influence. these lawmakers, but many other talented Popes and church-
Ancient gods spoke to their followers through the ecstasies of men sought to impose order on the chaos of the Dark Ages.
the mystery cults, and it seemed as if the Cult of Mithras would The idea of orthodoxy that developed, though extremely
rule the Roman Empire. However, in 311, Emperor Constantine complicated and subject to much debate over the ages, can
I was stunned by a vision of a cross in the sky and promised that be summarized easily — the official Church in Rome was the
should he win the battles he was undertaking, he would dedicate only true church, salvation could only be found by following
himself and his empire to the crucified god. the tenets promulgated from here, and all else was heresy.
Win he did, and the dying Roman Empire turned to the Ironically, the actions of Italy’s vampires helped to preserve
new faith. It took root in the surviving courts of Byzantium and the Church in Rome — Ventrue, Lasombra and Toreador
was spread by zealous missionaries into the pagan and barbarian all needed strong political systems to support their aims and
lands of Europe. The faith took hold in many centers: in Rome, challenge the power of Constantinople. Other clans also
where the Popes followed the tradition of Saint Peter; in Con- supported the Roman Church — Nosferatu seeking salvation,
stantinople, where the Empire continued its slow spiral into and Brujah hoping that classical scholarship could be restored.
decadence and the Church was ruled by Patriarchs; in Ireland, Despite their similar aims, the clans never moved toward a true
where missionaries impressed the barbarian chiefs with their alliance and often worked at cross-purposes as they battled for
courage. At this time the Christian faith was interpreted in control over the Church hierarchy.
many different ways. Eastern denominations introduced ideas
Not only did the Roman Church survive these dark years,
of personal reincarnation, of a dualistic universe, of a feminine
but it prospered. Due to the collapse of most civil, legal and
god; free will was debated fiercely, as was the doctrine of Christ’s
national authority across Western Europe, the Roman Church
human nature and His divine spirit. In each area new versions
was able to fill this void and provide order in people’s lives.
of Christianity emerged, as the simple faith was translated
The Roman Church became the repository of knowledge and
through the prior experience and beliefs of new parishioners.
wisdom, the arbitrator of disputes, the wealthiest and most
Christianity could have continued in this organic way, powerful organization in Europe, and, eventually, the final legal
becoming a broad and all-encompassing faith, were it not for authority, with dominion even over emperors. This last power
the actions of the Byzantine Emperor Julian, known to history
DARK AGES COMPANION

114
was assumed when, in the ninth century, Pope Leo III crowned The worship of the Church is also expressed in rites of baptism,
the Holy Roman Emperor Charlemagne III, cementing the confirmation, weddings, ordinations, penitential rites, burial
right of the Church to determine the actions of state. This rites, and the singing of the Divine Office.
was a great coup for the Toreador, who delighted in seeing The Roman Church also fosters other public devotional
the Ventrue-influenced emperor bow down before the Pope. practices, including the Benediction of the Blessed Sacrament,
In the four centuries since the crowning of Emperor the Rosary, novenas (nine days of prayer for various special
Charlemagne, the Roman Church has grown full and mighty, purposes), pilgrimages to shrines, and veneration of saints’ relics
dominating Europe from Spain to the Balkans, from England or statues. Christians are not encouraged to practice private
to Italy. The Orthodox Church retains its power in the lands prayer; the Church dictates the practice of worship, consid-
of the Eastern Empire but cannot spread, contained as it is ering privacy in this matter to be dangerously close to heresy.
by the growing force of the Roman Church and the threat of In addition, the Church has an impressive array of holy
the Infidel. The Irish Church — which might have spread days, following a cycle of Advent, Christmas, Epiphany,
a different Christian faith, one more accepting of the pagan Lent, Easter, and Pentecost, as well as a distinctive cycle of
ways — has been bought into the fold and, with the Norman commemoration of the saints.
invasion of Eire, the hold of Rome on even those distant Some vampires have adopted a few of the Church’s prac-
islands is secure. tices for their own — they hold holidays in mockery of the holy
Worship days and practice blood magics in place of communion (see the
Book of Storyteller Secrets for more details on these practices).
The public worship of the Roman Church is its liturgy,
principally the Eucharist, which is also called the Mass. Rec-
itation of prayers and readings from the Bible take place in Orthodox Church
Latin (which is seldom understood by the parishioners); these The main rival of Roman Christianity and the major Christian
sacraments are followed by the faithful receiving communion, faith across the Levant and Eastern Europe, the Orthodox Church
understood as sharing in the sacramental presence of Christ. claims to have preserved the original and apostolic Christian faith.

CHAPTER FIVE: MATTERS OF FAITH

115
The Orthodox Church is a fellowship of administratively Incarnation. The Orthodox Church accepts the early traditions
autocephalous (self-governing) local churches, united in faith, of Christianity, including the same sacraments as the Roman
sacraments, and canonical discipline; each enjoys the right to Catholic Church — although in the Orthodox Church infants
elect its own head and its bishops. Traditionally, the Patriarch receive the Eucharist and confirmation — yet married men may
of Constantinople is recognized as the “first among equal” become priests, though not bishops or monks. The veneration of
Orthodox bishops, though he has great direct doctrinal and Mary as Mother of God is central to Orthodox worship, and the
administrative authority. He also wields great power through intercession of saints is emphasized. After an early controversy
his direct connection to the Imperial Court; many decisions and on the subject, which almost led to outright war within Europe,
much of the politics that earn the name ‘Byzantine’ derive from the Orthodox Church has accepted the Roman practice of the
the Patriarch. The other major heads of autocephalous churches, veneration of icons of Christ, the Virgin Mary and the saints.
in order of precedence, are: the Patriarch of Alexandria, Egypt, The tensions between the Byzantine Patriarch and Emperor,
with jurisdiction over Africa; the Patriarch of Antioch (while the growing hatred of Rome for Constantinople, and the influ-
the Patriarch of Jerusalem remains in exile) with jurisdiction ence of the East on the Orthodox faith have created a veritable
over Palestine; the Patriarch of Moscow and all Russia; the playground for the vampire lords of Europe. Cainites have hidden
Patriarch of Serbia (Yugoslavia); the Patriarch of Romania; the many of their intrigues under the cover of the schisms, promot-
Patriarch of Bulgaria; the Archbishop of Cyprus; the Archbishop ing their own ends while disguised in the trappings of religions.
of Athens and all Greece; and the Metropolitan of Prague and Certain Cainite elders whisper that the iconoclast heresy grew
all Czechoslovakia. This fluid structure of authority means that not from a disagreement over the images of God that could be
many of the clans are fighting over control of the Orthodox venerated in Church, but from mockeries of grace produced by
Church through ghouls and puppets in their home region. During Tzimisce craftsmen and insinuated into the churches.
the election of a new Patriarch of Constantinople, tensions
between the clans can explode into open conflict.
Historically, the Orthodox Church stands as a direct Church and
descendant of the earliest Christian communities founded in
regions of the Eastern Mediterranean by the apostles of Jesus.
The subsequent destinies of Christianity in those areas were
State Though the Popes claim full dominion over emperors and
shaped by the transfer of the imperial capital from Rome to all the acts of state, this power is often challenged by growing
Constantinople by Constantine I in A.D. 320. As a consequence, national authority across Europe. Kings and emperors have
during the first eight centuries of Christian history, most major their own agendas, which sometimes conflict with those of
intellectual, cultural and social developments took place in this the Church; indeed, there is an ongoing battle between the
region. Missionaries from Constantinople converted the Slavs Holy Roman Emperor and Pope over their respective authority.
and other peoples of Eastern Europe to Christianity (Bulgaria, This battle began with Emperor Henry III in 1046 and will
864; Russia, 988) and translated the Scriptures and other liturgical continue until the Concordat of Worms in 1122.
texts into the vernacular languages used in the various regions. The power of the Popes is based on a document called
The Orthodox Church’s refusal to accept the primacy of “The Donation of Constantine,” in which the great emperor
the Pope and Roman law has led to a seemingly endless conflict willed his empire to the church. Secular circles hotly debate
between the rival branches of Christianity. The first major breach the veracity of this document, especially as it was only produced
came in the ninth century, when the Pope refused to recognize by the Church centuries after Constantine’s death. The few
the election of Photius as Patriarch of Constantinople. Photius vampires who have been able to enter the Vatican libraries
in turn challenged the right of the papacy to rule on the matter. and study the document have claimed to sense an odd aura to
The mounting disputes between East and West reached another the document — a Lasombra elder of Venice has said it carries
climax in 1054, when mutual anathemas were exchanged. This the taint of the Malkavians, but the mad ones are not talking.
split in Christianity will lead to the sacking of Constantinople by Whatever the truth, the Church has waxed strong, and
the Fourth Crusade of 1204, which will intensify Eastern hostility even emperors and kings bow to the Pope. The Papal Seal,
toward the West. Rival Cainites are behind much of this tension, which shows the crossed keys of Heaven and Hell, enforces
as Eastern vampires seek to expand the influence of their holdings the will of the Church. A Pope is not only a prince, the lord
over their Western brethren and vice versa. In the Dark Medieval of the Papal States, but also carries the power of the Divine
world these secret politics exacerbate natural tensions and bring and can either open the gates of Paradise or plunge the re-
the rival Churches of Christendom into great conflict. calcitrant into Perdition. It is through this final and absolute
authority that the power of the Pope is held, like the Sword
Doctrines and Practices of Damocles, over the heads of state.
The Orthodox Church recognizes as authoritative the de- Popes use this power sparingly, for they do not want to
cisions of the seven ecumenical councils that met between 325 upset the delicate balance of power across Europe — it will be
and 787 and defined the basic doctrines on the Trinity and the centuries before the Borgia Popes play the games of princedom
DARK AGES COMPANION

116
and politics that bring the Church into so much disrepute
and lead to the sacking of Rome by Christians. The Church
plays the role of negotiator and diplomat, resolving conflicts
between the emergent nations and sanctifying the marriages
that bind noble houses together. The treasury of the Holy See
is greater than that of any mere king, and the Church also
acts as banker to the powers of Europe, giving the Pope yet
more power over the world.
More potent than this temporal power is the spiritual
might wielded by the Pope. A rebuke bearing the Papal Seal
would be enough to stop most kings, because such censure
is strengthened by the ultimate power of the Church. The
Pope (or a council of bishops acting ex cathedra) may declare
excommunication or anathema. Excommunication is a spiritual
and real exile from the Church. People, places, even entire
regions may be declared excommunicant, and once this is
done, no Christian may lift a finger to help the cursed ones
— indeed it becomes fully legal, almost a duty, to drive those
under such a ban from Christian lands and seize their property.
The ritual of excommunication also places the victim beyond
salvation; the excommunicant’s soul is doomed to Hell and
there can be no redemption, even on the Day of Judgment.
Worse still is the judgment of anathema, which can be made
upon an action or thing — once anathema is pronounced, any
Christian who uses the object or skill, goes to the place, or has
dealings with those so pronounced becomes immediately and
irrevocably excommunicant. The Church has pronounced as
anathema all dealing with the Devil and his minions, and this
includes vampires. Therefore, a revealed vampire curses not
only himself but also any estates or property he holds. The
Church has also declared all prophesying and necromancy
anathema, for its own reasons.

Crusades
The Church has turned its attention beyond the borders
of Christendom — the mission of the Earthly church is to
bring all peoples into the light of divine grace as taught by
Jesus Christ. Beyond the limits of Europe, the pagan lands
seem infinite, from the growing Muslim threat, to rumors of
distant Cathay and the Golden Horde. The impetus behind
the Crusades is therefore to extend the borders of Christendom
into these unknown lands, as well as to direct the military
might of the European princes toward outsiders rather than
squandering it in internal bickering. The vampire lords of
Europe support this endeavor, for it brings them closer to the
ancestral lands of the Assamites and a chance at rooting out
their fortress of Alamut.
The Crusades actually grew out of popular movements
within the war-torn states of Europe — holy men like Peter the
Hermit gathered people to their banners and led them to war
against the infidel, eventually gaining the respect and, more
importantly, the blessing of the Holy Father. As these bands of
crusaders traveled across Europe, they purged and pillaged the
domains of resident infidels — Jews, pagans, and heretics — on
CHAPTER FIVE: MATTERS OF FAITH

117
Life in the
the road to Constantinople. These initial crusaders, not being
trained men of war, had little success in their venture; after

Church
flooding across the straits of the Bosporus, they were quickly
massacred by Muslim forces. However, their doomed action
served to spur all of Christendom to war. Under the auspices Therefore, my beloved brethren, be ye steadfast, unmov-
of the Church, the kings of Europe gathered, and effective, able, always abounding in the work of the Lord, forasmuch as ye
armed expeditions were led into infidel lands. know that your labour is not in vain in the Lord.
The early Crusades were remarkably effective, serving — 1 Corinthians 15:58
not only to penetrate deep into Muslim lands and reclaim
From humble monks to proud bishops, from the politics
the Holy City of Jerusalem, but also to challenge the might
of the cardinals in Rome to the battle-scarred knights of the
of the Orthodox Church and Byzantine Empire. The city of
Crusades, the Church governs a multitude of people.
Constantinople, most threatened by the Muslims, was forced
to accede to the crusaders’ travels through its territory, thereby
tacitly acknowledging that the might of Rome was unstoppable. Monastic Orders (the
The Crusades also served to unite the princes of Europe under Church Spiritual)
the banner of the Church, reinforcing the power of Rome to Monasticism refers to the way of life adopted by those
make decision that could sway emperors. During these heady individuals who have elected to pursue an ideal of perfection
nights, European vampires swept into the Middle East behind or a higher level of religious experience. Monasticism embraces
the mortal forces, establishing new territories and sampling both the life of the hermit, characterized by varying degrees of
the delights of Eastern civilization. extreme solitude; and the life of the cenobite, the monk living
However, in 1187, Saladin, Sultan of Egyptian territories, in a community. This rejection of the world always entails
reunited Islam and recaptured Jerusalem. Two years later, asceticism, or the practice of disciplined self-denial, which
the futile Third Crusade began, uniting Frederick Barbarosa, may include fasting, silence, a prohibition against personal
Richard the Lionhearted, and Phillip Augustus (the rulers of ownership and an acceptance of bodily discomfort. Almost
the Holy Roman Empire, England, and France respectively) always it includes poverty, celibacy and obedience to a spiritual
to reclaim Jerusalem. This crusade was the epitome of chiv- leader. The goal of such practices is usually a more intense
alry, with Saladin and Richard being particularly praised in relationship with God; some type of personal enlightenment;
song and story. However the action was futile and the power or the service of God through prayer, meditation, or good
of Christendom was broken against the rock of Islam. Many works such as teaching or nursing.
of the new territories established by European vampires were Christian monasticism grew out of two impulses sep-
swept away as the Assamites reclaimed their lands. These arated by the length of the continent. In the south, in the
disenfranchised vampires lost not only their new territories deserts of Egypt, Syria and Cappadocia, men would go into
but the holdings they had neglected in Europe. Returning the desert and mountains alone and become hermits, or
home as vagabonds, many of these vampires have thrown in anchorites, purifying their faith through the mortification
their lot with the Furores or turned Autarkis. Just as many of the flesh. Saint Anthony the Great was connected with
failed crusaders have become condottieri, or bandits, so have the first Egyptian hermits; Saint Pachomius, with the first
these vampires — seeking to seize land to replace what they communities of cenobites in Egypt; and Saint Basil the Great,
have lost. bishop of Caesarea, placed monasticism in an urban context
In a few years’ time, in 1202, Pope Innocent III will by introducing charitable service as a work discipline. In the
declare the Fourth Crusade, leading to the sack of Constanti- north, holy men gathered together to protect themselves from
nople by the crusading forces. This fiasco not only breaks the the wilderness and the barbarians and, more importantly, to
power of the Eastern Empire, but also opens Eastern Europe form a community in which faith might be kept strong and
to future invasions of Ottoman Turks. Following this disaster, taught to others.
the eyes of Rome turn inward to the territories it controls, The importance of the anchorites is that in their lone-
and Crusades are launched within Europe — first against the liness they showed so great a purity of faith and purpose that
Cathari in southern France, then against the Lapps, Latvians their example drew others into the fold. Though mocked by
and Russians, as well as Orthodox sites in Greece and Eastern the decadent and falling Roman world, these men of faith
Europe. The great success of these internal Crusades is the displayed a simplicity of purpose that was compelling. It is
reconquest of the Iberian Peninsula from the Moors, but the sad to relate that many anchorites met their end at the fangs
curse of war takes a deep root in Europe, and the next cen- of vampires — their isolation meant they were beyond the
turies are torn by continual wars and border disputes among protection of society should their faith waver. The early Irish
the kings of Christendom. monasteries were more important; not only did they preserve
much classical knowledge that was otherwise lost (for a time

DARK AGES COMPANION

118
the Irish universities were the greatest in all of Europe), but over to sin entirely by their undead masters — such scandals
they actively sent out missionaries to convert the rest of the will call down the might of the Inquisition upon many upstart
British Isles. vampires.
Monasteries in the Dark Ages Military Orders (the
It was the example of these Irish monasteries, combined
with the discipline of the anchorites, that prompted powerful Church Militant)
Church lords to create monastic communities from the fourth Growing from the need to defend the borders of Christen-
century onward. The organization of western monasticism is due dom (especially the newly reclaimed Holy Land) and channel
primarily to Saint Benedict of Nursia (sixth century), whose the warriors of Europe into Christian endeavors, the Church
Benedictine rule formed the basis of life in most monastic has instituted several military orders of Christian knights
communities until the 12th century. The early monasteries who combine the power of faith with that of arms. For more
were local affairs — part of no established order — until information on religious military orders, see Chapter Six.
recently; Rome has began to reorganize the monasteries into
monastic orders and regiment the lives of monks and nuns. Siccarri
Among the principal monastic orders that are evolving are The existence of the Siccarri, or “dagger-men,” is one of
the Carthusians and the Cistercians; the mendicant orders, the great secrets of the Church, known only to the Pope and
or friars — Dominicans, Franciscans, and Carmelites — will select cardinals. The Siccarri, also known as Red Monks for its
arise in the 13th century. With central control established and members’ customary garb, is an elite military force responsible
Europe entering a time of prosperity, these new monasteries will for directly enforcing the papal will in secret.
grow into huge concerns governing the lands around them and The Siccarri was created in the early centuries of the
rivaling the feudal lords in power. Monasteries already have Church, drawing its membership from splinter Christian sects
grown into vast fortresses, the largest supporting thousands of that had not only learned wisdom from Gnostic philosophers
people — from the monks and nuns, through their servants, but also violently resisted persecution by the Roman Empire.
scholars and teachers in the great libraries, to the warriors As Christianity united under Rome, these groups came together
who protect them and enforce the Church’s will. Along with and appealed to the Pope for their survival. A deal was reached:
the cathedrals, abbeys and monasteries stand as centers of the The Siccarri could continue to practice their rituals, but they
Church’s will and influence, enforcing its power and providing would be subservient to the will of the Papacy. It is said that
centers of faith and learning across Europe. Siccarri rituals purify the mind and body to create unstoppable
It should be noted that monasteries are not yet austere soldiers, though this is likely to be mere rumor. Nevertheless,
institutions. They are not only centers of faith and scholarship, the group’s list of successes is impressive.
but also centers of community. Traders go to monasteries to On the surface, Siccarri appear similar to other monks —
sell their goods, fairs take place in their precincts, and the they take vows of chastity, obedience and poverty, relying on
poor can go there for alms or healing. Many scions of the the Church for their support. However, unlike monks, they
nobility have entered monasteries; some have great reserves train in the arts of war, deception and assassination. They
of wealth and display an unholy opulence. Many monks of have seldom taken to the field en masse as a military order,
noble background display too deep an interest in politics generally preferring to work behind the scenes and pursue
and maneuver with their neighbors for power and influence; tactics of terror against the enemies of the Church. They are
also, some noble sons have been sent into the monastic life used within Europe to suppress heresies, and entire villages
to resolve inheritances and never take seriously their role in have been razed to the ground by their actions.
the Church, continuing to pursue lives of pleasure. The rise Recently they have suffered the one great setback in their
of these “noble” monks has led to such scandals as abbots and history. Following the crusaders into the East, they sought out
abesses owning brothels and hunting dogs or even selling their mortal assassins and their leader Hassan-i-Sabah — and found
novices into slavery. instead the Assamite fortress of Alamut. Their forces were
Whereas a monastery that was strong in faith and holiness destroyed, and this event is never spoken of in Rome. Rumors
would be shunned by Cainites, these new monasteries run have emerged from the secret places of the East; these rumors
by dissolute nobles provide excellent hunting grounds and state that not all of the Siccarri were killed, and that pale-
centers of political power. A surprising number of younger skinned Christian Assassins now stalk the borders of Europe.
vampires have moved from the traditional fortresses of their Within Europe the Siccarri hold several citadels where
elders into these new sites of trade and mortal life. As many their forces are trained. One is in Rome, the others closer to
nobles deed land to the Church in exchange for assurances of the borders of Christendom. They also maintain a network
the afterlife, some of these monasteries rival the feudal lords of informers and safe houses across Europe allowing them to
in power and provide a springboard for ambitious Cainites to know of important events before even the Holy Father. They
advance in the Jyhad. A few monasteries have been turned

CHAPTER FIVE: MATTERS OF FAITH

119
have refused to take action against the Cathari in southern
France, and the Pope fears that the seeds of rebellion have
been sown among his holy killers.
In truth the Red Monks are less loyal than the Pope
would hope. Many, remembering their origins, feel sympa-
thy for Gnostic heretics, and some cardinals have begun to
speculate that the Red Monks’ principles are too close to the
Islamic idea of submission to the divine will. Rumors state
that Siccarri rituals appeal to the infernal powers and that
there is an internal purge within the Siccarri to prevent the
spread of corruption.

Outside the Church —


Heresies of
the Dark Ages
Then shall ilka wicked wight
On my left side for fearedness flee.
This day their dooms have I dight
To ilka man as he hath served me.
— Tony Harrison, The Mysteries
For all its monolithic facade, the Church is not so secure
in its control as it believes.
The term “heresy” comes from the Greek word meaning
“to choose” and refers to the willful rejection of the Church’s
doctrines. From its beginnings in the dying Roman Empire,
Christianity struggled with powerful religious movements —
like Gnosticism and Marcionitism — which were similar to
it in some respects but different in others. The result of these
early struggles was the emergence of the rule of faith, embodied
in what is now called the Apostles’ Creed and enforced by the
will of Rome. Almost every line of this creed is directly aimed
at some important heresy.
After Christianity became the established religion of the
Roman Empire in the fourth century, the Roman emperors
and the bishops of the church frequently convened ecumenical
councils to resolve major doctrinal disputes. These councils
formulated orthodoxy and declared all other beliefs to be
heretical. Penalties for heresy depend on specific instances;
as the Church can and will call upon the state to enforce
Christian law, they are often severe. Heretics risk exile and
excommunication, confiscation of property, loss of civil rights
and death.
The major heresies of the Dark Medieval world derive
from the remnants of the sects involved in these early battles
with the Church.

Manichaeism
Manichaeism is a Gnostic religion that originated in
Babylonia in the third century. Its founder was a Persian of
noble descent named Mani who received a special revelation
from God, according to which he was called to perfect the
DARK AGES COMPANION

120
incomplete religions founded by earlier prophets — Zoroaster, Official countermeasures, such as the preaching ef-
Buddha and Christ. In approximately A.D. 242, he undertook forts of the Cistercians and Dominicans, or decrees of the
an extensive journey as an itinerant preacher, proclaiming Church, have proved only partly effective. Throughout the
himself the Messenger of Truth. Traveling throughout the 13th century, the remnants of the Albigenses, together with
Persian Empire and as far as India, he gathered a considerable other Cathari and the Waldenses, will be the main targets
following. He met with increasing hostility from Zoroastrian of the Inquisition.
priests and was finally executed. The Cathari are particularly significant in the Dark
The essence of Manichaeism was the principle of absolute Medieval world because the crusade against them uncovers
dualism: the primal conflict between God, represented by evidence of vampirism and the Order of Hermes. Rumors
light and spirit; and Satan, represented by darkness and the that the Albigensians were the guardians of a secret bloodline
material world. Human beings, created by God, were divine descended from Christ are, in fact, corrupted revelations of
in spirit; however, they carried within them seeds of darkness, their protection of some of the last Salubri. When this fact
sown by Satan, because of their material bodies. Salvation, is realized, the Tremere enter the area in force to continue
as taught by Mani, required liberating the seed of light, the their persecution of Saulot’s childer, leading the Crusaders to
soul, from the material darkness in which it is trapped. This uncover not only a Hermetic Chantry in the nearby mountains
is achieved by strict celibacy and ascetic practices. Those who but also many of the local Cainites. The Albigensian Crusade
would become perfect are to set three “seals” on their lives: can be said to be the beginning of the Church’s direct war on
on the mouth, to speak only truth and to abstain from meat the supernatural.
or impure food of any kind; on the hands, to refrain from war,
killing, or injuring life; on the breast, to render impossible the Waldenses
works of the flesh. This triple seal applies only to the elect or The Waldenses (Vaudois) trace their origins to the “poor
pure; hearers follow a less demanding code. The imperfect are men of Lyon,” founded by Peter Waldo, a wealthy Lyon mer-
destined to continual rebirth in a world of material bodies. chant who gave his goods to the poor and became a traveling
The Byzantine emperor Justinian issued an edict against preacher in about 1173, advocating voluntary poverty for
the Manichaeans which led to their destruction in about the the sake of Christ. He attracted a large following in south-
sixth century, although Manichean doctrines would reappear ern France and sought Papal recognition for his fellowship.
in the teachings of the Bogomils, Albigenses, and other sects. Instead, he was excommunicated for heresy in 1184. Waldo’s
Manicheans’ teachings are also taken up and reversed by the followers promote religious discipline and moral rigor, and
monk Procopius, founder of the Cainite heresy, which holds are intensely critical of unworthy clergy and the abuses of the
that the indestructibility of the vampire form is a sign of divine Church. In 1209, the crusade against the Cathari will sweep
blessing. These corrupt Manicheans throw themselves into up the Waldenses in its path — after the burning of 80 of their
the worship of vampires with a passion, spreading their faith number at Strasbourg in 1211, the majority of them will flee
across Europe and deep within the Roman Church. into the Alpine valleys in northern Italy to lead a marginal
existence. Here they are preyed upon by bandits and harassed
Albigenses by the Inquisition.
The Albigenses are the members of a religious sect in
southern France. Their name is derived from the French town
of Albi, where they are centered. Similar groups in other parts
The Inquisition
Generally neglected by historians, the Inquisition has
of Europe were called Cathari, meaning “pure ones.”
a far older history than is often revealed. The roots of the
Following the dualistic principles of Mani, Albigenses
Inquisition go back to the early centuries of the Church, soon
consider the material world as evil — redemption means the
after Constantine’s conversion, when it become necessary to
liberation of the soul from flesh. This leads them to condemn
settle doctrinal disputes. These early “Roman Inquisitors”
marriage and sex; meat, milk, eggs, and other animal products
were scholars and messengers who carried the papal word to
are also forbidden. They also reject the Church’s teachings
the fringes of Christendom. They acted as missionaries and
on Purgatory and the sacraments because of the material ele-
helped to forge the Christian empire. Following the actions of
ments involved. Their own sacrament, the consolamentum,
Julian the Apostate they were given greater powers and allowed
or baptism of the soul, is administered by laying on of hands.
armed escorts to protect themselves. In the dangerous times
Only the “perfect” (perfecti) receive it, and they are expected
of the Dark Ages, these escorts were further expanded, and
to live by a rigorous ethical code. The majority of the sect
Inquisitors often traveled with members of the Siccarri and
remains in the state of “believers” (credentes) and lives less
the Simonites, an order of Christian mystics. Their missions
rigorously. The sect’s efficient organization, with bishops and
became broader in scope, and some of these early inquisitors
clergy supported by the local nobility, helps it to survive and
acted on their own discretion against pagans and heretics,
gain power in the face of Rome’s opposition.
using their own forces and those raised from local lands to

CHAPTER FIVE: MATTERS OF FAITH

121
purge areas of taint. Some massacres have had to be hidden with power, making supernatural creatures uncomfortable
in Church records, as more militant inquisitors have taken and possibly even damaging them should they continue to
their missions into pagan Lithuania and against the Orthodox venture forward.
Church in the Balkans and the lands of Russia. Holy ground is rated in a similar way to the Faith Numina:
Throughout the Dark Ages, inquisitors were given great • Any supernatural creature attempting to trespass upon
latitude in their operations. As the emerging feudal princes holy ground must make a Willpower roll (difficulty 8) to
of Europe became more secure in their power, the actions of proceed. Many old churches have this rating.
the Church were sometimes questioned, and in the 10th and •• The Disciplines of Auspex, Dominate and Presence
11th centuries the Inquisition was primarily a passive force, (or similar powers possessed by other Awakened creatures)
spreading the word of the Church and will of the Pope but simply fail to work here. Any place associated with a saint or
lacking the power to enforce it. Part of this weakness was due similar holy person and at which worship is regularly conducted
to the deeds of vampires, who feared the strong-arm actions has this rating.
of the Church and wished to contain the threat of holiness. ••• All within the area sense something “unnatural”

The Future of the whenever a vampire or infernal creature attempts to enter.


Any attempt at Obfuscate or Chimestry is at +1 difficulty.
Inquisition Only places of great and active holiness have this rating.
Following the continuing obduracy of the Cathars and •••• No Disciplines (or other powers) that affect anyone
the beginning of the crusade against them, the Pope will other than the being using them may be employed within an
officially create a new Inquisition with far-ranging powers area this holy.
and the right to root out sin and heresy across Christendom. ••••• To even enter such a sanctified place, supernatural
The Simonites will be made subservient to this new power; creatures (including ghouls) must spend a Willpower point
its members either leave the Church or go into hiding as and continue to spend one point each scene or flee in terror.
mundane priests and monks. In 1231, the Inquisition begins Should they fail to pay this cost, they must make Stamina
and will lead to revelations about the extent of vampire so- rolls each round (difficulty of 5 + their own Intelligence) or
ciety, bringing Cainite affairs into the open and launching break and flee.
the Anarch Revolt; pagans and followers of old powers will Should vampires or infernal beasts spend any length
be attacked, beginning the Burning Times and the fall of of time (over a day) in an area possessing holy status, they
the Mythic Ages. begin to suffer: Each day beyond the first that they remain,
If anyone needs proof that supernatural forces do not they suffer a number of aggravated wounds equal to the area’s
command humanity’s destiny, this is it. The actions begun in Holy Ground rating.
1231 will reverberate across Europe and into the New World, This is the main reason that, for all the politicking that
Africa and Asia for the next six centuries — the Inquisition goes on within the Church, few vampires dare to approach
is only formally disbanded in the 1880s. The Inquisition will the Pope directly. A trip within the Vatican is a distinctly
raise the level of human misery to new heights, trample many unnerving experience for any such tainted being. It is rumored
hopes, and corrupt the Church itself. In 1197, no one can see that Clan Nosferatu knows of secret Roman ruins that extend
the storm on the horizon, but the old ways are about to be beneath the Vatican and are free of the presence of holiness.
swept away in a tide of blood and fire. If this is true, then that clan may have great access to the
secrets of the Church and its princes. It is said that, for an

FaithTrue Faith is described in Vampire: The Dark Ages (pages


exorbitant fee, they will lead travelers into the Vatican’s
secret catacombs.

236-239). Some further details on holy ground, miracles and Miracles


relics are offered here. It is one of the great concerns of the Church in this pe-
riod that the age of miracles is done. Successive Popes have
Holy Ground declared that though, in the early days of the Church, God
One power of True Faith is the ability to sanctify an area. vouchsafed miracles so that Christianity could spread across
This is most common in places associated with the beginnings the world, He has now withdrawn this sanction, forcing a pure
of that faith and seldom found in any recent structures. Many faith that does not require direct proof.
sites in the Holy Land possess very strong Faith ratings, while As such, the fabled miracles of legend are seldom, if ever,
in Europe only the Vatican and a few dwindling pagan sites seen in the Dark Medieval world. The arising of a person of
possess any residual power. true holiness who could wield the legendary powers of the
Holy ground works like True Faith, except that it applies Divine should be the focus for a chronicle rather than limited
only to a specific area and works passively. Rather than calling to a strict system.
divine power against an intruder, the holy ground “pulses”
DARK AGES COMPANION

122
Minor miracles, however, are possible and, though more he was in the middle of a desert), but asking God to strike
reported than factual, do occur. Most of these are similar to the Paris as He did Sodom and Gomorrah is unlikely to happen,
stories of guardian angels and psychic experiences common in even within the Dark Medieval world.
the present day (for example, warnings about danger, a sense
of loss when a relative dies, and so forth). Such events are far
more common in rural areas than in the cosmopolitan cities. Legends and
Other common miracles include visions (which can spark
off Crusades and riots, but often lead to the heretic’s stake, Fables of the
notable examples including those of Peter the Hermit and
Joan of Arc); mysterious appearances and disappearances of
objects and people; and proofs of faith, including stigmata
Church
Many tales in Medieval Europe relate to the Church. Such
and bleeding statues. stories range from accounts of local miracles, to suspicions
Many such miracles are associated with the relics of saints about the master architects of the Cathedrals.
and other luminaries of the church. Most churches in Dark
Medieval Europe contain one or more such relics (which are
The Wandering Jew
It is said that Caiphas or Castaphilus, a Jew who was ei-
often fraudulent) and the clergy shows them to the people on
ther Pontius Pilate’s doorkeeper or a humble carpenter along
holy days. Such events inspire a great deal of pageantry and
the route of the Crucifixion, was cursed by Jesus to await His
celebration; at times, even the relics and statues of the saints
return to the world. This humble and broken man wanders
themselves are paraded through towns and villages.
Europe, awaiting the end of the world and bearing witness to
The intercession of specific saints is best handled in a
the truth of the Scriptures.
way that seems appropriate to the legends surrounding them
He has been met by many famous men who bear witness
— for example, St.Francis can be appealed to for protection
to his simple faith and the power of his words. No vampire
from savage beasts. As a general rule, roll a petitioner’s Faith
is known to have met this man, though the Cappadocians
Numina against a difficulty based on the impressiveness and
fervently seek out rumors of his appearances. They wish not
unlikeliness of the miracle. For example, a saint praying for rain
only to question him about Christ, but also to wrest the secrets
is likely to succeed, as this is a fairly mundane event (unless
of immortality from him.
CHAPTER FIVE: MATTERS OF FAITH

123
Pope Joan to the death in the wilderness. Prester John is said to have
Though all discussion of this topic has been banned by communicated with Popes and emperors, either promising
Rome, it is whispered that one of the ninth-century Popes was support in the crusades or condemning the decadence of
a woman. Disguised as a man, she became the lover of many the European Church. No one knows the veracity of these
cardinals, binding them to her secret and blackmailing them claims, but travelers in distant lands bring back stories of a
into electing her Pope. Her reign was a short one, however, fabulous kingdom where gold is as common as dirt and faith
as she died in childbirth during a processional between the is true and pure.
Vatican and other churches in Rome. Originally this kingdom was said to be beyond the steppes
Reports say her child was not human and spoke dark of Russia, in distant Cathay, or on the borders of Arabia; with
prophecies before being killed by the shocked populace. This the coming of the Golden Horde, though, its location is now
is never spoken of in Rome, but no Pope will set foot on the suspected to be in Africa, perhaps in Ethiopia.
street where she died giving birth to a monster. The Nosferatu Prester John’s kingdom should remain an enigma in any
of Rome, who might be expected to know the truth of this chronicle. As a fable, it possesses far greater impact than it
tale, stay silent on the issue. However, the Malkavians of the would should it be discovered. Emissaries sent from Prester John
Eternal City claim that the Nosferatu spirited the child away (whether real or false) can be used to stir up Church politics
and have raised him in the darkness of their catacombs. Those anywhere in Europe. Such emissaries should be mysterious
who seek out the truth beneath the streets of Rome are turned and able to use strange powers to escape confrontations. The
away, or destroyed should they press their inquiries too far. messages they carry should be cryptic, containing revelations
and prophecies. Characters could become embroiled with such
Prester John an emissary — especially if rumors spread concerning a message
Beyond the borders of Christendom, there is said to be a which reveals the existence of Caine’s childer sent to the Pope.
great and holy kingdom ruled by a Christian wizard of great Or a vampiric messenger from Prester John’s kingdom could
power. This is Prester John’s kingdom, the great hope of the arrive carrying messages to the clans of Europe, threatening
Christian world and an illusion that has led many travelers war should they not accord with Prester John’s demands.

DARK AGES COMPANION

124
The Cathedral Builders and servants. The children who do possess the gift are trained
The magic of new cathedrals stuns the folk of Europe. simultaneously as churchmen and magi. Some are limited in
The dedication required to raise these massive structures to ability and can learn only the most basic rituals; others have
the glory of God is a light to the faithful and a thorn in the no such limits and awaken into True Magick as their gift grows.
side of the faithless. There are rumors, though, that human The White Monks are divided into different schools based
skill and simple devotion alone are not enough to build such on their individual abilities. The lowest school is that of the
marvels — that the master architects (perhaps learning skills Vestamentari, “those who wear the robes,” who can only sup-
that have been passed down since Solomon’s Temple) call on port the magic workings of others; next are the Exorcists, who
infernal power for aid. possess the Numina of Exorcism and can learn simple rituals;
following them are the Liturgists, who can use the full range of

MagicThe Church has had a problematic relationship to magic


goetic ritual; the Sanctified, who use high ceremonial magic;
and, finally, the Farae, “those who walk,” who possess the
full range of magics available to those without True Magick.
throughout its history. The first heretic was Simon Magus,
who challenged St. Paul before the Emperor Nero to a con-
True Mages and White Monks
test of magics, arguing that magic was a sword God had put Some of the children taken by the Church possess the
into the hands of the faithful. St. Paul condemned him for gift of True Magick. These children are taken by a group of
placing his power above faith; when Simon tried to fly, St. magi who keep their existence secret even from the Pope.
Paul’s faith brought him crashing to the ground. However, This group is a loose affiliation of divinely inspired mages who
Simon Magus’ argument carried much weight, and the early work to bring all humanity into the light of True Faith and
Christians needed whatever power they could muster merely to the worship of the One (a conglomerate ideal of the Divine).
survive. Many early Popes practiced magic, and the Grimoire These mages cross the lines of faith in medieval Europe; there
of Pope Honorius is one of the greatest texts on high ritual are agents among Muslims, Jews and even enlightened pagan
magic available in the Dark Medieval world. As the Church groups. Some of the children have a bias toward the Hermetic
became established it collected works of magic and prophecy Arts and are given to apprentice under allied Hermetic mages
from across the Roman world, and Popes and cardinals studied who support the Church.
them for the truth they contained. For more details on mages and their role in these times, see
These scholars discovered many disturbing things — in Mage: The Ascension and its supplements. If you do not have
all the works of magic they found and in all the summonings these books, assume that the average holy mage has powers of
they attempted, there was little trace of the Divine. Spirits healing, divination, purification, and the ability to call on divine
from the world beyond seemed to know no more of God than fire that inflicts unsoakable aggravated damage. The mage player
a peasant; magi could put miracles to shame while they cursed will have between three and five dice for these tasks.

The Moors
God and all His works; the Jews used magics which could not
come from Christ; and in recent centuries, the Islamic world
has demonstrated that it too can produce magic and mira-
cles. The Church has condemned all these miracle-workers
as tools of Satan, just as they have condemned other pagan
Al-Andalus
practices. To this end the Church has divided magic into The first Muslim intrusion into the Iberian peninsula was
two categories: goetia, which is magic approved of by Rome; carried out under a commander named Tariq in 711. Tariq’s
and maleficium, which is magic that comes from the Devil. forces routed those of the Visigoth king Rodrigo at Guadelete,
Maleficium, including such arts as necromancy and prophesy, and in 712 Muza ben-Nosair completed the destruction of
has been declared anathema because its use is so disturbing to the Visigoth kingdom. At that moment, the southern half of
faith. The so-called natural sciences of alchemy, astrology and the Iberian peninsula (called al-Andalus by the conquerors)
chirurgy (which includes folk healing, herbalism and various settled in for centuries of occupation by those whom history
mystical formulas, as well as basic first aid and surgery) are would come to call the Moors.
broadly accepted and dealt with on a case-by-case basis. In reality, the so-called Moors were hardly a monolithic
culture. Almohads, Almoravids, Umayyids fleeing the Baghdad
The Iacerian Order caliphate, Hausa warriors serving under the Almoravids — all
of these and more helped comprise the Islamic presence in
It is a lifetime’s task to become a member of the Simonites.
Iberia, one which lasted in some form or other until the fall
Children who seem different or strange are taken by monks
of Granada in 1492.
when they are young and bought to the colleges of Rome and
Ravenna. The selection is not infallible, and some children The Moorish culture in its various incarnations was in
who are taken do not have the gift of magic — these are many senses the most advanced civilization in the world.
trained as helpers to the White Monks, as their companions Within the boundaries of al-Andalus existed a golden age of

CHAPTER FIVE: MATTERS OF FAITH

125
learning, science, art, architecture and religious tolerance — at control of the region. He and his descendents, at first content
least some of the time. However, it is undeniable that Iberia to ignore and be ignored by the usurpers in Baghdad, spent
under Moorish rule produced seminal works of art, scientific two centuries embroiled in feuds and revolts. It wasn’t until
knowledge and philosophy centuries ahead of the European 928 that Abd al-Rahman (III), having put down the Hafsunid
learning curve, and a startlingly peaceful coexistence of Mus- revolt, assumed the title of caliph that had once belonged to
lims, Jews and Christians, all under the aegis of those who his ancestors. The Cordoba Caliphate, though wracked with
bore the word of the Prophet into Europe’s westernmost lands. the usual dynastic wars and baggage, survived as the political
center of Muslim Andalusia for a century.
However, as early as 718 (with the battle of Covadonga, a
Moors and Berbers minor skirmish that was blown out of proportion, held significance
Many of the Muslims lumped in under the catchall only as the first time a Christian army won any sort of victory
phrase “Moors” were in fact Berbers. Technically, the against the invaders in Iberia, and spawned the epic Song of
term “Moor” referred only to the descendents of mar- Roland as a much-distorted account of the action) the Christian
riages between Berbers and native Iberians. The term kingdoms of Léon, Castile, Navarre, Aragón and Catalonia be-
was derived from the Latin word “Mauri,” which was gan the work of the Reconquista — the reconquest of the entire
used for the Berber inhabitants of Algeria and Morocco. peninsula. Furthermore, while the Caliphate may have rested
Pure-blooded Berber Cainites are likely to take at Cordoba, the map of al-Andalus was a patchwork of taifas,
great offense if mistakenly identified as Moors. While the equivalent of city-states that spent as much time warring
intermarriage between Muslims, Jews and Christians among themselves as they did fighting the Christian enemy. In
was common and Moors in fact made up the vast 1085, the Christian armies recaptured Toledo, and the taifa kings
majority of the Islamic inhabitants of al-Andalus, in- found themselves forced to ask for help from fellow Muslims.
correctly identifying a pure-blooded Berber as Moorish By this time, a group of Berbers, recent converts to Islam,
could be fatal. had acquired the name Almoravids (in Arabic, al-Murabitun,
Those Who Live in Religious Retreats) for themselves and
established themselves as the major military power in North
Military Matters Africa. After much deliberation, al-Mutamid of Seville invited
The pattern of investiture was repeated multiple times during the Almoravids into al-Andalus; as thanks for his pains he and
the Islamic period: Zealous religious conquerors invaded and sub- his wife were eventually exiled into poverty by those whose
dued the “decadent” inhabitants of al-Andalus (“the Paradise”), held he had requested. Furthermore, while the Almoravids
only to acclimate, assimilate and gradually sink toward that same under Yusuf ibn Tashafin were initially successful at driving
“decadence” themselves. Later variations on this theme included back the Christians, the Moorish army did not consolidate its
having the fanatical newcomers invited in by their “soft” Islamic initial gains. Instead, a second campaign became necessary,
brethren in order to fend off the encroaching Christian kingdoms. during the course of which ibn Tashafin seized and consolidated
Such invitations were not issued lightly, as the Islamic rulers of Islamic territory as well as Christian. This second assault was
the taifas (little kingdoms) recognized that their more devout temporarily contained, if legend is to be believed, through the
brethren would probably have little more sympathy for them than efforts of a single man: El Cid.
for their Christian foes. Indeed, the poet-king of Seville, al-Mut-
amid, bitterly remarked that “…faced with the choice, I would El Cid
rather drive the camels of the Almoravids than be a swineherd While his very name, El Cid, is derived from the Arabic of
among Christians,” eloquently expressing the unpalatable nature those he nominally opposed (sayyed, lord), the historical figure
of his choice. Inevitably, the disdain the newcomers felt for those Rodrigo Diaz de Bivar cannot be easily classified. Exiled from
requesting their aid never lasted long. Even in the face of the Castile-Leon by Alfonso VI, de Bivar found himself at the head
relentless Reconquista, the richness of al-Andalus seduced even of a mercenary band that served Christians and Muslims alike.
the fierce Almoravids to the point where their descendents found Eventually de Bivar and his troop (heroes one and all, according to
themselves forced to turn to the even more ascetic Almohads for the legends) found themselves facing and holding off the assaults
protection from the encroaching Christians. of ibn Tashafin’s troops. By the time of his death in 1099, El Cid
had reconciled with Alfonso VI and held the lordship of Valencia.
A Brief Tale The legends of El Cid, in the form of popular songs and

of Conquests
stories, began circulating not long after his death (and the
collapse of the defenses against the Almoravids, who went
While Tariq and ben-Nozair may have the first generals on to sweep through all of what is now Portugal and southern
of Islamic armies to conquer the Andalus, they were hardly Spain). By 1197, highly organized song and myth cycles (the
the last. Abd al-Rahman (I), fleeing the victorious Abbasids Carmen Campidoctoris and Cantar del mio Cid among them)
in Baghdad, brought the tattered remnants of the ruling had begun the work of creating the myth of El Cid.
Umayyad family to al-Andalus in 755 and rapidly assumed
DARK AGES COMPANION

126
— Hispo-Romans who converted to Islam. Jews and Mozarabs
Song and Story made up sizeable minorities in even the most thoroughly Islamic
Characters in Christian kingdoms bordering Moorish of the Iberian cities; Cordoba, Zaragoza, Seville and Granada
ones — or in Christian communities in Moorish lands — all hosted large mixed-religion populations.
are likely to be inundated in tales and stories of El Cid. Under the Umayyids, Jews and Christians held the status of
The body of legendry sprouting around the hero and his dhimmis — protected persons — and had many privileges, though
followers (Alvar Hannez, Minaya, Martin Antolinez and excessive taxes limited the abilities of non-Muslims to own land.
others) is both extensive and universally known. Charac- Still, a remarkable degree of religious tolerance existed, a toler-
ters in territory where the stories of El Cid are common may ance that was only eaten away by repeated Berber incursions.
meet bandit or mercenary bands claiming to be El Cid’s In truth, the Muslims’ motives for not interfering in
heirs, and knowledge of the El Cid body of myth often conquered Christian and Jewish communities were as much
serves as a watchword for telling Christian from Muslim. pragmatic as anything else; administering the conquered pop-
The valor, skill and ferocity of El Cid and his troops ulation was simply beyond the conquerors’ capacities. It was
were such that many unnatural observers speculated far easier to let the Jews and Christians continue to manage
that de Bivar and company must be the ghouls of some themselves, within certain limits.
extraordinarily potent vampire. However, while this The Jewish population assimilated and was accepted more
accusation was never proven, it is known conclusive- fully than the Mozarabs did; after all, there were no Jewish
ly that de Bivar rests peacefully in his tomb. Young kingdoms nibbling at the borders. Many Jews were trilingual
Lasombra, particularly those of Castilan heritage, are and served as accountants and administrators in Islamic gov-
often instructed to spend a night’s vigil by the tomb, ernments; a good number continued to hold those positions
as an exercise in self-discipline and courage. Unfortu- under Christian rule as well, as knowledge of both Arabic and
nately, the vigil can be fraught with great peril should Arabic-style mathematics were necessary for keeping things
a Lasombra with Moorish leanings learn of it. running administratively. This is not to say that there was no
cooperation between Christians and Muslims in al-Andalus;
when Toledo was captured by the Reconquista in 1085, the
Within decades, the Almoravid rule fell into the same sort
entire Mozarab population spoke Arabic, and churches graced
of intrigue-ridden chaos that had heralded opportunity to the
the streets near mosques in Seville.
local Christian kings, and soon the petty caliphs were calling
for the fanatical Almohads (Asserters of the Unity of God) to Furthermore, the Moorish conquest was not without its
come and rescue them, even as their ancestors had “rescued” ugly moments of religious strife. Cordoba, Zaragoza and other
the taifas’ caliphs. Once again the holy warriors unified Muslim major cities all saw mass attacks on the almajas, or Jews. Still,
rule in al-Andalus and pushed the Christians back, but this for the most part the religious climate of the al-Andalus was
was to be the last wave of Muslim intervention. Relentlessly, open and tolerant enough that Islam, Christianity and Judiasm
the Islamic territory was squeezed until, in 1248, Seville fell to all more or less flourished.
Christian troops supported by the soldiers of the Islamic taifa of
Granada, which was to be the last stronghold of Islam in Iberia. Behind the Scenes
Religion Some of the greatest scientific and intellectual
achievements of the Cordoba caliphate were the products
Religious life under the Islamic kings is often portrayed of collaborations between Islamic and other scientists,
as a harmonic convergence of Christianity, Judaism and or resulted from intellectual freedoms extended to
Islam, wherein all three faiths dwelled in perfect ecumenical non-Muslims. The work of Maimonedes, the translation
balance. The truth, as always, is a bit messier. While religious of the seminal medical text the Taysir, and many more
tolerance was more or less common in al-Andalus, the levels of were the direct products of religious tolerance under the
tolerance tended to rise and fall depending upon which group Islamic rulers of Spain and Portugal. This fragile balance,
was in power, and how recently they had seized the reins of however, would seem to fly in the face of common sense;
governance. While the Cordoba caliphate produced notables what force could induce peaceful coexistence?
such as Rabbi Hasdai ibn Shaprut, who served as physician The prevailing thought among younger Cainites of
and vizier to the caliphate, the Almohad incursion in 1147 a philosophical bent is that elder vampires, for reasons
provoked a mass migration of Jews to Christian-held areas. of their own, enforced the fragile peace. Speculation as
The religious landscape of al-Andalus was suitably to why, however, runs dry. Some point to the scientific,
complicated. Among the elements of the mix were the artistic and magical advances that resulted from the era
long-standing Jewish community, the Christian community of of religious tolerance as being sufficient reason for the
those Hispo-Romans who refused to convert to Islam (called truce’s existence; others have less credible theories.
Mozarabs), the Berber and Moorish Muslims, and Muwallads

CHAPTER FIVE: MATTERS OF FAITH

127
The Ways of Cainites The Assamites are the third clan with a strong presence in
Iberia, and each of the great assaults on al-Andalus has contained
Three clans predominate in al-Andalus. Lasombra himself any number of hashishin. The inevitable softening of the mortal
traveled widely in Africa, in addition to Embracing frequently armies as they settle in to the creature comforts of Iberia, how-
among the Hispo-Romans. Thus, the master of shadows found his ever, is less than pleasing to the Assamites, who despise members
childer on both sides of the Reconquista — a drama which would of the devout who go “soft” or “native.” As such, Assamites in
not play itself out fully for centuries, until Lasombra had become Iberia are busy propping up devout local rulers, countering the
ash and even the kingdom of Granada was but a memory. In the machinations of the Lasombra wherever they find them, and
meantime, the Magisters play games with the Christian kingdoms encouraging the lax among the faithful to correct their behaviors.
and the taifa realms alike. There is extensive communication An increasing number, however, view the decadent Alhomads
and polite discourse between Christian and Muslim Lasombra; as a lost cause, and as such are retreating into Northern Africa,
current gossip has it that the Lasombra have decided to support where the faith is purer and the Empire stronger.
the Reconquista en masse, and that they are merely using the taifa
kingdoms as training grounds for their youngsters.
The Brujah first entered Iberia with Hannibal’s troops,
but a new wave of migration came with the Almoravids,
Paganism
In wondrous beauty once again
whose origins lay close to the ruins of shattered Carthage. Shall the golden tables stand mid the grass
Concentrated primarily in Portugal, the Brujah would seem Which the gods had owned in the days of old
to be interested primarily in preserving the religious detente — from the Elder Edda, “The Wise Woman’s Prophecy”
of the peninsula, even in the face of the Reconquista. Younger By the end of the 12th century, the Catholic Church
Brujah often fight with the Alhomads and their allied Assa- has established its domination over most of Europe, but its
mites, but more out of dislike for the encroaching Christians reach is neither universal nor are Christian clerics the only
than out of any love for the retreating Muslims. Brujah, ones to bear the title “priest.” In the deep forests of Germany
particularly survivors of Carthage, are also heavily involved and Eastern Europe, the icy dark of Scandinavia, the endless
in the mystical Sufi Islam movement, though they leave the steppes of Russia and the lonely places of Ireland and north-
Kabbalistic schools of the Jews to the few Cappadocians who ern Scotland, dwell enclaves of people who worship gods and
have dared to travel this far. enact rites far older than Christianity. These are the pagans.

DARK AGES COMPANION

128
The Meaning of Paganism grazing season. Imbolc, celebrated on February 1, heralded the
change from winter to spring, the customary time for the birthing
The Latin word “pagus” refers to those who dwell in rural of lambs. Beltaine, May 1, ushered in the summer half of the
places and, although it has come to apply to any non-Christian year and honored fertility of all kinds. Lughnasadh, held on
religious belief, it more accurately describes the gods worshipped August 1, honored the harvest and the strong light of summer.
by rural folk — the spirits of the earth and sky, the harvest, The Roman invasion of Britain resulted in the wholesale
celestial phenomena, and the forces of nature. Christianity slaughter of the druids, whose leadership spearheaded the
resulted in the removal of God from the natural world, placing resistance to the legions of the Empire. Until the 6th century,
Him and His Son above and outside of creation. The emphasis however, druids still prevailed in Ireland, which the Romans
placed by the Church on the world of the spirit (as opposed to failed to conquer. The coming of Christianity to Ireland,
the world of the flesh) left little room for those who venerated however, ended the reign of these priest/lawgivers.
the gods whose forms and essences emanated from nature.
The worship of the Celtic gods did not perish with the
The Church teaches that there is only one God, but last druid. Instead, it went underground. The people who
pagans believe otherwise, honoring a pantheon of deities. For once worshipped Brigid, the goddess of fire, now venerated St.
them, the God of the Christians may be only one among many Briget, while Danu, the earth goddess, became in their minds
gods, and while He may determine the disposition of the soul synonymous with Mary, the mother of Christ.
after death, other gods replenish the harvest, bring water to
By the 12th century, Christianity has established a firm
the fields and wells, and ensure the safety of women in child-
base in the British Isles. Nevertheless, many pagans still practice
birth. Thus, while they may not necessarily deny the reality
their rites in secret while paying lip service to the customs and
of Christ, neither do they accept Him as the only true god.
rituals of the Church.
Where the Old Gods Dwell France
Throughout the Dark Medieval world, pockets of pa- The Gallic Celts, who remained in France and Brittany,
ganism still flourish. Although most worshippers of nature also worshipped a triple goddess. In addition, these pagans ven-
find themselves forced into hiding — practicing their rites erated many deities associated with animals. Epona, the horse
in secret or under the guise of Christianity — a few places goddess, proved so popular that many Roman cavalry officers
remain where the Church has yet to exercise its iron grip over adopted her worship and brought it to other places throughout
the minds and hearts of the people. Even in places which the Roman Empire. Other animal deities included Arduina (wild
have been thoroughly Christianized, the old gods still have boars), Nehalennia (dogs), Artio (bears) and Damona (cattle).
followers who remember how it used to be and who continue Throughout Brittany, elderly women called Fatuae
to maintain the sacred places and practices that honor them. instructed younger women in the ways of divination and sha-
manism at shrines, usually centered upon sacred wells. Women
The British Isles (England, usually held honored positions in France and Brittany, serving
Ireland, Scotland and Wales) as healers and seers.
The Celtic pantheon revolves around the harvest year. The
Christianity came early to this region of Europe, and the
original Celtic tribes who migrated from France to the British Isles
Church worked hard to convert the local pagans, enacting
considered themselves the children of Dana or Danu, the earth
laws forbidding pagan practices such as the ritual consump-
mother, but also honored a host of gods and goddesses. Among
tion of horseflesh, part of the rites of the cult of Epona, and
their deities are Bridget, the goddess of fire; Lugh, the god of arts
outlawing participation in pagan funeral ceremonies. Where
and skills; Manannan mac Lir, god of the sea; the Morrigan, god-
they could not prevent certain customs, such as harvest and
dess of war and death and Cerunnos, the lord of animals. Often,
lambing festivals, the Church incorporated these celebrations
the worship of Bridget, Danu and the Morrigan took the form of
into their calendar, giving them a Christian gloss. Holy wells
ceremonies venerating the three-fold goddess in her aspects of
were still sought out for their healing properties, but now they
Maid, Mother and Hag. In addition, numerous sacred places such
were sacred to St. Anne or the Virgin Mary, rather than the
as wells, caves, hills and hot springs had their own local deities.
original pagan goddesses once venerated there.
Pagan priests known as druids presided over the rituals
honoring these gods and goddesses, usually conducting elabo- Scandinavia
rate rites in sacred groves. Trees were holy to the druids, who The Norse pantheon included two families of gods, the Aesir
developed a runic script known as ogham (not to be confused and the Vanir. Odin Allfather, the god of battle, ruled over the
with the Lhiannan Discipline of the same name, though there Aesir, a contentious and warlike family of deities. Among these
are certainly numerous parallels that may be drawn between were Thor, the god of thunder; Baldur, the god of beauty and
the two) based on the names of various trees. rebirth; Tyr, the god of justice; Heimdall, god of dawn and the
Four major festivals marked the changing of the seasons for waters; Loki, the god of mischief; Frigga, goddess of fertility and
Celtic pagans. Samhain, held on the eve of October 31, marked Idun, goddess of youth. The Vanir consisted of Frey, god of rain
the beginning of the winter half of the year and the end of the
CHAPTER FIVE: MATTERS OF FAITH

129
and harvests; Freya, goddess of fertility and the noble dead; Njord, The pagans of the Baltic lands celebrated a midwinter’s
god of the seas and the wind; Nerthus, the earth mother and other festival called Kaledos, which involved burning the Blukis
deities of growth and healing. Less bellicose than the Aesir, the (the equivalent of the Yule log), masquerading as animals
Vanir represented the gentler aspects of nature, although they, and feasting on roast pork. At the midsummer festival, Ligo,
too, could be moved to anger and spitefulness. In addition, the worshippers lit a bonfire atop a pole located at the crest of a hill
people of northernmost Europe also venerated the Norns, the or on a mountainside, thus commemorating the World Tree.
three goddesses of fate. Urd governed the past; Verdandi ruled Singing and dancing accompanied a feast of cheese and mead.
the present; and Skuld, presided over the future. Like the trio of Although larger villages sometimes contained temples to
Greek Fates, the Norns were weavers, whose web contained all these deities, most worshipers held their rites at outdoor shrines
the threads — or wyrds — of humanity in its intricate designs. throughout the countryside. These sacred places, called Alkas,
Like the gods of the Celts, many of the Norse deities had an consisted of groves of trees protected from cutting, special fields
affinity with nature or natural phenomena, and their priests exer- that were left fallow, and wells where sacred fish were kept.
cised a great deal of influence over the tribal chiefs. Holy women Like the Celtic druids, Baltic pagans venerated certain trees as
frequently served as seers among many Scandinavian and Icelandic sacred to particular gods; the linden tree belonged to Laima,
tribes. Entering a trance, these priestesses sat upon raised thrones the goddess of life, while the elder (or alder) tree served as a
from which they would prophesy, often in the form of a series of shrine to Puskaitis, the god of the faeries and other spirits of
questions and answers. Norse cultures also embraced the practice the “Underworld.”
of magic, though the exercise of personal (as opposed to divine) The Lithuanians and Livonians, among other Baltic tribes,
power was carefully regulated and its abuse harshly punished. honored Pergrubius, god of growing things, in a spring celebra-
Christianity came relatively late to the cold regions north tion similar to the Green Man festival of the British Isles. The
of Germany. The warlike raiding tribes that inhabited those feast of Zazinck marked the start of the harvest while O Zinck
unforgiving lands proved difficult to convert. The followers commemorated harvest’s end. A special festival, Vaizgautis,
of Odin (or Wotan) had little use for the priests of a God who celebrated the flax harvest, considered sacred to Saule, the sun.
preached submission and repentance. By the 10th century, Baltic pagans, most of them peasant farmers, held a
however, Christianity had moved as far north as parts of Nor- special devotion to Zemyna, the earth mother, and regularly
way, and the followers of the “white Christ” and their priests demonstrated their veneration of her in their daily routine.
were numerous. The Swedes were the last of the Germanic Before beginning work or going to bed, many pagans would
cultures to adopt Christianity as their official faith. kiss the ground. Striking the earth in anger or spitting upon
Even when many of the Norse tribes converted, their her constituted sacrilege.
worship of Christ still retained vestiges of their old customs. Here, the Christian Church met with little success in
Festivals such as Summer’s Day and Winter’s Day survived in spreading its blanket of faith over the indigenous religion of
the celebrations of Easter and Christmas. Choral songs that the people. The Kingdom of Lithuania grew up around the
formerly celebrated the changing of the seasons evolved into need to resist the advances of the militant orders of the Church
Christianized “carols.” Images of Christian saints replaced which besieged them from one side and the invading hordes
pagan statues in shrines, thus legitimizing the continued ven- of Tartars from the Russian steppes. This is perhaps the one
eration of many of the Aesir and Vanir under new names. In spot in all of Europe, in the Dark Medieval setting, where
this fashion, Freya assumed the identity of Mary, the mother non-Christian polytheists are able to worship without fear of
of God, retaining her nature as the patron of fertility. Baldur reprisal or persecution. (Of course, they must adopt the state
became St. Michael, the beautiful archangel and leader of the gods in order to do so.)
armies of heaven, while Thor adopted the guise of St. Olaf.
By adopting the outward appearance of Christianity, many Finland and Lappland
Norse pagans persisted in the clandestine worship of the old The pagans who resided in the cold, dark regions of
gods, now transformed into saints. northernmost Europe, near the Arctic Circle, belonged to a lin-
guistically separate group from their Indo-European neighbors.
The Baltic Region The Finno-Ugrians (Finns, Laplanders, and norther Estonians)
The area which includes Old Prussia, Lithuania, Livonia of the icy tundras honored their own deities, who mirrored
and southern Estonia worshipped a pantheon which included the harsh, forbidding lands of lightless winters and summers
the sun-goddess Saule, the moon-god Mehnesis, and a host of without night. Finnish pagans worshiped Akko, ruler of the
other deities. Among these were Austrine, the morning and gods; his consort Akka, goddess of fertility and the harvest
evening star, Perkunas, the god of thunder, Lytuvonis, the and Jumala, the sky god. The Saami, or Laplanders, honored
rain god, and Zemyna, the goddess of the earth and the ruler Ibmel, god of the sky; Horagalles, the god of thunder; Pieve,
of the dead. Theirs was an animistic worship which looked the sun goddess; Mano, the moon god and Leib-Olmai, the
down on the exploitation of animals and honored the spirits god of the reindeer.
of sacred trees as reincarnated spirits of the dead.

DARK AGES COMPANION

130
Ancestor-worship and practices to honor nature spirits Russia and the Balkan Peninsula
occupied a central place in Finnish and Lappish paganism. The The gods worshipped in Eastern Europe and Russia, along the
Saami venerated a “family” of ancestral spirits which consisted shores of the Black Sea and as far west as the Ukraine, included
of Radien-ahttje (the father), Radien-akka (the mother), deities that resembled those of their Baltic neighbors as well as
Radien-pardne (the son) and Rana-neida (the daughter). the early Greeks and Persians whose settlements once extended
The priests and priestesses of the Finns and the Saami were into that region. The Slavs and Russians honored Svarog, the
often shamans who knew the secrets of traveling between the sky god; Svarogitch, the god of fire or the sun; Bielbog and
worlds, entering sacred trances to free their spirits for mystical Tschernobog, twin gods of good and evil (or light and darkness)
journeys in search of knowledge to help their tribes. These and Jarovit, the god of war, as well as gods of the winds, seasons,
shamans also practiced healing and weather magic. Bear cults ancestors, and other aspects of nature and culture. In addition,
also proliferated among the nomadic hunter-gatherer tribes they honored the Zorya, triple goddesses of dawn, dusk and
of the region. midnight. The Slovaks worshipped Praboh as supreme deity;
Funerals among the Estonians, in particular, were lavish Zivena as goddess of life; Morena as goddess of death; Uroda as
ceremonies involving long wakes during which relatives and goddess of agriculture; Lada as goddess of beauty and Parom as
friends gathered for feasting and games to commemorate the the god of thunder. In addition, there were other local deities
deceased, whose ice-packed corpse rested in its home until the peculiar to certain small groups or tied to particular holy places.
time for its cremation. Burning a corpse, rather than burying All of these cultures recognized the warring duality of light and
it, prevented the spirit from remaining bound to its earthly darkness or good and evil. Among the Slovakians, the Bieloknazi,
body, thus enabling it to journey quickly to the land beyond or White Priests, served the gods of light. Their counterparts, the
the “hill of heaven” (the sky). Black Priests, practiced sorcerous magic in obedience to the gods of
Although Christianity has made some inroads in this region darkness. Both were honored as part of the eternal balance. In Russia,
during the 12th century, many tribes continue to resist con- the volkhv, or shaman, had power over the local spirits, including
version. Often, pagans practice a dual faith, adopting Christian the leshy or tree-spirits, and the vodanyoi (malicious spirits of water).
rites when necessary but continuing to venerate their ancient In this region, the Eastern Orthodox Church represents
gods. The wandering life style of many of these tribes makes the Christian faith. In Russia, the involvement of pagans
this duplicity easier than it would be in more settled lands. with politics and the existence of an anti-Imperial nationalist
CHAPTER FIVE: MATTERS OF FAITH

131
party made up of pagans resulted in the outlawing of paganism
brought about by the triumph of Prince Vladimir in the early
11th century. Orthodox churches replaced pagan sites and
statues of the gods were publicly flogged before they were
destroyed. Within the vast forests and expansive tundra of
Eastern Europe and Russia, however, pagan enclaves still
persist, although their worship has now become denigrated
to the status of superstition and folk customs.

Russia’s Dark Goddess


Worshiped throughout Russia as the goddess of
death and the dead, the ancient Nosferatu Cainite Baba
Yaga occupies a central place in the hearts of Russian
pagans. Seen as both cruel and whimsical, the “Little
Grandmother” (as she is euphemistically referred to)
dwells in a magical hut which walks about on huge
chicken legs. A fence of skulls and bones surrounds her
haven. As part of the pantheon of the gods of darkness,
Baba Yaga identifies herself with the Russian earth and
viciously opposes the forces of Christianity — closely al-
lied with the light — attempting to subdue her homeland.
Although her influence wanes as the fortunes of
Christianity rise in Eastern Europe, tales of her fierce and
often brutal protectiveness continue to instill righteous fear
among the common people of Russia. At the same time
as they fear her, however, many Russian peasants believe
that so long as Baba Yaga still moves within the darkness,
their land will never completely forget her ancient gods.

The Old Religion


Although pagan practices differ from region to region
throughout Europe, a few general ideas permeate almost all
non-Christian, polytheistic faiths. The cycles of nature are
central to pagan worship, and the mysteries of birth and death
are seen as part of this endless process of emergence and return.
While some pagan religions have a primary male deity, as
many honor a female goddess as central to their belief. In any
case, most pagan religions accord women (and female deities)
a higher position in their hierarchy than does Christianity.
In the Dark Medieval world, paganism survives in many
guises and under many names, but most people who know
of its existence refer to paganism as “the old religion.” Its
continued appeal to the farmers and peasants of Europe lies
in the fact that paganism is a practical religion, giving the
people what they need to understand the world and survive
its hardships. It has developed from the lives of the people
and their interactions with the natural world and, since it
addresses these concerns, it continues to have meaning and
import for the peasantry.
Regardless of their location, most pagan religions follow
similar practices. Recurring deities (though with different
names) are found among Celts, Norse, Slavs and Balts. This is

DARK AGES COMPANION

132
due both to the widespread migration of early tribes throughout Places holy to the old religion include rocks and hills, burial
Europe, bringing their gods with them to their new homes and mounds, volcanic clefts, fields, waterfalls, strangely shaped stones,
assimilating the existing gods of the people they encounter, sacred groves, forest clearings, open hilltops, places alongside
and to the relevance of paganism to the lives of the common springs or lakes, islands, and, in general, any area that is outside
folk, whose needs and concerns remain the same regardless of and somehow set apart from the daily world. In these places,
of where they live. Farmers concerned with the planting and the sacred can manifest itself. Many of these sites also function as
harvesting of crops honor the patrons of the seasons. Women safe havens, for violence within their confines is not permitted.
anxious to bear healthy children look to goddesses of fertility Burial mounds are considered sacred because of the belief that
and childbirth for succor and good fortune. The spirits of the the dead act as emissaries to the gods. Priests and lawgivers enact
dead require guides to convey them to the Otherworld and to their rulings within holy ground so the gods will help men choose
prevent them from haunting the living. Although the names wisely in governing their lives. Feasts, on the other hand, take
by which these gods and goddesses are addressed may differ place nearby rather than in these holy places.
from culture to culture, the aspects of life and death that they
represent remain universal.
Followers of the old religion tend to behave in ways that
Elysium: The Sacred Haven
differentiate them from non-pagans, including Christians, Jews The Cainite practice of forbidding violence with-
and Muslims. Because they place so much emphasis on this in Elysium shares its origin with the pagan custom of
world, rather than the next, pagans are often prone to boasting protecting important places from worldly or temporal
of their prowess, indulging in feats of drinking and feasting to concerns. Cainites who were pagans before their Embrac-
celebrate their bounty, and dressing in elaborate, beautifully es understand the need for places of neutrality, exempt
adorned clothing for festivals. Like their heroes, Cu Chulainn, from the petty rivalries that so often occupy the attention
Siegfried, Beowulf and other larger-than-life folk legends, they of the undead. During the height of Greek and Roman
act impulsively, often becoming quarrelsome and contentious civilization, Elysiums existed in the major population
when slighted or when their courage is doubted. The qualities centers of these cultures. Although such neutral ground
which paganism values in its worshippers — loyalty, bravery, is difficult to find in the Dark Medieval setting, some
toughness, endurance, fighting skill, willingness to die and, over Cainites still manage to uphold the custom of designating
all else, a passion for living — are downplayed by Christianity. certain secular buildings or, in warmer climes, outdoor
The medieval Church, with its emphasis on preparation for plazas as places of respite and sanctuary.
the afterlife, places more importance on the passive virtues of
meekness, self-denial and abstainence from worldly pleasures. Pagans hold their rites of worship in a specifically defined
The actual religious practices of paganism concern them- place, using a ditch, a grove of trees or a ring of stones to set
selves with rituals to aid in battle, childbirth, or the harvest. it apart from the everyday world, but usually not enclosing or
Divination by various means, such as reading the entrails of walling in their “temple.” Inside that place reside represen-
animals or interpreting the movements of birds, clouds, fire tations of the gods such as statues or rocks carved with faces
and water, play a large role in the old religion, as those who or symbols and a hearth on which sacrifices can be offered.
know the future can plan for it. Pagans rely on their gods and Often a special stone, carved or uncarved, marks the center
goddesses to guide them, protect them from natural disasters, of a pagan shrine, to symbolize the center of the earth. Such
foes or terrifying monsters and bring them prosperity and luck. stones, like the Lia Fail of Tara, might also serve as a focus for
Because they honor both male and female aspects of nature, most kingmaking ceremonies. The one who would lead the tribe would
pagan religions give equal or near equal status to women, who swear to protect the stone — and, by extension, those whose
act as priestesses, hold land, fight in battles (and sometimes lead center it is. In other areas, there might stand a central tree,
the armies) and participate in most political and social arenas. symbolizing Yggdrasil, the center of the cosmos. For pagans, the
Sacrifices to the gods consist of offerings thrown in wa- whole idea of a blood sacrifice serves to open communications
ter, laid to rest in tombs, lobbed into peat bogs, or hung on between the community and the gods, letting the gods realize
trees. Most often, bread, meat, beer, fabrics, jewelry, weapons, the seriousness of the situation through seeing the spilling of
pottery, oil or other valuable items form the sacrificial gift. lifeblood. In times of sacrifice, the animal or person offered
Animals provide the most common living sacrifice (usually might be ritually slain upon the stone or hung from the tree.
coupled with a feast in which the part of the beast not given to Sunk deep into the earth, tree and rock both touch the four
the god is consumed by the worshipers), but in times of great major elements, earth and air, water (through rain or the tree’s
need, human sacrifices take the place of animal offerings. In roots) and fire (since it was thought that lightning was attracted
most cases, these victims are either criminals or else are chosen to both stones and trees).
by lottery. In extreme circumstances, important leaders may Water, as well, holds a special meaning for pagans. Seers
sacrifice themselves to emphasize just how great the desire is and priests frequently use wells, springs, lakes or any form of
for divine intervention. deep water as an aid to divination. Drinking the water of these
CHAPTER FIVE: MATTERS OF FAITH

133
windows into the future provides inspiration, like a draught
of pure, fresh thought. Certain springs are revered for their
healing qualities.
Christianizing the Pagans
With the coronation of Charlemagne in 800, Christianity
became inextricably wedded to the political restructuring of
Europe along national lines. As the new “Holy Roman Empire”
sought to bring the various tribes of Europe under its banner,
the Christian religion became a weapon in the hands of po-
litical leaders. By the end of the 12th century, most European
rulers subscribed to the Church and forced their peasants into
conversion, calling pagans devil worshipers and identifying
them as dangers to their authority. Following practices as old
as (if not older than) the Roman Empire, which also required
the acknowledgement of an official religion, the Christian
kings of Europe insisted on religious uniformity as a means
to political unity.
Believing that they possessed a mandate from both
spiritual and temporal authority, zealots among the Church
sought arduously to eradicate paganism by any means possible
— by cutting down sacred groves, tearing sacred stones from
the ground, and taking over lands and planting monasteries
atop former sites of worship. The patriarchal structure of both
Church and State proved particularly detrimental to women,
who found themselves bereft of many of their former rights.
Where they were unable to eradicate all vestiges of pagan
worship, the Church developed a more pragmatic approach,
coopting local heathen rites and giving them the sanction
of Christianity. Thus, the old spring rites of Beltaine in
celebration of the eternal maiden became transformed into
a feast honoring the Virgin Mary, while the Norse wheel of
light evolved into the four-candled Advent wreath heralding
the onset of the Christmas season. Likewise, pagan gods and
goddesses acquired the status of “saints,” thus enabling the
peasantry to continue their veneration without “worshiping”
false gods. For some, this was enough. Others, however, felt
differently about having their worship proscribed and de-
clared anathema. Many staunch pagans took their worship
underground.
The Survival of Witch Cults
Despite the overwhelming presence of the Church, many
pockets of paganism still flourish in the Dark Medieval world.
Most commonly, small groups of people gather together in
what the Church terms “witch cults.” These groups usually
focus around a woman versed in pagan lore. In an earlier time,
she would have been considered a priestess, wise women,
healer or seer.
Calling themselves wiccans (or “the wise”), these followers
of the old religion represent a threat both to the patriarchy of
the Church and to the emerging political kingdoms. Temporal
and spiritual power unite to propagate their own existence,
and unrepentant peasants who do not bow to their authority

DARK AGES COMPANION

134
represent the loss of wealth and power to both Church and place in the glow of its dying embers. The rites of Samhain,
prince. Further, it is in the Church’s best interests to reserve likewise, occur in secret using the feast of All Saints’ as a
miracles for themselves; they want the people to look to them shroud for the ceremonies that honor the dead.
for healing, forgiveness and spiritual fulfillment. Because many Most often, however, the practice of paganism pertains
pagans are well-versed in folk remedy, midwifery and occult to daily life. Villagers who hold to the old religion seek out
lore, the church cannot allow these herbal healers to make wise women and herbal healers for potions, salves, amulets and
folks well without appealing to Christ to cure them. other assistance for everything from curing boils and easing
Since the Church stands as the ultimate authority over or preventing childbirth to obtaining wealth or love. Many
the distinction between the “miraculous” and the “demonic,” households set aside a portion of their foodstores as gifts to
they brand the wiccans as “witches” — feared traffickers with the gods of the harvest, either burying them in the ground,
demons — and claim that these foul creatures fly through throwing them in a pond or burning them in the hearth.
the air for trysts with Satan and call down curses upon good Sometimes these sacrifices are given instead to the local pagan
Christian folk. Paganism, in its form as a witch cult, devolves priest or priestess as payment for the vital services rendered.
in the eyes of the Church from being a deviant religion, the The fear of discovery hangs over the head of every prac-
practitioners of which need to be led to the light of Christ, titioner of the old religion. When members of a pagan group
to an infernal sect full of heretical minions of evil who need uncover a traitor among them or sniff out a nonmember who
to be eradicated by all right-thinking folk. Though wide-scale knows their greatest secret, swift and uncompromising action
hangings and burnings will be more prevalent in the future, usually follows, sometimes in the form of a sacrifice, with the
many wiccans are persecuted, driven from their homes, killed potential betrayer as the victim.
or locked within monasteries. That their lands (if they own
any) and property are forfeit to Church or state is an incidental,
though profitable, consequence to the ruling powers.
Pagans and Cainites
Relations between pagans and Cainites differ from place
Despite their treatment, many members of these witch to place, ranging from open hostility to tenuous cooperation.
cults or wiccan groups never desert the old religion. Inside All pagans have a profound respect for the dead, honoring
hidden caves, beside sacred pools, atop mountains, or within them at Samhain, and seeking to propitiate them whenever
deeply hidden forest clearings, the old rites are still practiced. possible. Nevertheless, the presence of the walking dead strikes
Maiden and corn king consummate their eternal dance, the most pagans as an affront to nature and an interruption in the
stag king challenges the hero, the mother bears the king-who- grand cycle of life, death and rebirth that forms the heart of
will-be and the crone buries the old one. most pagan religions.

Pagan Practices in On the other hand, some Cainites share the same re-
sentment of the Church as followers of the old religion and
Medieval Europe occasional alliances form between pagan villages and their
anti-Christian Cainite protector. Although a number of
Being a practicing pagan is dangerous, and pagans insistent
on continuing to adhere to their beliefs take care not to draw Cainite clans (notably the Lasombra, Toreador and Ventrue)
untoward attention to themselves or unwittingly betray their have concentrated their efforts on gaining power over Church
existence to those who might report their activities to the local and state, most Cainites respect pagans and their beliefs. Many
priest. Recognition signs, such as hand gestures invoking the Cainites were, themselves, practicing pagans during their mortal
horned god Cerunnos (using the thumb and little finger) or lives and have as much difficulty (if not more) adjusting to
the three-fold goddess Dana (using the three middle fingers), the upstart Christian monopoly as their herds. Throughout
serve to identify pagans to one another. Occasionally, the Europe, but especially in Ireland, Scotland and Wales, the
lintels of houses will bear some discreet symbol indicating Gangrel most often find themselves in sympathy with local
that its residents follow the old religion: a sheaf of wheat, an enclaves of pagans, who share with them a closeness to nature.
iron horse shoe (in honor of Epona, the horse goddess) or a In Eastern Europe, where the Tzimisce exercise their
clump of three-leafed clovers, for example. bloody hold over a cowering populace, some Cainites form
Many pagan rites take place under the nose of the Church, the center of pagan cults devoted to the dark gods (as opposed
making use of the similarities in time between the liturgical to the gods of light). Entire villages in the Carpathians or
festivals and feasts honoring pagan deities. The four great pagan deep within the Kingdom of Lithuania find that their “gods”
celebrations of Samhain, Imbolc, Beltaine and Lughnasa (or have assumed physical reality and walk among them by night.
their equivalents) provide greater challenges, for these usu- Many Eastern European Gangrel and Ravnos have an affinity
ally include practices frowned upon by the Church. Only in for pagans, seeing in them a hardier spirit than in their pallid
the most remote places, far from the prying eyes of Christian Christian counterparts.
neighbors, do followers of the old religion dare to light the For the most part, however, pagans fear those who refuse
Beltaine fires and engage in the joyous couplings that take to die, whether they call them vampyr or by some other name.
Persecuted by a Church that refuses to recognize their con-
CHAPTER FIVE: MATTERS OF FAITH

135
victions and outlaws their practices, they often stand alone and prayers to pagan deities are, in some cases, potential but
and unprotected against the lords of darkness who demand untaught practitioners of True Magick. In other cases, they
blood sacrifice with more regularity than any of their gods or are simply people whose faith is strong enough that they are
goddesses ever did. At the same time, pagans are often better able to tap into the magical energies that still hold forth in
prepared than Christians to deal with Cainites, since their the medieval world. Most commonly, these miracle workers
folk wisdom contains many methods for protecting themselves possess only one type of pagan magic; occasionally, a particularly
from the undead. The widespread pagan practice of cremating talented and devout person may excel in two different areas
the dead, as opposed to interring them in the ground or in of power. The practice of pagan magic is time-consuming and
elaborate crypts, serves as one means of making certain that most people do not have the luxury to devote long hours to
a beloved relative will not return as one of the walking dead. practice and preparation, particularly if the crops need tending
or the sheep need to be shorn.
Pagan Cult: (5 point Merit) Forms of Pagan Magic
You have managed to acquire a following of pagan The following descriptions illustrate the various types
worshippers who believe that you are the personification of magic practiced by druids, shamans and other pagan holy
of one of their deities. More than simply a herd from which persons. Storytellers can use these as guidelines for fleshing
you can feed, these devoted followers can also perform a out pagan populations in Dark Ages chronicles. They are
variety of services for you, from administering your lands not intended for use by Cainite characters, who have their
during the day to procuring vessels to satisfy your hunger. own Disciplines.
In order to ensure their devotion, however, you must make • Herbal Ways — This type of magic allows the pagan
regular appearances to your priests so that their faith in you priest to use her knowledge of herbs and their properties to
continues unabated. In all likelihood, you have assumed produce salves, poultices, powders, potions and other medicinal
the identity of a local death god or war deity, who requires or toxic substances imbued with magical energy. This makes
regular sacrifices of blood.You have likely created ghouls them more effective than most types of herbal medicine or
from your most fervent cultists, thus assuring yourself of treatment. A knowledge of Herbalism is a requirement for this
a loyal cadre of protectors during daylight hours. path, as well as access to the numerous natural ingredients used
in making such things as potions for easing pain, elixirs capable
True Faith of soothing a cough and poultices to stave off or, in some cases,
Like their Christian neighbors, some pagans possess a cure bubonic plague. Midwives, wise women and herbalists are
strength of belief that serves them as a shield against Cainites the most common practitioners of this magical form.
and their predations. Especially effective against Cainites who • Nature Ways — Those who practice this form of pagan
themselves once practiced the old religion or who still hold to magic are able to exercise some control over the weather, calling
many of its beliefs, True Faith can protect those pagans who rain to dry fields or encouraging crops to grow. Additionally,
possess it from Cainite intrusion or control. Cainites who fear nature priests are able to ensure the fertility of flocks and herds
the judgment of Odin or Thor and tremble at the thought of and can predict the best times for planting or reaping. Most
Lugh’s shining wrath will react to a symbol of these gods even pagans prefer to work with nature rather than against her.
if the power of a crucifix leaves them untouched. Calling weather is a serious matter than can have far-reaching
True Faith works in the same fashion for pagans as the True consequences elsewhere. Rain doesn’t just arrive out of thin air;
Faith of Christians, Jews or Muslims (see Vampire: The Dark it is summoned from another locale, which might, therefore,
Ages). It differs only in the trappings used to enact it. With this undergo serious drought as a result of a witch’s weather-working.
form of Numina, devout pagans can keep Cainites at a distance, Pagan priests who serve elemental or earth deities most often
make themselves immune to Cainite Dominate or Presence, practice this type of magic.
sense the presence of the undead or even cause a Cainite to flee • Omen Ways — Practiced by diviners, seers and shamans,
in terror. Pagan priests who possess True Faith can also place this power allows its followers to read true signs of the near
protections around sacred places such as groves, stone rings or future in a variety of ways. Usually some sort of ritual must
pools of water, preventing Cainites from setting foot on this “holy precede the act of divining, such as the sacrificial slaughter of
ground.” In Eastern Europe, pagans with True Faith may very an animal, the purification of the diviner through fasting or
well be able to use garlic as a ward against Cainites (though it bathing, or the burning of certain herbs. Methods of extracting
is actually the Faith, not the garlic, which repels the vampire). omens include casting runes or straws, gazing into still water,
watching the skies or studying the movements of animals or
Pagan Magic clouds. Visions of the future are usually hazy and indistinct.
Occasionally, a seer will clearly view what is to come. Such
Ritual magic performed by pagan priests (or druids or
instances are rare and always run the risk of changing the
witches) constitutes a form of hedge magic. Most individuals
particular future thus scried.
capable of producing real effects through the use of rituals
DARK AGES COMPANION

136
• Warding Ways — This path of pagan magic enables the • May Crown — This crown of flowers and leaves, worn
practitioner to ritually protect certain areas or individuals from by the “spring maiden” at Beltaine, will, if preserved and bles-
unwanted influences, including Cainite, Christian, faerie or other sed by a pagan priest with True Faith, protect a believer who
supernatural agencies. This form of magic takes a considerable wears it from attacks by hungry Cainites. Its power is equal to
amount of time, both in gathering the substances to construct the True Faith of the one who blessed it.
the ward — special powders, blessed water, wood shavings from • Imbolc Candle — Blessed by a pagan priest at an Imbolc
a sacred tree — and in performing the ritual that sets the ward ceremony, the flame from this candle will protect a house from
in place. Warded areas keep out those who are designated at the intrusion by Cainites. A family will usually bring a number of
time the warding is constructed. In most cases, wards are intended candles for blessing at Imbolc. So long as a flame is transferred
to keep out general groups, such as Cainites or Christians, but from one candle to another one specially blessed, its power
occasionally a highly specific ward may be created to keep out will not diminish.
the tyrannical landlord or some other specific individual. In • Samhain Bread — This cakelike bread, part of the
some cases, wards may prevent supernatural creatures from using Samhain feast, can injure a Cainite in the same fashion as
their powers within its confines. Druids who still maintain sacred the bread and wine of the Christian mass. Any vampire who
groves often learn to master the creation of wards. ingests even a small portion of the bread or who feeds from
Pagan Relics someone who has just eaten of it takes from one to three dice
of aggravated damage at the Storyteller’s discretion.
Just as the Christian faith possesses holy relics that store
divine power, some pagan symbols act as repositories of True • Lughnasa Coin — A coin blessed by a pagan priest,
Faith, and are thus effective in protecting against Cainites. These druid or witch during the ceremonies in honor of Lugh, the
relics or talismans are exceedingly rare and are usually created only god of light, possesses the power to wound a Cainite who co-
at certain times, or else have survived from the centuries before mes into contact with it. The coin inflicts aggravated damage
the arrival of Christianity to pagan lands. Storytellers may use similar to weak or indirect sunlight. In addition, any vampire
these examples or design their own, culturally appropriate, relics. so touched must make a Courage roll to avoid Rötschreck.

CHAPTER FIVE: MATTERS OF FAITH

137
DARK AGES COMPANION

138
hapter Six:
Dark Medieval
Europe
Nightlife in
the Dark
MedievalWorld
With the hazards of nocturnal existence and
travel, no modern communication, and a rigid
social hierarchy, it appears that Cainites would
have almost no chance against the forces of the
Dark Medieval world. What do vampires have
that could possibly give them an edge against
the night? What do they have that could allow
them to gain power, maintain a lifestyle, or even
travel to see friends? There are more options
than you might think, and there is nothing that
can’t be fixed by a judicious application of brains
and Disciplines.

CHAPTER SIX:
DARK MEDIEVAL EUROPE

CHAPTER SIX: DARK MEDIEVAL EUROPE


139
139
General Difficulties Feeding in the country does not appear to be a problem at
first, with all the myriad little towns and villages dotting the
Some things just can’t be avoided. Havens, travel and landscape. However, this is not the case in wilderlands like
feeding are necessities that no Cainite can afford to ignore. the Schwarzwald or the Scottish Highlands, where a vampire
There is more to choosing one’s haven than picking out the might wander for nights without seeing another soul, living
most likely looking castle on a hill, and feeding troubles never or otherwise. Vampires who prefer this sort of setting must
go away, they just change form. learn to hunt animals or starve while waiting for a passing
Country Living traveler. There are other creatures looking for human flesh,
too. Redcaps and other Unseelie fae, Black Spiral Dancers and
Most Cainites look for havens in the areas where they
the occasional unbalanced human may be fierce competition
grew up (and were probably Embraced). People do not venture
for scarce sustenance.
beyond the safety of familiar towns and territories in the Middle
Ages, and it takes extraordinary courage to move out into the Hunting animals may fare a Cainite little better. Wher-
unknown world. A vampire encounters special difficulties in ever a vampire goes, she is surely trespassing on someone’s
doing so, and unless circumstances dictate otherwise, most land, most often that of a noble. Being caught hunting on a
prefer to stay in familiar territory. noble’s lands often results in charges of poaching, which can
have penalties ranging from a fine to death, depending on the
Some vampires are able to keep their mortal homes, but
noble. Sometimes, Cainites manage to divert such charges to
the presence of family and servants can make life difficult, as
the peasants, who are certainly hungry and desperate enough
mortals, unlike vampires, grow inexorably older and even-
to be capable of such acts.
tually die. Cainites, the passionate creatures that they are,
find it hard to endure these losses of companions so close to The fae also keep particular care over stretches of forest
them. Likewise, neighbors may wonder at the changes in a they consider to be theirs, and they will exact their own re-
new vampire’s behavior. Certain necessities do need to be venge — their punishments are also known to be exceedingly
seen to, such as taxes and rent. Failure to pay can result in “creative.” Of course, there are also the Lupines, who have
a lax vampire being roused in the middle of the day to be scattered villages and settlements across Dark Medieval Eu-
served an eviction notice. Domestic repairs certainly need to rope. Occasionally a vampire and Lupine discover the other’s
be addressed (such as the seasonal rethatching of the roof) existence while running down the same deer. The Lupines
and very few tradesmen would undertake such work at night. are notoriously poor at sharing with their Cainite neighbors,
The development of glass was a great blow to Cainite havens. and if they suspect one is living on their lands and feeding
While it makes little difference in a peasant cottage, homes from their Kin, they will not rest until the offender is brought
owned by the wealthy are expected to have at least one glass to ground. If that means trampling other Cainites along the
window. Despite the murky quality of most glass at this time, way, all the better.
it is still enough to let some light in, and any amount is too Some Cainites learn to drink exclusively from animals,
much. As any vampire can attest, glass is much less effective going so far as to keep them only for their blood. The presence
at blocking the lethal rays of the sun than a sturdy wall.… of animals can make a haven look “normal,” but this practice
Those who inherited or owned castles or manors in their has resulted in a new social classification for such vampires:
mortal lives may find that while they sleep more comfortably, the Farmers.
the castle nonetheless carries its own problems and responsi- Famines and pestilence are very hard on the peasants
bilities. Castle-dwelling Cainites must also find some way to and animals, and thus on the countryside in general. Men
manage the lands and the peasants who farm them. Riding are driven to desperate acts, and to find scapegoats for mis-
out at dusk will allay suspicions for a while (after all, who fortune. If the smaller animals die, the larger predators have
ever gets to see the lord and lady but on rare occasions?), but nothing to eat and start competing with vampires for what
after a while, some might wonder why the lord is never seen little game remains. If plant-eaters die from lack of food, the
during the day, or about his strange pallor. A vampire who predators turn on each other. During the worst famines, those
is fortunate enough to take over a castle should be ready to vampires who do not migrate to the city or other locales risk
run it and the lands; noble neighbors or errants with sights falling into torpor from hunger or resorting to diablerie of
set on the nobility may try to take it away and “do it right.” other Cainites.
Shelters may be acquired through several means, mostly Monastic Living
by repossessing them from the previous inhabitants. Cottages Some vampires try to continue their lives in the monas-
are best acquired this way, since there are fewer people to teries or convents to which they previously belonged, or that
deal with; however, the people within may be well-known in they joined in their unlives. Such vampires will typically find
the area. Their sudden disappearance will arouse suspicion. monastic unlife very difficult. Such communities have fairly
Other buildings that can serve as shelter include windmills, small numbers; abbots and abbesses usually believe in getting
gatehouses, stables, barns, outbuildings of manors, and pilgrim’s
huts along the road.
DARK AGES COMPANION

140
to know their charges fairly well. The amount of Faith found the monastery, going into the surrounding towns and villages.
within the walls can be most uncomfortable for many, no He may run into competition from his own kind, but that can
matter how strong a Cainite believes herself to be. be dealt with; a nosy abbot is more difficult.
It is easier to find havens in monasteries than it is in secular Communities may become used to strange occurrences
realms, but harder to maintain them. Many monasteries and after a while, perhaps seeing them as God’s tests or simple bad
abbeys are built with several outbuildings used as bakeries, luck. Faith may grow stronger (such that a vampire may have
breweries, wineries, storage, smithies, guesthouses and for to leave), or an exorcist may be brought in at special request
various other functions. While it may be no small matter to or by chance. Those who are not part of a community may
burrow into the potato bin or to curl up in an empty barrel notice things that the inhabitants have grown accustomed to
for the day, a monk or nun who does not follow the order of or too dispirited to care about, and newcomers may be able to
the day will be sought after and disciplined. Some Cainites, recognize the activities of the supernatural.
who manage to survive in religious communities numbering Those abbeys, convents and monasteries that serve the
100 members or more (one community was recorded to have Cainite heresy or related vampiric denominations are often
900 at its fullest), move their shelters nightly. They usually built or furnished with the vampires’ needs in mind. Such
perform chores or tasks before bedtime to spare themselves from places sustain their followers through proximity to a city or
trouble. Still others move invisibly among the tenants of the by livestock and travelers.
monastery, feeding and sleeping where they may safely do so.
Feeding takes special skill in a monastic setting. While City Living
some lazy Cainites think to save themselves trouble by feeding Cities are natural habitats for many Cainites. The Nosferatu
on their fellow monastics, a monk or nun who wakes up notice- make great use of ancient catacombs and viaducts, as well as sewer
ably weaker will suspect disease for only so long. The animals systems. Many Cainites have managed to become so wrapped
kept at the community (such as cows, goats or geese) may also up in city life that living elsewhere would be a shock to them.
be fed upon, but if a cow dies because a vampire overate, the Havens can be found in a number of places, from cramped
abbey will suddenly be in need of a new cow (which costs quite alley spaces where the sun does not penetrate, to the rooms
a bit) and the abbot may wonder why a healthy cow just up over shops or in palaces. Vampires who lived in the city during
and died one night. The wise Cainite learns to hunt outside their mortal days often attempt to maintain their old residences,

CHAPTER SIX: DARK MEDIEVAL EUROPE

141
albeit with a few modifications. Windows can be shuttered and sturdiest of the breed. Sometimes travel cannot be put off,
covered, rousing only mild curiosity, if any, from residents. Of however, and there are myriad reasons why a vampire would
course, taxes and rent do have to be paid; even The Book of take to the road, whether wanderlust, business or escape.
Nod admonishes Cainites to “render Caesar his due.” It is difficult for modern people to imagine the blackness
One of the greatest problems facing city-dwelling vam- that envelopes the Dark Medieval world at the close of day.
pires is the curfew. At around nine o’clock in the evening, The night sky is a canopy of ebony, dimly illuminated by tiny
the curfew bell rings, signaling people to get out of the streets stars. When the moon is waning or hidden by clouds, a vampire
and go home, and for shopkeepers to close their doors. The is not be able to see her hand in front of her face. A bird flying
night watch is not known to be forgiving to those who are overhead sees a landscape of almost total blackness, occasion-
out past curfew, since such people are usually up to no good. ally relieved by beacons for sailors or night-fires. Crossroads
Someone on official business must carry something that de- near cities have lights on occasion, but beyond the flicker of
notes his special status, like a badge depicting his employer’s the traveler’s own lantern is often only the vast empty night.
crest or seal, or livery. Vampires on business at such late hours A vampire on the road at night is alone for the most part.
must learn to be stealthy, procure crests to help them pass the Travel is not undertaken much during the day, much less at
watch, or learn Disciplines that will be of assistance. During night. Still there are others on the road: merchants traveling
the summer months, rising in time to get out before curfew to reach a market or fair; troubadours, bards or jongleurs who
can be difficult, if not impossible. have not reached the safety of a town or castle before night;
Feeding or meeting in a city with a curfew brings its own soldiers or crusaders returning home; and pilgrims returning
special set of problems. Those Cainites with ghouls usually from shrines, their cloaks and hats rattling with souvenir
task them to have blood ready for their masters’ awakening, brooches from their travels. Highwaymen, bandits and other
or to find likely victims. Those vampires who are not so fortu- human predators also prowl the darkness, looking for such
nate must hunt on their own, often stalking the night watch unlucky souls. If travelers are lucky, they might only be robbed,
itself or mortals out late for whatever reason. A great many or perhaps beaten if the bandits want sport. Less fortunate ones
become Cauchemars (vampires who feed on the sleeping) or are murdered for as little as their bags of provisions.
Footpads (who feed on derelicts and beggars). Meetings may Most highways are remnants of the old Roman roads,
take place in guildhouses, shops or anywhere a few vampires which are often in disrepair. They dwindle into track roads,
can crowd in without drawing attention to themselves. Many used by king and commoner alike, and a traveler will have
of these meetings are held in the dark, after each person has to stand aside as a carriage or oxcart rolls past. Track roads
been identified in some way. connect tiny villages and isolated crofters, and those trails are
In cities without curfews, a vampire may move about with often scarcely visible at night and no wider than a man’s arm
some ease, but must be even more watchful for cutpurses and span. A traveler is considered lucky to walk 20 miles in one
thieves. Vampires here have a number of choice vessels to feed day (under good conditions — no snow or rain; roads passable).
upon, spawning a number of new types of feeding vampires: Many roads and lands are said to be haunted by super-
Succubi and Incubi (those who seduce mortals and drink only natural guardians, some more fearsome than vampires. Most
enough to sate the hunger), and Rakes (those who haunt inns, ignore travelers; others attack without warning or cause.
taverns or other gatherings of mortals), in addition to Footpads Such things include the black dogs of the English moors; the
and Cauchemars. Elysiums and other meetings are much more Aufhangen (meaning “leap upon” in German); or the giant,
grand affairs, owing to less of a need to hide. headless human torso that patrols the lands of a Scottish clan.
A problem that faces vampires in any city is the ratio of Convents and monasteries maintain guesthouses for trav-
Cainites to mortals. A city with 9,000 people is remarkable and elers, and none can refuse a traveler in need without reason
rare. Many vampires feed within the city limits to save time or (such as sickness within the walls). Inns are found within
for other reasons, and end up running into each other. Add a the boundaries of towns and villages, and either cost coin or
curfew and a prince’s orders, and things can become very tense something tangible in exchange for shelter. Stopping along
very quickly. The risk of discovery increases each time a new a road is not usually advised unless the traveler is prepared to
vampire enters a city and tries to compete for scarce resources. kindle a fire and sit up all night watching for predators. Shel-
Stories of two Cainites who coincidentally choose the same ter might be found at a manor or castle if one is a successful
victim, then wake their victim with the ensuing argument are beggar, but some lords are known for their lack of hospitality.
becoming nigh apocryphal. A wise vampire learns to hunt the (In the case of a vampire lord, the traveler, whether Cainite
suburban areas of a city to ensure that he will be successful. or mortal, could be in for a rude surprise.)
Havens on the road are difficult to find. Some vampires
Life on the Road prefer to find a cottage and take it by force. Roadside shelters,
The open road in the Dark Medieval world is frightening little more than lean-tos, are built along certain, well-traveled
for mortals and vampires. For Cainites, life on the road is a roads, but they offer little protection from the daylight, not
nerve-racking experience, usually best undertaken by the to mention frequently having mortal guests. Those with the
DARK AGES COMPANION

142
Protean Discipline have the option of sleeping in the earth. it will accept a passenger. One should step warily, though;
Abbeys where the Cainite heresy is practiced offer very com- many dishonest merchants and captains will shanghai their
fortable quarters for their guests. There is, however, no way “passengers” and sell them into slavery at Arab ports.
to find out in advance if one is along the road; such things Other details of aquatic travel include finding a place to
are usually only spread by word of mouth. sleep on the journey, making sure to be on board if the captain
Ravnos often stay with bands of tinkers or other Gypsies, likes to sail at dawn or with the tide (which could be the middle
or, at the very least, keep their own wagons for havens. Few of the afternoon), how to explain daylight absences, and most
people are likely to bother a Gypsy camp, and a single wagon importantly, how to feed. A ship that floats into port with a
with a horse gazing nearby is not a sight for alarm. However, dead crew, and with only the captain and vampire about will
Ravnos risk not only the prejudices of princes and other high- incite a hue and cry. Many captains can be paid enough to
born vampires, but mortal authorities as well, who frequently leave a vampire to her own devices, but regular sailors can
roust Gypsies out of a city at the first sign of them. Gangrel prove troublesome with superstitions and inquisitiveness.
sometime shelter with Gypsies, as well. A few non-Ravnos
vampires have tried using the colorful wagons as a means of
travel, with mixed results. Knightly Orders
Nothing, whether great or small, which is undertaken in the
Feeding on the road has been compared to trying to make a
name of the Lord can fail.…
chicken fly, according to one Ravnos — a difficult proposition,
but not impossible. Most transient vampires feed on travelers — Raymond of Aguilers
in roadside shelters or in the guesthouse of monasteries. The While hardly the most numerous soldiers in the service of
latter option can be dangerous. Sometimes, a vampire may the Lord, the knightly orders are among the most important.
happen upon a lonely crofter’s cottage or a solitary traveler. It The Templars, Hospitallers and Teutonic knights are the best
is not wise to feed on pilgrims; such people are often returning known of the orders, but they are certainly not the only ones.
from or are currently on a pilgrimage, and their Faith is likely From the shores of the Baltic came the Orders of the Sword
to be higher than usual. Rumor has it that one ragged pilgrim and Dobrin. While Spain fosters a trio of knightly groups,
left a vampire writhing in agony from brushing against her England produces the Order of St. Thomas of Acre, and an
cloak, which was said to be so decorated with rattling badges ancient Hospitaller chapter reinvents itself as the Order of
and brooches from her travels that she could be heard before St. Lazarus. While not all of these groups endure (the Baltic
she was seen. orders, in particular, were short-lived), their impact far out-
weighs their numbers.

The Itinerant Salubri Origins and Notes


Of late, strange writing has appeared in many The knightly orders originate from the loose associations
roadside shelters, on a few trees and on the walls of of knights who banded together voluntarily to protect abbeys or
cottages and monasteries. Sometimes it is pure Hebrew; other sites. By the middle of the 12th century, certain associa-
sometimes it is writing that resembles Hebrew. Few tions come together into more familiar knightly orders. Some
have been able to read it, and even fewer can interpret of these groups have more sanction than others; for example,
it. But those who must, can. the Templars are supported by St. Bernard of Clairvaux, the
The writings are messages. They are left by Salubri instigator of the Crusade of 1147. Other groups form inde-
as a means of communication with one another. Most pendently or rise from the ashes of nonmilitary associations.
are attempting to find out whoamong them still lives The knightly orders are significant because they present the
and who does not. Most messages are short, followed first standing armies in Dark Medieval Europe since the days
by names or sigils, and occasionally news or warnings. of the Roman Empire. Before the orders were created, armies
Some write in Hebrew, others in Enochian, but they all were seasonal or mercenary and they acquired their own pay
understand the meaning and purpose behind the words. through plunder. Keeping a knight in the field is a ludicrously
expensive proposition (one Templar house in France has a
staff of over 80 on call to support a single knight); keeping
Ship Travel an entire army at the ready is financially suicidal. However,
Most Cainites find ship travel to be one of the worst with the impetus of faith (and the gifts of land and coin that
inconveniences, but one of the most necessary. Almost any such faith inspires in those outside the orders), the knightly
great journey involves some water travel, especially travel orders are able to keep standing armies in the field year-round.
from England or Ireland. Those who travel by water must Admittedly, the forces that the Templars and others are able
simply grin and bear it. to field are small by modern standards, but to the medieval
Finding passage can be an exercise in patience, though military strategist, the notion of a full-time professional army
sometimes it simply means going to the docks and asking is stunningly new.
sailors which ship is going to a particular port of call and if
CHAPTER SIX: DARK MEDIEVAL EUROPE

143
Moral Qualms
Priests with military connections are nothing new. (William
of Normandy’s half-brother, Bishop Odo, rode into battle at
Hastings with a mace instead of a sword so that he “might spill
no blood.”) However, many clerics have grave reservations about
priests in arms, even in the service of the Lord. As most members
of knightly orders are lay brothers rather than priests, however,
the issue resolves itself nicely; actual priests with groups like
the Hospitallers serve only as chaplains, doctors and the like.
Furthermore, growing emphasis on the knightly and Christian
duty of protecting the weak lends credence to the idea of the
Christian knight. “No man hath any greater love than this: that
he lay down his life for his friends.” This is the passage used as
justification for holy military orders.
Life in a knightly order is not one of luxury and sloth.
Lazarene knights, for example, are uniformly afflicted with
leprosy, and the Templars have severe restrictions on their
wealth, attire (hair shirts were mandatory) and personal habits.
While kings and popes accuse the Templars of lasciviousness,
Satanism and other sensual crimes, in the days of the crusader
kingdoms there is nothing soft about knightly existence.

The Leper Knights


Descended from a nonmilitary order of Hospitallers
originally established in A.D. 369 by St. Basil of Caesarea,
the Order of St. Lazarus was initially a system of hospitals and
hospices for pilgrims to the Holy Land. Special attention was
given to lepers by members of the order.
The order remains nonmilitary in nature until 1098. With
the fall of Jerusalem (and the order’s Leper House with it), lep-
rous knights of other orders are placed under the charge of the
Order of St. Lazarus. As most of these knights are still more or
less able-bodied, the protection of outposts and hospitals of the
order in the Holy Land inevitably falls to these chevaliers. At
the end of 1098, the society of those who have cared for lepers
and pilgrims is reinvented as the Military and Hospitaller Order
of Saint Lazarus of Jerusalem, a chivalric order.
Regarding themselves as men already dead, the knights
of the order are renowned for their ferocity and prowess in
battle. “The men who walked alone” and “living dead” are
names Lazarene knights have for themselves; death in the
service of faith is infinitely preferable to the slow ravages
of disease. With concerns of self-preservation essentially
banished, knights of the order garner respect from both the
Christian king of Jerusalem (Baldwin IV, himself a leper, is
a noted patron) and Salah el-Din himself. It is Salah el-Din
who, after his reconquest of Jerusalem, allows the poor of the
city to exit the walls through the Gate of St. Ladre (Lazarus),
and to seek safety in the order’s hospital.
The order establishes its seat of power at St. Jean d’Acre,
acquiring land outside the city walls as well as portions of
the region near Caesarea. Hand in hand with the erection of
churches and fortresses in this territory is the recognition of the
order as a sovereign, temporal power by the pope and others.
DARK AGES COMPANION

144
What is to Come Origins
With the majority of the order’s men-at-arms killed at The Latin Rule of the Templars, which establishes the
Gaza in 1244, and the rest attaching themselves to St. Louis basic tenets of the order, dates to 1128. Translated and modified
IX of France’s disastrous Egyptian Crusade and Syrian expe- into the French Rule in 1136-1137, the rules and regulations
ditions, the era of the Lazarene knights in the Holy Land is of the order are expanded to 686 articles by the time of the
coming to an end during the 13th century. St. Jean d’Acre execution of Jacques de Molay, last grand master of the order.
falls to Muslim forces in 1291 and with this setback the order’s The tenets include (unsurprisingly) poverty, chastity and
presence in the Holy Land is ending. obedience, as well as commandments regarding conduct on
and off the field of battle.
A Muslim attack on a band of pilgrims in the Holy Land
The Nosferatu Connection in 1119 is the impetus for the formation of the order. A group
The sobriquet “lepers” (and the ease with which of nine knights, outraged by this attack, respond by swearing
clan members can slip into Lazarene hostels unnoticed) oaths and riding for Jerusalem. Quartered in what was once the
make the Nosferatu and the Order of St. Lazarus a natural “Temple of Solomon,” these nine are known as The Military
combination. The combination of religious fervor and Order of the Knights of the Temple of Solomon. Bernard of
disease present among the leper knights echoes perfectly Clairvaux’s support (it was he who drafted the Latin Rule)
the afflictions of Nosferatu vampires, who see themselves enables the order to grow rapidly; the combination of glory and
as patrons of the Hospitallers. Many of the Lazarene salvation is particularly appealing to young sons of nobles who
troops are sustained by Nosferatu vitae, which provides a stand to inherit nothing in Europe. The clamor to join the order
partial explanation for the “walking dead’s” reputation for grows so loud that membership is restricted to the sons of knights.
superhuman bravery and prowess. The most noble, pious
and talented leper knights can often expect the Embrace.
Two of the order’s masters, Fra’ Gerard and his Templars and Magic
successor, Fra’ Raymond, have been Embraced by the Historically, the Templars’ esoteric Rule, extreme
Nosferatu as reward for services rendered. Since their secrecy and open communication with the Islamic enemy
“demises,” these two leper knights have continued to makes them suspect in the eyes of many other crusaders. In
work with the living members of their order, albeit in addition, the vast wealth of the Templar banking empire
secret. Fra’ Raymond now dwells in Constantinople, attracts envious eyes, including those of Philip IV of France
along with a good portion of the order’s strength. Fra’ and Pope Philip, whom Philip IV holds in his pocket. Accu-
Gerard’s whereabouts are unknown, but he has been sations of homosexual acts, defecation upon the Cross and
seen at St. Jean d’Acre more than once. witchcraft are levied at the Knights Templar, and the order
While many Lazarene knights are aware of their is quickly broken. (The treasure of its main temple in Paris
order’s association with the Nosferatu, very few un- is conveniently confiscated by the crown.) Rumors that the
derstand the exact nature of that relationship. Most Templars dabble in magic (stories of insidious Grail-seeking
of those who do are either members of the current are the most persistent, but there are others) remain to this
master’s inner circle, or are former Templars who were day, but proof of any sort is lacking.
involved in that order’s dealings with the Ventrue. In the Dark Medieval world, there is a significant
occult aspect to the inner circle of the order. Most
Templars are unaware of the presence of the Cabal of
The Knights Templar Pure Thought at the heart of their order, and as such
have no inkling of any magical doings. On the other
The most infamous of the knightly orders, the Knights
Templar, supposedly dabbles in magic, Satanism and other hand, those who rank master or above might well know
less-than-Christian pursuits. However, the Templars are among the truth, and either fight, ignored or abet it….
the best disciplined, most fearsome and wealthiest fighting
forces of the Dark Medieval world, and Templars are held in Banks
high esteem by their Muslim opponents.
Among the nonmilitary aspects of the Knights Templar
As breaking ranks is grounds for expulsion from the order, is its establishment of a consistent, reliable banking system
Templar troops are often placed in the rear of crusader armies. throughout Europe and the Middle East. Since the order has
This placement is significant because the Seljuk Turks fre- been granted certain liberties by the Holy See, temples operate
quently attack their opponents’ flanks or rear. Such tactics are as independent entities, and no king dares lay a finger on the
unknown in Europe (where shield-wall bashing and knightly wealth contained within. A pilgrim can deposit his gold in a
skewering of lightly armored infantry is the rule). Commanders Paris temple, receive a chit good for the money, and redeem
of crusader forces counter these maneuvers by guarding the that chit for gold in Jerusalem. Only the Templers’ sterling
vulnerable rear with troops who are utterly steadfast.
CHAPTER SIX: DARK MEDIEVAL EUROPE

145
reputation for honesty allows this system to flourish; there is interesting to note that when Philip IV of France eradicates
is no doubt that any money put into Templar hands is both the Templars and confiscates their property, he hands some
safe and retrievable. of the spoils over to the Hospitallers.
The Ventrue Connection Teutonic Knights
To the Ventrue, wealth, military power and indepen-
A very real temporal power, the Order of Teutonic Knights
dence from the Lasombra-infested Church, are exceedingly
establishes the first western-style government in the Holy
attractive aspects of the Templars. The Ventrue flock to the
Roman Empire and replaces collapsing governmental struc-
Templars, seeking potential childer and financial opportuni-
tures in Livonia. The Teutonic Knights also have extensive
ties. While some temples are inaccessible to the Cainites due
European and Levantine holdings, and play a major role in
to the strong faith of its attendants (Templars are lay clergy,
the Baltic Crusades.
and most are quite pious), others are safe houses for Ventrue
seeking to travel from Europe and Jerusalem. While stories These knightly orders recruit almost exclusively (unsur-
abound that the Templars guard the blood of Christ, in truth prisingly) from the German-speaking peoples of Europe, and
many Templars guard blood of a different kind. in most cases operate in a fashion similar to that of most of
the other orders. It is only in eastern Europe — in Prussia,
Livonia and briefly in Hungary — that the Teutonic Knights
Arms and Armor attempt to set up working governments.
A Templar knight’s tools of the trade are mandated
by the Rule of the order. Each takes identical weapons
and armor into battle. Standard Templar armor includes
Judaism and
a triangular, curved shield, a mail helm surmounted by
a solid helm, chain mail on the legs, and additional Mysticism in
pieces of metal guarding both shoulders and feet.
Basic Templar weaponry includes: a straight, two- the Dark Ages
edged sword; a short, spiked mace (also called a Turkish The Jewish population occupies a unique and precarious
mace); a long dagger and two knives. position in the Dark Medieval world. As biblical prohibitions
Each Templar is permitted only three horses, against usury (theoretically) limit the entrance of Christians
though knights who are friends with the master might into the banking field, Jews become the moneylenders of Europe
possess four. and are indispensable to any king or nobleman looking to put
an army into the field. The most spectacular example of this
phenomenon is William the Conqueror’s mercenary-fueled
The Sovereign Military victory at Hastings. The gold to hire those troops came from
the Jewish moneylenders whom William had specifically
and Hospitaller Order of invited to settle in Normandy.
St. John of Jerusalem On the other hand, the Church, the nobility and the
peasant population are all aligned against the Jews of Eu-
Like the Lazarenes, the Hospitallers originally were hos-
rope for religious and political reasons. Rulers looking for
pital administrators with an eye toward the care of pilgrims
quick financial fixes exile the Jews from their domains and
on their way to Jerusalem. Created around 1080, the order is
confiscate their property and possessions. Convicted of the
recognized by the Holy See in 1113 as being devoted to the
crime of killing Christ, Jews are the victims of pogroms,
care of the sick and poor. Military and more formal Hospitaller
persecution and the odd crusader looking for an easier foe
functions accrete the group rapidly. Before the close of the
than a well-armed Saracen.
12th century, the order’s new role in coordinating the defense
of Palestine and Syria supersedes its original purpose. In spite of this antagonism, the Jewish community flour-
ishes and sets down deep roots in places as diverse as Kiev
While not so thoroughly entangled in the financial world
(seat of the brief-lived Jewish Khazar kingdom), Prague and
as the Templars, the Hospitallers do receive massive endow-
Spain. Jewish ghettos spring up in many major European cities,
ments in Western Europe. These properties are managed to
particularly those with reputations as centers of learning and
fund the order’s activities in the Holy Land. This coordination
commerce. From Florence to Vilnius, the Jewish presence in
of efforts in the West and East enables the order to create
Europe is established as a permanent fixture.
an international structure that allows it to survive the final
expulsion of the Catholic orders from the Holy Land in 1291. Among the developments in Judaic thought and culture is
the formalization of the school of mysticism called Kabbalah,
The Hospitallers engage in bitter disputes with the Knights
a study of the holy books of Judaism in search of the true, or
Templar throughout the Dark Medieval period. While the
spiritual, universe (also called the En Sof, or “incomprehen-
rivalry is usually abandoned in the face of the Saracen foe, it
sible”). While Jewish mystical traditions have differed from
DARK AGES COMPANION

146
those of more mainstream religious thought for thousands of
years, it is during the 12th century that the name Kabbalah The sephirot are:
is applied to the most prevalent schools of mystical thought. Keter (Crown) — the projection of En Sof into
the physical universe
A Warning Khokhmah (Intelligence) — also known as the
“father sphere”
Kabbalah is a living, breathing mystical discipline
that has evolved and changed throughout the centuries. Binah (Wisdom) — called the “mother sphere”
Furthermore, as befitting any school of religious study, The remaining seven spheres are all derived from Binah,
Kabbalistic texts are rife with confusion, contradiction and represent the seven days of creation. The first six of these
and mistranslation (witness the confusion of the angels spheres are also known as the “active” spheres. They are:
Samael, originally identified with the Serpent, and Khesed (Kindness) or Gedulah (Greatness)
Lucifer, once identified with Uriel or “Light of God.” Din (Law) or Gevurah (Power) — also sometimes
There is no “complete and accurate” version of Kabbal- identified as Pakhad (Fear)
ah; centuries of study, debate, translation and outside Tiferet (Beauty) or Rokhim (Mercy)
interest have created a large body of interpretation of Netzakh (Victory or Endurance)
the original Hebrew texts. What is presented here is
Hod (Glory or Majesty)
a brief overview on period Kabbalah, with notes on
Yesod (Foundation) or Tzaddik (Righteousness)
other prominent aspects of Jewish mysticism, including
gematria, golems and amulets. The last of the spheres is Malkhut (Kingdom),
which is also known as Knesset Yisroel (The Commu-
nity of Israel) or Shekhinah (God’s Female Aspect).
What Is Kabbalah? While all of these spheres, being qualities of the
At its core, Kabbalah is a spiritual and symbolic search divine, are inseparable, they have been categorized by
for the meaning of existence. The core question that every scholars. The first three are often grouped together as the
Kabbalist seeks to answer is: If God is perfection, why is His “intellectual triad.” Khesed, Din and Tiferet are grouped
creation (the universe) imperfect? Hand in hand with this as the “moral triad,” while Netzakh, Hod and Yesod are
query is the idea of achieving or, more accurately, returning the “natural triad,” due to their proximity to Malkhut,
to the perfection of God. the physical universe. Triangle imagery and tree imagery
According to Kabbalistic thought, this universe is one of are often used when describing the emanations.
many that God created (and allowed to be destroyed), though
it is perhaps the longest-lived of any. While God is synonymous Kabbalists in the
with the spiritual universe, a certain portion of God’s 10 qual- Dark Medieval World
ities are missing from critical sections of this perfect existence. Kabbalah, a study of the qualities and emanations of
These qualities have been removed by God through a process God, is a religious pursuit. Requiring a knowledge of biblical
called tzimtzum, or contraction, in order to create points of Hebrew (as well as Aramaic in many cases) and a visceral
imperfection within the perfect universe where imperfect, understanding of Judaism, Kabbalah is exclusively a Jewish
physical universes can exist. Our own universe, for example, was field of study. In addition, religious prohibitions forbid women
supposedly created by God when, in a certain section of the En or men under 40 (under 20, according to some sources) from
Sof, he replaced Law with Kindness. This was done to engender studying Kabbalah. While these rules are sometimes honored
free will, as opposed to preordained obedience to divine law. more in theory than in the observance, the vast majority of
Beyond this, Kabbalah breaks down into a series of em- Kabbalists that characters are likely to encounter in the Dark
anations through which our universe was created. Called the Medieval world are observant, middle-aged, male Jews.
esher sephirot, these qualities or spheres are sometimes assumed Kabbalah, despite its links to traditions of Hermetic magic,
to be balanced by evil or destructive forces called Qlippoth is not a solitary scholarly pursuit. While meditation, trances
(shells). The arrangement of the sephirot is likened to a tree, and other hallmarks of multiple magical schools all have their
and the Tree of Emanations (Etz Khayim) is the overriding place in the practice of Kabbalah, Jewish religious thought
metaphorical image of Kabbalistic thought. demands debate and community. The hermit, spending his days
On an exceedingly simplistic level, Kabbalah is the study in solitary religious contemplation, does not fit the Kabbalist
of the Tree of Emanations, its components, and the way in identity. The Kabbalist, secure in the community of his peers,
which they interact in the four levels of the physical universe. studies, argues and works with others in the heart of the Jewish
The effects of the Qlippoth are also important in Kabbalistic quarter of his city. Many famed Kabbalistic scholars, starting
study, but the emanations are in many ways at the core of in the late-12th century, attract followers and disciples and,
much Kabbalistic thought. from Slavic lands to Florence, Kabbalistic schools emerged.
CHAPTER SIX: DARK MEDIEVAL EUROPE

147
In other words, the notion of the lone Kabbalist, cackling
to himself in the wilderness as he casts gematria, is entirely
inaccurate. Any Kabbalist of note is likely to be found in the
heart of a city, surrounded by a supportive community and
knowledgeable, skilled peers. Furthermore, since Kabbalah is
a religious pursuit, students are extremely likely to have True
Faith. Many Kabbalah masters (Baal Shem Tov, or “Masters of
the Good Name”) are also reputed to be able to work miracles
and wonders of healing, effects which resemble those available
to some devout Christian priests with True Faith.

Kabbalah and Vampires


A combination of factors makes it nigh impossible
for any Cainite to be proficient at Kabbalistic study. The
base requirements — male, Jewish, proficient in Hebrew
— apply to only a tiny fraction of Europe’s mortal, let
alone vampire, population. Biblical injunctions against
the drinking of blood make it even more unlikely for a
practicing Kabbalist to survive long as a vampire. There
is also the fact that most Kabbalistic texts have not yet
been translated from the original, and are kept in centers
of Jewish worship — places with high Faith ratings.
Some vampires might be aware of Kabbalah, though
their information might be garbled by mistranslation
or prejudice. Amulets and seals are the one aspect of
Kabbalistic magic that is known to non-Jews. As for
the more esoteric fields of study, character knowledge is
left to Storyteller discretion. Remember, however, that
long years of persecution and mutual distrust have made
most Jewish communities insular. It is not likely that
a dweller in a Jewish ghetto will converse much with
a stranger, and he is even less likely to take a stranger
to meet the local rabbi or Kabbalistic sage.

Of Jews and Blood


Christian myths have grown up around the uses and
abuses of blood in Jewish ritual since the crucifixion. The most
virulent and prevalent rumor involves the notion that Jews
use the blood of Christian babies to make matzah (the ritual
unleavened bread used in the Passover holiday). Outraged
citizens have stormed Jewish ghettos seeking evidence of this
myth on many occasions. They often found planted fakery or,
more rarely, vampiric havens. The most famous golem, created
by Rabbi Loew of Prague, was given life to defend the Jews of
Prague against exactly this sort of treatment.
There is, in fact, a strong association with blood in
Judaism, specifically relating to the Kashrut, or dietary laws.
The Kashrut describe “clean” ways of slaughtering livestock
that must be followed in order for the meat to be kosher.
Ritual butchers, called shochets, are responsible for upholding
these traditions, among which is the idea that animals are
to be slaughtered by having their throats cut and all of their
blood drained. Furthermore, the use of blood as a foodstuff
DARK AGES COMPANION

148
is forbidden to Jews. Judaism also involves many command- Amulets and Phylacteries
ments, or mitzvot, relating to menstrual blood: A woman One of the more accessible aspects of Kabbalism and
undergoing menses is to be removed from her community Jewish mysticism is the manufacture of amulets (the Hebrew
for a week, then given a ritual bath (mikvah) before being word for these was later adapted into the vernacular as the
allowed to return home. word phylacteries). Drawn from the biblical commandment in
Obviously, the religious injunction against blood as a Deuteronomy (6:6-9) which calls for Jews to bind the words
foodstuff has serious implications for any Cainite of Jewish ex- of the Lord on the gates of their houses and before their eyes,
traction. While assimilationist Jews exist (the so-called “court the original amulets were mezuzot (nailed to the doorframes of
Jew” phenomenon is prominent by the time of the Crusades), every Jewish home) and tefilin (small wooden boxes containing
the vast majority of European Jews are highly traditional and scriptures, worn during prayer). As the distinction between
would look upon a hunger for blood as anathema. Observant mystical and holy has blurred in the Dark Medieval world,
Jewish vampires, assuming the instinct for self-preservation is these religious items have taken on added significance. The
dominant in their existences, are likely to follow the shochet belief has developed that these devices ward off demons, and
model and drink spilled blood, rather than feast directly from the addition of names and other passages into the amulets are
vessels. commonplace. This practice is not ignored by the Christian
Complicating matters is the role of Lilith in traditional community, and a thriving trade in phylacteries (as the non-
and Kabbalistic myth. Linked with the Qlippoth, the “giants on Jews refer to tefilin and mezuzot) now exists.
the earth,” and with demons who supposedly ride the winds of As amulets acquire more and more mystic properties,
the night, the Lilith myth has decidedly vampiric overtones their creation moves away from the traditional tefilin. Instead,
(and actually features quite prominently in Cainite lore). appropriate passages from scriptures are included, in hopes of
Jews of a more mystical bent who undergo the Embrace are drawing upon the qualities of the names or passages sealed
likely to define their new states in terms of the Lilith myth within. A classic example is an amulet for protection during
and service to the Qlippoth. As these “shells” are set directly childbirth; such an item contains the names of the trio of
against the emanations of Kabbalistic thought, vampires who angels who once captured Lilith (who had sworn that she
see themselves as servants of Lilith, and occasionally take steps would kill all children).
down the Cappadocians’ Road of the Bones, or penitentially An amulet can also be used to control supernatural entities
adhere to the Road of Heaven. if the name of the creature to be controlled is inscribed upon it.
While angels and demons are typically the entities controlled
through this sort of manipulation, it is entirely possible that
Seekers After Death vampires can be as well. The power offered by this sort of
Questing for all sorts of knowledge, the members of amulet is imperfect; strong enough to offer protection and a
Clan Cappadocian are purported to have extensive links degree of control, but hardly granting a dictatorial authority.
with Kabbalistic schools throughout southern Europe. Indeed, one school of thought holds that angels obey those
While inquiries between Cappadocians and Kabbalists are who hold their seals not out of need, but out of respect for any
most frequently handled by means of correspondence (for mortal capable of learning an angel’s true name.
obvious reasons; neither party wants to get too close to Hand in hand with the notion of amulets is that of seals.
the other), there would seem to be an extensive trade in Seals are usually in the shape of protective triangles or squares.
manuscripts, grimoires and treatises on death and the soul. Biblical passages and individual names are placed within, and
The two most important links between the Cappa- the letters of certain names are often rearranged (echoing
docians and scholars of the Kabbalah consist of a place the teachings of the gematria). The line between seals and
and a person. The place is Genoa, home of one of the phylacteries is often blurred, and many amulets are marked
most influential Kabbalistic academies. The academy is with protective or preventative seals.
located near one of the seats of Cappadocian power. Here, Note: The six-pointed star, or mogen David now popularly
trade in the details of death is carried out face to face, and associated with Judaism, is not used as a magical seal during
certain scholars claim that much of the codification of the Dark Ages. Rather, the seven-branched menorah serves as
Kabbalistic thought that the Genoa school has produced the symbol of Judaism and as a mystic symbol and seal during
is inspired — or altered — by Cappadocian insights. the 12th century.
The other documented link between Clan Cap-
padocian and Jewish mysticism comes in the person of Gematria
Lazarus, an Egyptian Jew Embraced in the first century According to Kabbalistic thought, the Torah is humanity’s
A.D. While Lazarus himself is now a recluse, the con- interpretation of God’s plan for creation. It is folly to assume
nections he made with his fellow Jews in centuries of that the Torah is a simple outline, and Kabbalists have ascribed
thanatological study remain. meanings to the letters, vowels, musical notations and other
markings that make up the Torah’s text.
CHAPTER SIX: DARK MEDIEVAL EUROPE

149
be destroyed. Name magic is an important part of Kabbalah
On The Creation and (the Torah is often referred to as another name of God) and
Use of Amulets the series of names given to God all reflect single aspects of
The creation of an amulet requires both time and the divinity. The most common rendering of a name of God,
investment, and those capable of manufacturing effective YHVH (often mistranslated as Yahweh or Jehovah) is known
amulets are few and far between. In order to create an as the tetragrammaton. Kabbalists frequently link the letters
effective amulet, the purpose of the amulet must first be of the tetragrammaton with the emanations, or work with
described. An appropriate phrase, passage or true name them to create other names with different numerical values.
must then be inscribed on a scrap of paper to go within
the amulet itself — note that true names are very difficult The Name
to run across. The physical amulet, often consisting of
The efforts of assorted Cainite mystics to uncover the
a black wooden box attached to a long leather strap, is
true name of God, and thus power over the Creator, are a
constructed and consecrated in the next steps of the
mere footnote in the annals of the Jyhad. Most vampires
procedure, with the parchment containing the magical
consider this sort of research a fool’s errand, but even so
phrase or name being sealed inside the box.
the potential rewards for success are so great that few
To represent this aspect of the creative process, the clans are out of the game entirely. The groups devoting
artisan must roll Wits + Hearth Magic (specialization: the most energy to this search are the Cappadocians and
Kabbalah) and Intelligence + Occult, with the difficulty the Tremere, but the Nosferatu and Ventrue are involved
determined by the potential power of the amulet being as well. In addition, there is rumored that a collection of
created. No artisan without some True Faith can create vampires that crosses clan lines is working on the problem
a working amulet. somewhere in the Swiss wilderness.
The beneficial effects of wearing an amulet are Cappadocius himself is involved in this project.
nullified if the amulet itself is not being worn. An amulet The Antediluvian and several of his childer play an
tucked in a purse still has protective powers; one that active part in researching the name of God, and their
is left on a desk elsewhere is useless. work has recently branched out into various aspects of
the Lilith legend. Agents of the Graverobbers currently
Writing therefore is magical. Each of the 22 letters of search for a stone tablet, inscribed in Chaldean, that
the Hebrew alphabet are assigned a numerical value, and is will reveal the true name of God.
identified with one of the 22 links between the sephirot. Each
word also acquires a numerical (and thus magical) value. By
calculating the numerical values of words and phrases and Angels and Demons
finding correlations with other words, Kabbalists perform a Angels and demons, representatives of the two trees of
sort of divination about the true nature of the universe. For existence, are an integral part of Kabbalistic thought. There
example, both Pharaoh and the name of the demon Ashmodai is no doubt that angels and demons are a part of serious study
have the same numerical value; in the minds of Kabbalists, even in the world of the Cainites.
links between the two are established, and through this cor- According to the Kabbalistic paradigm, angels and demons
respondence with an earthly ruler, Ashmodai is granted the are not independent creatures of good or evil, but animate
position of one of the kings of the demons. aspects. Their names give emphasis. The name of Samael, ruler
Gematria is the name of this numerical magic, and it is of demons, literally means “Blind to God,” while the archangel
a very serious matter. Many Kabbalists will not set out on an Gabriel’s name translates into “Strength of God.” Each angel
action without casting gematria for the venture ahead and seeing and demon also has associations with colors, directions, and
what correlations they are able to discern. Gematria can also either emanations or Qlippoth , which renders each of them
be cast for others, usually using the subject’s name or names. as a collection of attributes. When a Kabbalist calls upon an
Note: Each letter of the Hebrew alphabet, in addition to angel, he is not asking aid of a specific being, but calling for
having a numerical value, correlates to a host of other items: the aid of that aspect of the divine that the angel represents.
planets, days of the week, facial features, and so on. The inter- Beseeching Raphael (Healing of God) for aid is to request
pretations that are garnered from extensive letter associations mercy and healing; calling upon Gabriel is to ask for strength.
can be both exceedingly complex and quite accurate. While such prayers are answered on occasion, they are
never answered by the descent of an actual embodied angel.
The Tetragrammaton Rather, the supplicant simply finds himself with sudden re-
God has many appellations, but His true name is unknow- serves of the attribute he seeks. However, this sort of prayer is
able by mortals, since it is sacrilege, according to Jewish belief, answered rarely, and calling upon the sephirot is likely to draw
to write something truly holy down on something that might the attention of those with links to the Qlippoth.

DARK AGES COMPANION

150
Golems Sample Golem Statistics
The Kabbalistic universe is full of creatures that may or
Physical: Strength 10, Dexterity 2, Stamina 9
may not exist: the shamir, or rock-devouring worm; the takhash,
or unicorn; and the adne hasadeh, human figures with umbilical Social: Charisma 0, Manipulation 0, Appearance 1
cords that lead down into the earth. All of these creatures Mental: Perception 3, Intelligence 1, Wits 2
have been sighted, though not necessarily by authoritative Talents: Alertness 2, Athletics 3, Brawl 5, Dodge 3, Intim-
sources, in the Dark Medieval world. idation 4
However, the Kabbalistic creature with the widest renown Skills: Melee 3, Stealth 1
is undoubtedly the golem. Created from river clay, and prayed Knowledges: None
over by a minyan (10 men gathered for prayer), a golem is a Disciplines: Golems are considered to have the equivalent
statue of a man imbued with life. That life lasts so long as the of two dots each of Fortitude and Potence.
word emet (truth) is carved into the creation’s forehead. As Willpower: 10 (0 to resist the commands of the golem’s creator)
soon as the inscription changes (reports vary as to whether Health: Golems have 10 Health Levels, rather than the
the word needs to be destroyed or simply modified to met — normal seven. A golem takes no dice pool penalties for
“corpse”), the golem sinks into a deathlike slumber. being injured, unless a portion of its unnatural anatomy
While active, the golem is the perfect servant. Tireless has been physically removed. Aggravated damage does
and steadfast, it follows any and all commands to the letter. not apply to a golem; fire, fang and other normal sources
Many golems are created to guard Jewish ghettos, to patrol simply don’t do much to a golem’s clay form (although the
the perimeters of the areas from sundown to sunrise in an golem still suffers nonaggravated wounds). In addition, a
effort to keep out malefactors. Others serve as bodyguards, or golem automatically regenerates a Health Level every turn.
as unsleeping guardians of specific sites. Note: Overanxious players may simply charge in against a golem
Golems supposedly echo the hearts of those who create and make a beeline for the creation’s forehead, thus rendering an
them, so if the man who breathes life into a golem is pure of impressive and dangerous foe inert. Should a character attempt
heart, the golem remains pure throughout its existence. Should, this maneuver, the Storyteller should immediately request justifi-
however, there be the faintest hint of hatred, greed or any other cation for the character’s knowledge of golems — the intricacies
negative emotion embedded within the breast of the creator, of Jewish mysticism are not exactly common currency.

CHAPTER SIX: DARK MEDIEVAL EUROPE

151
that flaw manifests and breeds within the clay. Sooner or later, Because faeries are immortal and live in the dreams of
the golem rebels or goes insane, and must be destroyed. Arcadia as well as in the physical world, the years can pall if
A golem also grows a tiny bit each day, making it in- they have nothing with which to entertain themselves. This
creasingly difficult for the creature’s creator to eradicate the is one reason they delight in tormenting, tricking or rewarding
word on its brow. According to some legends, the day a golem others. They long to play a part that allows them vast scope
grows so tall that its creator cannot reach the inscribed emet to experience strong emotions. Some, like the boggarts and
to remove it is the day the golem goes berserk. brownies, achieve this vicariously, watching their chosen
The methods of golem creation are closely guarded. Go- mortals during the day and churning butter for them (or turn-
lems require a tremendous amount of work, dedication and ing it sour) as payment for the show at night. For their own
prayer to create, so are extraordinarily rare. A rabbi must hew a amusement, some fae prefer to cause emotional reactions in
life-sized statue of a man from clay, a minyan must pray before humans. They appear in various guises and provoke mortals
the ark of the covenant in the local synagogue for a fortnight, to greed, anger, fear, love or laughter. A few fae experience
requesting that YHVH breathe life into the creation, and the mortal life directly, undergoing a change that replaces mortals
word emet must be carved into the golem’s forehead. with themselves, weaving Glamour about themselves so the
The finished product has clearly defined capabilities. Golems change will go unnoticed.
are incredibly resistant to damage, and are inhumanly strong. Many set up elaborate dramas. In the dramas, each fae
One was reputed to have held up the collapsing roof of a palace; plays a role mimicking that of nearby humans. They create
others have subdued human wrongdoers easily. While golems are a town made of moonbeams and illusion where they enact
never crafted with weapons, a single blow from the fist of one of complex scenes with great solemnity — made all the more
these automatons will shatter a wooden door or fell a warhorse. enjoyable by kidnapping unsuspecting mortals (or Cainites,
Striking the word emet from the brow of a golem is never though this is less common) and setting them down in the
an easy task. While the clay of the creation’s forehead is soft middle of their play with no explanations. The fae consider
and smooth to its creator, a golem’s flesh is rock-hard to all the resulting madness evinced by many mortals as the epitome
others. It goes without saying that a golem will resist this sort of humor. Malkavians who have fallen prey to such tricks in-
of assault with all the resources at its disposal. variably emerge energized and pleased with their new insights.
Unlike the Church’s depiction of them, most fae are not

Faeries
There was a time when meadow, grove and stream,
deliberately cruel, evil or treacherous. The majority of the good
folk are merely curious and careless. Some, especially those of
the Unseelie Court, can be extremely dangerous and callous.
The earth, and every common sight, Their tricks are designed to hurt rather than embarrass; their
To me did seem illusions meant to lead a mortal into deadly danger.
Appareled in celestial light,
The glory and the freshness of a dream.
It is not now as it hath been of yore;—
The Division
If mortals fear the fae, however, they have only them-
Turn wheresoe’er I may, selves to blame. Once, the good folk gave freely of their gifts
By night or day, to humanity, but mortals began demanding what had once
The things which I have seen I now can see no more. been offered. The fae felt justifiably angry and began to cut
— William Wordsworth, “Intimations of Immortality their ties to the mortal world, spending more time within
from Recollections of Early childhood” the borders of fabled Arcadia. As faeries grew more distant,
Enchanted forests, mushroom rings, magical pools, green many people forgot their kind deeds and remembered only
barrows and stone forts — throughout the Dark Medieval their pranks. With the rise of the Church, the faeries found
world, these are known border markers between the human themselves cast in a new role altogether — minor demons sent
realms and the lands of the fae. Here, magical energy abounds, to torment and seduce the faithful. Their changeable natures
Glamour rules over reality, and the good folk preside over their and penchant for illusion made it all the easier for the Church
eternal courts. From these magical dwelling places, faerie kings to blacken their names.
and queens lead their courtiers on nightly hunts. They sweep Unfortunately, the fae contribute to their image in other
across the land in search of mortals — or Cainites — to taunt. ways as well. A wrathful sidhe knight, for example, might be
If their quarry gives merry chase and evades them until dawn, mistaken for a fallen angel, while redcaps are close enough to
the capricious fae may reward her with a faerie treasure or curse most people’s conceptions of flesh-eating demons. As children
her for robbing them of the anticipated finalè of their sport. of the Dreaming, faeries also take on characteristics assigned to
The fickle fae are enigmatic and dangerous when crossed. them by popular belief. Finally, many faeries have grown angry
Their passions run wild and hot. What the fae feel, they at mortals influenced by the Church, who no longer correctly
experience with bone-jarring intensity that can consume a propitiate them. These fae may deliberately assume apparent
mortal or Cainite courageous enough to interact with them. demonic qualities when interacting with such humans.
DARK AGES COMPANION

152
Medieval Practices Whether a house is blessed with an obvious helper such as
a boggan or not, it is probably kept from harm by at least one
and Beliefs faerie acting as a guardian. If good things happen, it is due to
Most peasants (and more than a few nobles) step carefully the faerie’s favor; if something bad occurs, the faerie keep it
where the fae are concerned. It is well-known that the good folk from getting worse. It is only fair, then, to leave a dish of milk
will savagely avenge any slight or wrong done to them, no matter and a little bread and honey outside the door at night so the
how small. Mortals can offend faeries without meaning to or even faerie knows the household appreciates its efforts.
knowing they have done so, and that only increases the tension. Those fae who are not placated can dry up the milk in a
Because it is so easy to unintentionally cause offense, mortals cow’s udder, make chickens stop laying eggs, rot the grain in
have compiled lore and developed certain practices to minimize the fields, break weapons and equipment, foul well water, bring
the possibility of doing so. The following represents knowledge bad smells into the house, cause accidents, start fires, cripple
that mortals (and most Cainites) believe they know about the fae. children, steal the crops, lame horses, make women barren and
It is known to most peasant women that faeries go about their lay curses on generations of family members. Some folk are even
business invisibly, and that one might be passing by at any time. lured to their deaths through clever illusions. These are the dire
Throwing out the wash water or the slops without calling out to fates that mortals seek to avert when making offerings to faeries.
the good folk beforehand could well result in an innocent faerie Remedies
being splashed — a deadly insult. Likewise, as faeries, and cows,
Sometimes, despite their best efforts, mortals (and
pigs, sheep, chickens, geese and other domestic animals often
Cainites) incur the wrath of the fae. If rich gifts or heartfelt
share names, it is common practice to point at any animal being
apologies fail to move faeries to forgiveness, the only choice
called so that a faerie of the same name is not compelled to answer
left is to ward oneself and one’s home from the good folks’
the summons instead. Faeries angered by such impertinence can
vengeance. The sovereign remedies outlined may or may
sour milk for a month or break down perfectly strong fences.
not prove effective. The effectiveness usually depends on
CHAPTER SIX: DARK MEDIEVAL EUROPE

153
whether the fae is amused or offended when she encounters the faeries, who leave foul-tempered, sickly changelings in their
these practices. Nonetheless, the common folk truly believe place. The poor babes are used to pay the faeries’ tithes to Hell.
in their efficacy. They believe that: The only way to recover a child is to have prayers recited over
• Salt sprinkled across the door and window sills will the changeling, touch it with holy objects, or, as a last resort,
prevent faeries from entering the household, as will ashes whip it soundly with a rowan branch, threaten it with cold iron
strewn across the hearth in a circular pattern. or burn it in the fire. The faerie cannot stand such torments
• Cold iron will wound faeries terribly, and an iron weapon and deserts the household. The faerie’s pact with the Devil thus
or tool left lying across the doorway will discourage their entry. broken, the child instantaneously returns to its home.
• Carrying a small piece of iron when going out repels • The Truth: Faeries do steal children — and adults when
faeries, as does humming a holy melody. the mood takes them. Births among the fae are infrequent,
• Crosses, ringing churchbells and the host are all sover- and babies provide years of joy to a faerie mother in Arcadia.
eign remedies against faeries, because, being minions of Hell Further, the absence of a child provides a fae with a perfect
(or so it is believed), they cannot abide holy power. Nor can opportunity to slip in and become a baby, experiencing all the
faeries tread on holy ground. One is therefore safe in a church joys and sorrows of growing up. The immortal fae have plenty
or Christian graveyard. of time, after all. Many babies are indeed chosen because they
seem pretty, merry, smart or sweet. Only the best will do for the
• Calling out Christ’s name robs faeries of any ability
fae. Mothers who ignore or harm their children may also lose
to trick a person with illusions, and holy water causes such
them to the fae, who have special feelings for children. Baptized
illusions to disappear in a puff of smoke. The former places
or not, any child who is mistreated has a chance of being taken.
one dangerously close to using the Lord’s name in vain if done
frivolously, however. Threatening or harming a faerie changeling, though it may
be the only way to retrieve a captive child, is a very dangerous
Though some faeries have become Christian knights and
affair. If the taking of the child is truly unwarranted and the
joined holy orders, mortals still believe that Christian symbols
changeling is too horrid to tolerate, other fae may forgive
and beliefs can scare and defeat any fae. Most fae are no more
distraught parents for trying to recover their child. In any
afraid of, or repulsed by, the cross than are many Cainites.
other circumstance, any harm done to the changeling will be
Faerie Practices visited tenfold upon the household that condoned it. Further,
the fair folk will assume the people to be unworthy of having
While mortals may be confused about certain faerie children. Not only will the captive be kept, their other children
practices, they are actually correct concerning a few of them may be taken as well, or the woman cursed with barrenness.
— though the fae usually have far different reasons for what It is not unknown for adults to be kidnapped by the fae.
they do than humans or Cainites can fathom. Some of the They may be taken for a night or an eternity, but there is
most common knowledge is detailed below. usually something about the mortal that leads the fair folk to
Faerie Raths notice her. She may sing or play an instrument so beautifully
• The Belief: Everyone knows that faeries live in pagan that the fae feel they cannot continue their existence without
burial mounds, where they speak with the dead and sometimes hearing her again and again — for centuries. He may be so
bring forth plagues upon the land. handsome that the faerie maiden takes him away and becomes
his bride. Or the one taken may simply lack a sense of humor
• The Truth: This is both true and false. Many faerie raths
and becomes the sport of a gang of pooka determined to make
(great earthen mounds, often covering ancient stoneworks),
him laugh — or make him die trying.
are indeed tombs, though that was not their original purpose.
Many were intended to catch and direct sun- or moonlight Darker motives are also at work. Redcaps sometimes take
down a passageway to illuminate the dark interior on certain travelers along the road, forcing them to attend grisly feasts,
special days of the year. Great chieftains were often entombed often as the main course. Some malicious faeries steal children
within such works as acknowledgments of their heroic deeds. and assume their places to torment parents with endless crying,
The fae may have wondrous castles or whole lands within such screaming and breaking things. The Unseelie have been known
structures, but these are like small pockets of the Dreaming to engage in human sacrifice from time to time, and those of
that touch upon the physical world, and are not an actual the Seelie Court whisper that perhaps their darker brethren
part of it. The fae do not actually reside inside the mounds, do pay a tithe to Hell in return for some unknown gift.
but alongside them in another realm. This is definitely not Acknowledging Faerie Help
something the Dark Medieval mind grasps. • The Belief: Thanking a faerie for his help is both
Stealing Children expected and necessary if he is not to be offended.
• The Belief: It is common knowledge that babies or • The Truth: Acknowledging debt to a faerie is a tricky
children who show exceptional beauty or talent, or those left affair. Most fae dislike effusive thanks, preferring symbolic
unattended by their mothers, or unbaptized are stolen away by appreciation such as libations of wine or butter, or milk and

DARK AGES COMPANION

154
honey left out for them. Some faeries become irate when
humans offer them more permanent gifts such as jewelry,
believing it shows the mortal’s own vanity in thinking he has
anything of worth to offer to one of the magical fae. Others
understand that the mortal is simply trying to thank them
and accept it as graciously as possible. It all depends on the
fae involved — and their current mood.
Curses
• The Belief: Faeries are fickle folk and quick to lay a
curse — even upon those who are blameless.
• The Truth: The fae may be fickle, touchy, difficult
to please and easily bored, but they are rarely unjust within
their own codes of behavior. Minor annoyances and small
inconveniences may be laid upon humans or Cainites at a
faerie’s whim. There is usually some reason behind doing so,
but it may be no more than the faerie’s boredom and desire to
watch her victim deal with the situation. While Seelie pranks
range from tying someone’s hair in knots or causing someone
to step in a milkpail and get his foot stuck, Unseelie curses
tend to be more malicious, like causing rashes in embarrassing
and painful places or making everything the person tries to
eat taste like goat vomit. While uncomfortable, such curses
rarely last long and aren’t really dangerous.
Curses that last or result in noticeable, possibly dangerous
effects are only spoken against those who deserve them. Such
curses may cause all animals to instinctively shy away from the
path of a hunter, or make the lord’s household guards unable
to recognize their liege.
Those great curses that affect entire family lines, last for
centuries, cause direct harm, or kill may only be invoked against
those who have caused grievous harm to the fae. Backed by
the full force of the Dreaming, these terrible maledictions can
destroy a mortal or Cainite, make him and his heirs laughing-
stocks, undermine him politically or socially, or simply ruin
him financially.

Fair Folk Types


Gone away, peerie faeries,
Doon come the bonnie angels,
Sleep safe, my baby.
Away be to Bugaboos,
Smoke shrouds the inner room,
Sleep safe, my baby.
Gone away, peerie faeries,
Gone away, night stealers,
Sleep safe, my baby.
— “Baloo Baleerie” (Hebrides cradle song)
It is not always easy to tell one fae from another. For one
thing, not many Cainites or mortals know much about the fae.
While certain rough groupings of the fair folk are known, it is
also a documented fact among mortals that the fae change shape
to appear however they wish. Wildly chaotic, they assume new
personality traits to match their outward appearances. Still,
CHAPTER SIX: DARK MEDIEVAL EUROPE

155
mortals have identified several types of faeries, among them a Divided into Seelie (good) and Unseelie (bad) courts, all sidhe
number of elemental fae of the waters, mountains, fields and are powerful magicians and fearsome warriors. Their flaming
forests too numerous to detail. Though in many cases, these swords can easily sever a Cainite’s head from her shoulders; when
mortal labels are inaccurate (or at least incomplete), they form in the throes of their wrath, they have been known to do so.
the basis for what most Cainites know about the fae as well. • Sluagh
There are eight types of faeries that are best known to These elusive fae shun the light and live in deep caves.
the Dark Medieval world. They have been seen in such far reaches as Scotland and
• Boggans Russia. Secretive in the extreme, not much is known about
These feisty fae are known as hard workers. They can sluagh. They, on the other hand, seem to know everything
perform miraculous deeds in a single night. Boggans were about everyone else. Many Cainites believe sluagh are related
originally found among the settled Germanic people, and to Nosferatu.
they reflect the pride such people take in having well-ordered • Trolls
homes. Boggans often help with the housework and chores. Huge and muscular, these gigantic fae are found most
Homes that boast a boggan in residence are unusually well- often in Scandinavia, Germany and the British Isles. Fierce
kept and prosperous. warriors, trolls serve as guardians for the other fae, particularly
• Nockers the sidhe, and are rumored to be the guardians of faerie trea-
Nockers are noted for having both bad tempers and foul sures. A swing from one of their mighty war axes can cleave
mouths. Found wherever the Earth yields up gems and coal, a Cainite in two. Many mortals believe that trolls will turn to
nockers are superb miners. If mortal miners show respect stone if they are abroad when daylight comes.
for nockers and leave out bread and honey for them, these More information on these faerie kith may be found in
quarrelsome fae will sometimes “adopt” the mortals and assist Chapter Nine of Vampire: The Dark Ages.
them in finding rich veins or by digging through particularly
difficult stone while the miners are not there to witness the Other Fae
feat. Unhappy nockers can break tools, cause cave-ins or foul Though I am old with wandering
the air in their caves, poisoning miners and driving them away. Through hollow lands and hilly lands,
• Pooka I will find out where she has gone,
Pooka are known for their ability to change shape. Most And kiss her lips and take her hands;
mortals lump pooka in with shifter faeries (see below), and con- And walk among long dappled grass,
sequently fear them unreasonably. Nor do mortals usually realize And pluck till time and times are done,
that pooka have an affinity to one particular type of animal and The silver apples of the moon,
that this is the only shape they can assume. Pooka do love to The golden apples of the sun.
play pranks on mortals and supernaturals alike, though unless — W. B. Yeats, “The Song of Wandering Aengus”
a pooka is virulently Unseelie, such jokes are rarely dangerous. Some faeries are indigenous to specific locales of the
More often they are merely embarrassing. Pooka are incapable of Dark Medieval world. Many are thought to be singular be-
telling the truth, a factor that also leads others to distrust them. ings, while others band together and are known as “trooping
• Redcaps faeries.” Generally, singular fae tend to be more powerful than
Ever hungry and foul tempered, redcaps hate mortals (and individuals within groups. Both are becoming increasingly rare
most Cainites). Probably the single most feared race of faeries, as their groves and secret glens are invaded and the Church
redcaps are noted for grouping together to attack unwary makes inroads into the hearts and minds of the people. Many
travelers. Their name comes from their practice of dipping withdraw further from the world, leaving for Arcadia.
their caps in the blood of their victims as they consume the
unfortunates’ flesh. Some Malkavians claim that redcaps are
Alfar
Also called elves, these Norse fae are often mistaken for
related to Cainites.
a version of the sidhe. Alfar are the fae least likely to be en-
• Satyrs
countered on Earth as they usually dwell entirely within their
Little is known concerning satyrs, except in Greece. Those own realms of the otherworld. Whenever someone meets an
who have any knowledge concerning these goat-legged fae Alfar, he can be certain that the elf is on a significant quest
know them as mythological beings of ancient Greece whose or mission. Such fae usually have powerful faerie treasures
lusty passions lead them to seduce young virgins. Most would and potent Glamour (faerie magic) with which to protect
be very surprised to meet an actual satyr. themselves. Alfar are most often found in the lands that will
• Sidhe become Norway, Sweden, Denmark, Finland, Russia, Germany
These tall and beautiful fae are best known in Ireland. and Austria. There are two distinct types of Alfar, each of
They rule all the other faeries and the kingdom of Arcadia. which resides in its own realm.

DARK AGES COMPANION

156
The light elves (or lios alfar) live in the kingdom of Alf- in a way contrary to her nature, or it bestows power upon
heim, a sunny, fair land of fertility and bounty. They love the her. Some rings that give power may wrest themselves from a
sunshine and are tall, with fair hair and light eyes. The lios person once she is dependent on their power, and disappear
alfar adore bright colors, love animals, and excel in helpful (only to reappear elsewhere and tempt someone else). Others
magic, agriculture and husbandry. Some alfar women are noted levy a cost whenever they are used, such as making the owner’s
spinners and weavers whose tapestries are treasured as artworks heart grow colder, changing her gradually into an ugly hag or
beyond compare. The light elves are noted musicians, poets destroying something else the person values (money, other
and dancers, and sometimes may be induced through gifts or jewelry, peace of mind or even the love of her betrothed).
flattery to offer a mortal a drink of Poet’s Mead, a potent brew According to some tales, the svartalfar created the fetter
that bestows the gift of lyrical genius. that chains Fenrir, the dire wolf, who is now tethered until
Their clothing is usually elaborately embroidered and the end of the world. Light as a ribbon, the leash is made of
they wear their hair in neat braids. Warriors among the lios six impossible things, among them the sound of a cat’s foot
alfar prefer chain mail and long spears, axes and swords. Some fall and the breath of a fish.
use elf-shot, which is an arrow wound about with spells and It is difficult to say whether the alfar are good or bad, for
tipped with a substance that causes those hit by it to fall into they can be both. Generally, the light elves are seen as more
a deep, enchanted sleep. helpful and tolerant of mortals (and presumably, Cainites).
Those who fall prey to elf-shot cannot be awakened except The dark ones are seen as evil, twisted and less willing to aid
through the efforts of others. The quest that must be fulfilled mortals. It is believed they would have more in common with
to awaken a victim of elf-shot is determined at the time the Cainites. Notwithstanding these reputations, it is possible to
arrow is made. Such quests usually involve long journeys in encounter an angry alfar of the light whose wrath makes many
search of strange or difficult-to-find ingredients (such as trav- vampires tremble, or a svartalfar who is kind and generous —
eling to the easternmost lands of the world to find the jeweled especially to anyone he has taken under his protection.
serpent who guards the well of life, and begging for a drop of
the well’s water). Whatever the journey and its dangers, it must Cottage Faeries
be possible for heroes to fulfill the terms within a reasonable Many names are given to cottage faeries, depending
period of time (a year and a day is popular). on the local language. Called bwbachs, booakers or cottagers
The dark elves dwell in Svartalfheim, a dusky land found throughout much of Europe, they are known as domoviyr in
in the caverns under the earth. Twisting tunnels give way to Russia and duendes in Spain. Cousin to the brownie or boggan,
open lands under a darkened, starry sky, where the elves reside they perform many duties around their chosen households.
in crystal palaces. Because they are puissant miners, smiths and Most cottage faeries remain invisible when anyone is present.
sorcerers, the dark alfar prefer darkness to sunlight, which hurts Those who have been seen are said to be very different from
their eyes. The svartalfar prefer deep, jewel-toned colors set off boggans. Rather than appearing as short and somewhat stout,
by perfectly cut and polished gems set into gold or silver. Dark, cottage faeries tend to be slightly smaller than humans, with
drab mining and smithing gear is preferred as work clothes. thin bodies and long fingers and toes. Hair and eye color
Most have black hair and black eyes and many among them varies. They all have a preference for sober, practical clothing.
have some deformity (a hunchback, clubfoot or twisted hand). Some perform various household chores — from milking
Those who do not appear to be physically deformed often suffer cows to bringing in fresh rushes for a floor. So long as no one
from occasional bouts of madness or possess extremely dark catches sight of them as they work and as long as some small
hearts or cruel natures. token of appreciation (a dish of milk, a bit of honey) is left
Svartalfar also prefer chain mail, swords and spears. The out for them, cottage faeries make life much easier for those
elf-shot they use is not tipped with a substance that causes whose homes they occupy.
sleep, but with one that causes sickness (and sometimes death). Some cottage faeries disdain household duties, but guard
Furthermore, it is rumored that the dark elves may breathe their chosen homes from outsiders — be they friends or foes
deadly poison upon mortals who offend them. No one knows of the family. They can become difficult when their jealousy
what the dark elves require in exchange for the antidote to keeps friends of a family from entering a house. Those who
this poison. try to enter are assaulted by flying cauldrons, utensils, tools
The svartalfar take great pride in their smithcraft, fash- and anything else that the faeries can throw until the offender
ioning amazing and beautiful items. Whether jewelry, armor, retreats outside. Unless the visitor means harm to the inhab-
weapons, or useful household items, many are infused with itants, however, cottage faeries rarely cause actual damage to
faerie Glamour, giving them potent magical dweomers. One those they see as trespassers.
of their greatest delights is fashioning magical rings that bring A few cottage faeries, especially domoviyr, help their
trouble or disaster to the wearers (mortal or Cainite). A ring chosen households by stealing what they need from neighbors
either casts some Glamour over a mortal, causing her to act and travelers. Thus the family may awaken to newly gathered
eggs taken from the farm next door, a pie stolen from another

CHAPTER SIX: DARK MEDIEVAL EUROPE

157
neighbor’s windowsill, or a riding horse (with tack) taken from Gianes
a sleeping traveler staying at an inn. Cottage fae do not take The name gianes is Italian, but these wise and dangerous
kindly to suggestions that such items be returned. fae are known as skogrsa, spinners and weaver faeries in places
A few cottage faeries are jealous, hateful beings who move throughout Europe, Russia and Scandinavia. They usually
into houses and try to destroy everyone in them. Their usual appear as unattainable young and beautiful women, older
protective and helpful natures somehow become twisted into grandmotherly women, or owls. Rarely, gianes assume human
madness. They are noted for throwing furniture around. These male form. Those who do prefer to dress in long concealing
fae are highly dangerous — even to Cainites — and have been garments with hoods.
known to seriously injure (some say, kill) vampires who have Gifted with powerful prophetic and time magic, weaver
taken shelter for the day in seemingly abandoned dwellings. faeries are able to provide potent divinations. By staring into
Cainites will most often meet cottage faeries in their roles their spinning wheels as they turn, they are able to foresee the
as guardians. While not usually considered the most powerful future for whomever provided the materials for spinning. Some
of fae, cottage faeries have a number of tricks (invisibility gianes use other divinatory methods, such as interpreting the
among them) that allows them to match wits with vampires waves created by dropping stones in a pool, or watching leaves
and win. Cainite lore tells of an unfortunate vampire who tried blown by the wind. Whatever method they employ, however,
to feed from a person living in a house claimed by a cottager. it always involves motion of some sort.
The faerie’s potent illusions tricked the Cainite into the fire, The gianes’ predictions are always accurate, though some
where it is said his ashes remain to this day. aspects of them may change due to actions taken to prevent
The Erlkonig them. The gianes never sweeten their prophesies; only those
This singular faerie, sometimes called the ly erg, is found who want the unvarnished truth should ask them about the
wherever alfar are known. The Erlkonig (which means “elf future. Furthermore, their oracular gifts come with a high price.
king”) is a tall, regal elf who wears a golden crown. He usu- In return for their knowledge, they always ask for something
ally dresses in clothing to match the season — pale green in strange that seems easy enough to get, but which places the
spring, dark green in summer, orange or gold in autumn and one sent to fetch it in mortal danger. The gianes see this as a
white in winter. Some say that the Erlkonig is the master of game; they don’t intend for anyone to get hurt.
the wild hunt. As such, he rides a faerie steed through the Gianes have been known to make predictions for Cain-
air, with faerie hounds belling, horns sounding and courtiers ites who ask nicely enough or who can be required to gift the
shrieking as they track an unfortunate victim through the faeries with something mortals have no chance of obtaining.
night. If someone pursued by the wild hunt escapes it until Conversely, at least one Cainite has found herself the target
dawn, she is free to go. of a persistent hunter who was required by the gianes to fetch
Usually, the Erlkonig works alone as a portent of death. a vampire’s blood in return for a prophecy.
When he appears to one who is about to die, his visage depicts The Hag
the type of death the person faces; if the Erlkonig grimaces, Known to some as the Blue Hag, to others as Black Annis
the death will be painful, while a peaceful look portends an or the Lady of Death, the hag is most often described as a single
easy death. While many claim that once someone sees the individual. The name hag derives from the words hekau (the
Erlkonig, her death is inescapable, others say the elf king always Hebrew word for “wisdom”) or hagi (a Norse word meaning
offers the person a reasonable chance to escape. Sometimes, “sacred grove”). In either case, the term denotes a holy or wise
the condemned must answer a riddle or solve a puzzle. Other woman or priestess who knows words of power and who can
times, she must defeat the Erlkonig in some sort of challenge predict the future. Often depicted as being from Scotland,
(combat, storytelling, extemporaneous poetry) in order to the hag can be found as far away as Egypt and the Holy Land.
survive the experience. To some, this sad-faced fae appears
An old woman in tattered black or blue garments, the hag
as a soldier. As he approaches, he holds up a bloody red hand
walks at night and carries a staff carved from holly. A carrion
and indicates that he wishes to fight a duel. If the person
crow rides on her shoulder. Reputed to know the fate of anyone
accepts the challenge, he inevitably loses, and is doomed to
she meets, she is often depicted as wearing a veil, implying
die within a fortnight.
that no man is permitted to know the manner of his death. In
Many say that the Erlkonig is the king of the lios alfar, a Brittany and France, the hag is known as the Korrigan, who
good-hearted being whose job it is to collect the souls of the appears as a lovely, desirable woman by night and as a hideous
dying. Others claim that he is one of the svartalfar, who steals crone by day. Some say if a suitor truly cares for her and does
the souls of those he condemns, using them to increase his not repudiate her by day, she becomes beautiful all the time.
own power. It is unknown whether any Cainite facing Final Many believe that the hag is not a faerie at all, but an avatar
Death has ever seen the Erlkonig. of the three-fold goddess in her crone aspect.

DARK AGES COMPANION

158
Legend depicts her as bad tempered and easily angered; if cows, horses or pigs. Known as the gruagach in the British Isles,
she touches anyone with her staff, they will die. Cainites may vasily in Russia, Yann-An-Od in Brittany and by other names
simply enter torpor (though the sun will then kill them if they throughout Europe, shepherding faeries usually test mortals
aren’t under cover by daybreak). Those who treat her with re- to see if they are worthy of having animals under their care.
spect may escape this fate and may even find fortune. To those Rumored to be shapeshifters not unlike pooka, shepherding
who please her, she has been known to give cryptic clues that faeries in actuality, rarely (if ever), assume animal form. Some
lead to buried or lost treasure, or advice that saves them much take the shape of grotesque-looking old men or women, but
grief. Her knowledge and wisdom are legendary, and those who most often they appear as normal shepherds, goatherds, pig
seek her to learn that knowledge are rarely turned away. She herders, goose girls or grooms. Whenever they do take on an-
does require a price, however. Depending on her mood, the imal form, it is usually to test herd owners or caretakers whom
gifts offered her, the respect shown her and the reason someone they suspect might be mistreating their creatures.
wants her knowledge, she may ask for something as easy to These fae can be beneficial or harmful depending on the
find as a wooden comb, or as difficult to obtain as a small pink behavior of mortals with whom they interact. Some appear at
flower that grows only on the highest peaks of the Carpathians. a stranger’s door and beg admittance to the house. If allowed
The hag is most powerful during the winter months, fol- inside and made welcome, they reward the kind host by pro-
lowing Samhain, and she buries her staff during the summer tecting that person’s herds or flocks. If refused admittance, they
months, reacquiring it each year on Samhain Eve. If one can have been known to set fires or steal animals in retaliation.
find her staff, he is believed to gain power over all humans. When a shepherding faerie assumes responsibility for a
Though she herself knows many healing herbs and tinctures herd or flock, the fae protects the animals from predators —
that may even be effective on vampires, her blood is said to including Cainites in search of a quick meal. They search out
be deadly poison to Cainites. lost herd members and bring them safely home, heal sick or
Shepherding Faeries injured animals and assist in birthings. Shepherding faeries
have even been known to seek out new pastures (so animals
Shepherding faeries are known in every culture that
under their care remain well-fed and healthy) or increase the
keeps herd animals. Though most are concerned with sheep
available food in older pastures if new ones aren’t available.
or goats, some specialize in other domesticated animals such as

CHAPTER SIX: DARK MEDIEVAL EUROPE

159
Furthermore, they make certain that water sources used by
their flocks are clean and free of obstructions (like hidden,
broken branches under the water) that might cause injury to
animals drinking from them.
While they understand that people keep herd beasts
for their usefulness (be it wool, milk or meat), shepherding
faeries punish those who mistreat animals. They would not
harm someone who slaughtered a pig for its meat — that is,
after all, the beast’s purpose — but should that person starve
or beat the animal, he would incur the fae’s wrath. The faerie
is usually content merely to steal the entire herd and add it to
his ever-growing flock, but occasionally, an enraged fae may
curse or even attack the careless or cruel master.
Though their main concern is with the animals, some
shepherding faeries take it quite badly when good masters are
harmed. They go beyond protecting or avenging animals to
performing the same services for the humans who own the
beasts. Should such people fall prey to vampires, for example,
an angry fae who watches over a flock might go to battle on a
victim’s behalf.
Shifters
While all fae are dangerous when crossed, certain faeries
don’t seem to have a good side to their personalities. Most of
these extremely dangerous fae hate all other creatures and
seek to harm them at every opportunity. Though most of their
victims are humans, some have been known to tangle with
Cainites who get in their way or annoy them. Most such fae
are known as shifters because of their ability to assume other
shapes, and because of their alien natures.
Once such fae were mere tricksters, but, angered by mor-
tals’ treatment of their faerie kin, many have become killers.
Known as ieles in Romania and eastern Europe, lutin in France,
and painajainen in Italy, Germany and Austria, and sometimes
linked to kelpies in Scandinavia and the British Isles, shifters
take on various forms to lure the unwary.
Some may look like normal humans and sing or dance
to entice victims to them. These forms are always flawed in
some way. The faerie may look like a beautiful young girl,
but she may be covering a long cat’s tail under voluminous
skirts, or bat wings under a cloak. Some may also take on
forms that seem better than possible, becoming (for example)
a handsome young man who is a perfect physical specimen.
In both cases, the fae use their Glamour to blind mortals to
their real shapes, which are often hunched and ugly. The
shifters who take on these forms seduce their chosen victims,
visiting them night after night once they have initially met.
They feed upon both the creative energies and the blood of
their paramours, weakening them daily until the people die.
Rumor tells of a Cainite who fell prey to a shifter and was
reduced to a husk by this pseudo vampire, just as if he had
been diablerized. It is also said that the faerie acquired his
victim’s Cainite powers.

DARK AGES COMPANION

160
Other shifters prefer more outrageous forms, appearing in
such guises as large, upright cats, sea horses, mountain ponies, When Fair Meets Foul
and surprisingly large hounds. Many of them, such as the cats (Faeries and Cainites)
and hounds, speak to their victims, persuading the hapless For the most part, faeries and Cainites tend to travel in
dupes to follow them. The evil faeries promise to show where different circles. If vampires don’t go looking for the fae, they
treasure is buried or swear that the king of the faeries will owe probably won’t be bothered by them. Still, there are certain
the person a favor in return for assisting them in some labor. vampires who acquire a taste for exotic blood or who believe
Once in private and away from any witnesses, shifters attack the sluagh may know some vital information. These Cainites
and devour a gullible fool. may seek out the fae for good or ill. Their reception depends
Those who become sea horses and ponies do not speak, on what type of faerie they seek, what kind they find, what
but appear as enticing as possible, trying to lure someone they want and how they approach the fae in question.
into mounting them for a ride. The journey they then take A more disastrous situation for a Cainite might occur if
the rider on is a hellish nightmare. Sea horses grab hold of she unwittingly drinks from a mortal whom a fae considers to
an adventurous rider and drag him to the bottom of the sea, be under his protection. The fae make jealous guardians and
drown him, then feast on his flesh. would consider such an action a blatant attempt to steal the
Pony shifters might also be called nightmares, for they run mortal in question. Such affronts do not go unpunished, and
away with a rider, magically holding her so she cannot fall off, the Cainite might never know what hit her or why.
then race over the roughest and most frightening terrain they Some fae are more tolerant of Cainites than others, be-
can find (such as along slender and treacherous mountain trails lieving vampires to be distant kin. According to faerie lore,
high in the Alps). Pony shifters delight in and feed from the vampires were once fae, but their bloodlust consumed them
terror of those who ride them. At the end of a journey, they and made them into what they are. Many pity their fallen kin
throw their victims off, laugh and run away. They mark the and, if flattered or cajoled, might aid them.
riders, however, learning their particular “feel.” That night Other faeries find the presence of vampires extremely
and every night thereafter, they send virulent nightmares to a distasteful, seeing them as terrible reminders of what might
person, drinking in the resulting terror. If the dreams are not befall them if they ever give in to their baser instincts. These
stopped, the person eventually dies of exhaustion and fright. fae shun vampires whenever possible and seek to force them
The final type of shifter assumes the form of an inanimate away from their territories if they stray too close.
object and causes trouble. Such shifters have been known to The most sensitive faeries feel pain when in the presence
take the shapes of farming tools, wagons, barrels, and even of vampires. These immortals feel the icy hand of mortality
clothing. Tools then move themselves, sometimes appearing stretching out toward them, freezing the laughter in their
among a neighbor’s possessions and causing arguments about hearts whenever they encounter vampires. They flee Cainites
ownership, or charges of theft. Wagons roll away unexpectedly and seek to kill them if the vampires follow.
or break down when loads are placed inside them. Barrels spring
One exception to all these is the Malkavian clan. Many
leaks, and clothing twists around the person who dons it, trip-
fae consider the Malkavians the only acceptable Cainites,
ping her, wrapping her tightly or even binding her to a tree.
recognizing their madness as the vampires’ attempts to em-
A favorite ploy among these types of shifters is to brace their fae heritage again and emerge once more into the
assume the shape of gold nuggets or other valuables. They Dreaming that lays on the other side of madness.
incite greed among potential owners, then slip away and
The fae have many Arts that they use to annoy, embarrass
into someone else’s purse or disappear just as the person
or even kill Cainites who displease them. The profusion of
prepares to pay for something with his newfound wealth.
Glamour and strength of their magic during this time makes
These shifters seem to gain whatever sustenance they need
them more than a match for any single vampire, and possibly
from the irritation and anger they engender. While not as
for a whole group. Smart Cainites walk softly around the fae
dangerous as shifters who devour their victims, they can
and speak respectfully.
still cause considerable trouble.

CHAPTER SIX: DARK MEDIEVAL EUROPE

161
DARK AGES COMPANION

162
hapter Seven:
Infernalism
Woe to the inhabiters of the
earth and of the sea: for the devil
is come down unto you, having
great wrath, because he knoweth
that he hath but a short time.
— Revelations 12:12

Beyond the sanctuary of the Church


lies a world of total darkness. To the
Dark Medieval mind, the forces of Sa-
tan are a real and potent threat, and
these fears are made manifest through
the schemes of infernalists, who seek to
bring their dark masters into the world.

CHAPTER SEVEN: INFERNALISM

CHAPTER SEVEN: INFERNALISM


163
163
The Roads to Hell
There are many roads to Hell and many who walk into
the darkness. Some are tricked by demons or bought by false
promises; others willingly choose the shadow over the light.
It is said that the road to Hell is paved with good intentions,
but in the Dark Medieval world this is not true. The road to
Hell is paved with mistakes, dark longings and unsatisfied lusts.
The following sections examine how demons tempt characters,
and how a character’s personality is the Devil’s best friend.
Pride
Pride was the sin which led to Lucifer’s fall — he who was
brightest and greatest among the Host of Heaven is now Lord
of the Endless Dark because of this single flaw in character.
Sinful pride always involves the lesser sins of jealousy and envy;
at its simplest level, pride manifests as the desire for someone
else’s property or position.
A demon who seeks a character’s soul may first let the char-
acter experience a little humility by destroying and frustrating
her schemes, then offer a way for the character to regain what
she has lost. Or, a demon may appear before the character in
some beguiling shape, offering her some way of furthering her
plans. Should agreement be reached, the character has taken
her first step on the road to Hell.
Despair
The greatest problem facing the medieval mentality was de-
spair. Living conditions were sufficiently harsh that many people
deemed suicide a better option than living. Christian proscription
against suicide originates in this period because it was so preva-
lent — the souls of those who commit suicide are resigned to an
eternity in Hell. Demons grow fat on human misery and promote
despair in the interests of reaping new souls for Hell’s fires.
When someone has lost everything or can see no way
out of the monotony of life (endless monotony in the case of
a vampire), that person is vulnerable to demons. Doubts and
regrets leave them open to the whispers of demons suggesting
an alternative to suicide: infernal power.
Perversity
Some few infernalists have walked the tainted path out
of sheer perversity. Their inner demons offer greater torments
than the forces of Hell, and they face damnation with some
pleasure and few regrets. A few souls actively seek out the
darkness. To satisfy their lust for evil, they commit blasphemies
and call on the Devil to take notice of their actions. Most of
these fools are left to their own damnation, but, should their
chosen evil be particularly inventive or simply impressive,
demons occasionally answer their call.
Ignorance
It is possible for a character to be so thoroughly tricked
that he never knows he is dealing with a demon until the
very end of the association, if ever. Demons take on many
DARK AGES COMPANION

164
forms, pretending to be ordinary mortals or even vampires. The Storyteller, as the tormenting demon, runs a per-
In this manner they become trusted companions who disguise sonal passion play for the victim of the Supplicium. This play
damnation with friendly words. confronts the victim with his sins and forces him into further
damnation. This passion play should involve a direct attack
Lust for Power on the character’s weaknesses. (Note: We said the character’s
Demons offer wealth equal to that of kings, satisfy any weaknesses. This should never be an attack on a player’s per-
lust, answer any question (though their answers will almost sonality. Supplicii are always roleplaying experiences, never
always be misleading) and satiate the grossest appetite. Infernal excuses for psychological bullying.)
power provides a quick and easy path to whatever the heart The Storyteller should consult the other players concern-
desires. The price, though, is always higher than one expects. ing the course of the Supplicium and possible escapes for the
Trickery character in question. This consultation is very important
If a demon cannot win a soul by fair means, it will try — not only can the other players provide insights into their
deception and trickery. Games of chance with unusual wagers, companion’s character, but prior consultation also enables the
strangers who propose odd challenges, and the like should all players to ready themselves for their part in the Supplicium.
be avoided if one wishes to keep one’s soul. When a character is forced into a Supplicium, she becomes
the center of a perverse drama acted out by demons intent on
Supplicii breaking her personality. Within the Supplicium, nightmare
logic rules. The character is confronted with past mistakes,
As a character becomes entangled in infernal intrigues,
previous victims and personal failings. The character’s reality
her soul becomes tainted and weighed down with sin. This
becomes warped by the demons: Objects appear and disappear,
is indicated within the chronicle by the character’s growing
people turn into nightmarish versions of themselves, escape is
reliance on demonic aid for even simple tasks. Contact with
held up before the character and then snatched away. Often
the infernal, whether directly or through the learning of cor-
the Supplicium revolves around a single event, probably one
rupt powers, gradually wears away a character’s personality
that caused a degeneration check. For example, if the character
until there is very little of the original person left when the
frenzied and killed an innocent in a previous game session, the
demons finally claim her. Indeed, an infernalist may welcome
demon might appear as that innocent and demand restitution
Final Death, as it at least promises an end to life’s constant
for his death.
struggle and pain.
Whatever form the Supplicium takes, it should urge the
The idea behind a Supplicium (which means both “en-
character toward a previous poor or immoral decision. This
treaty” and “sacrifice”) is that contact with infernal forces
choice should revolve around a roleplaying event in which
gradually turns a character from her chosen Road toward the Via
the tormented character gets a chance to atone (the character
Diabolis. The character’s soul becomes a battleground between
in the previous example could swear to find the bystander’s
her old Road and her growing infernal taint. Eventually, even the
family and help them in some way). If the character fails to
most hardened and stoic individual succumbs to the temptations
accept this penance, the demon has won, and the character
offered by Hell and becomes irrevocably damned. At this time
must accept the Supplicium’s consequences.
it is best to consider the grand finale of the character’s story,
and how he should take his leave of the mortal coil. Consequences
A Supplicium is a journey within the character’s soul, If the demon successfully enacts the Supplicium, the char-
directed by his infernal tempter. Supplicii may be run one-on- acter automatically loses a Via point. (There is no remorse roll
one, with the Storyteller playing the role of the demon and for this degeneration.) Should the character’s Via rating drop
describing all the action, though they are often more rewarding to zero, he automatically switches to the Via Diabolis (rating
if you use troupe-style play (wherein the other players help to of 1) rather than be overcome by his Beast (see Vampire:
torment their comrade). The Dark Ages page 132 for the consequences of switching
The following section presents a system by which one Roads). Once on the Via Diabolis, the infernalist is unable
can measure a character’s fall into damnation. It is hoped to change his destiny unless he decides to break entirely with
that the process is roleplayed — the only good thing that can the forces of Hell.
came out of dealing with the infernal powers is the drama of a The consequences are slightly different if the character
character’s destruction — but this system allows the descent is already on the Via Diabolis. The aim of the Supplicium in
to be quantified. this case is to reduce the infernalist’s control of himself by such
a degree that the demon can take possession of his body. An
The Downward Spiral infernalist who fails a Supplicium still loses a Via point, but
A character falls into a Supplicium whenever he makes a
if his Road rating reaches zero, he is plunged into one final
pact with a demon, increases his power in Dark Thaumaturgy,
Supplicium for his very existence. If he fails this last test, his
gains an infernal investment or otherwise opens himself to
soul is plunged into the Pit and the demon takes up residence
the influence of Hell and its minions.
CHAPTER SEVEN: INFERNALISM

165
in the empty shell of his body. Should the infernalist succeed, Pictish ruins of Hibernia to the crossroads of Roman roads in
he regains one point in the Via Diabolis, leaving him shaken Italy and Spain. Some infernal regions even broadcast their evil
and barely in control of himself. within great cities, as stones that once marked the meeting places
of infernalists are torn down and worked into new buildings.
Infernalists The most vile of all these damned places is Chorazin,
There are no great Satanic conspiracies across Europe but there are many others: the ruins of Babylon, which are
in this period — the idea that Satanism could be organized, haunted by bloodthirsty demons; Mons Veneris in the Italian
or that infernalists would band together, is alien to the me- Alps, where there is a gateway to a realm of pleasure lorded
dieval period. Infernalists are those rare people who possess over by the Queen of Succubi; and St. Patrick’s Purgatory in
a dedicated mind and a propensity for evil great enough to Ireland, where a dark cave is rumored to lead into Hell itself.
seek power and companionship from inhuman forces. Each At such places the Storyteller should feel free to increase
is jealous of his status with the forces of Hell and scornful of the Dice Pool of any infernal action and restrict the power of the
other practitioners of the black arts. Damnation is an individual Faith-related activities by any amount she sees fit. A faintly infernal
journey that brooks no fellow travelers. site, like the birthplace of a Luciferian or a forgotten site of sacri-
An infernalist typically surrounds herself with a cult of fol- fice calls for a one-die modifier, while a hideous altar used to call
lowers (servants and sacrifices) but keeps the greater part of her upon infernal lords every midnight suggests a five-die adjustment.
knowledge secret. She corrupts others as offerings to her demonic
master, not to spread the secrets for which she has bartered her
Unholy Relics and Infernal Faith
soul. In very rare cases a Luciferian might take on an apprentice, The bleakness of damnation does not inspire hope — and so
but the relationship will be antagonistic — each fearing that her there is no “anti-Faith.” Infernalists fill this gap in their lives with
companion will, in time, attempt to betray the other. the magic demons teach them and with a Faith in their unholy host.
Certain relics of infernal power have been created by
The Black Pilgrimage dedicated Luciferians working with demonic artisans. The
and the Devil’s Mark products of this unholy alchemy are varied and are guarded
Many infernalists take the Black Pilgrimage, a deliberate jealously by their owners. Some infernal objects are sentient
inversion of the act of pious Christians, and set out for Chorazin, — and it is not always clear who is master and who is servant.
the ancient center of Baali power. Few outside infernal circles The most potent unholy relics are the Talons of Satan,
understand what this act entails, but the following was found supposedly the claws that were torn from the Dark One’s fingers
in the writings of one who had taken the dark path: “If any as he grabbed the Earth on his plunge into Hell. Infernalists
man desires to obtain a long life, if he would obtain a faithful say that there are five of these relics, one hidden on each of
messenger and see the blood of his enemies, it is necessary that the known continents, and more in lands yet to be discov-
he should first go into the city of Chorazin, and there salute ered. The Talons, if they could be found, would be relics of
the Princeps Aëris.” Chorazin is rumored to lie somewhere near-limitless power, allowing the wielder to reshape Europe
near the ruins on the north shore of the sea of Galilee. and beyond. Luckily, they are all lost.
The dedicated infernalist sets out across Europe into Many lesser relics exist, as do the charms and amulets
whatever wasteland holds the ruins of this dark city, com- of individual infernalists; these mystical talismans gift their
mitting acts of evil along the way so as to be able to present users with powers equivalent to the lower levels of certain
a catalogue of sins to his masters. If the infernalist succeeds Disciplines, but often have corruptive side effects, sometimes
in this task, his infernal masters grant him great power and inducing Supplicii in their owners.
rewards and affirm his pact with Satan. The infernalist receives
the Devil’s Mark, a sign upon his body indicating that he is in Clan Infernalists
the service of Hell. The Inquisition zealously seeks such marks, Even the proudest Cainite may be humbled by the forces
using them to prove the guilt of their prisoners. of the Devil. The following section looks at individual clans’
views on infernalism among their own, and suggests what path
Unholy Places such a damned vampire might follow.
There are places in the world where the laws of nature, Assamite
humanity and God are overthrown and the infernal holds Rare is the Assamite who falls prey to demons — the tenets
sway. Such places are shunned by all good folk, and on certain of the Via Sanguinius hold that dealing with demons is a trap
nights (when fires are lit on mountainsides and the air seems for the weak, and Clan Assamite is never weak. Infernalists
full of noise) people lock their doors, shutter their windows of this clan are viciously hunted down by their brethren, and
and pray that the Devil merely passes by. great honor accrues to the vampire who performs the purifying
In such places, infernalists work their rituals with greater killing. So hated are the infernal powers that Assamites will
ease, and the infernal powers can enter the world with less not even drink the vitae of an infernalist, preferring to let
struggle. Unholy places are scattered across Europe, from the the blood be wasted rather than contaminate their numbers.

DARK AGES COMPANION

166
An Assamite infernalist is secretive and deadly, trading which a misstep for either party is fatal. At the clan center at
with demons for the powers that he cannot learn on his own. the mountain Erciyes lie many bottled demons who failed in
Such an infernalist pursues a twisted version of the Road of their tasked of corruption — but rumors aver the existence of
Blood, dedicating the souls he destroys to his dark masters. many failed Cappadocian infernalists, who have been bound
Brujah in torpor by the clan.
Brujah’s weakness when dealing with the Devil is the A Cappadocian who turns fully to the infernal powers is
desire they hold for knowledge; beneath their warriors’ hearts certain to barter for Necromancy as well as darker powers. Once
lie scholars’ minds. Many Brujah have been seduced by Hell she has accepted her infernal servitude, she turns to her new
through promises of ancient knowledge and dark secrets; others work with a surprising will, building fortresses of corruption
have believed that the powers granted by demons can be turned and raising evil spirits tirelessly. After all, her eventual fate
to good use. All have fallen in the end. The clan’s tradition of will be but one revelation among the many secrets of death.
fellowship hinders the purging of infernalists, as most Brujah Followers of Set
feel that a fallen comrade is redeemable. Such idealistic folly Set is a jealous god, and he does not allow his childer to
has allowed demons to reap entire coteries at once. follow another. There are few sights more terrifying in the
A Brujah infernalist finds his rage channeled into Hell’s Dark Medieval world than a Setite hunt for a fallen Serpent.
work. Scholarly pursuits are neglected and forgotten as the The torments inflicted on such a renegade are said to rival the
slow spiral into darkness begins, stripping away all human fires of Hell themselves — and to last almost as long.
pretensions until only the inner Beast remains. However, the promise of even darker power tempts a few
Cappadocian of the Followers, and small dens of infernal Setites lie scattered
Given their familiarity with the Reaper and the afterlife, across the fringes of Europe.
the Clan of Death seldom falls prey to infernal trickery. Cap- Gangrel
padocians’ heightened senses and extensive lore allow them Although Gangrel’s typical rejection of Christianity should
to spot and protect themselves from most minor demons. make them easy prey for Satan, this is not the case. Their physical
However, like the Brujah, they can be tempted by promised and mental isolation from the works of humankind has thus
revelations of the world of spirits. The relationship between far protected them from the Devil’s minions. Fallen Gangrel
and demon and a Graverobber is like an intricate dance in who rampage against the Church are often supported by their
CHAPTER SEVEN: INFERNALISM

167
comrades, who remember the destruction of paganism at the Malkavian
hands of Rome and bear a grudge — but woe betide the Animal Each Malkavian holds her own view of the infernal
who seeks power over his own kind through infernal means. powers — the only truth that applies to all dealings between
A Gangrel infernalist cheaply barters his soul, often caring Madmen and demons is that the demons do not always know
more for the pagan traditions of a brave and honorable death what they are getting themselves into when they seek the soul
than for the consequences in the hereafter. The agony of such of a Malkavian. According to legend, one demon who sought
an infernalist eventually discovering how tightly she has been such a prize found himself confronted by all the Malkavians
bound in chains, how domesticated she has become in the of the region, who suddenly gathered together. Driven mad
service of Hell, is sweet to demons. by the experience, the demon was bound into human form
Lasombra and to this day wanders the world, living on charity and
The Lasombra have long-established rules for dealing with gibbering insanely.
demons. They refuse to deal with lesser demons at all, seeing A Malkavian who does wholeheartedly turn to the infernal
such as beneath their dignity, and attempt to manipulate any proves a fiendish foe indeed.
demon they encounter just as they manipulate everyone else. Nosferatu
The clan believes that its powers of darkness are at least equal This clan puts no faith in appearance and scant trust
to Hell’s, and its members are willing to test this assumption in words, so demons have a hard time seducing a Nosferatu.
should they feel slighted by any infernal power. Because the Because many Nosferatu have turned to Christian salvation
Magisters hate weakness, any clan member who is exposed as a as an escape from their condition, few are willing to deal with
demonic vassal is destroyed because it sullies the clan’s honor. demons. Most Nosferatu seek out renegade clan members and
A Lasombra infernalist accepts petitions from demons sorrowfully destroy them.
who come politely before him. They ask the demon to sign A Nosferatu who turns to darkness becomes a bitter
pacts of agreement — rules for their relationship — before monster. The compassion inculcated in the clan by its curse
committing themselves to any further dealings. These masters festers into rage against those more fortunate than he. With
of the legal loophole and the subtlety of power can sometimes care and great cunning, he weaves plots to destroy beauty,
— but not often — come out ahead in a deal. tarnish hope and drag everything down to the same sorry state.

DARK AGES COMPANION

168
Certain rumors state that many of Nosferatu’s first overcome demons and even gods in its nights, though no
childer — and perhaps the clan founder himself — turned one knows of any who have returned from such vendettas.
to infernal powers following the great war in the First City. Perhaps, the Fiends smile, their compatriots are establishing
Clan Nosferatu says little of this legend, but those who count new domains in Hell.
the Lepers among their friends occasionally hear whispers of A Tzimisce who decides to deal with demons is among
a hidden war fought by the clan against these dark monsters. the most dangerous foes in the Dark Medieval world. Com-
Ravnos bining Hell-spawned sorcery with her natural predilections,
Ravnos do not deal with demons — it is nigh impossible she become; the penultimate master of darkness.
to force one of the Charlatans to sign a binding contract or Ventrue
make a long-term agreement. Demons have been frustrated Of all Cainites, Clan Ventrue suffers from the greatest
in their dealings with this clan many times, and weave traps measure of pride, and it is this that leads its members into
to destroy them whenever possible. demonic clutches. Ventrue often refuse to bend with the wind
The rare Ravnos infernalist will be a mercurial foe, and so are broken by the storm — infernal powers play on this
delighting in cruelty and deadly tricks where once a sense of inflexibility when they seek the souls of these undead lords.
fun prevailed. Coming as they do from noble backgrounds, most Ventrue are
Toreador trained to seize power with both hands and so are incautious
Though the Clan of the Rose has turned to the sanctuary of with regard to what power they take. Demons often come to
the Church, many among its number remember the Dionysian them in the guises of sycophantic servants, offering advice that
heyday of the Toreador. With the fall of the pagan powers, sounds good while leading their dupe into infernal clutches.
some Toreador have turned to darker magics to satisfy their They encourage the vampire to make war on the Church, to
appetites; sometimes it seems as if Hell needs no incubi or neglect her responsibilities — and then laugh as the Ventrue’s
succubi while the Toreador exist in the world. carefully constructed world falls apart. Only then does a de-
An infernalist of this clan often devotes herself to sensual monic advisor reveal its true form and offer a deal to give the
pleasure, but also seeks a release for her appetites through Ventrue back all she has lost. The clan as a whole sometimes
bloodletting and artistically inspired cruelties. Such a twisted makes the mistake of supporting an infernally inspired comrade,
being rivals even the Tzimisce in ingenuity when her inspi- in hopes that the clan can keep the gains its erstwhile member
ration is applied to pain. The art such infernalist Toreador made while under infernal tutelage. Little do the Ventrue
create is said to impart seeds of corruption in whoever views it. realize that corruption has a way of spreading.
Tremere A Ventrue infernalist is the cruelest feudal lord imaginable,
draining his lands to supply a stream of decadent luxuries and
This newborn clan’s need for strength and the taint of its
fuel endless conflicts with neighboring fiefs. The Ventrue’s
previous Hermetic intrigues have woven a strand of damnation
lands become a Hell indeed for all who live there, and will be
into the pyramid of power. Because of the clan’s strict hierarchy,
reduced to a barren wasteland before his reign is done.
a single Tremere infernalist can reach out to corrupt many
underlings and win higher position in the clan. The clan’s Via Diabolis
stress on the need for power has led many Tremere toward a The Devil’s Road is a strange contradiction: On the one
dangerous deténte with the infernal host, as Usurpers attempt hand it commands its followers to wallow in sin and depravity;
to barter for knowledge and magic without losing their souls. on the other it functions as do other Roads in maintaining the
Such ploys generally fail, as the clan’s desperate need gives character’s personality against the Beast. Following the Dev-
the demons great bargaining advantage. It is said that one of il’s Road does not necessarily place a character within Hell’s
the Seven Elders, who with Tremere founded the clan, is an power; there are many independent vampires who follow it
infernalist. If this is true, then much of the clan is corrupt. but would scorn the company of demons.
A Tremere infernalist is invariably a master of magic, The key to understanding this contradiction is that the
greedily learning all the paths of Dark Thaumaturgy and principles of the Via Diabolis were established in the nights
seeking out places and artifacts of potency. before Christianity. It represents a willingness to cast off the
Tzimisce limits of society and act purely in one’s own interests. Those on
Despite the allegations of this clan’s foes, the Tzimisce the Devil’s Road can be portrayed as antiheroes — champions
have scant regard for the infernal powers. These monsters of dark passions — rather than as simple monsters.
feel that they have little need for otherworldly Hells when
they have the ability to create their own on Earth. A dedi-
cated Fiend would torture angels and demons alike, fearing Baali One clan of vampires has given itself wholly to the infernal.
little in her blasphemy. Some Tzimisce have even learned
spirit magics enabling them to pursue a disrespectful demon It is known as the Baali, and its story begins millennia ago in
beyond the world’s boundaries. The clan boasts that it has the legendary nights of the First City.

CHAPTER SEVEN: INFERNALISM

169
Shaitan The Fall
But great Caine had made one mistake, for he had left
The oldest Baali is reputedly called Shaitan (though he
Shaitan his beautiful voice. In the wilderness Shaitan cried out,
once had a different name) and he was the first childe of the
first to his fellows and then to the darkness which had aided
mythical Antediluvian Ashur. According to legend, he was the
him. The darkness answered, and in a rush like a whirlwind,
most beautiful of the Fourth Generation; such pride was his that
Shaitan and his followers were swept up and changed forever.
he became jealous of Arikel, the Toreador founder, and even of
The dark ones saw their broken child and wept bitter tears,
Zillah the Beautiful, wife of Caine. In life he had been a slave
and where these tears touched flesh it was altered. They gave
who sang hymns in the temple to all the gods of the cosmos,
to Shaitan and his followers poison like the asp, claws like the
and his beauty and his honeyed voice were retained after his
mountain lion, fangs and horns like the rocky lizards, a case-
Embrace. Bitterness festered in Shaitan’s heart, however, for
ment like the scorpion, and raised them high above the earth.
he knew he would always be a lesser power compared to his
sire and grandsires. He lamented that he would always be a “We have raised you who were fallen,” they whispered,
reflection of greater light, never the source of illumination their voices like ice on rock. “We have mended your shattered
himself — and so he fell. Many stories are told of his fall, but bones, smoothed your broken skin, and opened your eyes to
it is from fragments of the Book of Nod, the oldest record of darkness, for we love you better than any others could. Wor-
the children of Caine, that the following tale comes. ship us, love us in return, and we will give you dominion over
all this.” And the kingdoms of the world were spread before
The First War Shaitan and his followers like a tapestry. And Shaitan looked
In the great war that shattered the First City and cast upon the earth with new eyes and coveted its beauty and so,
down the Second Generation, Shaitan was one of the most like a falling star, he entered the abyss.
wrathful of his generation. He gathered the dissatisfied of Shaitan and his followers left the wilderness and saw the
the other clans to his banner and laid siege to the Temple work of their cousins, the vampires of other clans. They saw
of Caine itself at the heart of Enoch. Cursing all the gods he new civilizations emerging from the ruins of the First City and
once worshipped, he called on the powers of darkness to give realized they had been forgotten, made outcast. As each of his
him strength; then Shaitan hurled himself and his followers followers came from a different clan, Shaitan ordered them
against Caine himself. The battle shattered the temple, bring- to create broods of their own and infiltrate their old clans,
ing down its ancient stones and searing the ground about the concealing their new nature. Shaitan himself built a fortress
ruins with hellfires. Shaitan could not win, however, for such in the desert, at a place called Chorazin, and dedicated it to
was Caine’s might that even Hell could not stand against him. his infernal masters. This place (now lost beneath the sands)
Shaitan’s power was broken, but Caine could not bring became the center of an infernal cult that worshipped Shaitan.
himself to kill this wayward childe. Instead Caine gazed on the His name entered human legends as the Adversary, the leader
beauty of his great-grandchilde and spoke, “You seem beautiful, of the forces of darkness. His followers, hidden among the
like the golden bands I wear, like the grove of sweet-scented other clans, led vampires to him to be converted or destroyed.
trees in my garden, like the flesh of my beloved wife. Yet you Centuries passed and the Jyhad raged across the ancient
are evil within, like the blood poisoned by sickness, like the world. Shaitan plotted against his parent’s generation and
wine turned sour in the gourd, like a broken sword lying on spread his power. He was worshipped by many names and in
the battlefield. I cannot kill you, for it is my tainted blood, many places: In Greece he was husband to Hecate and lapped
my anger, that has brought you to taste this bitter cup; yet I spilled blood from the ground; in Ur, children were thrown
cannot let you walk the Earth in beauty, with your long lashes, into the fire in his name; in Babylon, astrologers sacrificed to
your golden hair and pale eyes. Therefore I grant you unlife him at the dark of the moon; as far away as Hibernia, he was
but take your beauty from you.” known and blood was shed in his name. Shaitan’s cult sum-
Caine raised his hand and struck Shaitan, and his hair moned demons and dedicated places to the infernal powers,
fell from his head, his eyes burned in his sockets and his skin and his power waxed until he was ready to open the gates to
itched with sores. Caine raised his hand and struck Shaitan Hell and give the world to his masters.
a second time, and his bones twisted and broke and he could
no longer stand. Caine raised his hand and struck Shaitan
The Great War
one final time, and all his power left him. Then Caine walked Only the oldest vampires in Europe remember the time of
away, never to be seen again by his childer until the night of the Baali’s first rise to power, and they are loath to recall these
Gehenna, when all secrets will be revealed. dark times. As the Baali grow in power once again, some of the
elders have taken to warning their childer against the Devil’s
Shaitan’s war party — one from each of the great clans —
children and retelling tales of the great war fought against them.
gathered around him, lifted him and mournfully carried him
from that place, knowing their dreams of rebellion were over Shaitan moved his center of power to Crete, the trading
and they were all outcast. They took him into the wilderness and cultural center of the Mediterranean, and called his
and there prepared to die, for their spirits were broken. original followers to him. Casting out the previous masters
DARK AGES COMPANION

170
of the island, he commissioned an intricate labyrinth to be
built, a dark mandala that would focus his power and allow
the Lords of Hell to walk the earth once more. The Minoans
turned to war and demanded tribute from other civilizations;
slaves and the children of kings alike were sent to feed the
blood rituals of the Baali. Inhuman things walked the labyrinth
and the palace of Knossos was like a charnel house in those
days. Infernal power grew so strong that vampires could walk
abroad in daylight, and Shaitan planned an empire of blood
that would plunge the entire world into darkness.
But Shaitan’s actions had angered his rivals in the Jyhad:
his demands for tribute from Egypt had roused Set himself;
the Brujah warmaster Menele came from Athens with mortal
heroes to destroy the slavemaster of the Mediterranean; and
the Ventrue Balthazar returned from his travels in India, where
augurs had seen the sky turn dark. Other pawns of the Jyhad
moved into place: Gangrel from the steppes, the Malkavian
Dionysian and the bacchante, Toreador and Lasombra from
Africa. They waged war on Shaitan until the sea around Crete
was stained red with blood — mortal and immortal alike.
The war raged for nine days and nine nights as Shaitan
remained at the center of his labyrinth, working rituals to
open a gate to Hell. Although Shaitan’s forces were scattered
no one could penetrate the maze to reach him. Mortal heroes
thought they had slain the monster of Crete when they con-
fronted ghouls of Shaitan, as twisted in body as their master
was in heart.
The exhausted warriors met and said, “We cannot reach
Shaitan himself and we are weary — what shall we do?” Set’s
childer, wise in the magic of Egypt, spoke. “If we cannot break
him, we must break his labyrinth. Let us call on the storm, let
us call on the fire, let us call on the Earthshaker. Let us split
this island like a ripe fig.” The vampires agreed on this course
of action and called on their powers, and the nearby island of
Santorini answered, exploding in a cataclysmic eruption. The
shock bought down the palace of Knossos, the fire burned
Shaitan and his followers, and the sea rose up to wash away the
taint. Set’s childer smiled, for they knew the kingdom of Egypt
could only rise in power now that Crete was no more. Shaitan
howled in rage and anguish as he was once more cast down.
Since that time none have met Shaitan in person. His
disciples say that he talks to them in dreams — that he was
carried on the wings of the storm to a distant land where he
could rest and heal his wounds, and that he will come again
in power to reclaim what is rightfully his. His followers were
scattered but not destroyed, and returned to their secret places,
hiding within the clans or in the wilderness. The Baali watched
empires rise and fall from the fringes, biding their time and
waiting until the Jyhad had forgotten them.
The Baali Today
In the Dark Ages the Baali are on the rise once more.
They have returned to their places of power — long ruined —
and once again stand ready to begin the great work of raising

CHAPTER SEVEN: INFERNALISM

171
themselves and their dark masters to dominion over the world. (several had already left to practice mortal religions), and had
Though their great labyrinth of power was shattered in Crete, concocted rumors of a Baali presence among them to have an
many of their infernally tainted sites remained intact: with excuse to destroy them. As suddenly as his rages began, they
power drawn from the bloodshed of the Crusades they have ended, and the stories speak no more of it.
raised Chorazin from the desert sands, and a steady flow of As he slipped into his last years, the tales became less certain.
supplicants has begun to follow the Black Pilgrimage once more The disappearance of Caine led to his near-complete withdraw-
Even now, Shaitan’s 12 original followers awaken from al from the world, and he spent hours engaged in mysterious
their long slumber to begin the corruption of the clans anew. business away from all eyes. After years of this strange errand,
he too vanished from the world. To where he retreated, no
Saulot one knew, save one or two childer he trusted completely. Still,
This enigmatic figure has become perhaps the closest he had kept contact with his brood through the powers of his
thing to a saint Cainites have. Little is known about him mind, watching them and advising occasionally. It was initially
beyond the writings in the Book of Nod, which are considered through this connection that news of his death came to light.
apocryphal at best. Those Salubri old enough to recall him Today, Saulot is granted the sort of reverence offered to
personally are almost extinct: They were some of the very martyrs. Most of the other clans shelter his descendants for
first to be hunted and slaughtered. Most Salubri of this day his sake, and the legends of his kindness have stirred others
only know him through stories of their sires. Certain elements to good deeds. If there were ever any doubts or uncertainties
come up frequently enough to make for a hazy sort of history. about him, they have since vanished or have been conveniently
Saulot was described frequently as being a kind man with lost to history.
“eyes like forever”, his Beast already well controlled before he
attained Golconda. He was respected as a voice of reason, and Baali Connections
is often named as Caine’s favorite childe. Some have noted the The history of the Salubri is often intertwined with that of
interesting correlation in the descriptors of Abel and Saulot, the Baali, and one cannot be discussed with the other. The con-
both spoken of as gentle men with strong interests in healing nections that are discussed would rather be forgotten by the Baali,
and the natural order. In light of Caine’s deep affection for this and the ones whispered about rarely reach the ears of most Salubri.
childe, and the need to keep him close during the latter part The Baali’s beginnings as a sect of human diabolists is
of the Second City’s years, it has led a number to wonder if believed to have been during the misty times of the Second
Saulot was perhaps a surrogate Abel for the guilt-racked Caine. City. As they grew bolder and more powerful, they sought to
Saulot’s achievement of Golconda marked a turning-point grasp at the gift of immortality. Saulot, at this time an advisor
for how vampires would view their world. Suddenly, there ex- to Caine, suggested that these diabolists bore close watching,
isted hope; they need not be sole prey for the Beast and count and that the vampires needed more information on them,
their years based on when they would make that fatal descent. particularly if war became an issue. Caine agreed, and bid
Caine in particular seemed interested in this, and from then Saulot find those best suited to the task.
on, kept Saulot very close to him. If there was ever jealousy The Salubri of this time were not strictly healers and rite-
among the other vampires, it has never been mentioned in masters; a select few were warriors with impressive command
any story. Saulot also shared an unusual relationship with of their Disciplines and the martial arts. Of these few, Saulot
his brother Malkav; the two apparently enjoyed each other’s chose four (two of them were his own childer) for this mission
company, and Saulot’s gifts were said to relieve Malkav when and brought them to Caine for his approval. He approved and
his madness threatened to overwhelm him. told them that they walked a path of great danger and secrecy.
Saulot had the well-known but disturbing habit of going They were to infiltrate the stronghold of the diabolists, learn
into meditative trances. During these states, he would speak how close they were to gaining immortality, and return to the
in riddles and strange phrases that were occasionally taken to City with word. They agreed and left that very night, with
be prophecy. A few fragments of the Book of Nod are said to be only their leaders aware of their passing.
transcriptions of these mutterings. Perhaps it was why Malkav Little is known of what happened in the interim. Nearly four
was so fond of him. His words to his childer hinted strongly months passed without a word, and Saulot feared the group had
at his own death. met Final Death. Then, one starless night, one of them dragged
Through the stories of other vampires, whose ancestors himself to the gates and begged for entrance and blood. He
had seen the Second City, was the tale of Saulot told. Other was half-crazed with hunger, weak and badly frightened. After
accounts — those of Malkav, Nosferatu, Ravnos — told how being tended to, he told his sire and king what had happened.
Baali wars brought out a side rarely seen in Saulot. He was The four found the camp with little difficulty. The farmers
driven, angry, obsessed. When he made war against the Gnos- in the river valleys spoke in hushed, dread-filled whispers of
tics, none would gainsay him, and rumor claimed that even a dark mountain where the earth cracked open and belched
Malkav could not soothe his fires. On the other hand, some forth demons and other foul spirits. After several days journey,
whispered that Saulot feared losing his childer to Gnosticism
DARK AGES COMPANION

172
the four reached the mountain and managed to convince the Embrace their leaders, as instructed by their erstwhile companion.
gate-keeper that they were there to join the diabolists, or at Then he called on the new vampires to diablerize the other childe
least learn from them. The diabolists made them welcome with of Saulot. One leader was chosen to perform this, and he did so
feasting and terrible rites that the survivor refused to speak of, with frightening skill. The remaining Salubri were nearly slaugh-
even at the command of his great-grandsire, save that a dark tered as well, but the new leader, bloated with power and blood,
shape with glowing eyes had appeared at the feast to bestow its commanded that they should be left alive as fonts of knowledge.
blessing upon them. The group called itself the Baali, and they The first died the Final Death, screaming as his captors
were worshippers of the Infernal powers, things that appeared attempted to rip the information from him with tortures as to
from the bowels of the earth and from beyond the stars. The make Tzimisce himself wince. The second, the survivor, said
Baali already possessed a number of gifts that had been bestowed that he was tempted many times by his former companion, but
by their dark masters, which they called Investments. Some refused to share in such tainted power. Finally, he was able to
were powerful enough to rival vampiric Disciplines, summoning escape, and he had made his way back to the City. The for-
flames and searching out the corruption in each person’s soul. mer Salubri had been left behind, and no doubt even now he
The longer the four stayed among the Baali, the more poured new wisdom into the ears of the Baali. Not long after
dangerous it became. Because of their strong grasp on their Via telling his tale, the survivor committed suicide, staying up to
and their humanity, they began to arouse suspicions. Worse, greet the morning after one nightmare too many.
one of them, a childe of Saulot, had become enamored of the The Baali did not take long to make themselves known
Baali and their ways. The life of a warrior and ascetic had as a threat. For once, it was gentle Saulot who counseled war
never truly pleased him, and the Baali had fed upon his un- and asked — nay, demanded — that his forces lead the attack.
happiness, replacing it with their honeyed words and promises Of those who questioned this action, only Malkav understood
of power. In that moment, their companion fell to darkness, with the wisdom of the mad that his brother’s heart was gnawed
betraying the infiltrators as he did so. The rest were captured and worried with guilt, and that he wished to wipe out the
and imprisoned in pits deep below the earth. traitor himself.
When the Baali learned of the great prize in their midst, their Most accounts of the war have been lost with the Second
sorcerers spoke of using the vampiric blood to give themselves City, and those that remain are consigned to allusions in
immortality. First, the Baali forced the imprisoned vampires to memoirs and the ramblings of scholars and elders. All agree

CHAPTER SEVEN: INFERNALISM

173
that it was a bloodbath, led by Saulot’s chosen warriors. Of
those, none survived, but the traitor’s fate was less certain.
When it was finished, most of the Salubri had been decimated, The Salubri Warriors
and the losses from all allies had been costly. But Saulot was Samiel, childe of Saulot, was called the first and
not finished. greatest of Salubri warriors. Apocryphal stories describe
The years that followed were an eerie premonition of the how the young man, called by another name now
Salubri’s fate. Saulot turned his attention to hunting the Baali forgotten, was headstrong and uneasy in the role of a
out, driven to see the traitor to their clan destroyed. When quiet healer. Caine finally commanded that the childe
rumors began attributing Baali presence among the Gnostic learn the arts of war to keep him occupied, giving him
sects, Saulot went after them with flame and sword. This would to Brujah and Gangrel as a pupil. After many trials of
never have gone on for so long, but for the burning hatred body and spirit, the result was a young warrior, blooded
shared by the other clans. Brujah in particular stood with Saulot and wise, anxious to defend the weak and innocent,
in this, and arranged for his allies to see about “investigating” and all too ready to stand against evil. He took the
the Gnostics. The bloody purge was mysteriously ended by name, “Samiel,” to reflect his changes, and Samiel he
Saulot’s command, and none to this night understand how has been ever since.
or why it began or ended. Samiel’s writings on his experiences became the
Now, with the death of Saulot, some vampiric scholars basis for the training of other Salubri warriors. This
among the Brujah and Cappadocians are beginning to ques- “code” gave the warriors ideals to strive for, but each
tion how a group of mortals could have reached such heights had to find his own inner light by which he was guided.
of power in so short a time. In dating the appearance of the Each was expected to be skilled in combat, proficient
Tremere as a clan and such things as razor bats and Gargoyles, in Disciplines, pure in intent and heart, and strong
some notice that the Tremere adjusted to their new state and in spirit. When the training was complete and the
the loss of the mortal powers with remarkable speed. Even would-be warrior was deemed ready, he was given a
more remarkable is their new Discipline of Thaumaturgy and certain portion of Samiel’s writings to read. Whispered
new creatures at their disposal: a good 50 years work. Too stories claimed that something about the text was said
good, declare these scholars, who are now proposing various to spiritually “blood” the new one (none of the tales
theories as to how the Tremere developed so quickly. The one agree on the exact occurrence), and he would thereafter
gaining some credence among scholars has put the Tremere take his place among the ranks. Upon his entrance, he
in an even more tenuous position. was expected to change his name to one containing
the syllable “-el” (“of the Lord”) to show he had given
The theory states that the Tremere had help in their
himself up to the Great Father. The names of Samiel,
dirty deeds, perhaps even acting as someone else’s hatchetmen
Ariel, Jael and Aredhel ring through history in response.
in exchange for power. A number of powerful Cainites and
not a few mortal wizards have been pointed out in this, but The ongoing Crusades have fostered a few new Salubri
a Cappadocian has proposed the simplest and most sensible who wish to continue as paladins. While they are encour-
theory: the Baali, for revenge. The Baali took terrible losses aged to do so, they are not considered to be “blooded” by
in the Salubri-led campaign against them, so much so that Samiel, and thus not true warriors of his code. The last
they were reduced to their present, mostly powerless state. copies of the code itself are believed lost, and some claim
It would be the classic “deal with the Devil” of the Tremere that it signals the end of the Salubri’s warrior caste.
leaders being offered great power in exchange for getting rid
of someone that they could not. Likewise, it would account for The Salubri did indeed deal with demons, making pacts
how Tremere and his followers gained access to the sleeping and accepting infernal power. This led to their bad reputation,
Saulot. The Baali (through their ill-gotten knowledge) might which the Tremere are eager to exploit to justify their founder’s
be well acquainted with how Saulot protected himself, but crime. Those who knew the Salubri, however, realized their
unable to approach him or broach his powers. dealing had a purpose: The Salubri sought to chain demons
The theory has gained little credence among the remain- to them by their pacts; they would then destroy themselves,
ing Salubri, strangely. Few are willing to agree with the idea binding the demons into the destruction with secret magics.
that their closest cousins might be the things they despise so These rituals for destroying demons have been lost with the
wholeheartedly. fall of the clan, but they may still be discovered among the
remnants of the clan and in ancient manuscripts.
Via Dolorosa
The path that the clan followed was called the Via Do-
It is said that the lost Salubri dealt with demons and had
lorosa — the Road of Tears. Its tenets included offering aid to
their own path to follow. Clan Tremere has tried to argue that
the injured and protection to the abused. The path challenged
it has done the world a great service by ridding it of a clan of
its followers to combat the evil in the world in an attempt to
infernalists; the truth, as it often is, is stranger.
remove the corruption other Cainites had bought into it. The
DARK AGES COMPANION

174
final duty of a Salubri who reached the pinnacle of this path
was to create a childe, who would be brought up to diablerize
his sire. The Salubri realized that an escape from the vampiric
Alternate
condition through Golconda was too hard a task for many of Occupations
them, and instead sacrificed themselves through the Amaranth, Not every Salubri currently walking the land is
thus removing what evil they could from the world. restricted to the professions of healing or teaching.

Demonic Pacts
Since the beginnings of Saulot’s torpor, several sought
out different paths of unlife. Needless to say, some
of the choices have startled their more conservative
A character may make a traditional pact with a demon in brethren, not to mention a few fellow Cainites.
order to gain more power. The abilities that demons grant are
Some are caught up in the political intrigue of
called infernal investments. They are a double-edged sword;
the day, working as advisors to princes and primogen.
for all the power they grant, they exact a harsh price.
Others at princes’ courts serve as seneschals, scribes
Most demonic pacts involve barter, whereby the demon or repositories of lore. A few work in the ministry,
offers power in exchange for some service. Often this service primarily serving the needs of the streetfolk and poor.
coincides with the character’s own goals: For example, the In France, rumors persist of one who works as a sort of
character has been having trouble with the local bishop, so highwayman in reverse, stealing bandits’ loot to return
the demon offers the character a chance to kill him and gain it to the owners or a more deserving soul.
an infernal investment. Such bargains are in the demon’s in-
The so-called “Angels of Death” are considered
terests — each time a character gains an infernal investment,
legend, except to those who know them. The rare
she must undergo a Supplicium, bringing the character’s soul
Salubri seeking vengeance is retold like a hearth story,
closer to Hell’s power.
complete with the requisite shudders by amused non-
Pacts Tremere vampires. The Cappadocians and Tzimisce
could tell some very interesting stories of certain Salubri
Demonic pacts are rated on a scale of 1 to 10, represent- companions who show great promise and ability in
ing the degree of service the character must perform for the different fields. In their quest to better understand the
demon. A pact of 1 is easily accomplished, and most infer- body, these Salubri have delved into vivisection and
nalists perform many such services in their career, allowing torture, to the shock of their more peaceful siblings.
them access to a wide range of investments. The higher-rated
pacts are far more difficult to perform, but their rewards are
significantly greater. Once a character has completed a pact, Should a character attempt to evade his part in a pact, his
she may spend the points gained on infernal investments in soul is declared forfeit by Hell, and the demons involved begin
any way she chooses. their pursuit. Some mortals may be able to escape demonic
For example, Johann Binsfeld, a Ventrue infernalist, has persecution by fleeing to holy ground, but for a vampire such
just corrupted the local monastery and turned the good monks a route is practically impossible. The character may beg for
into subservient ghouls. The demon he is dealing with awards his unlife and soul, making his final moments on Earth petty;
him five points for the pact. Johann could spend these points alternatively, he may turn on his pursuers and fall in glorious
increasing one Attribute from 3 to 4; learn Rego Dolor at 1 battle. Certain legends say that a character who evades the
(one point), gain a demonic man-at-arms (one point) and forces of Hell three times becomes free from any pacts, loses all
gain fiery breath (three points); or any other combination. investments (including improvements bought with demonic
aid) and may start his own Road.
Pacts can also be made to gain a demon’s immediate help;
this option is generally used by an infernalist who is in great A character who escapes Hell’s clutches will be bitterly
danger or severely threatened. Common pacts include such hated by all demons and resented by all infernalists — her life
boons as transportation to a place of safety or use of demonic or unlife is likely to be very complicated from that point on.
powers in the infernalist’s defense. Such a pact should cost as
much as the Storyteller thinks he can get out of the threatened Investments
character, given that refusal would probably mean destruction. Infernal investments are rated by their cost in demonic
Once such a pact is made, the infernalist must do all within his pacts, allowing a quick conversion between the service offered
power to fulfill his end of the bargain or find himself forfeit. and the power gained. This is not an exhaustive list of available
investments; Storytellers should have fun inventing their own
Forfeiture powers. Many of these investments are possessed by demons as
My time is come, my day is done, And I can no longer stay, natural abilities and may be substituted for or added to their
For I am seized to pay that debt, Which debt we all must pay. listed powers. (More supernatural powers can be found in the
— inscription on a gravestone, Yorkshire, England supplements Freak Legion and Ascension’s Right Hand.)

CHAPTER SEVEN: INFERNALISM

175
Pact Ratings
The exact rating of pacts is up to individual Sto-
rytellers. The following list should give a broad idea of
what services are appropriate for each level.
Level One — Malice
Small tasks, often designed merely to add to the
character’s burden of sin.
Level Two — Cruelty
Petty or personal actions, such as corrupting a single
person, are at this level.
Level Three — Immorality
Any task which forces the character to make a
degeneration check should be at least this level.
Level Four — Wrongdoing
Actively spreading evil or challenging the authority
of the Church.
Level Five — Corruption
Leading others into evil or killing a major opponent of
the infernal powers (for example, a knight with True Faith).
Level Six — Sin
Founding and leading a coven of other infernalists
or dedicating a site to corruption.
Level Seven — Heresy
Reversing the actions of the Church, spreading
riot and dissent across a wide area.
Level Eight — Supreme Task
Corrupting a whole city or dedicating a cathedral
to evil. Creating a heresy that lasts more than 10 years.
Level Nine — Life Boon
Dedicating one’s entire life to the service of the demon.
Level Ten — Soul Pact
This is the ultimate pact that can be made with a demon.
A character undertaking such a pact swears fealty to the
demon and promises it his soul upon death. Once a character
has made such a pact, the demon refuses any further pacts, for
it has all it ever wanted from the character. Many demons try
to badger an infernalist to sign such a pact immediately, not
revealing that lesser services can be performed. Most demons
offer this pact when an infernalist is in mortal danger and
willing to seize upon any chance to save his life.

Transformations
With these investments the demon grants a new ability
to the infernalist. All of these abilities involve some physical
transformation. For example, the power of flight means that the
character grows twisted wings, further marking the character
as one of the infernal host.
Armor: (1 pt Investment)
Scales, fur or chitinous armor plating grows over the char-
acter’s body. Each time this investment is taken the character
DARK AGES COMPANION

176
adds one die to her soak pool against nonaggravated attacks. be raised only one level. Raising Disciplines costs the character
This investment may be taken many times, but every three a pact equal to the new Discipline level +3.
times it is taken, the character loses a point of Appearance A demon can also teach the character a single power
permanently. from a Discipline (for example, just Dread Gaze, not the full
Claws: (1 pt Investment) Discipline of Presence). This costs the character a pact equal
The character grows claws like a beast. The claws are perma- to the level of the specific power +1. In this way, mortals can
nently in place, but they may be made retractable for an additional receive these specific powers from demonic mentors.
point. These claws inflict Strength +2 damage in combat. The special infernal Disciplines of Maleficia and Striga (as
Flame: (3 pt Investment) well as any other infernal Disciplines the Storyteller creates)
The character becomes able to exhale gouts of flame (or can only be learned by dealing with demons.
a similar virulent substance such as acid). This flame inflicts Attributes and Abilities (varies)
three aggravated Health Levels on the target, who may dodge Demons aid their minions to become more powerful.
against the infernalist’s Dexterity + Occult roll. The infernalist Attributes and Abilities can be raised only one level for each
may increase the damage of his fiery breath by one Health pact. Attributes require a pact equal to their new level +2 and
Level for every two points spent. Abilities their new level +1 to raise through infernal means.
Flight: (3 pt Investment) Life (one point per year of life)
The character grows leathery wings, enabling him to Though inappropriate to vampires, demons offer mortals
fly short distances. The character can remain in the air for extended life in exchange for pacts. The mortal’s life (in good
a number of turns equal to his Strength Attribute. For an health) will be extended for one year for each point of the pact.
additional point, the wings may be barbed, inflicting damage The demon can also reverse the aging process for the same cost.
like claws (Strength +2). This is a very tempting offer in the medieval period, when most
Limbs: (2 pt Investment) people had short lifespans. A demon will never grant uncondi-
The character grows an extra limb. This may be a normal tional immortality, nor will it guarantee anyone against harm.
limb, such as an arm sprouting from the chest, or something Similar pacts may also be made to cure diseases and heal wounds.
strange like a tentacle or tail. Each additional limb allows the Servants (varies)
character to make one extra attack each turn; these attacks do Minor demons may serve a character in exchange for pacts.
not split the Dice Pool, but each additional attack increases Powerful infernalists may be attended by many followers. Most
the difficulty to hit by one. such servants are possessed mortals who are intensely loyal,
Poison: (1 pt Investment) and even willing to die for the infernalist. Such servants cost
The character’s blood becomes poisonous, inflicting five one point unless they are especially skilled or powerful. Bound
Health Levels of damage on anyone who ingests it. This damage demons may be granted to an infernalist for two points, and it
is soakable. If the character has claws (or wants to bite), he is possible that a more powerful demon will consent to serve
can purchase poison sacs for an additional point, allowing him for a sufficiently large service.

We Are
to inflict this damage in combat. Should someone ingest large
amounts of poisonous blood, a soak roll against the poison

Called Legion...
should be made for each Blood Point imbibed.
Power
Demons are always willing to teach their dupes new Though the Church holds as plain truth the theory that
powers. Almost all infernalists are taught Dark Thaumaturgy just as there is one God there is one Devil, those who have
by demons, and many vampires seek out demons to learn sought the mysteries of the world have discovered there seem
Disciplines they cannot gain from their clan. to be as many devils as there are people who believe in this
Dark Thaumaturgy (varies) force of evil — is the Devil such an artful deceiver that he can
Characters can purchase Dark Thaumaturgy from their de- appear in many forms, or is the Church wrong? There is no
monic mentors. Ratings in the paths of Dark Thaumaturgy can simple answer to such a question, but it is possible to examine
only increase one point at a time. For example, if a character has several of the options.
Video Nefas at Level Two, he can only increase it to Level Three Caine and Satan
with the next pact he makes. The character need only make a pact Caine’s curse springs from the same dark pride that drove
equal to the new level of Dark Thaumaturgy, but must immedi- Lucifer. Some vampires have argued that the human images
ately undergo a Supplicium upon learning the corrupt knowledge. and stories of Satan are merely pale reflections of Caine’s story.
Disciplines (varies) Cainite infernalists hope that Caine fights a war against the
Demons can teach Disciplines to vampires. Each time a God who damned him and will praise them when he awakens
Discipline is increased through an infernal investment, it may from his sleep of ages.
CHAPTER SEVEN: INFERNALISM

177
Lilith and Satan devils are merely terrors to frighten them. Their dedication is
According to folklore, Lilith, the mother of vampires, to their lord Set and they will not be swayed from his path.
was cast out of Eden before Eve was created and became the The Wyrm
Devil’s wife, giving birth to many monsters. Some ancient The pagans of Northern Europe (and, if travelers’ tales
vampires say that they remember stories in which Lilith is out of Africa and Asia are to be believed, of more distant
portrayed as the mother of all supernaturals — that she was parts) worship a great dragon or serpent that they call Vermis
the first mage, taught werewolves how to change their skins Magnis. To the Christian, this is merely one of the aspects of
and even dealt with the restless dead and the fae. Satan, as the serpent, but some disturbing rumors have arisen
Lilith is revered as the mother of vampires, the entity from vampires who hold their fiefs in the forsaken northlands.
who awakened Caine into his dark powers. Whether she is The strange worshippers of Vermis Magnis descend into
a representative of Satan is hotly debated among scholarly pits in the earth, there to commune with spirits and stranger
Cainites, who desperately seek out fragments of the Book beings. They are taught how to put on and take off the wolf
of Nod and the legendary Testament of Lilith. Some ancients skin and learn many secrets of Dark Thaumaturgy. Many el-
speak of a time when Lilith was equal to Jehovah and say that ders scoff at these stories, but rumors circulate throughout the
these legendary manuscripts contain ancient magics lost in north of England that the barbarian Picts have crossed their
time. A Cainite who finds these lost documents might gain ancient borders and are moving south. Those Cainites whose
access to the power of gods — or just be another fool in the domains border the north have requested aid from their clan
games of the Jyhad. fellows, and it appears that something malevolent stirs there.
Set and Satan
The Followers of Set know the tricks of demons very well;
indeed, they use many of them for their own purposes. This
...For We Are Many
No human can enumerate all the forces of Hell. Though
is not to say that the Followers are servants of Hell. Setite
hedge magicians collect and hoard the names and ranks of
legends say that Jehovah, Christ, Allah and all the other gods
demons as if they were treasure, it is a futile task. Those who
are but trinkets held up to pacify humanity, and that the various
have explored the dark side of the world believe that there is

DARK AGES COMPANION

178
not merely one Hell, as the Church claims, but innumerable The idea of Lucifer as an antihero, a Promethean figure
levels of pain and damnation. To the medieval mind, Hell that could be pitied or even praised, will not arise until the
was not a structured place with separate realms of punishment, 17th century. In the Dark Medieval world he is the ultimate
but a bleak emptiness in which the Fallen Angels and demons foe, the pitiless fiend who seeks to trample all that is good
have built their habitations. beneath his cloven hooves. He is not free to enter the world
and relies upon his servants, the princes of Hell, to do his work.
Lucifer The Antichrist and
Lucifer is first among the Fallen Angels. He led the re- the End of the World
bellion in Heaven and continues to work against all good in
There will come a time when Lucifer will be free to work
the world. In the Book of Job he was portrayed as a servant of
his will upon the world. This will be the End of Days and will
God sent to test mankind. According to the Church he was
be heralded by the coming of the Antichrist. The Antichrist
Prince of the World until Christ made a new covenant with
will be the antithesis of Christ, a man given wholly over to
humankind. At this point, he became the Adversary, violently
the power of evil, in whom Satan will place all his trust and
resisting the works of the Lord and fighting a battle that would
power. He will be neither a demon nor the son of the Devil, but
only be resolved on judgment day. His name in Heaven was
rather a normal man who will seek to give the world to Hell.
Samael, the angel of light; he became Lucifer when he fell, and
has also been named Abaddon, the Destroyer, and Apollyon, According to legend he will be (or perhaps already has been)
the Angel of the Bottomless Pit. born in the city of Chorazin and rise to greatness through his
intelligence, regal bearing and common justice. He will unite the
In past ages he was given charge over the Earth and
warring factions of Christianity and be proclaimed both Pope and
humankind, but with the coming of Christ and God’s new
Emperor, leading the forces of Christendom into a great Holy War
covenant with humanity he was overthrown and condemned
that will destroy the Jews, Muslims and pagans. His empire will
to Hell. By the 12th century, people have accepted that
unite the entire world and he will be seen as the new Messiah.
Lucifer is the enemy of God and man, dedicated to the
overthrow of the Earth. Luckily he is bound in Hell until All of this will be a lie. He will then plunge the world
the world’s end. into an age of devastation that will last 1000 years, an age in
which all hope is extinguished and people will count the dead

CHAPTER SEVEN: INFERNALISM

179
as lucky. Eventually, it is said, his reign will end as the tired
world begs for an end to its pain. Christ will return in power,
and history will come to a close as the day of judgment begins.
This day will be the last, and all souls will be bought before
God’s throne. Those whose names are found in the Book of
Life will be given a new Heaven and Earth free of sin; others
will be cast out forever.
Infernalists believe that the outcome of this final battle
is in hazard, and that their masters may win and raise them
to dominion over all the world. Cainites whisper of their
own legends, recorded in the Book of Nod from the time of
Enoch, that say the world will be given over to their elders
on the Night of Gehenna: that the only dead who rise will
be the Antediluvians, who will feed upon their childer and
found an empire of blood that lasts a thousand years. After
this millennium there will be no judgment, merely the ashes
of the dying sun illuminating a broken and empty world where
the citadels of the elders stand forever.

The Princes of Hell


Scholars and saints often try to enumerate the forces of
Hell. Some claim there are as many as 133,306,668 devils in
Hell; others, that 66 princes command 6,660,000 devils. The
point of these figures is that the human mind cannot realize the
scope of the infernal forces set against the world. Hell’s hierarchy
is seen as a dark reflection of Heaven’s angelic host, with the
following orders of Fallen Angels leading the unholy legions.

First Hierarchy Kaiser has been given governance over last things. He is the
census-taker of Hell; his job is to be present at the end of things,
The most powerful of the fallen angels are the Seraphim. The whether they are ideas, faiths or races. He is sometimes sent by
Seraphim are ruled by Beelzebub, who tempts men with pride; his lord to find those who seek to escape the powers of Hell,
Leviathan, who is the ringleader of the heretics and leads men for he is an excellent tracker and huntsman. He was allegedly
into sins repugnant to faith; and Asmodeus, who is the prince seen by Cainites at the time of the diablerie of Saulot, and it is
of wantons and burns with the desire to tempt men into sins of said that he appeared disturbed by the events he witnessed. He
luxury. Below the Seraphim are the Cherubim, lead by Balberith, seldom communicates, preferring to follow his lonely task in
who stirs the blood to murder and blasphemy. Lowest in the silence, but will respond if addressed in High Latin.
first hierarchy are the Thrones, lorded over by Astaroth, who
Attributes: Strength 4, Dexterity 4, Stamina 4, Charisma 6,
promotes sloth and idleness; Verine, who causes impatience to
Manipulation 4, Appearance 0, Perception 8, Intelligence 7, Wits 6
lead to sin; Gressil, who wants mankind to wallow in filth; and
Health Levels: OK, OK, OK, -1, -1, -1, -2, -3 , -5, Dispelled
Sonneillon, who tempts men into hatred against their enemies.
Attack: Burning Touch for five dice of aggravated damage
These Archdukes and Dukes of Hell bear scant resem-
blance to humanity, instead appearing as perverse mixtures Abilities: Alertness 6, Empathy 4, Intimidation 5, Leadership
of creatures — great beasts or dragons, or shadows of terrible 6, Etiquette 7, Stealth 5, Academics 3, Investigation 8, Politics 6
import. It is virtually impossible for such beings to reach Earth; Disciplines: Auspex 6, Celerity 2, Dark Thaumaturgy 5,
they influence humanity through visions and dreams. Infer- Dominate 5, Fortitude 3, Mortis 3, Obfuscate 4, Obtenebration
nalists contact them for their great knowledge and advice, but 6, Presence 5
fear to look upon such potent devils, and so work in darkness. Dark Thaumaturgical Paths: Video Nefas 5
Blood Pool: 20, Willpower: 9
Kaiser
Kaiser is the servant of Sonneillon. He appears as a
walking corpse, clad in rags of finery, with his flesh burnt and
Second Hierarchy
These Lords of Hell are the Dominions, commanded by Oeil-
scarred. His eyesockets are empty, and wisps of mist seem to
let, who tempts people to break their vows; and Rosier, Queen of
drift behind them.
Succubi, who opens the path of sinful pleasure and tainted love.

DARK AGES COMPANION

180
Their work is supported by Verrier, Prince of the Principalities, Attributes: Strength 5, Dexterity 6, Stamina 5, Charisma 5,
who whispers rebellion against authority and incites people to Manipulation 6, Appearance 6, Perception 4, Intelligence 3, Wits 5
refuse their lords. The final level of this hierarchy is the Powers, Health Levels: OK, OK, OK, -1, -1, -1, -3, -3, -5,
headed by Carreau, who makes men harden their hearts against Dispelled
love and faith; and Carnivean, who makes people love obscenity. Attack: Weapon for eight dice + Potence
The Second Hierarchy is very active on Earth. Its princes Abilities: Acting 4, Alertness 3, Athletics 4, Brawl 4, Empathy
are sometimes able to break their chains and appear to their 3, Intimidation 4, Larceny 6, Subterfuge 6, Archery 3, Etiquette 5,
servants. They often take human forms of great beauty (especially Melee 6, Music 3, Ride 3, Stealth 4, Law 2, Linguistics 3, Occult 6
Rosier, who appears as a beautiful woman or handsome man). Disciplines: Celerity 2, Daimoinon 4, Dark Thaumaturgy
These lords of Hell are too proud to engage in vulgar combat 4, Dementation 3, Fortitude 2, Potence 2, Presence 3
and other contests of power and will return to their domains if
Dark Thaumaturgical Paths: Rego Venalis 4
challenged, laying great curses on those who dared oppose them.
Blood Pool: 15, Willpower: 7

Third Hierarchy
The least among the demon lords are the Virtues, governed
by Belias, who leads humanity into arrogance and worldliness,
distracts them from virtue with vulgar fashion and teaches
children to be wanton and disregard the Gospels. Olivier, of
the Archangels, is the lord of cruelty and delights in abusing
the poor and weak. Finally the infernal Angels, led by Iuvart,
are merely servants and vassals to the other lords of Hell.

The Huntsman
The Huntsman appears as a finely dressed noble. He has
many friends and knows all the latest fashions and scandals.
An inveterate gossip, he seems to know more of a character’s
business than the character himself. He proposes games of chance
in which the wager gradually rises, or dares victims to commit
some indiscretion with him. (Perhaps it would be amusing to
spy on the nuns bathing? Or to break into a church and drink
communion wine? Would you like to visit the local brothels? He
has many contacts there. Avenge yourself on a foe? He knows
how to cheat in a duel.) Spite
Only when his victim has no other friends and is exiled Spite, a minion of Belias, appears as a normal cat. It insin-
from society will he invite her to come to his house and see uates itself into a household with children and becomes their
what else he has to offer.… trusted companion, whispering to them in their sleep. Its insidious
CHAPTER SEVEN: INFERNALISM

181
machinations begin with minor mischief (for which it uses its
powers to place the blame on others), escalate through levels of
cruelty, and finally dupe the child into murdering other children
or tempting adults into sex. Unless its child has potential, Spite
then abandons him to the law and damnation. If it thinks its
child might prove useful, it leads him to other infernalists, who
train the child in evil.
Attributes: Strength 2, Dexterity 5, Stamina 4, Charisma
3, Manipulation 3, Appearance 3, Perception 6, Intelligence
4, Wits 5
Health Levels: OK, OK, -1, -1, -3, -3, Dispelled
Attack: Claw and bite for 3 dice
Abilities: Alertness 4, Dodge 5, Subterfuge 5, Stealth 5
Disciplines: Animalism 3, Auspex 2, Celerity 2, Dominate
4, Maleficia 4, Obfuscate 5, Thaumaturgy 3
Thaumaturgical Paths: Rego Elementum 3, Rego Motus 2
Blood Pool: 10, Willpower: 6

The Demons
The true host of Hell is made up of countless demons. It is
these beings who are bought into the world by infernalists and
most readily take an interest in the affairs of mankind. Most
of them are subservient to their masters in Hell, but there are
some who seem worryingly independent. According to medieval
scholars, six broad types of demons have access to the world.

Fiery Demons days equal to the character’s Intelligence). This daemon is


To the medieval mind, the world was surrounded by an angered by any attempt to dispel it, using its Thaumaturgy
aura of fire through which the stars and planets moved. The and Obtenebration against such an attacker.
demons who dwell in this vast darkness between the stars are a According to translations of Chaldean and Egyptian
varied breed. Most have little interest in humanity, preferring magic, there exists a breed of greater star daemons who, like
to pursue their own strange intrigues — it is said that the pagan the wandering stars, intersect with the world only at specific
gods drift in the void remembering their days of power, that times. The Sphinx and some Babylonian carvings are said to
there are strange demons based upon ideas, constructions of depict these beings. The powers of such inhuman intellects
mathematics, manifestations of human reason and emotions. can only be guessed at.
They are called daemons to distinguish them from their more Attributes: Strength *, Dexterity *, Stamina *, Charisma
comprehensible kin. 2, Manipulation 2, Appearance 0, Perception 9, Intelligence
Infernalists have little power over these beings; they may 8, Wits 7
only be summoned using True Magick. Astrologers have said Health Levels: OK, OK, OK, -1, -1, -1, -2, Dispelled
that a few of these star daemons have shown an interest in Attack: Thaumaturgy and Obtenebration only. No
the growing study of mathematics and other natural sciences physical attack.
at the University of Paris. Abilities: Music 5, Academics (Mathematics) 7, Linguis-
Star Daemon tics 7, Occult 5, Science 8
This being appears as a twisting ribbon of light and shadow. Disciplines: Auspex 6, Fortitude 4, Obfuscate 2, Ob-
Shapes emerge from this formlessness, hinting at geometric tenebration (appears as forms of light rather than shadow)
patterns or even writing. Gazing at this being too long makes 4, Thaumaturgy 6
the viewer uncertain of her place in the universe, as she begins Thaumaturgical Paths: Cre Ignem 6, Rego Elementum 4
to sense the vast void that surrounds her. If the viewer makes Blood Pool: *, Willpower: 10
a Willpower roll (difficulty 12 minus Intelligence, maximum *This star daemon has no real physical presence. It can
10), she gains supernatural insight (gain a bonus to Dice Pools only be harmed by attacks involving natural forces such as fire
involving an Ability chosen by the Storyteller; the bonus equals or lightning, which it resists using Fortitude.
the successes on the Willpower roll and lasts for a number of
DARK AGES COMPANION

182
Aerial Demons Terrestrial Demons
These demons swarm invisibly through the spirit world, Terrestrial demons are the most dangerous sort, for they
seeking entrance to the material world in order to tempt have been cast out of the spirit worlds and dwell on Earth
or attack humans. They conspire with infernalists for the among humanity. They are often confused with werewolves
destruction of mankind. and fae, for they are adept at changing their forms and casting
illusions. The weakest among them possess the bodies of ani-
mals, creating Hell-beasts (see Vampire: the Dark Ages pages
266-267), while the more powerful pose as human beings and
work their corruption secretly. If a terrestrial demon is slain,
it is truly dead rather than merely dispelled.
The Black Monk
Legends and sightings of the Black Monk are found across
Europe. Some say he is from Germany, others from Scotland.
He has been seen in Rome, in the company of cardinals; in
the south of France, with heretics; and in the halls of Paris’
University, debating philosophy with students.
Appearing as a normal monk of middle years, the Black
Monk corrupts through the suggestion of heresies to vulnerable
folk. It is said that he led a group of children away from their
homes, promising them that they had been chosen to enter
Paradise; the children disappeared and were never seen again.
He is often attended by swarms of rats, and plague follows
in his footsteps.
Attributes: Strength 5, Dexterity 4, Stamina 5, Charisma 4,
Manipulation 6, Appearance 3, Perception 4, Intelligence 4, Wits 4

Belteroth, the Storm-Chaser


Belteroth rides the winds of the world in the form of a
dark shadow, ever seeking prey. It appears as a monstrous
figure with ragged wings, claws and cold eyes. Its presence
can be detected by the piercing shriek it makes as it swoops
upon its prey. It can only consume damned souls, but revels
in snatching up the innocent and lost, then dropping them
from the heights.
Attributes: Strength 4, Dexterity 6, Stamina 5, Charisma
3, Manipulation 3, Appearance 0, Perception 6, Intelligence
3, Wits 3
Health Levels: OK, OK, OK, -1, -1, -2 , -2, -2 , -3, -3,
-3, Dispelled
Attack: Claw for 7 dice + Potence,
Abilities: Alertness 5, Athletics 4, Brawl 4, Dodge 6
Disciplines: Auspex 1, Celerity 4, Fortitude 1, Potence
2, Thaumaturgy 5
Thaumaturgical Paths: Rego Motus 5, Rego Tempestas 4
Blood Pool: 15 , Willpower: 7

CHAPTER SEVEN: INFERNALISM

183
Health Levels: OK, OK, -1, -1, -2, -2, -3, -5, Dead Health Levels: OK, OK, OK, -1, -1, -1, -2, -2, -2, -3, -3,
Attack: Weapon for 6 dice -5, Dispelled
Abilities: Acting 4, Alertness 2, Brawl 3, Dodge 2, Em- Attack: Claw for 10 dice + Potence, Bite for 12 dice +
pathy 3, Larceny 3, Subterfuge 6, Etiquette 1, Academics 5, Potence
Linguistics 5, Occult 6 Abilities: Acting 5, Athletics 5, Brawl 5, Stealth 4
Disciplines: Animalism 5, Auspex 2, Dark Thaumatur- Disciplines: Fortitude 5, Obfuscate 4, Potence 7
gy 5, Dementation 4, Dominate 1, Fortitude 3, Maleficia 5, Blood Pool: 20, Willpower: 5
Obfuscate 3, Presence 3, Vicissitude 3
Dark Thaumaturgical Paths: Rego Venalis 5, Video Nefas 4 Subterranean Demons
Blood Pool: 10, Willpower: 6 Subterranean demons dwell deep within the earth and
in caves and caverns. They attack those who disturb their
Aqueous Demons domains (miners and treasure hunters especially), but are
These demons dwell in rivers, lakes and the ocean depths. otherwise encountered by humankind only when summoned to
They delight in drowning humans, especially children, and use the surface. They are slow and malicious, appearing as hybrids
both guile and outright force to claim their due. The aqueous of armor, flesh and stone.
demons of the ocean are colossal monsters capable of crushing
ships in their coils or tentacles.
Jenny Green Teeth
Jenny appears as a bloated corpse with long nails and
sharp teeth. She is seen only as she breaks from the surface of
her river to seize a victim. It is said that she can take on more
pleasant forms to lure the unwary into her grasp, including a
fine horse and a beautiful woman.
Attributes: Strength 7, Dexterity 3, Stamina 6, Charisma 4,
Manipulation 3, Appearance 0, Perception 3, Intelligence 2, Wits 3

Gergimoth, a Gnome
Gergimoth sleeps close by the mine workings in Cornwall,
England. Miners know not to follow lights seen down closed
passages or listen too closely to the sounds they sometimes
hear in the darkness. Gergimoth is roused to wrath should
anyone steal treasure from his hoard.
Attributes: Strength 10, Dexterity 2, Stamina 10,
Charisma 4, Manipulation 2, Appearance 2, Perception 4,
Intelligence 4, Wits 2

DARK AGES COMPANION

184
Health Levels: OK ,OK, OK, OK, -1, -1, -1, -1, -2, -2, Attributes: Strength 2, Dexterity 4,
-2, -3, -3, -5, -5, Dispelled Stamina 3, Charisma 2, Manipulation 2,
Attack: Crush for 15 dice + Potence Appearance 0, Perception 4, Intelligence
Abilities: Brawl 5, Discover Treasures 4 3, Wits 4
Disciplines: Fortitude 5, Potence 5, Health Levels: OK. OK,
Thaumaturgical Paths: Rego Terram 5 (this is a branch -1, -1, -1, Dispelled
of Thaumaturgy governing the earth; it allows the wielder to Attack: Claw for 3
shatter or repair weapons and armor, cause minor earthquakes, dice (possibly poison as
and even collapse buildings!) Though he has no knowledge well for 3-5 dice)
of Thaumaturgy, Gergimoth is inherently skilled with the Abilities: Dodge
magics of Rego Terram. 3, Larceny 4, Stealth 4,
Blood Pool: 15, Willpower: 8 Occult 5 (familiars can
teach their master this
Bound Demons knowledge)
Disciplines: Animalism
Least among infernal powers are bound demons. These
demons are so pitiful that they can be summoned and com- (same type as the familiar’s form only)
manded to work by mere human magicians. Bound demons are 3, Auspex 2, Celerity 3, Maleficia 2
usually small and brutish, often appearing as overly large toads Blood Pool: 5, Willpower: 5
or other vermin, and serve either as familiars (for the length Custodes
of the magician’s life) or as guards set over places or treasures.
These minor beasts are bound to guard a place and its
treasures. They recognize only the one who summoned them
and attempt to eat all other trespassers. They are dull-witted
and slow, but immensely strong and persistent. Most of them
appear as large spiders or giant toads covered in caustic slime.
A few may have poisonous bites or other abilities.
Attributes: Strength 5, Dexterity 2, Stamina 5, Charisma
0, Manipulation 0, Appearance 0, Perception 2, Intelligence
2, Wits 2
Health Levels: OK, OK, OK, OK, -1, -1,-1, -2, -2, -2,
-3, -5, Dispelled
Attack: Claw, Bite and Grab for 7 dice + Potence
Abilities: Brawl 5, Stealth (wait patiently) 5
Disciplines: Fortitude 3, Potence 4
Blood Pool: 10, Willpower: 5

The Infernal
Familiars in the Dark
Familiars are tiny demons that are bound to a specific
master. They generally appear as small animals (toads, cats,
weasels and ravens are common) and serve as spies and gos-
Medieval World
The infernal is presented here in a way consistent with
sips. Known familiars have included (from Mathew Hopkins’ medieval legends and folklore. It is presented merely as part
Discovery of Witches) “Holt, who cam in the form of a black of the roleplaying experience of the Dark Medieval world.
kitling; Jamara, who came in like a fat spaniel without any legs White Wolf makes no suggestion that Satanism in any form
at all; Vinegar Tom, who was like a long-legged greyhound and is an acceptable practice, or that black magic is real.
could appear as a four-year-old child; Sacke and Sugar, a black Humanity inflicts enough horrors on itself on a daily basis
rabbit; and, News, a polecat” as well as imps called Ilemauzar, to make the descriptions of imaginary monsters seem tame.
Pyewackett, Pecke in the Crowne, and Griezzell Greedigutt. To show demonic entities is to show the depths of human
Familiars need to be fed the blood of their master weekly evil in a dramatic manner, something we must all rise above.
or they will wither and die.

CHAPTER SEVEN: INFERNALISM

185
DARK AGES COMPANION

186
ppendix:
Bestiary
As I was walking all alane
I met twa corbies making a main
And tane inta the tither did say O
Whare sall we gang and dine the day O
Whare sall we gang and dine the day
— “Twa Corbies” (traditional Breton
song of carrion crows)
Pets, familiars, beasts of burden, farm stock,
prey and wild animals are far more common in
the Dark Medieval world than they are in our
own. Most people lived with animals close by,
often under the same roofs as families them-
selves. Cainites, therefore, often interact with
animals: as transportation, ghouls, hunting
companions, guards and sustenance.
Most animals were regarded as symbols,
portents of things to come, exemplars of vices or
virtues, or even as people transformed by magical
means. Lions were noble rage personified. Pigs
were, of course, gluttonous slobs. Swans were
fierce defenders of their young. Wolves were
savage destroyers. And bulls were paragons of
simple strength. Through clever use of animals,
a Storyteller can foreshadow upcoming events,
give hints about mysteries, or comment on
characters’ actions or personalities.

APPENDIX: BESTIARY

APPENDIX: BESTIARY
187
187
For the most part, normal animals are best described with Willpower: 2, Health Levels: OK, OK, -1, -1, -3, -3,
only Physical Traits. Few have Intelligence scores higher than Incapacitated
2, or a Perception scores lower than 3. Social Traits, of course, Attack: Bite for three dice/gore for six
are purely subjective. Any of the beasts below can be turned Abilities: Alertness 2 (Brawl 3)
into ghoul retainers with occasional meals of vampire blood; Blood Pool: 8
such companions gain Willpower and some “trained” Abilities Notes: While cows are seen as symbols of domestic
that wild animals lack. Assume that any Trait in parentheses simplicity, bulls epitomize masculine aggression and potency.
is instilled through human contact and training; an animal
in the wilderness does not have these Abilities unless there’s Deer/Stag
something magical about it. Animals whose Health Levels Strength 1/3, Dexterity 3, Stamina 2/3
include Incapacitated can survive longer than those without Willpower: 3, Health Levels: OK, OK, -1, -1, -3, -5,
it — others die when they run out of Health Levels. The Blood Incapacitated
Pool Trait reflects how many points that a feeding Cainite can Attack: None/gore for five dice
drain from a beast. Note that animal blood is far less satisfying Abilities: Alertness 2, Brawl 2, Dodge 2, Empathy 2, Stealth 2
than human vitae; some animals that have more blood than a
Blood Pool: 5/7
human actually have lower Blood Pool ratings.
Notes: Traditional prey of the hunt. Deer epitomize
Bat fleetness and natural beauty, while stags stand for pagan pride,
Strength 1, Dexterity 3, Stamina 2 with an ominous undercurrent. Both have rich (if salty) blood.
Willpower: 2, Health Levels: OK, -1,-3 Hare
Attack: Bite for one die Strength 1, Dexterity 3, Stamina 2
Abilities: Alertness 3, Dodge 3, Stealth 2 Willpower: 1, Health Levels: OK, -1, -2, -3
Blood Pool: 1 Attack: Bite for two dice; rear claw kick for one (desperation)
Notes: Regarded as messengers of darkness and as the Abilities: Alertness 2, Dodge 2, Empathy 1, Stealth 4
familiars of witches, bats often carry diseases or plague-bearing
Blood Pool: 3
fleas. Some Cainites claim that bat blood tastes of dust.
Notes: These stats represent European hares, not small
Bear “bunnies.” Hares are traditionally regarded as symbols of fertility
Strength 5, Dexterity 2, Stamina 5 and feminine cunning.
Willpower: 4, Health Levels: OK, OK, OK, -1, -1, -1, Hawk/Crow/Raven/Owl
-3, -3, -5, Incapacitated
Strength 2, Dexterity 3, Stamina 3
Attack: Claw for seven dice; bite for five
Willpower: 3, Health Levels: OK, -1, -1, -2, -5
Abilities: Alertness 3, Brawl 3, Intimidation 2, Stealth 1
Attack: Claw for two dice; bite for one (desperation)
Blood Pool: 8
Abilities: Alertness 3, Athletics 2, Brawl 1, Dodge 2,
Notes: Considered figures of foolishness or mindless rage, bears Intimidation 2 (Brawl 3, Empathy 4, Intimidation 4)
are domesticated by some Gypsy bands or traveling players. Norsemen
Blood Pool: 2
and Celts, however, respect bears for their power and believe them
to be totems of strength. Bears’ blood and organs are considered Notes: The hawk, a traditional hunting animal, is ascribed
delicacies by some coarse Gangrel, who hunt them as tests of bravery. with the virtues of keen sight and pride. The crow, an unusually
intelligent bird, is thought to read minds, speak and foretell the
Cat future — its appearance is considered a death omen. The raven is
Strength 1, Dexterity 3, Stamina 3 a traditional sorcerer’s companion, and is said to speak in riddles
Willpower: 3, Health Levels: OK, -1, -2, -5, Incapacitated and foretell ill events. The owl, long associated with scholars and
Attack: Claw or bite for one die sages, represents both pride and terror. While the owl is seen as a
wise bird, its screech and staring eyes symbolize impending disaster.
Abilities: Alertness 3, Athletics 2, Brawl 2, Dodge 3,
Climbing 3, Intimidation 2, Stealth 4 (Empathy 2, Subterfuge 2) Horse/Warhorse
Blood Pool: 3 Strength 4/6, Dexterity 2, Stamina 3/5
Notes: The medieval cat does not have a good reputation; Willpower: 2/4, Health Levels: OK, OK, -1, -1, -2, -2,
it is capricious, cruel, sexual, sneaky — in short, what men con- -5, Incapacitated
sider worst in women. Naturally, most good Christians fear this Attack: Trample or kick for six/seven dice; bite for three
traditional witch’s companion, despite its rat-catching talents. Abilities: Alertness 3, Athletics 2, Brawl 1 (Brawl 3,
Cow/Bull Empathy 2, Intimidation 2)
Strength 3/5, Dexterity 2, Stamina 3/5 Blood Pool: 6/8
DARK AGES COMPANION

188
Notes: Symbols of simple-minded virtue, horses aren’t clever Notes: These traditional gluttons are far stronger and tougher
but are steadfast, tireless and loyal. Horses have fierce tempers than many farm beasts, and are easily underestimated. The wild boar,
when roused, and wild spirits that only the most dedicated riders a traditional game animal, is said to have a passionate heart. Those
can tame. The unicorn, the horse’s cousin, exemplifies everything who eat the heart are granted ferocity and tirelessness in battle.
that is best about the horse, and also has insight and is pure. Rat
Hound Strength 1, Dexterity 2, Stamina 3
Strength 4, Dexterity 3, Stamina 3 Willpower: 4, Health Levels: OK, -1, -5
Willpower: 5, Health Levels: OK, -1, -1, -2, -2, -5 Attack: Bite for one die (swarm attacks do three dice per turn
Attack: Bite for five dice; claw for four and are assumed to always have three successes on their initiative roll)
Abilities: Alertness 3, Athletics 2, Brawl 3 (Dodge 3, Abilities: Alertness 2, Brawl 1, Dodge 3, Stealth 3 (Larceny 2)
Empathy 2, Intimidation 3, Stealth 2) Blood Pool: 2
Blood Pool: 4 Notes: Deceit and disease are the hallmarks of the rat. Plague-
Notes: Loyal, brave and ferocious, the hound is considered fleas hide in rat fur as the vermin steal through houses, gnaw at
an ideal hunter and guardian: it knows its duty and performs food, foul goods and attack children. Rats are everywhere. Their
it without fault. Though the hound is considered dirty and blood is as filthy as their behavior. They travel in numbers; a
stupid by some, no one doubts its skill — or temper. rat swarm is as dangerous as a predatory animal, and is pestilent.
These Traits reflect large hounds like mastiffs and hunting Sheep
dogs. Smaller, domestic canines will not be as formidable. Strength 2, Dexterity 2, Stamina 2
Lion (European) Willpower: 2, Health Levels: OK, -1, -1, -3, Incapacitated
Strength 4, Dexterity 3, Stamina 3 Attack: None, though rams can gore for three dice
Willpower: 5, Health Levels: OK, -1, -1, -2, -2, -5, Abilities: Alertness 2, Empathy 2
Incapacitated Blood Pool: 3
Attack: Claw for four dice; bite for five Notes: Meek and gentle, the lamb epitomizes the Christian
Abilities: Alertness 3, Athletics 2, Brawl 3, Intimidation ideal: innocent and shepherded by the wise. Yet the connota-
4 (Dodge 3, Stealth 3) tion of victim applies as well. The sheep symbolizes everything
that a lord hopes for in his vassals. Cainites who drink from
Blood Pool: 9
lambs claim the blood is smooth but weak.
Notes: Although tales hold that the Romans exterminated
these regal monsters, lions are occasionally found in desolate Swan
regions throughout western and southern Europe. Courageous, Strength 2, Dexterity 3, Stamina 3
proud, terrifying when enraged, and loyal, the lion embodies Willpower: 3, Health Levels: OK, -1, -2, -3, -5
the qualities that noblemen aspire to. Attack: Wings for two dice; bite for two
Mule Abilities: Alertness 3, Brawl 2, Empathy 2
Strength 4, Dexterity 2, Stamina 3 Blood Pool: 3
Willpower: 6, Health Levels: OK, OK, -1, -2, -4, Incapacitated Notes: The symbol of purity and strength, the swan
protects its family with surprising ferocity. Often associated
Attack: Kick for five dice; bite for four
with treasure and transformations from base to beautiful, the
Abilities: Alertness 2, Brawl 2, Dodge 2
swan is considered a bird of good, if temperamental, fortune.
Blood Pool: 4
Notes: The mule is the quintessential fool; too stubborn Wolf
to know what’s good for it. Although sturdy, reliable beasts, Strength 2, Dexterity 2, Stamina 3
mules are often more obnoxious than useful. Despite their Willpower: 3, Health Levels: OK, -1, -1, -3, -5, Incapacitated
thickheadedness, mules are considered humble and hard-work- Attack: Bite and claw for four dice
ing once roused into action. Abilities: Alertness 2, Athletics 1, Brawl 3, Dodge 1, Stealth 2
Pig/Boar Blood Pool: 4
Strength 2/4, Dexterity 2, Stamina 4/5 Notes: Ravager. Seducer. Destroyer. Wolves combine cunning
and social behavior with savagery. Tales portray the wolf as a liar in
Willpower: 3, Health Levels: OK, OK, -1, -1, -2, -4,
a comely guise, and as a monster that kills for the thrill of it. Some
Incapacitated
pagans still revere this hunter for his skill and wisdom, but most of
Attack: Bite for two/four dice; boars gore for five Europe regards the wolf as the epitome of evil. The Gangrel, of course,
Abilities: Alertness 2, Athletics 2, Brawl 2 (Intimidation 2) consider themselves kin to wolves, despite the Garou who haunt the
Blood Pool: 4/6 forests. To Gangrel, the wolf is a totem, a symbol of their primal pride.
APPENDIX: BESTIARY

189

By Wade Racine, Matt Burke and J.D. Wiker


CONTENTS

1
Credits Special Thanks
Authors: Wade Racine, Matt Burke and J.D. Wiker Larry “Where Violence Is Golden” Friedman, for spewing
Additional Material: Richard Dansky and Robert Hatch public torture at 100 decibels.
Developer: Robert Hatch Pauly “Dependable” Lepree, for being LOADS of incontinent
Editor: Ronni Radner fun.
Vice President in Charge of Production: Richard Thomas Justin “Mack the Knife” Achilli, for being a one-man Three-
Art Directors: Lawrence Snelly and Aileen E. Miles penny Opera. Roll over, Bertolt!
Layout & Typesetting: Aileen E. Miles Rob “Venus” Hatch, for being everyone’s goddess on a
mountaintop.
Cartography: Larry S. Friedman
Mike “House in N’awlins” Tinney, for being the ruin of many
Interior Art: John Cobb, James Daly, Guy Davis, Tony
a poor karaoke DJ.
DiTerlizzi, Jason Felix, Darren Frydendall, Fred Hooper, Eric
Lacombe, Vince Locke, Larry MacDougall, Chuck Regan, Justin “Private Dancer” Mohareb, for…oh, dear God, words
Andrew Ritchie, Alex Sheikman, E. Allen Smith, Andrew can’t do it justice! Suffice it to say…thanks to…
Trabbold Justin “Private Dancer” Mohareb, for deserving two — count
Front Cover Art: Guy Davis & Vince Lock ‘em, two — Special Thanks for that little stunt.
Front & Back Cover Design: Aileen E. Miles Ronni “Reunited” Radner, for having to be both Peaches
and Herb.
Staley “Disunited” Krause, for losing her larynx (and it feels
so bad!).

©1996 by White Wolf. All rights reserved. Repro-


duction without express permission of the publisher
is expressly denied, except for the purpose of reviews.
Vampire: The Masquerade is a registered trademark
of White Wolf Publishing. Vampire: The Dark Ages
and Vampire: The Dark Ages Book of Storyteller
Secrets are trademarks and copyrights of White Wolf
Publishing.
The mention of or reference to any companies or
products in these pages is not a challenge to the trade-
marks or copyrights concerned.
Printed in Canada

BOOK OF STORYTELLER SECRETS

2

Table of Contents

Introduction 5

Chapter One: Geography and History 9

Chapter Two: Life and Death in the Dark Ages 33

Chapter Three: Storytelling for the Dark Ages 51

Chapter Four: Friends, Enemies and Miscellany 67

CONTENTS

3
BOOK OF STORYTELLER SECRETS

4
Many secrets, splendors and horrors await
discovery amid the reaches of Dark Medieval
Europe. Even for the virtually omnipotent
undead, some things remain hidden — and
in many cases it is best that they remain so.
Though vampires are powerful and pervasive,
there are denizens of the world even older and
deadlier than they, and places as yet unspoiled by
their depredations — for now. Thus, even vam-
pires’ extensive knowledge contains minute
omissions and inevasible gaps. In short, even
the children of Caine can be surprised — perhaps
even awed — by what they find as they wander
through the Long Night.
Vampire: The Dark Ages Book of Storyteller
Secrets is designed as a companion volume and
appendix to Vampire: The Dark Ages. In this
book you will find many heretofore undetailed
aspects of the world of Dark Medieval Europe,
from the lands encompassed in its boundaries
to the creatures lurking in its wilds.

INTRODUCTION

INTRODUCTION
5
5
This book is very specifically designed for Storytellers;
players, particularly those running vampires of few years and
minor power, should know little of the lore contained herein.
This ignorance is quite in keeping with the medieval milieu;
after all, in the Middle Ages, the average peasant was born,
lived and died in the same hamlet, never seeing aught of the
world beyond the horizon he gazed at for all of his days. Should
the characters survive and prosper, they will have centuries
aplenty to grow old and jaded and weary; as Storyteller, try
to maintain a sense of wonder and mystery, at least at first.
Chapter One: Geography and History provides an
atlas of Dark Medieval Europe, detailing the character and
composition of Europe’s mortal institutions and vampiric
parasites. This information is designed to be specific enough
that Storytellers can follow their players’ whims anywhere,
yet nebulous enough to allow storytelling unrestricted by
“graven-in-stone” facts. Want Tremere in Ireland or Gangrel
in Paris? Go for it; it’s your game.
Chapter Two: Life and Death in the Dark Ages details
the salient features of day-to-day (and night-to-night) life in
the Middle Ages. A variety of topics, from attire to foodstuffs
to the multitudinous plagues and pestilences decimating
Europe’s inhabitants, are presented herein. Now you too can
enjoy the uplifting storytelling experience of transmitting
scabies to your victims.
Chapter Three: Storytelling for the Dark Ages delineates
tips for beginning and experienced Storytellers. Some of this
advice is applicable to Storytellers of any sort; other tips are
specifically designed to enhance Dark Medieval chronicles.
Chapter Four: Friends, Enemies and Miscellany pro-
vides bells and whistles to flesh out and flavor Dark Medieval
chronicles. The beleaguered Tremere finally get some help in
the form of their Gargoyle servitors — if they can withstand
their Tzimisce enemies’ vozhd war ghouls. For more “traditional”
dark fantasy, a bestiary of creatures from basilisks to unicorns
is presented — including the salient side effects of drinking
their blood. And, as if vampires weren’t powerful enough, a
variety of legendary and mythical items — from Celtic proph-
ecy talismans to enchanted blades — make their appearance.

BOOK OF STORYTELLER SECRETS

6
How to Use
This Book
Much of the information contained herein is “authentic”:
details of life as it actually was in the 12th century. Clothing
styles, salient battles and even ailments have been researched
to paint an accurate picture of medieval existence.
That having been stated, feel free to ignore any and all of
this information in favor of more fantastic elements. Even a
liberal dose of “high fantasy” remains true to the spirit of the
medieval mindset. Most medieval folk were convinced that
wondrous lands and beings lay just over the horizon. Medieval
legends are rife with depictions of witches and wizards, elf-
queens and troll-kings, vampires and werewolves and dragons,
glass towers and cities of gold — and in the time of their origin,
such legends were considered irrefutable fact.
Also, remember that in this time, vampires were far more
open about their presence. It is not unreasonable to postulate
the existence of entire enclaves of mortals under the open rule
of vampires. A vampire-tainted heretic cult or depraved noble
line may clandestinely or blatantly lord it over the countryside,
heedless of the mortal authorities 10 long leagues thence. The
real world gave us Sawney Beane and Elizabeth Bathory —
any fiefdom or demesne, no matter how bizarre, is credible.
In summary, this book is designed to enhance your sto-
rytelling, not limit it. Use what information embellishes your
game and feel free to change, ignore or throw out what you
don’t like. Let your imagination run free.

INTRODUCTION

7
BOOK OF STORYTELLER SECRETS

8
Qui desiderat pacem, praeparet bellum. (Let
him who desires peace prepare for war.)
— Flavius Vegetius Renatus, De Rei Militari,
A.D. 375
The information presented in this chapter is
intended to give the Storyteller and players an
overview of the history, culture and political
disputes of Dark Ages Europe in AD 1197. To
help Storytellers set their chronicles in other eras,
past and “future” history have also been included.
Additionally, Cainite involvement (as well as
other supernatural phenomena of note) in each
of these lands has been included separately. The
Storyteller should feel free to change, alter or
ignore any of this information as she chooses.

GEOGRAPHY AND HISTORY

GEOGRAPHY AND HISTORY


9
9
Western Europe
of magical and mystical sites. Some Nosferatu dwell in England,
living in barrows and mounds, but they are oddities among
their kind, preferring to live in utter solitude.
The British Isles Some very notable Cainites dwell in England at this
England time. The most powerful is undoubtedly Mithras, the Prince
By 1197, the Normans have largely settled into Britain of London, a fourth-generation Ventrue who has been a power
for good, although there are still disputes with the remaining behind the English throne for a few years now. Mithras is also
Saxon nobility. This is an age of expansion for England, as the the power behind the ambitions of King Richard’s brother,
Normans have imposed a thorough bureaucracy encompassing John, and is secretly working to make John the king. (He
the nobility, the peasantry and the Church. The Norman-An- attempted to Dominate Richard, but found that, for some
gevin royal household supports itself and maintains its power reason, Richard was immune to the effects.) Mithras harbors
through an elaborately organized central administration. immense distrust for the Tremere, and is also not fond of the
This administration is paid for by taxes levied on the trade of Toreador; he considers the recent actions against the Norman
merchants and the wealth of landowners. Angevin interests holdings in France to be the work of the Toreador through
for now, however, are centered on their territories in France. their agent, the King of France.
The Angevins will lose these territories (except Gascony) Near the town of Nottingham lives a group of bandits
slowly but surely in the early 13th century, and this will make and robbers under the leadership of a Cainite named Robin
them turn their attentions more firmly north, to Scotland, Leeland, a Brujah through and through, who has allied himself
and west, to Wales. with the Saxon outlaw nobility against the excesses of “King”
England is a fair land and is quickly becoming settled. John. Robin has a great respect for Richard, considering him
Increasing numbers of people have required more and more to be a man of honor and a benevolent ruler. Aided by his
land to be cleared for agriculture, and England’s cities are progeny, Patricia of Bollingbroke (allegedly the murderer of
growing at an astounding rate. Villages, monasteries and Thomas Becket, the Archbishop of Canterbury), Robin will
abbeys dot the landscape, and even the smallest village has attempt to Dominate Richard upon his return, which would
a church, usually built from stone. This has prompted many be a strike at the Ventrue who rule behind the might of the
Lupines and faeries to flee the island, most of them heading Normans.
for the greener, less-populated hills and forests of Ireland.
Wales
London, England’s capital, is a bustling center for trade.
Wales is a land both independent from and subservient to
The Normans have taken to building fortifications and castles
Norman-dominated England. An amalgam of small indepen-
not only in and about London, but all throughout England.
dent kingdoms, Wales manages to maintain a distinct culture,
The Tower of London was built by William the Conqueror
helped no doubt by the hills and forests that make invading
not only as a means of fortifying the town, but also as a way
those kingdoms more trouble than they are worth.
of keeping an eye on his potentially rebellious new subjects.
London is also the headquarters of the vastly influential English Three kingdoms dominate Wales: Deheubarth, Gwyn-
Church. The Normans use the Church to help them rule the edd and Powys. Gwynedd is the strongest of the three, but
country, and many of the government’s administrators and Deheubarth has the support of the Normans, due to a treaty
bureaucrats are monks and priests. signed in 1171 by King Henry II of England and King Rhys
ap Gruffydd of Deheubarth.
King Richard the Lionhearted rules England, but he
has rarely been in his kingdom. For most of his reign, he has The kingdoms and principalities of Wales will not long
fought the Saracens in the Holy Lands, and his battles with remain independent. Continuing wars between them will
the Saracen king, Saladin, are quickly becoming legendary. eventually (by 1284) lead to full English rule under King
Richard’s brother, John, rules in his absence, and John has Edward I. The Welsh Church, formerly a very independent
ambitions of becoming king himself. organization, will be brought firmly under the heel of the king
and the Archbishop of Canterbury.
Local Cainites
Local Cainites
Ventrue firmly control the Norman nobility of England
and are attempting to use England as a power base for the The Cainites of Wales are few and far between. The lack
creation of a patrician, unified nation-state, not unlike what of any large cities keeps most of the clans away, and is part of
the Ventrue had originally helped create in Rome. They are the reason that the Ventrue have not influenced the Normans
not the only clan in England, of course. Toreador have been to conquer Wales. The Gangrel view Wales as something
emigrating in greater numbers, gaining a firm foothold in of a haven in the British Isles, it being the last place that is
the English Church and overseeing the construction of great truly isolated and not overly civilized. They freely roam the
cathedrals, especially in York and Lincoln. Even a few Tremere countryside, but even that is becoming difficult as demand for
can be found exploring England’s quickly dwindling numbers Welsh wood and the need for more land on which to plant
crops becomes apparent. Lupines are also known to haunt
BOOK OF STORYTELLER SECRETS

10
the forests and hills, and Wales is one of the last strongholds off a struggle among the Scottish nobility for the throne.
of British faeries, though they are not so numerous here as Eventually, John Balliol will be crowned in 1292, due to the
in Ireland. support of King Edward I of England. Much to the dismay of
the Scottish nobility, John swears allegiance to King Edward.
Scotland King John’s reign will not last, however, when he listens to
Scotland, also known as Alban or Caledonia, has not yet the other Scottish nobles and not only refuses to accompany
fallen under the Norman yoke, and her people are fiercely King Edward to war in France, but allies with King Philip
independent, preferring warfare to submission. Scotland is the Fair of France. King Edward then marches north, defeats
ruled by King William the Lion. William was defeated by John and makes him hand over the Scottish crown. For good
the English at the Battle of Alnwick in 1174 and was forced measure, King Edward even carts away the Stone of Scone,
by King Henry II to sign a treaty whereby all of Scotland which is traditionally used in the coronation of the Scottish
paid homage to the English king. In years to come, this will kings. William Wallace, a commoner with brilliant tactical
be the basis for the claims of English kings on the lands insight and tremendous leadership ability, rallies the Scots
of Scotland, and will lead to the eventual downfall of the and defeats the English at the Battle of Stirling Bridge, be-
Kingdom of Scotland. sieging and taking Stirling Castle. King Edward hurries back
Scotland is really three different lands united by a com- to Scotland, however, and defeats the rebel Scots at the Battle
mon language and culture. The Dales are the farthest south, of Falkirk in 1298.
comprising hills and valleys. They bleed into the heather- and
moor-filled Lowlands, which in turn lead up to the hills and Local Cainites
mountains of the Highlands. The people of the Dales tend Gangrel rule the Highlands and are quite at home among
to be a bit more interested in trading with the English to the the foggy lochs and the Grampian Mountains in the west.
south. The Lowlanders congregate mainly around Edinburgh The Gangrel have been facing fierce competition from the
and along the rivers. The Highlands are ruled by the various Toreador, however, who have scored several coups of late.
clans, alternately warring with each other, warring on the Toreador claim that an important victory occurred in 1192,
Lowlanders or warring on the English. when the Toreador allegedly manipulated Pope Celestine III
Scotland’s freedom will not last forever. In the late 13th into separating the Scottish Church from the Ventrue-con-
century, King Alexander III will die without heirs, setting trolled Archdiocese of York (the Ventrue, of course, counter
that this was nothing more than mortal politics). The Toreador
GEOGRAPHY AND HISTORY

11
have started to establish themselves in Edinburgh, letting the Ireland is bracketed by mountains to the north and the
Gangrel rule the countryside for the time being. south, with the low-lying Irish plains in between them. The
A few scattered packs of Lupines roam the Highlands, land is cool and wet, and the common folk barely manage to
and both Gangrel and Lupine tell tales of wyrms dwelling in grow enough food to feed themselves, being hard hit by any
Scotland’s caves and tarns. The most dire legends speak of a harsh weather.
slimy serpentine horror in the vicinity of Loch Ness, and even Ireland’s recent history has been — to put it mildly —
the Gangrel fear to roam there on moonless nights. active and interesting. In 1166, High King Rory O’Connor
exiled Dermot MacMurrough, the King of Leinster. Dermot
Ireland sought aid from King Henry II of England, and King Henry
The island of Eire has the unique history of being the sent the Earl of Pembroke, Richard Strongbow, to his aid.
only Celtic land not invaded by the Romans, and as such has Dermot didn’t want just the throne of Leinster, though. He
maintained more of the Celtic culture than any other country. desired the position of High King for himself. Strongbow, now
Ireland, however, is not a unified kingdom, but rather four married to Dermot’s daughter, continued his conquest, and
smaller kingdoms ruled over, in theory, by a High King, the when Dermot died in 1171, he declared himself King of Lein-
Ard-ri. The four kingdoms are Connaught in the northwest, ster. Rory O’Connor came to the aid of the people of Leinster
Leinster in the southeast, Munster in the southwest, and Ulster in their revolt against “King” Strongbow. King Henry II was
in the northeast. Despite being a bastion of Celtic culture, suspicious of Strongbow’s motives, and went to Waterford to
Ireland was converted to Christianity in the early fifth century check on his subject. This led O’Connor and the other Irish
by the miracles and pious lifestyle of St. Patrick. Irish monks kings to acknowledge Henry as their lord, and with Henry
are widely known for their knowledge of Classical culture, as came greater Papal control over the Irish Church.
well as for their beautiful works of art and jewelry.

BOOK OF STORYTELLER SECRETS

12
Henry, however, wasted no time consolidating his newly ta, having a very short frontier against the Moors due to the
acquired lands, cementing their fealty by giving large swaths western conquests by Castile. Aragon retains its importance
of lands to his oath-bound Norman lords. This was backed (and wealth) by having Spain’s only Christian port on the
by the construction of several castles and forts, and soon the Mediterranean — the city of Barcelona.
English Pale, as it came to be called, encompassed the southern Next among the Christian kingdoms is Portugal. Only
half of the east coast of Ireland, from Dublin to Cork. In fact, recently declared independent from Leon in 1139, Portugal
Dublin, Waterford and Cork are all “royal cities,” answering has joined the Reconquista with gusto. Its capital, Lisbon, is a
only to the King of England, and not to the local Norman fine port, protected by the natural harbor formed by the Tagus
barons or Irish kings. River. The Portuguese navy is an important military force,
Local Cainites enabling Portuguese forces in the south to be easily resup-
plied. Portugal relies not only on its own soldiers, but also on
Ireland is a haven for supernatural creatures being pushed
the military order of the Brethren of Santa Maria, as well as
out of the rest of Europe. Only the Gangrel find Ireland beyond
German and English crusaders, to wage war against the Moors.
the Pale hospitable, and even they have to compete with
the Fianna and the faeries. Ireland is the last stronghold of Finally there is Navarre, the poorest of the Christian
immense faerie power in Europe; the struggles between Ven- kingdoms. Due to its position — bordered by Aragon to the
true-dominated Norman barons and Irish “wild men” often east and south and by Castile to the west — Navarre does not
spill over into battles between Cainites and the Seelie and participate in the Reconquista. Navarre pays extensive tribute
Unseelie Courts, aided by the Fianna. The Toreador have been to both Castile and Aragon and is essentially a nonentity in
making headway, but have also clashed with the Ventrue, as Spanish politics.
exemplified by the odd situation in Dublin. There, Strongbow Local Cainites
began construction of Christ Church Cathedral, but in 1191 Spain’s Cainites firmly support the Reconquista, using
the Toreador-backed Archbishop of Dublin began construct- it as a way of striking at the Assamites in the south. Castile
ing St. Patrick’s Cathedral outside Dublin’s city walls. The is predominately Lasombra, and the Magisters are by far the
Archbishop had to build separate walls to protect St. Patrick’s most important clan in Spain. Aragon, while led by Lasom-
against Irish raiders, but construction continues apace. bra, harbors a sizable community of Toreador, who use the
Reconquista as a method of pillaging captured Moorish art
Iberia and literature. During the sack of Saragossa, the remnants of
the once-great libraries were taken to Paris by the Toreador.
Christian States Portugal is primarily influenced by the more sober elements
The northern half of the country that will eventually
of Clan Brujah. The capital of Navarre, Pamplona, is ruled by
become Spain is a collection of small kingdoms bent on the
a Malkavian, who continues to encourage the yearly Fiera de
conquest of the Moorish-dominated south. This Reconquista,
San Fermin, when bulls are let loose to run through the city
as it is known, is the driving force behind the politics of this
streets, chasing great crowds of people. Nosferatu have also
region.
been known to inhabit the underground catacombs of former
The most powerful of the northern Christian kingdoms Moorish cities like Toledo.
is actually two kingdoms now united. The Kingdom of Castile
and Leon is bent on the annexation of Moorish lands, and The Almohad Empire in Iberia
continues to fight a seemingly endless war in the south. Entire The once-mighty Almohad Empire is steadily falling to the
cities, such as Avila, have been made fortresses against the forces of the Reconquista in Iberia (although their strongholds
raids of the Moors (in Avila, even the cathedral is fortified, in the Sahara remain secure). Due largely to lack of unity
having been made a part of the city walls). Castile occupies between the Taifa kingdoms (small fiefs of one or two towns
the western half of the Christian lands (except for Portugal). each), southern Spain is still a land of beauty. Its cities defy
This kingdom has a reputation as the most fearsome of the the imagination, filled with art, knowledge and the best that
Christian kingdoms, upholding this by continual strikes into all of Islamic culture has to offer.
Moorish territory from the vanguard city of Toledo. The city In sharp contrast to the Crusades in the Holy Land, a
of Santiago harbors one of the greatest pilgrimage sites in all great deal of intermingling of Christian, Moorish and Jewish
Christendom, the Cathedral of St. James Campostela. Castile cultures takes place in the Empire, and tolerance is the law.
was also the home of the legendary knight El Cid, greatest The majority of people in the Empire are of mixed blood, and
hero of the Reconquista. pure-blooded Moors become rarer with each passing year. The
Second in power is the Kingdom of Aragon. Situated Moors are not harsh rulers, and tolerate Christian churches
in eastern Iberia, it is more allied with southern France than and Jewish synagogues alongside the mosques (the Moors
the rest of Spain; indeed, Count Raymond of Toulouse is simply require Christians and Jews to pay a small tax for the
wed to the infant Princess Petronilla, only child of Aragon’s right to worship).
King Ramiro. Aragon is somewhat limited in the Reconquis-
GEOGRAPHY AND HISTORY

13
The Almohad Empire is the most civilized culture in the inherent contradiction has led to many problems between the
world. Great cities contain universities and buildings like no Norman lords and the king.
other. Seville is the capital of the Empire and is considered a Most recently, the problem was compounded by the
city of wondrous beauty and fine art. Towers soar in brilliant acquisition of much of eastern France by King Henry II of
colors and fruit trees line the avenues, filling the air with a England. When French King Louis VII divorced his wife,
fragrant aroma. Seville is also a fantastically rich city; ships Eleanor of Aquitaine, in 1152, he left the door wide open
from all over the world dock at its port to trade goods from for then-Duke Henry of Normandy. Eleanor was the unmar-
far-off lands. Seville falls to the Castillians in 1248. ried Duchess of Aquitaine, one of France’s largest western
Cordova is another of the great cities, a center for science provinces. Through his marriage to Eleanor, Henry not only
and medicine. It also houses the Mosque of Cordova, which acquired the Duchy of Aquitaine, but also the Duchy of
contains the remains of the prophet Mohammed. The mosque Gascony and the Counties of Poitou and Auvergne. Upon
is an immense structure, with 800 pillars supporting the roof Henry’s ascension to the throne of England, he also inher-
and 4000 oil lamps providing light. Cordova also houses the ited his father’s lands, the Counties of Anjou, Maine and
largest library in the world, with over 400,000 volumes. The Touraine. Finally, in 1171, Henry’s son Geoffrey married
city is famous for its public works, including over 700 churches Constance of Brittany, bringing the Duchy of Brittany also
and mosques, and 900 public baths. Cordova falls to the Re- under the control of the English crown. These lands, when
conquista in 1236, captured by Castile, and her libraries and combined with England, collectively became known as the
buildings are sacked. Plantaganet Empire.
Granada will be the last city to fall to the Reconquista. This left the French king with fewer lands in France be-
Granada is arguably the most beautiful city in all of Spain, longing to him than belonging to the Norman English nobility.
dominated by the massive castle of Alhambra, a fantastic Complicating the problem is the County of Toulouse in the
palace for the Almohad rulers. This city, already rich with south, most of which — by marriage — is now owned by the
libraries that attract doctors and scientists from around the King of Aragon. In 1180, however, a new French king was
world, will gain even more intellectual wealth as the Recon- crowned, determined to regain the lands that rightfully belong
quista continues. Granada becomes the haven for refugees to him. He is King Philip I Augustus. Eventually, he will win
from the other Taifa kingdoms, and doesn’t fall until the late back the northern half of the lands by taking advantage of the
15th century, when it is finally taken by King Ferdinand and various squabbles among the children of Henry II. In 1202, King
Queen Isabella, rulers of a united Spain. Philip I Augustus will declare forfeit all the lands in France
belonging to King John of England, and will defeat a group
Local Cainites
of English and Germans at the Battle of Bouvines in 1214 to
The Assamites use the Empire as a base for operations
seal the decree. Although this regains much of the northern
throughout Western Europe, and fight hard to keep it from
lands of the Plantaganet Empire, the English will remain a
falling to the barbaric Christians in the north. The Assamites,
force on the continent for many years, and this dispute will
however, are more adept at a war from the shadows than open
be the cause of the Hundred Years War.
war, and have thus been losing to the Lasombra-led forces of
Despite the epic struggles between the French and the
the north. Many Toreador (even a few from Aragon) flock to
English, the French nobility and people have found the time
the Empire to partake of its beauty and culture. Several times
to build cities and a culture that is rich and beautiful. Paris, the
the Toreador have given aid to Almohad’s Assamites, but the
capital of France, is quickly becoming the most renowned city
Assamites distrust the Toreador, wondering if the sober and
in Western Europe. The Cathedral School is educating people
serious artists are actually more interested in cataloging and
from all over Europe, and in 1200 will be named a university
tracking works they hope to take back to France. Some of
by the king. Philip Augustus is also completing or starting
the more rebellious Brujah can also be found supporting the
several major projects, including Notre Dame Cathedral, the
Almohad cause, and Nosferatu are especially present in the
Louvre and the paving of most of the streets. Other notable
Empire, taking refuge in the well-developed sewers beneath
cities in France include Orleans, which has been continuously
the cities.
rocked by heresies and allegations of demon worship; Rouen,
France the capital of Normandy and the favorite city of King Richard
of England; and Dijon, where the city’s bishop maintains a
The North and the West 60-year-old ban prohibiting Jews from entering the city (the
When William the Conqueror invaded England in 1066, Jews were accused of witchcraft in 1137, and the week-long
he did it of his own free will, without the consent of the Ca- riot that ensued ended in the burning of most of Dijon).
petian King of France, Philip I. So, while William, Duke of Local Cainites
Normandy, was a sworn vassal of the King of France, he was a France is, without a doubt, Toreador country. Toreador
sovereign in his own right as William, King of England. This strongly support the building of France’s great cathedrals and

BOOK OF STORYTELLER SECRETS

14
palaces, and look forward to the completion of the Louvre, Provençe is a part of the Holy Roman Empire. Because of these
which they intend to fill with art from all over the world. The geographical and cultural differences from the north, southern
primary powers behind the French throne, the Toreador have France has a slightly different society, with unique works of
recently begun to chafe under the Ventrue-backed Norman art and poetry and a different way of looking at the world.
ownership of the Plantaganet lands. The Toreador claim that The two most important cities in southern France are
these lands are due them because the Toreador helped the Marseilles and Tours. Marseilles is a fantastic seaport town, full
Ventrue in their conquest of England, while the Ventrue say of rough-and-tumble sailors and wily merchants from all over
that nothing is due the Toreador, who are unfit to rule. The the Mediterranean. The infamy of Marseilles will reach new
Toreador are out to prove otherwise. heights in 1212, when bands of merchants promise passage to
Not all the cities have a Toreador (in France) or Ventrue the Holy Land to the throngs of young people taking part in the
(in the Plantaganet Empire) prince. In Brussels, a Brujah be- Children’s Crusade. Instead of taking them to the Holy Land,
came prince and convinced the city’s leaders to rebel against the unscrupulous merchants take them to Alexandria and sell
its lord, the Duke of Brabant. In addition, the werewolf Silver them in the slave markets. This results in more honest merchants
Fangs tribe has many Lupines and Kinfolk throughout the and shipowners shunning Marseilles for years to come.
French nobility, and the Toreador must work very covertly Tours, on the other hand, is the center of the French
to avoid arousing their suspicions. Other Cainites have been Church. The Archbishop of Tours is the primate of all of
known to travel to France to study at the universities and take France. It is in Tours that the body of St. Martin (patron of
in the fine works of art that abound throughout the land. Still, France) rests, and as such it is a popular spot for pilgrims. In
with a stranglehold on the French Church, and solid inroads 1197, Tours, part of the County of Touraine, belongs to the
and contacts throughout the nobility, France remains the throne of England, but in 1204 the Archbishop will incite the
center of power for the Clan of the Rose. people to throw off the English yoke and deliver themselves
to the King of France. After overrunning the English garri-
The South son, they send a message to King Philip, who arrives just in
Southern France differs a bit from the north, due in large time to defeat the English barons outside of town and then
part to the geography that separates the two, but also to po- celebrates mass in the cathedral (the first French king to do
litical divisions. Just as Toulouse is firmly allied with Aragon, so in over 50 years).
GEOGRAPHY AND HISTORY

15
One of the largest concerns in southern France is a group
of heretics calling themselves Cathars. They believe that man
should give up all trappings of wealth and live a life of pious
Central Europe
poverty, like Christ. The Catholic Church has declared this
belief heresy, and calls have been made for a crusade against
The Holy Roman Empire
As has been observed before, the name “Holy Roman
the Cathar heretics. In 1205, three Papal legates place the Empire” does not at all accurately describe the situation in this
entire County of Toulouse under interdict (meaning that land. The rulers of these lands are increasingly challenging the
none in the lands may receive any of the sacraments of the power of the Catholic Church in the south, they are German
Church), and in 1208 one of the count’s knights murders and Bohemian (not Roman), and are actually a collection
one of the legates. This sparks a war, and in 1209 Simon de of petty principalities and duchies only nominally ruled by
Montfort leads several hundred land-hungry lords and knights a single emperor. The Holy Roman Empire formally consists
south. King Peter II of Aragon sends his own army north to of the Kingdoms of Germany, Bohemia, Burgundy and Italy.
protect his lands in Toulouse, and in 1213 the French defeat
the Aragonese at the Battle of Muret, which also results in The Kingdom of Germany
Peter’s death. The Albigensian Crusade, as it becomes known, Germany comprises the majority of the Holy Roman
drags on until 1244, and results in the complete destruction Empire, stretching from the North and Baltic Seas (and the
of the unique cultures of Provençe and Aquitaine. border with Denmark) to the Alps in the south. Nearly every
Local Cainites type of terrain imaginable exists here, from vast sweeping plains,
to dark forbidding forests, to snow-capped jagged mountain
The Cainites of southern France are again largely Tore-
peaks. The Kingdom of Germany itself comprises the Duch-
ador, but have a more relaxed style than their clanmates to the
ies of Lower Lorraine, Upper Lorraine, Saxony, Pomerania,
north. They are more interested in poetry, song and literature
Silesia, Franconia, Swabia, Bavaria, Styria and Austria; the
than in building great monuments, palaces and cathedrals.
Landgravate of Thuringia; and the Marches of Brandenburg,
One notable city, Marseilles, has no prince at all, instead
Meissen and Carniola.
being ruled by a group of Cainites representing the trading
interests of several clans, including the Ventrue, Lasombra, The land is currently in a state of civil war, brought on
Cappadocians and even (it is rumored) a Follower of Set. by the death of Henry the Lion. Two men, Otto of Brunswick
and Philip of Swabia, battle for the crown. When Innocent

BOOK OF STORYTELLER SECRETS

16
III becomes Pope in 1198, he supports Otto, crowning him occupied by the Poles for one year and repelled two Hungarian
Emperor Otto IV. In exchange, Otto gives some imperial lands invasions. Many German merchants have come to Prague since
to the Pope and signs a document that strictly defines not only it became part of the Empire. Prague is particularly known
the Papal lands, but also the imperial authority within those for its fine beer, iron and cheap (but low-quality) glassware.
lands. However, Otto is only the Holy Roman Emperor, not Brunn is the second-most-powerful city, and is the center of
the King of Germany. This is because, while the Pope decides gold and silver mining.
who is the emperor, the King of Germany is elected by the
Local Cainites
representatives of the various German dukes and barons. Otto
In years past, Bohemia was one of the westernmost holdings
will remain emperor even through the crowning of Frederick
of the Tzimisce. When the Ventrue and Lasombra succeeded
II as King of Germany (Frederick is a descendant of Henry the
in getting Bohemia into the Empire, they broke the Tzimisce
Lion). Frederick is finally also crowned as emperor in 1220,
grip on this region. Now the Ventrue invite the Tremere into
after the death of Otto.
neighboring Austria, goading the vampiric mages into attack-
The Empire has annexed many new lands in the last four
ing the remaining Tzimisce holdings in Bohemia while the
decades. The first was the Duchy of Austria, which in 1156
Ventrue turn to deal with the Lasombra in the German civil
was declared an imperial fief. The Kingdom of Bohemia joined
war. The Tremere are only too happy to do this, enjoying a
the Empire in 1158, along with the March of Moravia and the
chance not only to strike out against the hated Fiends, but also
March of Lausitz. The Duchy of Silesia became an imperial fief
to establish their own toehold in a new land. Cappadocians
in 1163, as did Opol and Ratibor. The most recent addition is
and Brujah are also found in Bohemia, come to study and
the Duchy of Pomerania, which was made an imperial fief in
trade, while Nosferatu lurk in Prague’s alleys and ghettos. It is
1181. Further expansion will come in 1231, when the Teutonic
also said that Prague’s rabbis are magical Kabbalists, with the
Knights conquer Prussia, seizing it from Poland.
ability to create golems (living but mindless servants capable
Local Cainites of great feats of strength).
Cainite relations and activities in Germany are largely
caught up in the civil war. Many Ventrue back Otto, while
The Kingdom of Burgundy
most Lasombra support Philip. The Toreador, through the Comprising the western half of what will eventually
Church, are actually helping both sides for now, keeping the become Switzerland, and the largely French region known as
war from coming to a speedy conclusion. This will change with Provençe, Burgundy is the weakest and least politically involved
Innocent III, who avoids Toreador influence and gives the of all the Holy Roman Empire’s component kingdoms. This
imperial crown to Otto. The Toreador are quick to claim credit is due largely to the fact that there are no direct roads from
for it, however. Many other Cainites can be found throughout the Rhine river valley to the Rhone river valley. One road is
Germany, especially in the Black Forest, where Gangrel and currently being constructed, and has a bridge nicknamed the
Nosferatu rule the dark, primeval wilderness. The Get of Fenris Devil’s Bridge for all the workers who have died building it.
Lupines are also active throughout Germany, but are being It will not be completed for another few years, but when it is,
slowly driven into smaller and smaller enclaves as cities and it will link Basle to Milan, and from Milan it is easy to get to
settled lands continue to expand. One of the most notable Nice or Marseilles.
new arrivals is a group of powerful Cainites from a new clan, Local Cainites
the Tremere. They have set up residence in Vienna, seemingly Burgundy is actually something of a mystery to the Cain-
with Ventrue aid, and use the city as a base to attack the few ites. Once one travels out of the coastal cities of Marseilles
remaining Tzimisce enclaves in Bohemia. and Nice, Cainites seem not to exist at all, and lone Cainites
wandering into the mountainous north are never seen or heard
The Kingdom of Bohemia from again. Some Cainites have begun speculating that perhaps
A recent addition to the Empire, Bohemia has enough
a powerful group of Lupines, or even a group of mages, may be
wealth and fine trading routes to attract the attention of
keeping this area as its own.
German merchants to the east. The land is largely composed
of forested hills and even some majestic mountains. This The Kingdom of Italy
makes for good mining, and Bohemia is awash in a variety of In the late 12th century, the Kingdom of Italy is a di-
metals both common and precious; it is from Bohemia that vided land, comprising only the northern half of the Italian
much of Europe’s silver and gold will come. Bohemia is seen peninsula. It is controlled in different regions by the Pope,
as something of an outsider in the politics of the Empire, and the Holy Roman Emperor, the various city-states, and local
many Germans in particular resent the Bohemians for the petty lords and bishops. The land is mountainous in the north,
Slavic roots of their culture. then abruptly descends into fertile plains and plateaus as the
The capital of Bohemia is Prague, a growing city centered land approaches the sea. Northern Italy is blessed with many
on the sprawling, fabulously ornate castle built by the Przemysl good harbors, bountiful fishing and rich soil. The Kingdom
family in the ninth century. In the last century, Prague was of Italy consists of the Duchies of Lombardy and Spoleto; the
GEOGRAPHY AND HISTORY

17
Marches of Ancona and Verona; and the provinces of Savoy,
Emilia and Tuscany.
The most important political entities in Northern Italy
are the growing merchant city-states. Chief among these is
Venice, the second-largest city in all of Italy. Venice is not
actually a part of the Empire, instead being ruled by the various
merchant houses and the Doge of Venice. Although the Doge
is getting on in years, he is a keen politician, and many a bishop
or noble has found himself on the short end of a seemingly
good bargain with the Doge. The power of Venice is directly
related to the wealth it brings in, and to its stranglehold on a
large portion of trade throughout not only the Mediterranean,
but in lands beyond central Europe. Venice trades where the
money is, and as such has no compunctions against buying
and selling goods to Christian and Moor alike.
Great rivalries are the rule among the various merchant
cities. Some of these nascent states even maintain independent
armies (or hire large bands of mercenaries), and all have ships
that can be outfitted for battle. These rivalries exist for trade
reasons as well as political ones. The rivalry between Genoa
and Pisa, for example, is driven by Pisa’s support of imperial
control and Genoa’s rejection of it. The other two principal
trading cities of the north are Milan (an anti-imperial city)
and Pavia (the chief rival of Milan).
Local Cainites
Northern Italy is a melting pot for Cainites, who flock
to the merchant cities for goods and entertainment found
nowhere else. Cainites have encouraged a thriving night life
in these cities, which enables them better access to feeding
grounds and, in some cases, mortal company. The Lasombra is
the most powerful clan in the area, and the Lasombra Prince
of Venice is one of the most powerful of Europe’s Cainite
rulers. Brujah also haunt the area, and may be behind much
of the anti-imperial sentiment pervading cities like Milan
and Genoa. Nosferatu are quite numerous in Italy, taking
advantage of the centuries-old Roman-built catacombs and
waterways underneath the cities. In short, these cities are
places of riotous decadence and complex intrigue, and many
would claim they are the current center of the Cainite world.

Southern Italy
The Papal Lands
Occupying the middle of the Italian peninsula, the Patri-
mony of St. Peter belongs exclusively to the Pope, Celestine III.
These lands have grown steadily over the years, and currently
consist of the Archdioceses of Rome and Ravenna and the
provinces of Romgana, Pentapolis, Ancona and Sebina. Over
the next few years, with the ascension of Pope Innocent III in
1198, the Patrimony will expand even further. Innocent will
“recuperate” lands donated to the Church in ancient times,
and eventually this will lead to the entire Duchy of Spoleto
being brought under Papal control.

BOOK OF STORYTELLER SECRETS

18
The heart of the Patrimony is, of course, Rome. Long ago by the reemerging power of the Holy Roman Emperor, the
the capital of the Roman Empire, this ancient city is now the region is still a hotbed of intrigue.
capital of the Roman Church. Ruled from St. Peter’s Basilica Under the shadow of the volcano, Mt. Vesuvius, sits the
and the Lateran, this city is a magnet for Christian pilgrims bustling seaport of Naples. Although Naples does not have the
from all over the world. The city reaps an incredible harvest strong trade ties that the merchant cities of the north enjoy,
of profits from these pilgrims, especially during Easter and many goods flow into and out of Naples, and it is another
Christmas, when thousands flock to hear the masses said by crossroads of the Mediterranean world. Furthermore, the power
the Pope and to see the holy sites and relics. Despite the holy of the local nobles and the government in general makes sure
nature of the city, the streets abound with con artists and that Naples remains safe from overt attack.
unscrupulous merchants, willing to sell a piece of the True Another important city is Salerno, south of Naples on
Cross or the knucklebone of a saint to anyone gullible enough the coast. Salerno is home to the oldest known university in
to buy these fakes. Europe. The specialty of the university is medicine, but this
Rome is also a very political city. Everyone in Rome, it causes a problem with Church doctrine. The Church considers
is said, belongs to a faction, and these factions are important the act of dissection on the human body a sin, even if done
not only in the politics of Rome, but also in the politics of in pursuit of medical science. This has led to more than one
the Church and the Holy Roman Empire. The emperor is accusation of graverobbing against the scholars, students
sworn to protect the city from harm, so when the Pope and and teachers at the university. Nevertheless, the university
the emperor start feuding, the people start getting nervous. has a fantastic scholastic atmosphere, combining the best of
These factions heavily influence the various Church officials European, Arabic, Jewish and Classical culture and science.
and can even influence who is elected as Pope. Their struggles The capital of the joint kingdom is Palermo, on the north-
often erupt into violent and bloody street battles, and more ern coast of the island of Sicily. The court at Palermo is one
than once riots have swept through the city, destroying vast of the most beautiful and learned in all of Europe, displaying
amounts of property and leaving hundreds dead or wounded. a combination of architectural styles ranging from early Ro-
Local Cainites man to Norman and Saracen. Here, scholars from Byzantium,
Rome is an uncomfortable city for the Cainites. While Central and Western Europe and the Arabian world gather
many of the Church officials are corrupt, there are just too to exchange ideas. This is encouraged by the king, who has
many who do have True Faith to make being a Cainite in the amassed huge libraries full of this collective knowledge.
holy city very safe. The Toreador attempt to influence their Other prominent cities in the joint kingdoms include
various Church contacts from afar, sending properly prepared the cosmopolitan trading city of Syracuse (Palermo’s rival
bishops and other clergy in from out of town to lobby for to Sicily), the fishing port of Taranto, the port of Brindisi
their cause. Celestine III is very much in the pocket of the (departure point for the Holy Land) and the Venetian-allied
Toreador, but this will change in 1198, when Celestine dies city of Vieste.
and Innocent III becomes Pope. The Toreador do not have a Local Cainites
good handle on him, and he frequently does things contrary Southern Italy is more calm than northern Italy and
to their wishes. The only other clan to have a significant attracts Cainites from all over the world. Cappadocians in
presence in Rome is the Nosferatu. They take advantage of particular are found lurking in the libraries and university
the catacombs and sewers, some of which are as much as a hallways of Salerno. The Lasombra is the most powerful
millennium old. Nobody can say with certainty how many clan, but this is changing slowly through the Toreador in-
Nosferatu are lurking beneath Rome, but many suspect that, fluence of the Church and the Ventrue influence of imperial
due to the fact that few people go poking around the catacombs, government.
Rome could contain the single-largest pesthole of Nosferatu
One interesting point is Vieste. The viscount there is
on the continent.
rumored to be a worshiper of Satan, and Cainites suspect the
The Kingdom of Naples and Sicily influence of the Baali. The knights of the castle kill any priest
Originally two different kingdoms, Naples and Sicily were who ventures to the town, and the Toreador and Ventrue are
both conquered by the Normans in the late 11th century. considering a raid on the castle under the cover of an assault
In contrast to northern Italy, the south of Italy is the key to by the Knights Templar.
power in the peninsula. Both Naples and Sicily have incredible It might be noted that Lasombra are predominant in
wealth, and their people are more likely to rebel against the Syracuse. Some of Europe’s most powerful Lasombra either
Church due to their recent past of being conquered by the reside in or periodically visit Syracuse, and no other Cainites
Normans. Although Norman influence is now being eclipsed are allowed within the city’s boundaries.

GEOGRAPHY AND HISTORY

19
Eastern Europe
Mother Russia and
the Kingdom of Poland
Russia
The sweeping plains of Russia are sparsely populated,
and the population there is barely more advanced than it was
500 years ago. Cruel tyrants rule the land with an iron fist,
crushing the peasants beneath the hooves of their horses and
their spurred boots. Boiling-hot summers and freezing-cold
winters do little to enhance the image of this forsaken land.
Despite this, the people of Russia have great heart. To them,
suffering is a way of life, and one that forges the character of
the peasants into a combination of fatalism and grim resolve.
The people have been oppressed for so long that they do not
know any other way of life, and they have simply accepted
it as God’s will.
Russia has approximately 64 principalities centered
around two cities: Kiev and Novgorod. They were founded
by the original explorations and settlement of Vikings from
the north, who set up numerous trading posts that grew into
villages. Russia’s princes jockey for position in a strange hi-
erarchy established by Grand Prince Yaroslav of Kiev before
his death in 1054. Each of the principalities is set in a ranking
system, and a prince may move up from a junior principality
to a more senior principality upon the death of a senior prince
(this system came about due to the division of the various
principalities among Yaroslav’s sons). The Prince of Kiev is
the highest of these petty monarchs and is recognized as “first
among equals.”
This system fosters tremendous internal conflicts, and
civil wars (several at a time) constantly rage across the steppes.
This weakness also leads to several invasions from outside
forces, and in less than 200 years Russia has suffered over a
dozen invasions (the Mongols will be the last major invasion
in 1224, as they will succeed and stay for many years to come).
The Church is responsible for education, governmental
administration and interpretation of the law. Churchmen are
also responsible for overseeing the keeping of slaves, which
is permitted in Russia (as if the narod, loosely interpreted as
the “great unwashed masses,” weren’t enough). Russia used to
be a center for trade, with merchants plying the many rivers
that flow across the steppes to ports near and far. The rise of
the Italian city-states, however, has cut off a great deal of the
trade the Russians hold so dear, especially along the Black Sea
coast and in Constantinople.
Local Cainites
A wide variety of Tzimisce lords openly terrorize the
population of Russia, having come to this land out of the
Balkans in the last few centuries. Still, they whisper with fear
about the Old Crone, the former protector of Russia, rumored
BOOK OF STORYTELLER SECRETS

20
to be a Nosferatu Methuselah. Ravnos are also prevalent in of Russia pose a challenge to Polish expansion. To the south,
Russia, and a powerful one named Durga Syn has quietly begun the direction in which the Poles have been most successful,
to challenge the grip of the Tzimisce. Russia is also a great they have come into conflict with Hungary.
haven for Lupines, with the Get of Fenris in the north and The capital of Lesser Poland, Krakow, is the most im-
the Silver Fangs throughout the principalities (several Silver portant city in the land. It is a central trading location, and
Fangs and Silver Fang Kinfolk are Russian nobility, and a few many German merchants travel into the city to sell their
are princes as well). wares, especially cloth, weapons and armor. Krakow is famous
for her fall fair, where almost anything from Germany, Italy,
Golden Kiev Byzantium or Russia may be bought along the cool waters of
Formerly the jewel of Russia, Kiev is recovering from the Vistula River.
being sacked in 1169 by the Prince of Suzdalia. Most of the
population was sold into slavery, and the city was heavily Local Cainites
damaged. Still, she is considered by many to be the Mother As with much of Eastern Europe, the Tzimisce control
of Russian Cities, and her natural position along the Dnieper many of the nobles of Poland and enjoy playing the games of
River, which flows into the Black Sea, is once again reviving war and intrigue with their brothers in the Russian principali-
trade into and out of the city. Kiev is also one of the departure ties. Poland’s Tzimisce have been the ones largely behind the
points for the east, including the fabled lands of Cathay. push to conquer the pagan tribes of the Baltic coasts (who are
Kiev will not survive the coming of the Mongols in 1238. themselves led by older, still-pagan voivodes), but have had
Even as Kiev finally recovers from the 1169 sacking, the little success, as most of the Polish “Christian” soldiers are
Mongols sweep down out of the steppes and utterly destroy themselves still pagans at heart.
Kiev, enslaving everyone they can catch. The slaughter is Other Cainites dwell in Poland, much to the Fiends’
great, almost unimaginable. In 1244, monk Giavanno de disgust. Ventrue have arrived with the German merchants
Piano Carpini, on a mission for the Church, describes the and have been slowly expanding their influence out from the
once-mighty city of Kiev as “200 cottages surrounded by Holy Roman Empire, annexing or simply taking over some
fields of skulls.” of Poland’s eastern territories. Gangrel practically own the
enchanted Bialoweza Forest, and scattered woods of the plains
Local Cainites
are prime spots for packs of Red Talon Lupines. The powers
Kiev suffers so much because, in their own perverse way, of Faerie have not yet abandoned Poland, and still enjoy the
the Tzimisce enjoy raiding it so much. Kiev has no prince of reverence of the pagans in the region.
any kind, and the Tzimisce like it that way; to them, Kiev is a
plaything, something to help them pass the years. The Fiends
heap scorn upon her and her people for trying to join the West.
The Balkans
Poland Hungary
The plains of the Danube stretch wide, making Hungary
Poland is one vast plain, bracketed by the Oder River
a crossroads for trade and travel. Unfortunately, these plains
to the west and the Vistula River to the east. The name
and the various mountain passes through the Carpathians
itself comes from the Slavonic word “pole,” meaning a field
also make Hungary a prime route for invasion, and Hungary
or plain. Poland’s people don’t have good ways of defining
has involuntarily hosted many a would-be world conqueror
their territory (rivers aren’t the deterrents to invaders that
(and a few who actually made it, like Attilla the Hun). To the
mountains or oceans are). The title of king is not even used
north and east are the Carpathian Mountains, forested peaks
in Poland anymore, the lands having been split up after the
whose many passes make travel through them possible in all
death of Boleslav III in 1138. Now Poland consists of small,
but deepest winter. To the south are the Transylvanian Alps,
competing principalities and duchies. These are the Princi-
which have sharp peaks contrasting with plateaus, with little
palities of Greater Poland and Lesser Poland; the Duchies of
forest and very high winds.
East Pomerania, Kujawia, Swidnica, Silesia, Wlodximierz,
Chelm & Belz, Ruthenia and Podolia; and the Royal Province Hungary is ruled by the Magyars, a fierce people de-
of Masovia. scended from hardy mountain folk. They are renowned for
their riding abilities, and are characteristically strong, stocky
Poland’s people are drawn in all directions and, like the
and short. The Magyars have no love for the Holy Roman
old saying goes, find themselves to be jacks-of-all-trades, but
Empire, and their rivalry with the Empire is long-standing.
masters of none. In the west, the Poles must guard against the
Even though the Magyars have converted to Christianity,
expansion of the Holy Roman Empire. In the north, a wide
many Westerners still see them as barbarians due to their
swath of territory from the east bank of the Vistula all the way
customs. The Magyars are more than willing to play the part
up the Baltic coast is inhabited by pagans who resist conversion
if necessary. An ambassador from the Holy Roman Empire
to Christianity, and many a Polish prince has invaded the
once refused to remove his hat when greeting a Hungarian
area out of pious duty. To the east, the many principalities

GEOGRAPHY AND HISTORY

21
lord. The Hungarians sent him back home…with his hat
nailed to his head.
By far the largest city is Buda, separated from her sister city
of Pest across the Danube. The city is a hotbed of underground
pagan worship and has been the focus of many uprisings and
violent reprisals. Things get so bad that in 1265, the King of
Hungary will invite the Inquisition into the city to roust the
heathens out.
Other important cities in Hungary include Belgrade, an
important crossing point on the Danube; Bratislava, a major
center for the trade of horses and cattle; and Zara, the bus-
tling trade city on the Adriatic. Zara has the Doge of Venice
worried, though. The city is cutting into Venetian trading
profits, and it is for this reason that the Doge will convince
the crusaders in 1204 to sack Zara in order to delay the over
80,000 marks demanded by the Doge for the army’s passage
to the Holy Land. Zara is the first Christian city taken by
crusaders, a practice which directly leads to the sacking of
Constantinople later that same year.
Local Cainites
Hungary is the main focus of the war between the Tzimisce
and the Tremere. The Tremere main chantry is located high
in the Transylvanian Alps, and from there they strike out
against the Tzimisce. The Tzimisce have managed to recruit
some allies, the Nosferatu and the Gangrel, but even the
combined strength of those clans is slowly withering before
the spells of the Tremere and their hideous creations, the
Gargoyles. For now, the Tzimisce are holding their own on
the plains, but yet another threat has arisen: the Shadow Lord
Lupines. The Shadow Lords have stepped up their attacks
against the Tzimisce, sensing the Fiends’ weakness as losses to
the Tremere mount. The Nosferatu have suggested that the
Tzimisce contact the other houses of the Order of Hermes,
in hopes of gaining more allies against the Tremere (who are
still a part of the Order), but the Tzimisce have rejected this
idea, claiming it would violate the Traditions. To complicate
things even further, the Ventrue, through their minions in
the Holy Roman Empire, have begun to aid the Tremere with
troops, money and political favors.
Bulgaria
Mild weather is a blessing for the plains of Wallachia,
and the soil is rich and well watered by the Danube. The
Transylvanian Alps in the north mark the border, and Bulgaria
stretches southward into the rising foothills beyond the plain,
toward Greece. Despite these blessings, the Bulgars are seen by
many as a threat. Descended from steppe nomads, the Bulgars
have gained a reputation as ferocious warriors. It is from the
word “Bulgar” that “bogey man” comes. Even the Bulgars’
own name for their people, the Ugri, will be corrupted in the
West to mean “ogre.”
The Bulgars, however, are not overly concerned with their
reputation at the moment. In 1186, two brothers, Peter and
Ivan Asen, started a revolt against over 170 years of Byzantine
BOOK OF STORYTELLER SECRETS

22
rule. Their struggles are paying off. After 11 years of war, they the concept of the Empire being based in Rome had long since
are ready to make their final push to drive the Byzantines out of passed. With the ascension of Emperor Justinian I in 527, the
Bulgaria once and for all. In Constantinople, Emperor Alexius separation was made complete. During his reign, the laws were
III is so concerned with the dispositions of the crusaders in published in Greek instead of Latin, acknowledged the spiritual
the Holy Land and the Seljuk Turks to the east that he has leadership of the Pope in Rome (but, unlike the Holy Roman
paid scant attention to the troubles in Bulgaria. Empire, stressed the supremacy of the state over the Church),
Peter and Ivan will succeed, and in 1201 gain Alexius’ and codified Orthodox Christianity as the legal faith. The laws
recognition that Bulgaria is a nation independent from were also clarified and made more encompassing.
Byzantium. King Ivan will then begin a war of expansion, Still, the Empire was not without its own long slide down
taking the cities of Nish and Belgrade from Hungary, as well from past glories. The new faith of Islam led to the loss of Syria
as further territory from Serbia and Byzantium. In 1204, Ivan and Egypt, and even to a siege of Constantinople itself in 673.
is crowned by a legate of Pope Innocent III, and will conquer Several peasant revolts rocked the Empire from time to time,
more lands to the south, defeating the Latin Empire in 1205 and the Orthodox Church chafed under the control of the
at the Battle of Adrianople. The Bulgarian Empire is to be emperor. Countless battles were fought against the Saracens
short-lived, however, with the death of Ivan II in 1241, when in the south, the Seljuk Turks in the east, the Bulgarians
it fragments into smaller parts under local nobility. in the north and even fellow Christians coming across the
Sofia is the largest city of Bulgaria and will be the capital of Mediterranean from the west.
the Empire. The local economy is based on trade between the
Byzantine Empire to the south and the Kingdom of Hungary
The Crusades
to the north. The city boasts large stockyards, and the fall In the late 11th century, Emperor Alexius I sent a fateful
cattle drives swell the population of the city. letter to Pope Urban II, requesting some small military aid
and money to be used against the Seljuk Turks in the south
Local Cainites and east. What Alexius got in reply was the declaration of
As if the troubles of the Tzimisce in Hungary weren’t the First Crusade in 1096, a completely unexpected (and,
enough, they are fighting each other in Bulgaria. Some voivodes to many, unwelcome) event. The leaders of the Western
support the nobles who remain loyal to Constantinople, while armies marched to Constantinople to stage the invasion, and
the rest support Peter and Ivan. The Tremere have been while there swore allegiance to Emperor Alexius, promising
more than happy to let the Bulgarian Tzimisce fight among to return any formerly Byzantine lands to the Empire. The
themselves, but nonetheless maintain a vigorous defense over crusaders were joined by the Byzantine army, and marched
their chantries in the Transylvanian Alps. Again, the Shadow south, capturing Nicaea in 1097. As the crusaders captured
Lords are also a force to be reckoned with in this land, and large towns, the emperor secured villages and lands in Asia
they have taken glee in the infighting among the Leeches. Minor. After a misunderstanding following the crusader
Gangrel are content to wander the mountains, hills and plains, capture of Antioch, where Alexius held his army back due to
and the Tzimisce let them pass unhindered through their rumors of a huge Saracen invasion, the crusaders declared that
lines, especially as the Gangrel often bring valuable informa- Alexius had abandoned them. From then on, the crusaders
tion with them from other lands. Many other Cainites have kept conquered towns in their own name, sowing the seeds
traveled through here, it being unavoidable if one wants to of a long and stormy relationship between the Byzantines and
go from Constantinople to Germany by land. Although the the Western crusader lords.
Tzimisce occasionally harass these travelers, they don’t stop
them, knowing that they could instantly create enemies of Constantinople: Jewel of Byzantium
other clans were they to do so. In 1197, the Byzantine Empire itself can be split up into
east and west, much like the Roman Empire of old. In the
The Byzantine Empire west, Greece is firmly in the hands of the Empire and is the
source of much of its culture and inspiration. The Byzantine
History Empire is truly a Greek nation, not a Latin one, although it
The jewel of eastern Christendom, the Byzantine Empire has its roots firmly in Roman history. To the east, the hills
is all that remains of the once-mighty Roman Empire. Created and mountains of Asia Minor prove largely inhospitable, not
after Germanic tribes conquered the western half of the Roman just because of the terrain, but also because of the constant
Empire in the fourth century, the Eastern Roman Empire slowly raiding of the Seljuk Turks.
but surely asserted itself as the inheritor of Roman law, custom Constantinople’s position at the center of the Empire,
and power. The name of the Empire comes from Byzantium, and the great metal chains that prohibit trade between the
the original and “official” name for Constantinople (the Black Sea and the Mediterranean except by the emperor’s
city became known as Constantinople by common popular will, make her a very rich city. Goods from all over the world
usage, in honor of the city’s founder, Emperor Constantine). find their way here, and merchants and traders abound. The
Although it reconquered the western portions of the Empire, city is a holy place, with many artifacts and beautiful churches
GEOGRAPHY AND HISTORY

23
marking the home city of the Patriarch of the Orthodox pass through Constantinople and help him restore his father
Church (who does not necessarily recognize the rule of the to the throne. He even promises to unify the Roman and
Pope of the Roman Church). Broad avenues cut through the Orthodox Churches under the Pope. The Doge of Venice
city, and aqueducts carry fresh water throughout. Bath houses agrees to delay the payment for the passage of the crusaders
abound, and the city has many comforts and diversions for until after they reach Constantinople, if they will also sack
people of all tastes. the Hungarian port of Zara.
There are other major cities in the Byzantine Empire as The crusaders agree, and Zara is sacked. They then proceed
well. Athens is well known for her monuments, and some to Constantinople, where Isaac II is put back on his throne
people there still secretly worship the old Greek gods. Thes- with his son, Alexius IV, ruling as co-emperor. Alexius IV,
salonica is an important link in the trade routes between however, cannot deliver what he promised. The Venetians and
Constantinople and Greece. Nicaea is a rich trading city the crusaders then place Alexius V on the throne (who throws
that deals in rugs and spices from the Orient, while Sinope Isaac and Alexius IV into jail), but he doesn’t even have time to
on the Black Sea trades with the Russians and even Norse consolidate his power before the Venetians and crusaders decide
merchants from as far away as Denmark and Sweden by way they have had enough. Thus, in 1204, Constantinople, eastern
of the Dniepr River. jewel of Christianity, is sacked by Christian crusaders. For three
days the Venetians loot the fine works of art, and the crusaders
A Dark Future: The Fall of rape, pillage and burn. When all is said and done, Venice owns
Constantinople one-sixth of the city and all the ports of the former Empire; a
The various political schemes and plots of the late Latin emperor, Baldwin, sits on the throne; and the Byzantine
12th and early 13th centuries are one of the reasons that nobles flee to Nicaea to form an empire in exile.
the word “byzantine” is used to describe complex structures,
organizations and plans. Problems between the emperor and Local Cainites
the West will continue until 1204, when Emperor Isaac II is Constantinople is filled with kine, tightly packed into
blinded and deposed by his brother, who becomes Alexius its walls, and thus is a natural magnet for Cainites from all
III. Isaac’s son escapes to the West and promises to pay the over the world. More so than anywhere else in Europe or the
passage for crusaders to go to the Holy Lands, if they will just rest of the world, the Byzantine Empire is home to members

BOOK OF STORYTELLER SECRETS

24
of virtually any clan and faction. The Toreador have worked defeated by Saladin’s Saracens at the Battle of Hattin. The
long and hard to make Constantinople into the wondrously Saracens quickly capitalized on the victory and marched
beautiful city it is today, and maintain a stranglehold on the onto Jerusalem, seizing it after a brief siege. King Guy quickly
Orthodox Church. The Toreador of Byzantium are at odds retreated from the city and ruled in exile over the remaining
with their western clanmates, and the disputes threaten to states of Antioch and Tripolis.
flare into open clan civil war every few decades. The Church The lands of the Crusader States are harsh and dry.
is a prime key to power and wealth, and is therefore subject Although local farmers manage to eke out a living, the
to the attention of other clans. The Lasombra, Tzimisce Crusader States are forever in need of food from the West,
and Cappadocians are the prime antagonists in this respect, and the Venetians and other Italian merchants make them
constantly doing their best to slip infiltrators and spies into pay dearly for it. This is part of what drives the crusaders’
the Church. Ventrue and Brujah struggle over the secular constant skirmishing and raiding, as they search for bounty
powerbase, and large broods of Nosferatu are rumored to haunt on the bodies of their dead foes. The coastal cities are cooler
the many ancient catacombs and sewers that lie beneath the than the interior, and many pilgrims make it no farther than
Empire’s ancient cities. Antioch, not bothering to travel the hazardous and inhospi-
Recently, Followers of Set have become more prominent, table road to Jerusalem. Dotting the interior are many castles
especially in the eastern empire, where some fear they are and fortresses used by crusaders and Saracens alike to guard
inciting the Seljuk Turks into action against the Byzantines. roads and other strategic sites. The most impressive of these
Black Fury Lupines are especially prominent in Greece, and fortresses is Krak des Chevaliers, the headquarters of the
cause the Cainites no small amount of trouble there. Mages Knights of St. John’s Hospital, also known as the Hospitallers.
also frequent the universities and libraries, and more than In addition to being every bit as fierce as the Templars on the
one Cainite has bumped elbows with them while perusing battlefield, the Hospitallers also have established hospitals
dusty tomes. For more information on Constantinople and and hospices for weary pilgrims.
the Byzantine Empire, see Constantinople by Night. The Holy Land is also the site of notable relics. The Holy
Lance, the weapon that pierced the crucified body of Christ,
Cross and Crescent is used as a standard bearer for the crusaders when they enter
into a major battle. The True Cross is said to rest in Acre,
The Levant (The Holy Land) which fell into the hands of the Saracens after the Battle
of Hattin. Jerusalem itself is said to hold many relics in its
Crusader States mosques, temples and churches.
Quickly finding an excuse to break his oath to Emperor Local Cainites
Alexius I of Byzantium, Baldwin of Normandy struck out on Cainite politics abound as usual in the Holy Land. Ven-
his own away from the main army during the First Crusade and true and Toreador are the main supporters of the Norman and
captured the city of Edessa. Other major victories followed, Byzantine crusaders, but have had difficulty bringing their full
the crusaders successfully taking Edessa, Antioch, and finally, support to bear, as they are also very actively engaged else-
in 1099, Jerusalem itself. The crusaders, claiming that Alexius where in Europe. The Assamites, striking from their hidden
had abandoned them after their victories, founded the three fortress of Alamut, openly support the Saracens, and have
Crusader States: the County of Edessa, ruled by Baldwin of been joined by the Followers of Set, Malkavians, Nosferatu
Normandy; the Principality of Antioch, ruled by Bohemund and some Tzimisce. While it is logical for the Assamites and
of Taranto; and the County of Tripolis, ruled by Raymond of Followers of Set to support the Saracens, the motives of the
Toulouse. Baldwin’s brother, Godfrey of Boullion, was elected other three clans are less clear. The Malkavians seem to believe
Protector of the Holy See of Jerusalem, but died in 1100. After that Malkav himself is buried somewhere in the Holy Land,
his death, Baldwin took over the duties of Protector and soon and many who venture there are struck with a madness of such
proclaimed himself King of Jerusalem, taking oaths of fealty clarity that they immediately do everything they can to take
from the crusader lords of the other three states. The port of up arms against the Western invaders. The Tzimisce are those
Acre, the largest in all of Palestine, was given to Venice as who have been displaced by the various wars in Russia and the
payment for the crusaders’ passage. Balkans, and now seek to strike back against the Ventrue as
When the Saracens attacked in 1144, they quickly retaliation for the support given the Tremere. The Nosferatu
conquered the County of Edessa, causing the remaining take advantage of the ancient underground catacombs of the
crusader lords to send out a call for help and thereby precip- Holy Land (where cities are often rebuilt on top of the ruins
itating the disastrous Second Crusade. Slowly but surely, the of their predecessors, creating vast labyrinths of tunnels and
Saracens whittled away at the peripheries of the Crusader chambers), and gain a great deal of information about the
States until, in 1187, King Guy de Lusignan of Jerusalem, locations of holy relics and other treasures, which they eagerly
leading a powerful army of western soldiers strengthened by sell to both sides.
the knightly orders of the Templars and Hospitallers, was
GEOGRAPHY AND HISTORY

25
Some extremely powerful Cainites participate in the received the Ark of the Covenant and where Solomon built
Crusades. The most notable (and brutal) are Methuselahs, the Temple of Jerusalem. During the time the crusaders held
who fight to recover holy relics and to discover the resting the city, they also rebuilt the Church of the Holy Sepulcher,
places of those Antediluvians rumored to be in the Holy where Christ’s body lay for three days after his crucifixion.
Land. Andrew of Normandy is one such Cainite, a Toreador Finally, Jerusalem is the place where the Prophet Mohammed
warrior operating behind the veil of the Knights Hospitaller. ascended to Heaven, and the faithful are said to be able to see
Donning his armor and riding his ghoul destrier into battle, his last footprints on the ground.
he has been a devastating force on the nocturnal battlefield. Despite being a holy city, Jerusalem has seen much
His Ventrue counterpart is Fabrizio Ulfila, who manipulates bloodshed. After a siege lasting 40 days and 40 nights
the forces of the Church, especially the Templars, in the (which some say was God’s prophecy coming true yet again,
ongoing struggle. Opposing them are Khalid of the Nosferatu in reference to the Great Flood), the crusaders captured the
and Yasmin of the Malkavians, both of whom have been city in 1099. Following the capture was a three-week-long
known to lead small but extremely effective contingents of festival of burning, looting, rape and outright slaughter. Jews
Cainites onto the battlefield, into a siege against a crusader were herded into their synagogues, and the synagogues were
fortress, or on daring raids. It is rumored that Andrew and burned. Muslims were slaughtered in courtyards by archers
Yasmin were once lovers and Blood Bound to each other, on the walls. When the crusaders began to run out of arrows,
and this makes their ferocious combats all the more brutal. they started simply pushing people off the walls. Even native
The Old Man of Alamut constantly sends his Assamites out Christians were slaughtered by the crusaders, who could
as spies and assassins (the name of the Assamite clan actually neither understand their pleas nor recognize them as being
is derived from the word “assassin”). any different from the other inhabitants. It is said that the
Other forces also roam the Holy Lands, including many blood ran knee-deep in many of the most holy places. In the
mages from Arabia who are said to have mastery over jinn, end, over 120,000 inhabitants died, with nearly equal parts
ifrit and the powers of Heaven and Hell. The Lupines known being Muslim and Jewish.
as the Silent Striders also travel constantly through this land, When Saladin recaptured the city from the crusaders
but have deigned to remain neutral in the conflict. in 1187, he remembered the stories of 1099 and treated the
The two mortal leaders, King Richard the Lionhearted inhabitants mercifully. All soldiers and commoners were
and Saladin of Egypt, will never be killed, though many at- permitted to leave provided they paid a ransom. Those who
tempts will be made. King Richard will not be saved through could not pay the ransom were to be sold into slavery. The
Cainite might alone, but also, it is rumored, through the Templars and Hospitallers refused to pay for many of Jerusa-
magic of some members of the Order of Hermes. Saladin lem’s citizens, and soon slave caravans began carrying human
is currently guarded by mortal assassins in the daytime and cargo toward Alexandria.
Assamite rafiq at night, and some say that the Old Man is
Local Cainites
considering Saladin for the Embrace.
The Weeks of Blood, as the Cainites call the massacre of
One particular place of note to all Cainites is Antioch.
1099, remain something of a legendary mystery. The Cain-
No Cainite may enter into the city of Acre, and word has
ite leaders of the assault on Jerusalem were surprised when
quickly spread throughout vampiric society that any who
they encountered no resistance by Cainites supporting the
try to do so will instantly burst into flame. Acre is said to be
Saracens. They concluded the siege and entered the city,
the resting place of the True Cross, upon which Jesus Christ
confident of the future they would build here. Before they
was crucified. The effects upon Cainites who enter there
had gone 10 steps into Jerusalem, all Cainites were struck by
are said to be proof of the power of the True Cross. Many
a madness that released their Beasts. They began to tear into
Cainites sires tell this tale to pound the power of Faith and
the citizens of the city, slaughtering them indiscriminately.
the Church (and the truth of the origins of the Damned)
The same madness also seemed to strike their soldiers, and
into the heads of unruly childer. Indeed, one of the most dire
they joined in the carnage. In the end, every single Cainite
punishments a prince or sire can threaten a Cainite with is
lord who entered Jerusalem on that first night went completely
to have the offender staked, packed into a box and shipped
insane and bestial, and not one was ever seen again. Some
to Acre, where she will die writhing in pure-white flames as
say they ran off into the hills and now live there like wild
she crosses the boundary of the city.
beasts. Others say they were lured somewhere under the city
Jerusalem for even darker purposes. Whatever their fate, no trace of
Jerusalem is the most important city in the history of them has ever been found. Cainites are free to enter Jerusalem
Judaism and Christianity, and third most important in Islam, now, but those more sensitive to the emotions of the kine
behind Mecca and Medina. It is the home of the Dome of the are plagued by nightmares of blood and carnage. Only the
Rock, which is the spot where Abraham was ready to sacri- Malkavians seem to be free of this curse.
fice his son Isaac to God. This is also the site where Moses

BOOK OF STORYTELLER SECRETS

26
Cyprus and Rhodes
This island off the coast of Palestine was captured in
1191 by Richard the Lionhearted and given to King Guy of
Jerusalem (so that Guy would not be a king without a king-
dom). The island is relatively fertile and blessed with gentle
weather. The port of Famagusta bustles with trade, acting as
a central supply depot for all the crusader settlements on the
Palestinian coast.
Rhodes once housed one of the Seven Wonders of the
World, the Colossus. The Colossus of Rhodes stood 120 feet
high and straddled the entrance to the harbor. It was destroyed
in an earthquake, and now only the feet mark where the statue
of Apollo once stood. Many pieces of the statue still survive,
however, as adornments and entire walls for some of the major
buildings of the town.
Local Cainites
Some Cainites have become suspicious of King Richard’s
motives in giving the island to King Guy after it was con-
quered. They note that the defenses of the island are being
strengthened, and there is a rumor that Andrew of Normandy
and Fabrizio Ulfila have clandestinely met several times in
Famagusta. This has led to some speculation that, if the need
arises, the Templars and Hospitallers will abandon the Holy
Land and fall back to Rhodes, and from there build a fleet to
launch another attack.

Muslim States
Damascus and Baghdad
Two of the most important cities in the Holy Land are
Damascus and Baghdad. These centers of Muslim culture and
learning attract scholars from both East and West. The cities
are also both centers of Islamic religion; Damascus is the home
of over 500 mosques, including the Great Mosque. Christian
pilgrims have also been known to travel to Damascus, as the
Great Mosque is built on the foundation of the Church of St.
John the Baptist. The head of the saint, originally cut off by
order of Herod’s wife and presented on a silver platter, is still
kept there, and the Damascenes welcome the pilgrims into
the city so long as they come in peace.
Baghdad is the seat of the religious leader of Islam, known
as the Caliph. As such, it is the fourth-most-important city in
all Islam (behind Mecca, Medina and Jerusalem, respectively).
Baghdad is also an important agricultural center, occupying
the lush valley and plains between the Tigris and Euphrates
Rivers. It is not to last, however, for Baghdad will fall to the
Mongols in 1238, and they will raze the city to the ground, de-
stroying all its libraries, universities, architecture and precious
works of art beneath the hooves of their steppe-bred horses.
Both cities are well known for their trade with East and
West, and the road between them is well traveled. Baghdad
is the gateway to Persia and, if one travels far enough, Cathay
(China), while Damascus is the gateway to the Mediterranean

GEOGRAPHY AND HISTORY

27
from the east. Damascus is famous for its fine silks, which across the Mediterranean. Ravnos are also present in Egypt,
are coveted by all the nobility of Europe, and the artisans of and have recently begun to associate with wandering peoples
Baghdad are known for their ornate works of jewelry. from the East, said to have their origins in India. These people
will eventually become known as the Rom, and they become
Local Cainites
more and more intertwined with the Ravnos.
A surprising number of Cappadocians dwell in the Mus-
Still, all is not as it seems in Egypt. The Setites are fighting
lim lands outside the Crusader States, taking advantage of
a war with the Silent Strider Lupines, who also originate in
the libraries and universities there. Cappadocian practices
this land. The roots of their conflict are ancient, and it is a
of examining the dead are linked with the use of cadavers by
bitter feud. Other Cainites have been known to travel to Egypt,
the Muslims for medical experimentation and learning. Some
searching for fragments of the Book of Nod in the scattered
Followers of Set have also been known to roam through these
remnants of the Library of Alexandria.
lands and, of course, there are the ever-present Assamites.
Relations between these three groups are amazingly calm Arabia
and civilized, and vampires from western Europe would be South of the Holy Land, and east across the Red Sea
astounded by the levels of cooperation in evidence here with from Egypt, lies the Arabian Peninsula. These sandy wastes
a minimum of backstabbing and infighting. are inhabited by fierce Bedouin tribesmen, but two cities are
Egypt the main foci of this dry and dusty land: Mecca and Medina.
More than any other Muslim state, Egypt is at the fore- Mecca is the birthplace of the Prophet Mohammed,
front of the jihad against the Latin invaders of the Holy Lands. who began preaching there in 613. Forced to flee to Medina
Ruled by Saladin, Egypt is a fantastically wealthy land, a major in 622, he returned in 630 with an army of 10,000 soldiers
center of trade and learning. Egypt is also dotted with ancient and conquered the city. In 1197, the city is ruled by the
monuments and structures from her own days of empire and Carmathians and is off limits to all but Muslims. Muslims are
conquest, including huge statues and the ancient pyramids. expected, at least once in their lifetime, to make a pilgrimage
to Mecca. There they pray at the Great Mosque, in which
While the Egyptians take pride in their imperial past, they
rests the Kaaba, which contains the sacred Black Stone and
are now firmly committed to Islam. The armies employed by
the Well of Zamzam.
Saladin are largely composed of professional soldiers (unlike
the levies of the Western crusaders) and mercenaries. The Medina is the second-most-holy city of Islam and is
most elite of these are the Mamelukes, a caste of slave warriors the site of the Tomb of Mohammed. It also contains several
totally dedicated to the preservation of the state, the jihad important mosques, including the Mosque of Quba, the first
against the crusaders, and the defense of Islam. mosque in Islamic history; the Prophet’s Mosque, which
Mohammed helped build; and the Mosque of Two Quiblahs,
Cairo is the capital of Egypt and is an amazing city by any
which commemorates Mohammed’s decision to pray while
standards. Lamps light the streets at night, and canopies protect
facing the direction of Mecca rather than Jerusalem. Medina
the population from the harsh glare of the hot sun during the
is, like Mecca, closed to non-Muslims.
day. All subjects are taught in the schools of Cairo, including
alchemy, and over 200 mosques help keep the people faithful Local Cainites
to the will of Allah. Some Cainites may wonder if the power of Islam is as
Alexandria is the major trading city for Egypt, and strong as that of Christianity. Those Cainites who have tried
draws people from all over. The Venetians, in particular, to get near either Mecca or Medina have proof that Islam is
have vast trading interests in the city, and the slave market just as powerful. Cainites attempting to enter Mecca or Me-
draws unfortunate pilgrims into its clutches at every oppor- dina feel as if they have walked into the fires of Hell itself,
tunity. The city was once the home of the famous Library of and are driven back as they imagine their skin peeling away
Alexandria, said to contain all the knowledge and history of and burning. Although no marks are ever present afterward,
mankind, but it was burned to the ground in 642 by Islamic no Cainite has actually been able to make it into either city.
purists. Damietta is another nearby port, and is the home of
the Egyptian fleet. The Almohad Empire Outside Iberia
Stretching along the southern coast of the Mediterranean
Local Cainites Sea, the Almohad Empire holds sway over the many ports that
The Followers of Set rule Egypt with a subtle but firm dot this once-fertile land. From Tripoli in the east to Mar-
hand, and little transpiring here escapes their notice. They rakesh and Valencia in the west, the Almohads are conquerors
are able to feed and kill freely through the slave pens of Al- sprung from Berber tribesmen. After taking all the territory
exandria, and they slither through the ancient monuments of the Almoravids (fellow Berber tribesmen who had grown
and pyramids like a plague. The advances in Cairo, where the soft through their conquests in Spain), the Almohad Empire
streets are lit at night, please the Setites greatly; they enhance became another center for Islamic learning, culture and art.
the night life much as in the Italian merchant cities north The Empire is very large and is in danger of faltering because
BOOK OF STORYTELLER SECRETS

28
of its inability to deal with social and cultural differences, as are becoming tenant farmers, and the nobility is well trained
well as its inflexible religious conservatism (which was why in martial and political affairs. Instead of conscripting the
the Almohads conquered the Almoravids in the first place). commoners for their armies, the Danes tax their people and
One of the most interesting locales in the vicinity of use the revenues to pay for mercenaries. Still, few Danes turn
the Almohad Empire is the Island of Cossura. The Pirates of away from an honest fight, especially when there is treasure to
Cossura are a scourge to much of the merchant shipping of be had. King Canute IV is considering a campaign to the south
the Western Mediterranean, and their black sails strike fear to seize more land for his kingdom, ready to take advantage of
into the hearts of many sailors. The Cossurans are allied with internecine strife and civil war in Germany.
the corsairs of Fraxinetum and between them they gather a Local Cainites
great deal of stolen goods and slaves, which are then sold in
The Cainites of Denmark are largely Gangrel, and are
ports from Alexandria to Tangier.
troubled by the rapid settlement of the few areas of virgin
Local Cainites wilderness left in the country. They blame the Ventrue and
Gangrel and Ravnos wander through and around the Lasombra of the south for this “progress,” and have been
many small towns and villages that dot the Mediterranean grumbling that they will take action soon.
coastline, and the Followers of Set have begun to extend their
grasp eastward from Egypt. The Assamites have the most
Scandinavia and Points North
control over the Almohad rulers, though, and are fighting To the north of mainland Europe, separated by the Baltic
a shadow war against the wily Setites. The most important and North seas, lies Scandinavia. Long the home of fierce
feature of the Almohad Empire for the Cainites, however, Viking warriors and raiders, the land has become nominally
is the ruined city of Carthage. Not far from Tunis, and just Christian, although many of the old ways are still followed.
beyond the city of New Carthage, the once-great city of the There are no large cities, but the craggy coastline is dotted with
Brujah is nothing more than a pile of rubble. Many Brujah a variety of villages and towns. The largest of these is Bergen,
have been known to make pilgrimages here, seeking answers on the southwest coast of Norway. The city is an important
to the problems besetting their clan. Some of these Brujah center for trade, shipping raw goods to the south in exchange
have returned claiming to have communicated with the for finished tools and other products.
tormented spirits of both Cainites and kine who died under Further north, the country becomes less and less popu-
the swords of the Romans. A few elder Brujah whisper that lated, and some claim the lands are magical. In the summer,
Troile even may rest beneath the city, but none yet have in the far north, the sun stays in the sky 24 hours a day, and
found his tomb. it is beyond this Land of the Midnight Sun that the edge of
the world is supposed to lie.

Here There Be Local Cainites

Dragons
Very few Cainites can say with certainty what lies to the
north in Scandinavia. Gangrel are known to wander these
untouched wildernesses, but other Cainites rarely return if
The Frozen Lands they foray too far beyond the coast. Just as the sun stays in
the sky all day during the summer, so does it remain set in
Denmark winter, providing darkness throughout almost the entire day.
Although it shares a land border with the Holy Roman Several groups of Lupines make Scandinavia their home,
Empire, few Europeans consider Denmark part of Europe. The most notably the Get of Fenris. One unusual group of Setites
Danes have a shared history, culture and society with their made its way north several centuries ago, and now lives hidden
Scandinavian brethren to the north, and were some of the in the mountains and hills. Its members identify as the Follow-
fiercest of the Viking raiders that plied the seas of Northern ers of Jormungandr, the Midgard Serpent. They have adapted
Europe. The raids led to Dane settlements in northern France their own legends and beliefs to fit the Norse cosmology, and
and England, with a great deal of Danish culture being absorbed are long-standing enemies of the Get of Fenris.
in those countries. Giants and Other Legends
Denmark is finally gaining some headway on her larger While most of Europe is largely settled, Scandinavia
neighbor to the south. Trade between Scandinavia and the rest remains a vast and untamed wilderness, the source of many
of Europe thrives, and Copenhagen was founded in 1167 by legends and tales concerning creatures that inhabit the forests,
Archbishop Absalon of Lund, the chief minister to the king. hills and mountains. Most of these legends stem from Norse
The various islands around the Jutland peninsula are being mythology. The pagan Norsemen believed that Yggdrasil,
settled, and the forests are being cleared both for lumber and for the World Tree, touched all planes of existence, and linked
arable land. Denmark is now firmly committed to Christianity the Aesir gods, led by Odin, to the mortal realm, as well as
and is settling into a very refined state of feudalism. Peasants
GEOGRAPHY AND HISTORY

29
to Jotunheim, the home of the giants. They prophesied that winged steeds over battlefields, but few have believed them. If
a final battle, Ragnarok, would be fought by the Aesir and Valkyries do indeed exist, the secrets they could impart may
their Vanir allies on one side against Loki and the giants on bring great power to the Cainite wise enough to learn them.
the other. Nearly all the gods would be killed in wiping out
the giants, and the few remaining would rule the world anew. Africa
If giants are to be found (at the Storyteller’s discretion),
they inhabit the highest mountain peaks and the deepest
Ethiopia
forests. They are fearsome to behold, standing anywhere from This Christian kingdom lies to the south of Egypt and
10 to 30 feet tall, and their voices boom when they speak. is as cultured and civilized as any European nation (and in
Some Cainites seek these giants, remembering the biblical many cases more so). Ethiopians have long been trading with
passage from the book of Genesis which says that Caine also the Muslims to the north and west. Although Ethiopia’s
fathered the race of these creatures. These Cainites believe that interior is somewhat hilly, the Ethiopians have developed
by finding the giants, they may find some of the Progenitor’s sophisticated methods of terrace farming, and their harvests
wisdom, or perhaps even Caine himself. are bountiful. They have also mastered the methods of building
huge structures of stone without the benefit of mortar, and
Two other legends of Scandinavia have grabbed the
they decorate their buildings with beautiful paintings and
interest of curious (some would say foolish) Cainites. The
sculptures. Many Europeans, ignorant of the truth, believe
first concerns the dwarves, a race of diminutive people who
Ethiopia is the magical land of Prester John, a legendary
live in vast caverns under the mountains and hills, and who
Christian king who will rise up to assist in the conquest of
are said to be weaponsmiths and craftsmen of unmatched
the Holy Land.
skill. The second tells of the Valkyries, the servants of Odin
and the other Aesir, who bring the souls of fallen warriors to Ethiopia is a deeply religious country, having fully adopted
Valhalla. There, the warriors feast and practice their martial Christianity shortly after the death of Christ. Churches abound
skills until Ragnarok, when they will serve as the Aesir army. throughout the kingdom, and so do several mosques (Islam is
Some Gangrel have reported seeing the shapes of women riding accepted, but has also been the cause of no small strife between
the two factions).

BOOK OF STORYTELLER SECRETS

30
Ethiopia contains a wondrous series of edifices: the re- in plentiful amounts. It is said that the King of Ghana can field
cently completed Eleven Churches of Lalibela. Four of the an army of over 200,000 warriors, armed with iron swords and
Churches are built into natural grottoes in a hillside, with the lances comparable to anything of Norman manufacture, and
other seven being freestanding structures. When viewed from that 40,000 of those warriors are armed with bows every bit as
the right place, the Churches form a cross on the side of the good as any European ones. Ghana alternately trades and wars
mountain. The roofs of the seven external Church buildings with the Almohad Empire to the north. Ruled by the Sosso
are painted with scenes from the life of Christ, and the Eleven people, Ghana is Muslim, having been converted during an
Churches are quickly becoming a center of Christian spiritual occupation by the Almoravids a century before.
faith in the country. Other important African nations at this time are the
Local Cainites city-state of Timbuktu, and the growing empires of Mali and
Gao, all of which are Muslim.
Cappadocians often travel through the Muslim lands to
the north to experience the different cultures and wisdom Europeans or Muslims know little about what lies further
found in Ethiopia, and a number of Ravnos have also found south in Africa. The few brave souls who have ventured there
their way here. This would be a peaceful land for the Cainites have reported coastlines with short stretches of beach that
were it not for the Followers of Set, who have encouraged quickly turns into densely forested jungle, where the trees
Muslim settlers from the north to live in Ethiopia, hopefully are so thick it seems like twilight even when the sun is high
to extend Setite influence. The architecture of Ethiopia has in the sky.
begun to draw a small number of Toreador southward, and Local Cainites
they can be seen seriously contemplating the different styles Ravnos and Gangrel freely travel the lands of Ghana, Mali
and openly admiring the beautiful handiwork. and Gao, but very few travel too deeply into the wilderness.
African Empires Unknown dangers of all kinds lurk there, many of them quite
normal and not supernatural. While the Ravnos and Gangrel
Europeans would be surprised were they to learn the
are aware of the existence of Lupines, they have also discovered
true extent of civilization in sub-Saharan Africa, where fully
that other werecreatures apparently exist, but only a few have
developed kingdoms and empires sport populous, modern
returned bearing such tales from the jungles to the south, and
cities and bustling trade. The most powerful of these nations
most of their claims are dismissed.
is Ghana, a very rich kingdom where gold and iron are mined

GEOGRAPHY AND HISTORY

31
BOOK OF STORYTELLER SECRETS

32
A Storyteller has her work cut out for her
when she begins to design a Dark Ages chronicle,
not to mention executing it effectively when
the time comes to play. The Storyteller’s chal-
lenge when running Vampire: The Dark Ages
is to evoke the sights, smells, sounds, tastes
and textures of a medieval world: not an easy
task when compared to running a chronicle in
Vampire: The Masquerade or any of the Sto-
ryteller games set in the modern era.
Thus, the first temptation of a Dark Ages
Storyteller might be to refer to other popular
fantasy games for substance. This does not
lend itself to realistic chronicles, as none of those
games accurately reflects the ambience of the
period. Instead, they tend to take on the unre-
alistic character of their namesake: fantasy.

LIFE AND DEATH IN THE DARK AGES

LIFE AND DEATH IN THE DARK AGES


33
33
Realism vs. Fantasy down the creatures of the night. Perhaps forbidden volumes of
occult lore really do contain forgotten, pre-Christian secrets.
Vampire: The Dark Ages is designed to be played in a The medieval world as popularly imagined is often more en-
“realistic” medieval world. Regional boundaries more or less tertaining than the actual Middle Ages.
reflect those of the real Middle Ages, and brigands and Moors, Your next inclination may be to go to the library and check
not ogres and demons, are the most common threats to life out every medieval history book you can find, absorbing every
and limb. Rulers and clergy are generally neither paragons of fact and figure of the age. While this is quite admirable, it is
virtue nor cackling tyrants, but normal, flawed human beings by no means necessary. If you must accompany your copy of
getting by as circumstances dictate. Vampire: The Dark Ages with a tome on medieval history,
That having been said, there’s nothing wrong with running then by all means do. We recommend The Middle Ages by
a more “fantastic” game, one bearing similarities to classic Morris Bishop. It is an excellent read, free of the boring me-
fantasy games such as Dungeons & Dragons or Warhammer thodical phrasing found in so many history texts. Whatever
Fantasy Roleplay. Once one accepts the idea that bloodsuck- book you choose, use it sparingly during game sessions, thus
ing corpses are running around the streets of Paris, it’s not a avoiding it becoming a replacement of the main rulebook.
drastic leap to throw in magic swords, dragons and quests. This Making judgments based on what a history book tells you will
ambience works well in games involving the Methuselahs, bore your players to death. They want to be entertained, not
who are rather godlike anyway. sit in a history class.
A third (and often the most fun) alternative is to mingle By far the best approach to the subject matter is to strive
the two. Make little changes to the world — changes likely for color, not dead-on accuracy. The players aren’t as interested
to have been implemented in a world of vampires. Perhaps in Saladin’s date of birth or family life as they are in seeing the
the largest cities are large indeed, resembling grandiose fan- glorious paynim monarch astride his Arabian courser, scarlet
tasy cities such as Lankhmar. Perhaps curfews in such cities cloak billowing in the sirocco and Damascene scimitar blaz-
are not levied, and moneyed mortals freely cavort through ing as he roars for the Moorish charge into Jerusalem. (Are
the nocturnal streets, bouncing from tavern to tavern in the these details accurate? Probably not. But the Christian folk
manner of their 20th-century nightclubbing counterparts. of medieval Europe believed they were, and they make for a
Perhaps orders of truly chivalrous “paladins” exist and hunt more colorful game.)
BOOK OF STORYTELLER SECRETS

34
The City of the The rounded tower battlements are ablaze with torches lining
its circumference, and armored soldiers can be seen walking

Dark Medieval the tower’s battlements.


This is life in a city in the Dark Medieval world — the

WorldPicture a dark and imposing wall of cold, roughly hewn


world the Cainites call home.
As Cainites are creatures of civilization, most of your
stories will take place within city walls, so it is important
stone reaching 50 feet high, circling around acres and acres that you flesh out your fief with as much detail and color as
of land, with guard towers dividing each of its curves. Now possible. On the other hand, you may decide just to wing it,
imagine the space within the walls to be filled, to the point and develop the city as the characters walk down its deserted
of bursting, with hundreds of low and terribly cramped streets at night. Whatever your pleasure, it is essential that
buildings, the tallest having two stories and smothering you at least capture some of the mood and ambience of the
all light. Only the thin, foreboding and uneven cobbled medieval city if your chronicle revolves around it.
streets stand out against the seemingly endless ranks of dull The following questions will help you design the area in
wooden homes, guild shops, taverns and inns. Even then, which your chronicle takes place. These aren’t hard-and-fast
the streets are unpredictable, twisting and turning without rules, merely guidelines to make fief creation a little easier.
any coherent pattern. Now picture a human population of • In what city or town is your chronicle set?
10,000, impatiently bustling their way past each other on Cities and towns in the Dark Medieval world are verita-
these discombobulated lanes and avenues and crowding the ble fortresses. High stone walls protect the inhabitants from
booths of the market square, yelling at and bartering with invaders. The results of enclosing the populace, however,
its many merchants. The rotting remains of criminals can are crowded streets and cramped, low buildings — except,
be seen hanging over the square in rusted cages, the unlucky of course, for the castle and keep of the residing noble lord
prey of feudal law. To this picture add the pervasive smells of or lady. Dark streets, poor or nonexistent sewage systems,
overly burned animal flesh, human waste, horse dung, smoke ghastly stenches, fire and contagion are, in turn, the bed-
and blood. Lastly, conceive of a large and ominous castle and fellows of city folk.
keep, standing tall in the wake of the desperate city constructs.

LIFE AND DEATH IN THE DARK AGES

35
The main gate reaches the height of the walls and is
complemented by a number of armed guards 24 hours a day.
These soldiers monitor the arrival of merchants seeking to
sell their wares at the market square, taxing them for any
wagons they pull into the city. Such heavy loads wreak havoc
on the streets, so the taxes go toward a fund to maintain and
repair them. In times when disease sweeps through the fief,
the guards are ordered to close the gates, preventing anyone
from entrance or departure.
For a truly unique chronicle, consider setting your scene in
a rural or wilderness area, such as the Black Forest or Scottish
Highlands. This generally works only with characters partial
to the travails of the wilderness (Gangrel, Nosferatu, Rav-
nos), and the characters must constantly beware marauding
Lupines and faeries; however, such a setting can make for
fascinating stories.
• Who is the ruling lord of the fief? What noble families
reside in or near the city?
Is the ruling noble a mortal (most common), vampire,
or perhaps even another type of creature (imagine a Shadow
Lord werewolf as the magnate!)? This character will per-
sonify the force of authority in the city, passing laws and
judgments upon its citizens and maintaining the peace. If
you decide to make the ruling noble a mortal, a number of
other questions must be answered: How old is she? Is she
the puppet of the fief’s Cainite prince or another vampire?
Is a vampire grooming her for the Embrace? Is she married
or single? Does she have any children and if so, who are
they, and how old are they?
Other nobles who live in or near the fief will visit the
ruling lord from time to time, especially if they are family or
allies. Go through the list of questions above and answer them
as fully as you see fit.
Fleshing out these luminaries will provide countless story
hooks, especially if any of the characters are also of the noble
class. They will undoubtedly seek, or be invited, to interact
with them.
• Who is the Cainite prince of the fief?
As the ruling noble is the most influential mortal, so is
the Cainite prince the most influential vampire. Many princes
exert at least some amount of influence over the guilds, the
mayor (if one exists), the city’s guards (including the night
watch) and the ruling nobles themselves. Most princes worthy
of the name have subjugated or destroyed the Furorers and
Autarkis and created a brood by which to protect themselves
from antagonists. The prince is almost always the most powerful
vampire in the city and is feared and respected accordingly.
Though a medieval Cainite prince is usually quite per-
sonally powerful, her office should never be impregnable. For
example, the prince may secretly keep a mortal lover and seek
to become mortal once again in order to be with him. Perhaps
the prince is indebted to the Setites or is a devil-worshipper.

BOOK OF STORYTELLER SECRETS

36
Steep the prince in juicy secrets, ones that, if revealed, could
shatter the peace of the city. An air of tension should be a
pervasive element in your chronicles.
A prince most commonly descends from the Ventrue,
Lasombra or (in the east) Tzimisce clan, but this does not
have to be the case in your fief; you can give your chronicle
an interesting twist by placing a Cappadocian or a Brujah
in such an exalted position. Above all else, make the prince
interesting and unusual, even by vampiric standards; after all,
no other Cainite will play such an instrumental role in the
players’ dark endeavors.
Alternatively, a chronicle can feature a weak prince or
even no prince at all. In the largest cities and most expansive
holdings, even a strong prince cannot keep track of all her
subjects’ doings and is forced to delegate duties and to ignore
minor transgressions. A few of the most progressive cities
feature “councils” or “parliaments” of elder vampires, who
periodically meet to enact edicts and take care of the cities’
business.
• Who are the fief’s major enemies?
Part of the hazard of being a ruler, whether mortal or
Cainite, is that there’s always someone waiting to knock you
off and take your place. Is the ruler surrounded by superficially
loyal but secretly scheming courtiers and vassals? Does a blatant
threat (Moors, a rival noble or Cainite) lurk beyond the walls?
Are the peasants growing restless enough to revolt? A fief
devoid of tension does not provide a compelling atmosphere
for the telling of stories; even the most iron-fisted prince faces
some threat to her rule.
• What guilds reside in the fief?
Guilds are the lifeblood of a fief’s prosperity. Most trades
in the Dark Medieval world are propagated by a union of
merchants devoted to their research and development. The
number of guilds in a fief will, of course, depend upon the
size of the population. The characters will doubtless seek to
purchase goods or commission work from merchants and
artisans sometime during your chronicle, so having a list
of what is and is not available in the city can be extremely
beneficial.
The market square, the perennial heart of the city, is
the location where the merchants gather to sell and display
their wares to the public. But the market square serves as far
more than an arcade. Here can be found the fief’s church,
market cross (a reminder that God is watching) and various
gruesome sights, including the gallows, a cucking stool for
browbeating unsavory women and a gibbet (a cage where
executed criminals are placed to rot and have their corpses
derided and defiled). The square is also the place where actors
perform their passion plays and comedies and where the city
guard practices soldiery.
Guilds run shops near the square; some even have streets
named after their professions or the products they produce (e.g.,
Armor Street, Baker Street, etc.). Shops don’t bear names

LIFE AND DEATH IN THE DARK AGES

37
(in other words, no “William’s Bar & Grill”), but employ an • Who is the parish priest?
image of their trade as the shop’s standard. Examples are a Creating the area’s priest requires just as much thought
loaf of bread for a baker and a shoe for a cobbler. Taverns use as creating the prince, and a similar series of questions should
a sheaf of wheat as their symbol. be asked: Is the priest mortal or another creature altogether?
The following is a list of guilds commonly found in cities Does the priest believe in vampires? If so, is he aware that
and villages. Note that not every guild furnished goods for they walk the streets of the fief? Is he a puppet of the Cainite
the public. The armorers guild, for instance, usually served prince? Is he an inquisitor? What amount of influence does
only nobles, as they were the only people who could afford he hold over the ruling lord of the city?
their merchandise. Superstition is a perpetual bedfellow of mortals in the
Armorers, Bakers, Blacksmiths, Bowyers, Brewers, Dark Medieval world. Nearly every ill occurrence in one’s life
Butchers, Carpenters, Chaundlers (candle makers), Curriers is dismissed as being the Devil’s work, though some blunders
(leather workers), Cooks, Fletchers, Grocers, Lorimers, Scribes, like tripping on the street or missing a stitch while seaming
Stonemasons, Tailors, Weavers (wool workers) are jokingly referred to as the work of pixies and imps. At
times, however, superstition and fear grip the populace with
All That Glitters Is Not Gold such ferocity, usually from the onset of contagion or supposed
Land is the ultimate form of currency in the Dark proof of witchery, that the town vicar must sequester the Holy
Medieval world. No amount of gold or silver can equal Inquisition to investigate the matter.
the value of the almighty acre; it is the bounty of that In the late 12th century, the Inquisition is minute in
acre, not shiny metal in a purse, that clothes, feeds and comparison to its 13th-century counterpart. Inquisitors root out
shelters those who own it. Though ownership of land heresy, dispel witchcraft and counter sin by guiding, teaching
is the surest measure of wealth, land is not bought or and performing holy ceremonies. Torture and execution were
sold by conventional means as it is in the 20th century. not techniques used during this period (although, by all means,
Conquest and marriage are the only methods by which include them if you wish).
a noble may acquire more land. Aside from the castle and keep, the church is the largest
Nonetheless, legal tender is not worthless in building in the city. Every Sunday the devout come to worship
feudal society. National currencies, vanished since the Lord and tithe. As described earlier, churches are normally
Rome’s fall, are just beginning to reappear in Europe. found in the city square. The parish priest does far more than
The most common and widely accepted coin is the merely conduct mass every Sunday. He is also responsible for
Venetian ducat, but the kingdoms of England, France, instructing the city’s youth on how to read, the Holy Bible
Byzantium and Flanders produce coins of their own, being the instrument from which the children learn.
as do some nobles and clergymen. Like the system of • What festivals are celebrated in the fief?
exchange rates we have today, the value of coinage in In order to bring some merriment to their otherwise dull
the Dark Medieval world varies not only from country and dismal lives, mortals have created some 126 holidays,
to country, but from city to city and, in some cases, ostensibly with religious connotations, but actually excuses
person to person. to drown themselves in a sea of feasting and gaiety. Little do
A coin’s caliber depends on three factors: whom mortals realize, however, that these jolly saint-praising binges
it is being bartered to, what it is being bartered for and in gluttony are, at times, the merest veils hiding far darker
who minted the coin. After all, merchants are more purposes. European Cainites are responsible for some of the
willing to take coin minted by the King of France grandest holy celebrations in Christendom, sometimes using
than the Duke of Burgundy. The most valuable coins the rituals of pagan holidays as the cornerstone for the day’s
of all are those that were minted by the sixth-century entertainment. Vampires created these holidays for four pri-
magnate Constantine I. They are exceedingly rare, mary reasons: to feed freely upon legions of drunken revelers,
but their value is the most stable of all currencies. It is to gather new vessels to join their herds, to review possible
not unheard of for vampires to possess these precious candidates to receive the Embrace and to meet to discuss
coins, especially those elders who were Embraced various affairs. Larger gatherings, like 12th Night and Mayday,
centuries ago. have a special purpose in addition to the normal pleasantries
But money is not a necessity in feudal society, bestowed to their immortal guests.
only a precious luxury. The majority of small villages Other vampire festivals exist that have no religious
and hamlets continue to use a bartering system to significance. Rather, they are diabolic gatherings, outlets for
purchase goods and services. In fact, most peasants and libidinous acts of wanton debauchery toward mortals. At these
some tradesmen never hold a shiny gold coin between throngs, mortals play no games or perform tomfoolery with
their callused fingertips. Common barter goods include one another. Instead, they serve as the game, bounty and feast.
livestock, vegetables, fabrics, bread, fowl and meats. Those vampires on the Roads of Heaven and Humanity tend

BOOK OF STORYTELLER SECRETS

38
to enact Dionysian festivals, ones enjoyable and rarely fatal to • What interesting locations exist in the city?
the mortal guests. Those vampires on other Roads may stage Which are the most popular taverns of the fief? Vampires
very different festivals indeed.… may wish to frequent these locales; like the nightclubs of the
Festivals can serve your chronicle in a number of useful modern era, taverns are excellent sources of both information
ways, the least of which is the setting for the evening’s session and vitae. Feel free to make each tavern unique from the others,
of play. A few suggestions are: with its own ambience and clientele. Perhaps the troupe will
• A jumping-off point for the introduction of new a decide to use one of the fief’s taverns as a base, meeting there
coterie member. to discuss plans and share newly discovered secrets? If so, it
• A plot twist wherein the characters suddenly discover should be noted that in most cities, the city curfew begins at
that a common antagonist is attending the festival. 9:00 in the evening, and all businesses are required to close
• An event wherein the characters can seek an audience at that time. Should the characters use the location after
with the prince or perhaps noble dignitaries. closing, having Dominated its employees, they may receive
an unwelcome visit from the night watch. Of course, if the
Some examples of popular festivals Cainites regularly
characters are smart, they will snuff out the candles first so as
attend are below. Note that each city has a patron saint and
not to attract attention.
the holiday designated as belonging to the saint is always
celebrated by the city. Are there any buildings or places that cause such fear in
mortals as to bring a shiver down their spines when they hear or
• July 15, St. Swithin’s Day: Mortals recognize this
talk of it? Commoners often claim that certain buildings or areas
holiday as a celebration of the bounty of the earth brought
in the city are haunted by evil spirits or cursed with witchery.
about by the birth of summer. Cainites, on the other hand,
Adding two or three such locations to your city makes for excellent
gather at the fair after dark to lament the death of winter and
subplots, allowing you to hook the characters into the unknown.
its long, inviting nights. Mortals celebrate St. Swithin’s Day by
cutting apples into pieces and sharing them with each other.
Vampires also celebrate St. Swithin’s Day, but with a much
darker ritual born out of contempt for the Canaille. In a mock-
This Wasted Land
If there is one thing vampires loathe more than each
ery of the mortal ritual, the vampires attending kidnap a noble other, it is the open country. Europe’s heaths, glades, valleys
virgin, tear out his heart, cut it in half and share its pure vitae and hinterlands are terra incognita to Cainites, save those of
among themselves. Some Cainite princes condemn this vulgar Clans Gangrel, Nosferatu and Ravnos, and even those clans
act, and a few have even gone so far as pronounce it anathema. find survival there difficult. Nonetheless, characters may vol-
• October 31, All Hallows Eve: Called Samhain (pro- untarily or, more likely, involuntarily decide to move to a rural
nounced “Sá wan”) by pagans, the recognition of All Hallow’s locale for whatever strange reason (aside from owning land
Eve as a Christian holiday is nonetheless heavily tainted with with a castle or manor). In fact, positioning your chronicle in
paganism and diabolism. The largest celebration is said to take a provincial castle (owned by the characters, of course, who
place in Madrid. It is rumored that vampires on the Via Diabolis are disguised as a noble family) far from civilization may prove
attempt to meet in a predetermined location (usually a small to be a welcome change.
village) each year. Once there, they host a spectacular feast for
unsuspecting mortal guests. Frightful plays are performed which
retell the story of Lucifer’s exile into the infernal realms and
prophesy his earthly rebirth and reascendancy to rule. Finally Cast Out of Eden
at the end of the night’s festivities, the true purpose of the If you find that the characters are reluctant to travel
celebration is revealed: The town inhabitants are murdered when your story depends on it, you can, of course, take
as sacrifices to the infernal lords. the initiative and cast them out. A surefire way to do
• December 24, Christmas Eve: Attending midnight this swiftly, efficiently and, best of all, unexpectedly, is
mass at Villars Abbey in Belgium has become a popular affair for to throw a siege against the city. The enemy force can
the local Cainites. The “festival” began in 1188, the brainchild be an army of Moors, Northern barbarians or troops
of the Toreador coterie that oversaw the construction of the from a rival noble.
abbey to its completion. At the conclusion of the midnight Don’t allow the characters to stop the siege from
worship, the doors to the church are barred, the attending happening; simply summarize that battle was joined,
mortals are assailed, and a great orgy of blood commences the city’s soldiers were massacred by their superior
into the wee hours of the morning. adversary, and now the city is being sacked. Sure, this
Other popular holy days and festivals: Mayday (May 1st), may well clash with a strict historical backdrop for your
Midsummer Eve (June 21st), Lammas (August 1st), St. Crispin’s chronicle, but it will definitely force the vampires into
Day (October 25th), All Soul’s Day (November 2nd), Michael- the unknown wild.
mas (September 29th) and St. Valentine’s Day (February 14th).

LIFE AND DEATH IN THE DARK AGES

39
If this is the direction in which you decide to take your plentiful lot, they make ideal prey for traveling Cainites. But
chronicle, or if your story demands that the characters traverse only the foolish blithely enter into the homes of peasants.
the wilds, here are a few elements you can add to make the These mortals are all too aware of the existence of supernat-
characters’ sojourn more eventful: ural creatures and are prepared to defend themselves with a
• Nobles: The moment a person steps off a country road, number of wards and banes — such as crucifixes — should
chances are she is trespassing on some noble’s land. Of course, the need arise. Of course, these talismans rarely work, but all
this should become obvious to characters, as they take notice it takes is one commoner to raise a hue and cry before the full
of the endless low walls that stitch the fields, denoting the serf contingent is upon the unsuspecting vampire, who may
breadth of a duke or baron’s domain. While nobles do not well be staked and decapitated.
have the means to patrol every square mile of their property, With this in mind, spring a surprise on the characters after
those who are caught are taxed by the landowner’s regulators, they have become accustomed to feeding off the peasantry.
thrown in prison or executed, especially if the malcontents This surprise may come in the form of an armed peasant (one
are caught hunting game. with high True Faith) or another vampire living among the
Nobles travel sparingly, using messengers to communicate characters’ would-be prey.
with others. The only instances in which they may be forced • Werewolves: While city folk pray to God for deliverance
to trek long distances are in times of war. If, for whatever from ghosts and the walking dead, the “salt of the earth” pray to
reason, a noble must travel to a nearby city, he will always be the Almighty for protection from the evil that haunts their forests
under heavy guard. and fields: the Lupines. These hateful shapeshifters abound in
• Peasants: The majority of people in the Dark Medieval the wild — and make for excellent antagonists against traveling
world do not live within cities. Instead, the country houses vampires or coteries that reside in rural strongholds.
most of the mortals of Europe and the Eastern provinces, and But avoid the pitfall of using a savage werewolf attack to
the peasant class comprises its primary inhabitants. Vampires fill one of your plotholes or as an excuse to spice up the action
will never see these poor, dejected souls tilling the fields in an otherwise dull evening of gaming. Doing so dilutes your
during the night, but they can be found huddled around the Dark Ages sessions into nothing more than “hack-n-slash” romps
firepits of their cold and miserable shacks, or snuggled tightly into predictability. It is better to use Lupines sparingly, though
together for warmth as they sleep. As country peasants are a it is useful to create tension in the characters by suggesting the

BOOK OF STORYTELLER SECRETS

40
possibility that the Lupines are always nearby. When you decide • Highwaymen: A hated foe of peddlers, highwaymen
the time is right to bring Lupines to the fore, shine them in a plague the main thoroughfares of Europe, though some
crafty, intelligent light: beings capable of complex intrigues and nobles have begun a campaign to rout these footpads from
masterful strategies, not the stereotypical red-eyed, blood-lusting their lands. They steal even from the poorest serf and
berserkers. This is doubly so if your chronicle is set in Eastern murder without the slightest provocation. Highwaymen
Europe. The contemptuous Shadow Lord tribe is strong in are generally cretins of the first water, having little or
this part of Christendom, for its members belong to the noble no skill in the weapons they carry. Generally none poses
class or, more correctly, the warrior class. They are among the any real threat to a vampire, but there are exceptions.
bravest of the Garou and harbor more hatred for the Tzimisce Perhaps a band of these thugs are, in truth, members of
than for that clan’s Tremere adversaries. Indeed, introducing the fae Unseelie Court looking for unwary mortals to
a calculating Shadow Lord antagonist in your chronicle can harass and affront.
make for some fascinating roleplaying. • Monks and Clergymen: Abbeys and cisterns can be
found in remote locations throughout Western Europe. Monks
and nuns keep to themselves, rarely inviting guests other than
A Village of Wolves those of the papacy. Vampires who reside near these penitent
During their travels, the troupe enters a small souls will likely receive little or no trouble from them, but
hamlet with a population of 15 people. The citizens should curb the desire to drink their vitae, for some monks
warmly welcome the newcomers, regardless of their have True Faith. Of course, should the abbey inhabitants begin
class standing, and offer them food and lodging for the to notice anemia, pallor and lassitude among the inhabitants
night. Play up the kindness, generosity and humility of the nearby village, some suspicions may be raised.
of the villagers, so that the characters believe they are
an ignorant lot, practically incapable of hurting a fly.
Once you’ve created the appropriate air of complacency
in the troupe, reveal who the villagers really are — a
pack of werewolves. Let the battle begin.…

LIFE AND DEATH IN THE DARK AGES

41
The Brotherhood of the Sable Rose
A coterie of Toreador calling itself the Brotherhood
of the Sable Rose, or simply the Sable Rose, resides in
a remote abbey in Flanders. Those few Cainites who
have encountered members of the brotherhood remark
upon their demeanor as being characteristic of others
of their clan: great patrons of the arts and lovers of all
objects and creatures of beauty, but with a religious
perspective, as all are staunch followers of the Road
of Heaven. Yet this is only a shroud to hide their true
purpose. Brothers are far from the pious, peace-loving
Cainites they appear to be. In truth, they are a cadre of
warriors, mastered in the ways of sword and siege, that
has unleashed its own private war against those Cainites
who beseech the blessings of the Devil. Its task arduous,
its motive simple, the Sable Rose works to eradicate
from God’s creation all members of the vile Baali clan
and those who walk the Devil’s Road. Members of the
Sable Rose believe that the day draws nigh when Man
will rise up against the children of Caine and exorcise
them from the Earth; those who walk the Road of the
Devil will be the harbingers of this destruction.
Few princes are aware of the existence of this secret
sect of vampires, and fewer still know of their pogrom.
Nonetheless, the Brotherhood is actively recruiting
vampires from other clans and Embracing new conscripts
in its war against the Devil’s kin.

The Medieval
Aesthetic
Comestibles
As I sauntered into the duke’s great hall, my nostrils
instantly picked up the succulent scent of roasted cormorant, the
sharp odor of aged, curdled cheese and the robust fragrance of
spiced wine. Indeed, the mortal had prepared a sumptuous meal
for me. And, for but a moment, did thoughts of my departed
mortality strike me, and I snickered within my person as I bowed
before the man. For my meal this night would not be the roasted
bird at the table, but the noble quarry who stood before me. O!
What a culinary masterpiece is man!
— Philip de Valois, Clan Malkavian
Though Cainites may no longer consume it, food can
serve as a useful prop in creating an authentic Dark Medieval
setting and in evoking many sights and smells that characters
will encounter.
The first thing one must realize is that the victuals that
tickle the palette of noblewoman, clergyman and serf are foul
compared to 20th-century standards. Food is hardly fresh. As

BOOK OF STORYTELLER SECRETS

42
there is no method of preserving meat, fish, bread or beverages, Cause the characters to become paranoid of “withdraw-
people are forced to coat their food with liberal helpings of ing from their account.” This subplot can be played out in a
salt, spices and garlic to hide the taste of mold and rot. number of different ways. Here are two examples:
Peasants eat whatever vegetables can grow from their • Affliction: Draining blood from mortals increases the
petty stretches of land, supplemented with dark bread and chance of disease, especially pneumonia and typhoid, as their
porridge. Nobles feast on meats and cheeses (vegetables are immune systems are taxed. Let a nasty disease strike one of
considered food fit only for the lower class), coupled with the characters’ herd, but do not make it readily apparent to
cakes and wafers, while clergymen dine on all types of food the Cainite. Make her become confused as each member of
depending upon what positions they hold in the papacy: A her flock slowly becomes afflicted with the disease: a twisted
cardinal will never consume vegetables, while a parish priest version of the Midas Touch, until the vampire realizes that she
in a remote village might. is carrying the disease and spreading it to the rest of her herd.
Below is a list of foods common to medieval society: • The Sweetest Nectar: This angle works particularly well
Vegetables: beans, cabbage, carrots, parsley, onions and for Ventrue, but can be used against any Cainite. A member
shallots. of a vampire’s herd, the son of a noble family, has the sweetest
Meats: capons, chicken, pork, venison, mutton, swans, vitae his immortal benefactor has ever drunk, a fact that is
vultures, herons and many other types of birds. slowly but surely becoming known to other Cainites in the
Seafood: cod, salmon, dogfish, seals, dolphin, whales town. Soon, the vampire cannot abide the taste of any other
and sardines. mortal’s vitae except for the young man’s, lusting for it night
after night. The jealousy of others (perhaps members of the
Desserts: Cakes, cookies and jelly wafers.
vampire’s coterie!) comes to the fore and a rivalry for ownership
Hunting in the Dark Medieval of the mortal erupts, only to reveal that the young man is the
World mortal cousin of a powerful vampire prince, being groomed
Hunting is not as simple in the 12th century as it is in for immortality when he reaches his 18th birthday. Let the
the 20th. There are no “cities that never sleep,” no faceless prince catch wind of what vile occurrences have surrounded
masses to pluck from the sidewalk for a quick sip in the his precious relative, and make sure the characters know it.
adjoining cobblestone alley, no dimly lit goth clubs. When This should terrify them.
the last rays of the sun fall from the horizon, the city streets
become black as pitch, devoid of human life (save the night Dressing the Cast
watch and the insane). Doors and windows are barred from Becoming familiar with the styles of clothing and types of
the inside to keep out thieves and night-fiends. In a few of fabric worn during the Dark Ages can be an important asset to
the largest cities, inns and taverns stay open into the night storytelling. That extra bit of detail will help to enliven your
hours, but even they are small establishments; strangers are scheming seneschal, diabolic Baali elder or elegant Toreador
noted and disappearances remembered. artisan. This section is included to help you learn enough about
Such paranoia can make hunting difficult. Cainites with the fashion of the age to describe or choose what a character
Presence or Dominate will have a much greater chance of is wearing. Some players may be particularly interested in the
inducing mortals to exit their quarters or at least unbar their clothes their vampires will adorn themselves with, especially
doors — otherwise, a vampire may have to resort to breaking if their characters come from a noble upbringing, and they
and entering. In many cities, violent execution of this act may look to you for information on this subject.
(such as breaking down a door or shattering a window) is not The types of fabric, and thereby the styles of clothing,
only cause for a hue and cry, but is considered a breach of the worn by mortals depend entirely upon which class they fall
Sixth Tradition and will result in a Blood Hunt. into. Peasants and serfs, having little or no money or goods
to barter with, wear rough, generally unwashed, often para-
The Dangers of the Herd site-infested wool and russet which at times gives rise to scabies
Not every player in your group will take the Herd Back- and impetigo. The people of the late 12th century know little
ground when developing a character, but for those players who of the value of clean clothes. Peasants who work to keep the
do, kindly remind them that the more vampires in a city who manor of their liege, or who serve the meals during breakfast or
possess herds, the greater the possibility of being discovered supper, sometimes wear finer wool or even linen, particularly
by its populace. Mortals will only be dumbfounded for so long when their master is hosting guests.
by the rise in the number of sick people exhibiting anemia, The clergy wear simple clothing, usually some form of
pallid skin and fever. This is doubly so if your chronicle takes
robe or gown; the color, fabric and style depend on a cleric’s
place in a city with fewer than 10,000 people. But if all players order or station in the priesthood. Cardinals and bishops wear
steadfastly insist on their characters possessing some level of a variety of different outfits, each designated for a different
the Herd Background, then by all means let them do it. This purpose. Scarlet tunics made of silk or wool, scapulars (a
just invites you to turn up the heat! sleeveless outer garment falling from the shoulders) and
LIFE AND DEATH IN THE DARK AGES

43
ankle-high or knee-high boots pointed at the toe are worn
during official papal councils. When conducting mass, clergy
members wear tall, embroidered mitres (pointed hats) on
their heads, a wool undergarment, a tunic and, over all, an
oval robe, usually made of wool, but sometimes linen. Colors
of these garments tend to be white, the hems and cuffs dec-
orated with scarlet or gold and sometimes inset with gems,
though this is not a rule.
Lay clergy wear long gowns, usually brown with flared
cuffs, and soft leather shoes. The primary clothes of monks
are black or brown robes or gowns, and sandals.
Linens, silks, and embroidered cloth are the most popular
fabrics among the noble class. Noblewomen are well known for
their adherence to elaborate fashions. A new fashion enjoying
much popularity with noblewomen is the wimple, a headdress
that covers the head, chin, necks and sides of the face. Others
prefer a barbette, a simple band to hold the hair in place. A
cap, short veil, or hat with an upturned brim is worn to cover
the part of the barbette that is tied.
Women’s hair is often braided, or plaited as it is called,
but in the present day this style is becoming less popular in
favor of simply wrapping the hair around the head. Of course,
hairstyles mean little since women’s heads are concealed by
hats with barbettes or wimples.
An undergarment (chemise) is always worn beneath
the dress, or kirtle, where it can be seen if the kirtle’s hem
is cut short. Kirtles come in a variety of styles and fabrics,
but those made of silk, linen, scarlet, or those bearing heavy
embroidery are preferred. Master weavers are highly sought
after for their ability to create elaborate embroidery, and for
a noble to have such a person available in the local village is
a luxury. Embroidery is preferably woven with gold, though it
is a rarity reserved for the extremely wealthy members of the
noble class. Hose cover the legs though they are concealed
by the undergarment. Shoes are ankle high and are made of
soft leather.
Ironically, noblemen are slaves to fashion; they make
it a point to dress more fashionably than women and even
compete with one another regularly to see who can don the
most opulent tunics, girdles and breeches. Again, having a
master seamstress on retainer is an immense luxury.
In the late 12th century, men’s hair is typically cut short.
A full beard has become less fashionable than a small, pointed
beard coupled with a mustache. The clean-shaven “Roman
Face” is still acceptable. Men wear many styles of hats, but the
most popular are small skullcaps or hats with upturned brims.
Gloves are a relatively new invention and are very fash-
ionable. Embroidery decorates the hems and, if the noble
fancies, the backs as well.
Long hose are the norm during this time period and are
fixed onto the waistband of the breeches, or pants. Breeches
are worn to the knee, accompanied by thin crossbands that
span the length of the leg.

BOOK OF STORYTELLER SECRETS

44
Names in Eastern Europe are often unlike any in the West
(Borivoj, Vaclav, Boleslav, Drahomira, etc.); even a cursory
Ventrue and Fashion reading of Eastern European history will provide plenty of
The Toreador may be the perennial masters of the colorful examples.
arts, but it is the Ventrue who are the greatest enthusiasts
A person’s last name in the Dark Medieval world, be
and patrons of fashion. Indeed, the Ventrue often put
he mortal or Cainite, is usually a reflection of his profes-
the Clan of the Rose to shame when they flaunt their
sion or the village of his birth (Andrew Taylor and Philip
latest outfits and dresses during large Cainite gatherings,
of Burgundy are just two examples). If you or one of your
much to the amusement of the other clans. Be that as
players choose to name a character after his birthplace, the
it may, jealousy and competition are rife among certain
preposition “of” (“de” if the character is French or Span-
Ventrue circles when it comes to fashion. Ventrue
ish, “di” if Italian and “von” if the character is German) is
firmly believe one’s bearing, composure and dress are
placed before the name of the city or village. The special
instrumental when engaged with others in matters of
case for French characters is when a vowel begins the name
negotiation, diplomacy or outright warfare; a regal yet
of the city or village. In this case, the “de” preposition is
powerful air about them must be maintained. This is a
apostrophized, becoming a part of the last name (example:
doctrine that is taken as seriously as affairs of the state.
Augustine d’Agde).

Tunics are granted the greatest attention in the design


Travel
of an outfit. The more opulent the embroidery and fabric One might think that the hundreds of villages and towns
(save for the cuffs: only tight-fitting ones were acceptable), dotting Western Europe facilitate easy and frequent travel.
the more famous (or infamous) the nobleman will become in On the contrary, even a five-mile journey to the next village
matters of fashion. Tunics can be seamed in an endless variety is a rare event. People fear the bands of highwaymen who
of styles. High collars and dagged hemlines are common, as plague the countryside, many of the roads themselves are
are square necklines and slits down the center of the chest. nearly impassable (though this is beginning to change in
The man’s undergarment usually matches the patterns and the late 12th century) and poor weather conditions com-
colors of the tunic. monly prohibit passage. Only nobles and clergymen have
the means to travel with some measure of safety, having
Men’s footwear takes on three primary guises in the late
armed escorts, wagons or carriages.
12th century: leather boots that stretch to the knee; the typical
ankle-high shoes; and an unusual, yet functional invention Traveling is particularly hazardous to vampires, as
that combines hose with a leather sole, discarding the need shelter from the dawn can often be hard to obtain. Wealthy
for shoes altogether. Long, pointed toes are a common char- Cainites commonly own property near frequently traveled
acteristic of medieval footwear. roads, having small cottages nearby for the sole purpose of
protecting themselves from the sun. Less prosperous vam-
Colors popular in late 12th-century clothing are tawny,
pires must resort to finding refuge in peasant huts (often
yellow, red, cinnamon, black, green, scarlet and watchet.
Dominating or killing the inhabitants), roadside shacks,
Names stables or within the earth (if they possess the Protean
Discipline).
As the players create their characters they may ask
you for appropriate “period” names. Indeed, the same goes
as you create the cast of supporting characters: the friends,
antagonists and “extras” with whom the coterie will interact. The Crypts of Caen
Choosing characters’ names may be a bit more difficult in
Deep in the forest off the Caen road to Paris, set at 10-
Vampire: The Dark Ages than in Vampire: The Masquer-
mile intervals, lies a peculiar row of small, moss-covered
ade, but it is well worth taking the time to use authentic
stone crypts. The crypts were built by the Prince of Paris,
medieval names in order to make the chronicle seem more
to facilitate easier journeys by Cainites traveling across the
true to life.
Channel to his city and vice versa. Each contains three
First names in Western Europe are often similar to their stone sarcophagi. Princes from other cities and towns
20th-century counterparts, but vary from region to region are duly impressed with the efficiency of these crypts
(the English Peter becomes the French Pierre becomes the and hope to offer such services to Cainites in the future.
Italian Pietro becomes the Dutch Piter, etc.). Some truly
fanciful names exist as well; consult fairy tales and histories for
inspiration. (“Rumpelstiltskin” had to come from somewhere!)

LIFE AND DEATH IN THE DARK AGES

45
Traveling by Foot
Peasants and some orders of monks (such as the Francis-
Disease in the
cans) must travel the land by foot. On a good, flat road under Dark Medieval World
ideal weather conditions, one can travel up to 25 miles per Nothing harrows the medieval populace like disease,
day. Such roads and conditions, of course, are extraordinarily and your Dark Ages chronicle should reflect this. Ailments
rare. The average rate of travel per day is 10 to 12 miles. and plagues routinely sweep across Europe, decimating entire
cities and duchies. Indeed, the sudden appearance of disease
Traveling by Mount can provoke some exciting and unexpected events in your
Owning a mount is a Cainite’s ticket to exploring and chronicle. What will the characters do as they watch their
traveling the world. On a good road, a horse and rider can herd die of typhoid, only to realize that they themselves are
travel up to 30 miles per day. On an average road the rate is the carriers of the disease?
15 to 20 miles. Of course, Cainites must bear in mind that Contagion smites every level of European society, though
darkness will slow their rate of travel. it is particularly virulent among the peasant class. Only nobles
Some clever Cainites mix their own blood with their have the resources to receive anything approximating scien-
horses’ feed, thereby turning the animals into ghouls. This tific medical treatment. Even among this privileged class,
has several advantages: The horse grows somewhat more ac- physicians are rare, competent physicians rarer still and, alas,
customed to darkness; it can sustain a tremendous amount of true cures rarest of all.
torture from harsh road and travel conditions; and, if the mount What few doctors reside within Europe normally live
possesses Celerity, it can double its top galloping speed. The within the cities and are commonly on retainer from a noble
downside of this process is the fact that ghoul steeds require family or royal court. Jewish doctors are considered the most
a tremendous amount of sustenance (some have even been capable physicians, having studied and practiced many of the
known to develop a taste for meat of various sorts). Ghoul Arab and Greek medical procedures and remedies (which are
steeds are believed to have birthed the myth of the Nightmare, frowned upon by the Church), though even these practices
a demonic stallion capable of running at an unearthly rate. are intertwined with ritual, astrology and magic. Despite the

BOOK OF STORYTELLER SECRETS

46
Church’s censure, such practitioners are actively sought by • Impetigo: Any kind of skin disease causing pustules to
the noble class and to have access to such quality of care is erupt on the epidermis. The Arab practice for remedying this
highly regarded among a noble’s peers. disease is to lance the boils. The Church instead bleeds the
Peasants and merchants, unable to afford physicians, in- patient (which only weakens him).
stead seek women wise in the ways of herbalism, crystals and • Leprosy: A horrid disease that corrodes the epidermis
mystic rituals. As with the medical practices of Jewish doctors, of the body. Medieval mortals fear this disease like no other.
the Church frowns upon this supposed use of witchcraft. Accordingly, lepers are the subjects of strict laws passed by
But it is the Church that holds the real power in matters the clergy in an effort to prevent the disease’s spread. Lepers
of health and medicine. The clergy believes that afflictions and are required to wear identifying clothing: a tall scarlet hat and
diseases are clearly the wrath of God manifested upon evildo- a black robe embroidered with white patches. Additionally,
ers. To be cured of ailments, afflicted Christians commonly lepers must signal their approach by clicking a pair of castanets.
undertake pilgrimages to seek absolution from those they have Though lepers are ostracized by society, leper colonies do
wronged (conveniently enough, the process of absolution may exist, the greatest of which is the Leproserie des Deux Eaux
entail sizable tithings to the Church). Only then, the Church near Troyes, France. Some mortals show compassion for these
proclaims, will disease be cleansed from sufferers’ bodies. Of poor souls, clothing and feeding them when the opportunity
course, this pious remedy does not always work. arises. Other towns, however, have hanged or burned lepers,
Vampires’ rather unsanitary feeding practices certainly even those found miles outside the town gates.
contribute to the spread of plague. Indeed, some Ventrue posit Some Cainites believe the Nosferatu to be the cause of
that Tzimisce, Nosferatu and Ravnos may be far more than this malady. It comes as little surprise that the clan has been
simply carriers, but the true culprits behind some of the more known to Embrace those afflicted with leprosy.
vile diseases. As such, these Ventrue have begun to forbid • Pneumonia: This disease takes its highest toll during
members of said clans entrance to their domains. the winter. The symptoms of pneumonia are fever and diffi-
Some common diseases are listed below: culty in breathing.

LIFE AND DEATH IN THE DARK AGES

47
• Scabies: A parasitic mite is the cause of this contagious • Typhoid: This deadly disease stems from the consump-
disease. The mite burrows into the skin of its victim, where it tion of food or water contaminated with fecal matter. This
lays eggs. The result is a terrible itching sensation. contagion is customarily suffered by those who live within
• Scurvy: Fresh fruits are scarce in Europe. What little city walls, and is swiftly spread by the poor sewer systems and
can be harvested rests in the hands of the nobles and clergy, general unsanitary conditions endemic to 12th-century cities.
so most people are restricted to a diet of meats, breads and Symptoms of typhoid include fever, intestinal disorders and
vegetables, which are usually rank or stale. The result of dysentery.
this scorbutic eating habit is scurvy. Bleeding from mucous
membranes, weakness, and enlarged gums are some of the
symptoms of this disease.
Lexicon of
• Smallpox: A great killer on all levels of feudal society.
Smallpox is a highly contagious viral disease that sweeps
Medieval Terms
Alderman: Member of a council.
through entire families and small villages, killing all within
months of its onset. Smallpox victims suffer from prolonged Anon: Presently or very soon.
vomiting and fever. Additionally, red, fluid-filled pustules Aquamanile: A bowl used for washing hands.
appear on the surface of the skin. These pustules often burst, Bailiff: A servant who manages the maintenance of a manor
leaving the sufferer prone to infection with additional diseases. or donjon.
• St. Anthony’s Fire: This is the name given for any skin Bailey: A castle courtyard.
disease that causes fever and skin inflammation. The ailment Banneret: Knights who bore heraldic standards on the bat-
stems from the consumption of bread and grains tainted with tlefield.
a poisonous fungus. Benedictines: An order of monks who believed in the poverty
• St. Vitus’ Dance: This colorful title denotes a peculiar of the Church.
collective mental disorder. Those stricken with this disease Bezant: A gold coin from Byzantium.
dance hand-in-hand, foaming at the mouth, until they fall Buisine: A horn with a raised bell.
unconscious from exhaustion. St. Vitus sufferers are treated
Chamberlain: A valet who maintains his or her private
with relative care and compassion, but are forbidden treat-
chambers.
ment from doctors or hospitals unless they are potentially
dangerous to others. At times they are bound to the rood Chambermaid: A lady who serves a noblewoman in her
screen in a church, the idea being that by attending mass, bedchamber.
their affliction might, by the grace of God, be absolved. Ex- Chevauchee: Service owed to a noble to serve as an attendant.
orcism is believed to be the only cure for the Dance, as the Cor: A hunting horn.
clergy believes victims of this malady to be possessed. The Cornettes: A two-pointed headdress. (See the illustration on
sign of the cross is commonly shaved into sufferers’ hair. St. page 111 of Vampire: The Dark Ages.)
Vitus’ Dance is not contagious. Coz: Short for a cousin, slang for a friend.
Malkavians have the pick of the crop when they choose to Curia Regis: The court of justice in a city.
Embrace new members into their flocks, as those stricken with Craft: A proficiency at a particular type of labor.
St. Vitus’ Dance or any other form of insanity are normally Demesne: Another term for land owned by a lord.
allowed to roam the streets as they please, even at night if
Donjon: Medieval term for a keep.
they aren’t taken to almshouses. Additionally, they prove to
Drum Tower: A tower that is constructed into the wall.
make excellent members of herds.
Normally round.
Fortnight: A period of two weeks.
St. Vitus’ Heel Frankpledge: An oath taken by a city’s citizens to be respon-
In life St. Vitus was best known for his ability at sible for each other’s sins.
dance. In death, he is known as the patron saint of Gallery: A balcony that overlooks the great hall in a castle.
nervous disorders. As such, his heel is revered as a holy Gill: A liquid measurement denoting one-fourth of a pint.
relic of the clergy. Certain Cappadocians speculate that Also called a noggin.
placing this relic in the hands of a Malkavian will cure Hallmote: A palatial court.
her of her insanity. The theory has yet to be tested, but Heriot: A tax paid by a murderer to the family of the deceased.
the Graverobbers are curious about what repercussions Jester: A comedian or prankster of a court. Some magnates
might occur if suddenly the Malkavian clan was to hold allowed the jester to assume her title on April Fool’s Day.
within its ranks a perfectly sane Cainite, capable of rea-
Kirtle: A woman’s dress.
son and insight. What would become of the jester clan?
Knave: A deceitful person. Used as an insult.

BOOK OF STORYTELLER SECRETS

48
Lute: A medieval guitar.
Oubliette: A cramped dungeon with a trap door in the ceiling
Words Used for
as its only opening. Addressing Others
Outremer: Alternate term used to describe the Holy Land. Thee: You. The objective case of thou, normally used when
Rummer: A large drinking container. addressing friends and relatives.
Sennight: A period of one week. Thine: Yours. Used with friends, relatives and those of the
Solar: The private rooms in a castle. same feudal class.
Stew: A house of ill repute. Thither: There. That place.
Tallow: A candle. Thou: You. Used when addressing equals.
Vassel: A noble lord’s serf or servant. Thy: Your.

LIFE AND DEATH IN THE DARK AGES

49
BOOK OF STORYTELLER SECRETS

50
One must put in order what is not yet
confused.
— Lao Tzu, Tao Te Ching
The secret of telling a good story lies in
knowing your audience. While some stories
manage to appeal to everyone, most tend to
have a somewhat tighter focus, concentrating
on action or romance or mystery, for example.
Both approaches are completely valid, although
a story with broad audience appeal is some-
what more difficult to craft.
Deciding what sort of story you would like
to tell is the first step in the process, and to do
that you must examine your audience. But
how? A writer would consider the genre, the
publisher, even the specific demographic group
for whom she is writing. The Storyteller of
a Vampire: The Dark Ages chronicle would
consult her players.

STORYTELLING FOR THE DARK AGES

STORYTELLING FOR THE DARK AGES


51
51
With the help of your players, you can determine what The elements with which you will be most concerned
appeals to them about various kinds of stories. While some may are Atmosphere, Setting, Goals, Obstacles and Cast. These
prefer action and physical conflict to romance and mystery, five considerations will determine the theme of the chroni-
the players should be able to agree on an acceptable middle cle, and the theme will tell you, the Storyteller, the sorts of
ground that includes elements that they all enjoy, or can at stories in which your players would like to participate. The
least tolerate. And your input at this stage is equally important. sooner you can determine these, the happier your players
After all, this is your story too, and you should enjoy it just will be with the chronicle. And any experienced Storyteller
as much as they do. will agree that happy players generally mean less work for
Arrange a time with your players to get together and talk the Storyteller.
about the chronicle before you start to play. The best time to
discuss these elements with your players is before they begin Atmosphere
to create their characters, although strictly speaking, you can The atmosphere of the chronicle is as important as the
do it afterward. Setting the theme of the chronicle before content. The atmosphere of a story can be anything from
character creation will give the players a guideline for what high comedy to dark tragedy, with plenty of options in
sort of characters they can play, and it might even suggest between. Imagine two writers both telling the story of the
character ideas to them. Third Crusade. A thrilling tale of King Richard’s harrowing
exploits in combat differs greatly from a personal narrative
Storyteller’s Tip: During this process, you will of Richard’s odd relationship with his enemy Saladin, the
want to take notes on suggestions for characters and Emir of Egypt. And both are certainly more interesting than a
settings, because each of these ideas is something one historical account of troop movements and battle casualties.
or more players find intriguing — which means that This is what atmosphere is all about: the tone of the story.
they might like to see them show up in the chronicle The chronicle’s “flavor” is almost entirely in your players’
later on. Make notes about their suggestions for the hands. You may be prepared to present a rollicking comedy
chronicle in general, because even if the group discards of errors, only to discover that they are dead-set on an epic
someone’s idea, you can always use that idea as a plot saga of desire, betrayal and revenge. It is in everyone’s best
thread for the players later on. interest to agree on a particular tone before the first game
even begins. You should note the important distinction
between “theme” and “atmosphere,” however: The former
Certainly, some of the choices your players make will limit is what the story is made of; the latter is how it is told.
your creativity as a Storyteller, and you should be prepared for What sort of flavor should the chronicle have? Ask
that. Your interests and your players’ are liable to differ a bit, the players how seriously they intend to take the elements
and you may find yourself telling stories about the Venetian of the chronicle, especially their own characters, because a
nobles they find so fascinating, rather than the desert tribes- happy-go-lucky cast traipsing through a tale of a plague-rid-
men about whom you know so much. But remember that the den city is going to seem like a round peg in a square hole.
process of choosing the theme is consensual, and your input Also, how often should the flavor change? Changing
is just as important as theirs. The point is for you and your the tone in midsession can be somewhat jarring to the play-
players to decide what makes a good chronicle — one that ers, particularly if it changes for more than a scene or two.
everyone can enjoy. While the occasional jolt of reality — or dose of absurdity

Elements of a
— can be a wonderful tool for the Storyteller, too many
changes in quick succession can be akin to an emotional

Chronicle
roller-coaster ride. This might actually be acceptable to your
players, though, so be sure to discuss just how regularly the
atmosphere should vary.
Before your group can begin a Dark Ages chronicle, you
must consider several elements. With each element, you must
not only bear in mind how it will fit into the overall story, but Setting
how it will limit the possibilities of the story. If you decide to The setting is probably the most important component
tell the story of English peasants-cum-vampires, the characters of the chronicle, because it forms the backdrop for most of
are somewhat unlikely to see the inside of an Egyptian tomb, the stories you and your players will tell. As a result, setting
especially if the chronicle does not involve a great deal of deserves the most consideration and consensus. Will your
travel. On the other hand, travel-oriented chronicles will have players prowl the streets of Constantinople, scant days before
fewer opportunities for lengthy stories in specific locales. You the armies of the Fourth Crusade attack? Or will they stalk
and your players should decide on a specific balance for each the shadowed bowers of the Black Forest, or rub elbows with
element before you begin to play. England’s Prince John? Perhaps they will wander throughout

BOOK OF STORYTELLER SECRETS

52
Dark Medieval Europe, sampling all places, but settling in to locate places that are particularly interesting in the Dark
none. Medieval time frame. For example, the English river Exe is
In fact, the setting will have some kind of effect on every dammed in 1198, preventing all passage by ship to the city of
aspect of the characters. How likely are there to be Gangrel Exeter. So, a chronicle set in Exeter could turn even darker
walking the streets of Paris? Would there be sixth-generation as the vampires cope with a population that is itself coping
vampires from four different clans on a sparsely populated with its changing status as a port city. Or perhaps the players
island in the middle of the Mediterranean? This is when might wish to play wealthy merchants in Cherson, on the
some of the prelude questions from the character-generation north coast of the Black Sea (rumored to be the source of the
process will require discussion, and other questions will arise mythical Golden Fleece).
as well, the nature of which will require the participation Will the characters have any parts to play in historical
of all the players. events? Many players find history exciting, and involvement in
When will the chronicle take place? The specific period it even more so. A well-told historical story can be somewhat
of time is as important as the locale. Although Vampire: The limiting, but also quite rewarding. Imagine telling the story
Dark Ages is set in the late 12th century, you and your players of how a handful of vampires participate in Francis of Assisi’s
are free to adjust this date as you please. Your players might be first miracle, or how a coterie of vampire nobles engages in
interested in assisting (or hindering) Hugh de Payans in the a moonlit horse-race through the streets of La Rochelle. Or
foundation of the Templars in 1115, or repelling the Mongol you and your players both might want to avoid references to
invasion of Belgrade in 1241. You and your players might enjoy medieval history altogether and set the focus of the chronicle
a chronicle spanning over 100 years, in which they find their in a small town where nothing of significance has occurred,
characters in the right place (or the wrong place, depending or will occur, for quite some time, if ever. This particular
on their perspective) during each of the Crusades. approach has the advantage of focusing on the characters’
Where is the chronicle set? You will probably find it easiest effect on the world, as opposed to the world’s effect on the
to work from the general to the specific when deciding this, characters.
especially if none of you are history students. Choose a basic Will the characters have any relationship to historical
geographic area with which you and your players are at least persons? Whether Kindred or kine, the travels of medieval
familiar, then consult an encyclopedia or similar reference figures are fairly well documented, and chronicles that

STORYTELLING FOR THE DARK AGES

53
directly involve them should ideally be set somewhere Setting these goals can be especially important if actual
along those travels. Otherwise, players should be prepared playing time is a consideration, because a grand and sweeping
to explain how they managed to meet Richard Lionheart epic of mythic proportions will certainly take many sessions
while living in Kiev. to tell, and your players may only be available for a few. Plan
Finally, remember that the setting of the chronicle the chronicle goals with playing time in mind, and you are
is essentially the Storyteller’s “character”: You take the much more likely to achieve them.
responsibility of creating and maintaining it, and the oth- Before your group suggests various goals, you should set the
er players can only alter it with your approval. How the ground rules for them. Goals should be realistic if you expect
setting interacts with the players’ characters is up to you, to reach them. For example, freeing the characters’ home
just as their interaction with each other is up to them. And city from the rule of a sadistic Tzimisce voivode is somewhat
although the players will help you create it, how it develops more attainable than driving the Assamites completely out
is almost entirely in your hands. of the Holy Land.
Likewise, the effects should be determinable, in that the
Goals players should know when they have “won.” In the example
Important and often-neglected elements of chronicles above, the players could define success by ousting or killing
are the “victory conditions.” How will you know when the the voivode, or perhaps putting her into torpor, but they could
chronicle is complete? Determining goals for the charac- only calculate their victory over the Assamites if they knew
ters to accomplish is every bit as vital to the success of the how many there were in the first place.
chronicle as an interesting setting, because it tells you, Finally, the players should be certain that the goal is
the Storyteller, how to plan the culmination of the story. actually something that can be achieved in the context of
Without that climax, the chronicle will eventually grow the chronicle (and the game, for that matter). Discover-
stale and the players will lose interest. Note, however, that ing a way to blot out the sun might sound suitably grand,
goals of the chronicle merely define when it is time to set but without assistance from the Storyteller, it would be
new goals. Reaching the destination does not necessarily impossible, no matter how many dots the characters have
signal the end of the journey. in Obtenebration. (Persuading a Lasombra Methuselah to

BOOK OF STORYTELLER SECRETS

54
plunge an entire city into darkness is another story alto- home to collect fantastic items, only to turn around and go
gether, though.) back, where they put those items to good use.
Again, ask the players some questions about goals for the What happens if the characters fail to achieve their
chronicle, and discuss the answers with them. Even if you goals? You and your players must consider the consequences
answer only one or two of them, you should still have plenty of the characters failing. Will they have another chance to
of material with which to work. try again? And if so, will they be at a severe handicap the
What common goals do the characters have, if any? An next time? Work out a contingency plan in advance with
easy way to unite the characters from the beginning is to set the players, and be prepared to enact it. Defeat might lead to
them on the same agenda. In some games, this is as easy as much more rewarding success later, or perhaps it will spark
telling them that they have all answered the same call for another undertaking entirely.
adventure, but Vampire: The Dark Ages should provide
characters with more depth than that. Work with the players Obstacles
to decide what end is the most interesting to pursue. Once you have a goal firmly in mind, you must develop
How will the characters pursue their goals? Every desti- obstacles for the players to overcome, or the story is going to
nation should have several roads leading to it, and the goals be fairly boring. Imagine how much less interesting Star Wars
of the chronicle should be the same. If the characters want to would be without Darth Vader — or worse yet, the Empire.
build their small coastal village into a thriving merchant port, Without opposition to hinder the heroes, their exploits seem
they can use a variety of Abilities and Disciplines. Knowing hardly worth mentioning, much less telling a story about. The
what those will be in advance will not only tell the players challenges in your chronicle must force the characters to push
how to create their characters, but ensures that the goal is the limits of their Attributes and Abilities as much as it forces
attainable, given their abilities. the players to push the limits of their creativity.
Will their goals require the characters to travel, or to The largest part of your job as Storyteller will be presenting
possess specific tools? If so, you must provide the means for the players with such challenges for their characters. And the
them to get from place to place, or to realize the lesser goal of toughest part of that will be knowing when to confront them
acquiring the tools they need. Greek mythology, for example, with those challenges. Moderation is the key; obstacles of
is full of astounding epics in which heroes venture far from quality are better than a quantity of obstacles any day.

STORYTELLING FOR THE DARK AGES

55
For example, a classic sort of challenge is the recurring dates, from God-fearing crusaders to determined nobles. Or
villain, someone whose plans directly oppose the characters’, the foe could be someone who is irretrievably stupid, but
and whom they grow to hate because she refuses to be brushed also exasperatingly tough. A Gangrel elder with five dots
aside. Again, a powerful antagonist is best used sparingly, and in Fortitude is going to be a thorn in the characters’ sides
thus is better suited to lengthy chronicles than brief ones. merely by virtue of how hard it is to defeat him, even if he
The archetypal mastermind makes an excellent villain, one has only one dot in each of his Mental Attributes. What if
who is involved on a regular basis, albeit through the use of the antagonist is a pack of feral dogs that were made into
henchmen and third parties — essentially, lesser obstacles. ghouls by an enterprising Nosferatu, but which turned on
As with the other elements of the chronicle, you should her and have now developed a taste for vampiric blood?
work with your players to decide the general shape that the Certain questions on the nature of the obstacle can
major challenges should take. But of course you must be only be answered by the Storyteller alone, without the
careful to leave a significant mystery to them; your players players’ knowledge. Of course, you can always reveal this
should recognize the obstacles without being privy to all information to the players if you desire, but letting them
the particulars. So only a few of the necessary questions can discover it themselves during the chronicle is usually much
involve input from your players. more satisfying.
Is the obstacle even sentient? An atypical chronicle could Is the obstacle tied to the characters somehow? Perhaps
be the tale of a handful of vampires striving to overcome an the archnemesis is closely related to one or more of the
ancient curse or — somewhat more mundanely — a plague or characters. Alternatively, the threat is a result of something
drought. Such a chronicle would feature a host of minor villains the characters did early on in the chronicle, and which then
in the form of unsympathetic and uncooperative characters, either follows them or grows stronger — or both — through-
human and Cainite, who either refuse to believe the threat out the story; for example, the fire chronicle mentioned
exists or feel no compunction to help. A short-term chronicle above would fit this category. Another idea is to pit the
could even revolve around an impending natural disaster, such characters against their sires, who of course know far more
as a flood, famine or — in a city, especially — a fire. Without about the characters than the players would like, although
the modern-day convenience of fire departments, entire cities this particular kind of chronicle requires that you craft an
were often decimated by a carelessly handled torch or candle, explanation for why their sires created them and then let
which, considering the technology of illumination, was quite them run free. Usually the best way to handle this gap in
a common occurrence. Given the propensity of vampires to logic is to play a session early on in which the characters
try to burn one another, the characters could even be directly are moved to flee their sires, and spend the remainder of
responsible for the raging inferno. the chronicle evading them. The story could include sev-
Is the challenge specifically geared to the characters? An eral encounters with their erstwhile masters, until the final
“incidental obstacle” can still be quite effective in making it confrontation with the fiendish villain who masterminded
difficult for the characters to reach their goal. For example, the entire affair takes place. Or perhaps more directly, the
if the players’ coterie needs to find a specific person in Nice, mortal families of the vampires, suspecting something of
a wave of “treasure hysteria” might be sweeping the town, what has happened to their loved ones, chase them all over
as was common after the Franks took the city from the Europe in an attempt to lay their tortured spirits to rest.
Cossuran pirates; the person in question may be caught up How can obstacles be overcome? Although you must be
in looking for lost loot walled up in some building or buried certain the challenge can be met, you must also provide for
beneath a statue. Something like this is probably best used as the players devising other solutions. Storytelling games are
a lesser obstacle interfering with the characters, but it could different from computer games, requiring something more
lead to a completely separate plot, in which the characters than a command on the keyboard or a movement of the
just happen to get involved because it concerns someone or joystick to win. The players will seldom finish a story the
something they are seeking. The “treasure-hunt” in Nice, for way you envision it, but you must have at least one solution
example, could draw the characters into a struggle between ready in case they need a hint, so you can push them in
two merchant houses to own a particular building where it is the proper direction. A fire could be defeated by learning
suspected a trove of pirate gold lies, even though the players that a river that runs near the town could be diverted into
really only want to find a Cappadocian who disappeared near the town; a group of hunters could be dissuaded by the
the building in question. The deal-making and backstabbing characters faking their deaths, making use of an abandoned
they encounter could fuel an entire chronicle. farmhouse; a marauding elder diabolist could be exposed
How intelligent is the antagonist? While a recurring to the prince — something the characters can discover if
villain mastermind is a likely choice, someone less cunning they manage to gain the prince’s trust. Take some time
could also pose a significant threat. For example, an exceed- to consider several ways you would go about dealing with
ingly lucky hunter would certainly keep the characters on the obstacle, and you will better be able to anticipate the
their toes, and the Middle Ages are full of suitable candi- players’ strategies.
BOOK OF STORYTELLER SECRETS

56
Is the obstacle merely the “tip of the iceberg”? An easy
way to extend a chronicle further is to provide evidence
that the villain whom the players just defeated or the flood
they just averted or the army they just stopped is merely an
indication of a deeper threat. But consider that idea another
way: The chronicle is actually about a great challenge, which
only becomes apparent when the characters surmount a lesser
challenge. If you plan for this sort of revelation from the on-
set, you can sprinkle little clues about the nature of the true
danger throughout the story, thus adding a little mystery. This
particular idea is usually best kept a secret by the Storyteller,
to preserve that sense of surprise when you finally do tell the
players what is in store — and it is best employed with long-
term chronicles.

Cast
Creating the characters to play always seems like it should
be the first step in telling a story, but in fact, it should be the
last. It is much easier to insert characters into an existing story
than it is to build a story around existing characters. Players
tend to have vastly different ideas of the kinds of situations
their characters will experience, and so create vastly different
characters. But if they know the setting, goal and obstacles in
advance — especially if they helped decide those elements —
they will be much more inclined to play characters who will
have some concrete role in the chronicle.
Aside from the obvious considerations — such as charac-
ters who will get along with one another without quarreling
— what other aspects of their characters should you discuss
with the players? This is your chance to make suggestions, so
you should make it a point to get involved in the process, if
only to make sure the players keep the other elements of the
chronicle in mind. Again, keep a notepad handy; the players
are going to come up with some good ideas, only a few of
which they will actually use. What they discard, however, is
certainly fair game for you, because sooner or later you will
need to create Storyteller characters with whom the players’
characters will interact.
The majority of the questions about the characters will
be answered during this step, and can actually be done while
the players create the characters. This also makes a nice segue
into their preludes, and it will certainly suggest what sort of
Attributes, Abilities and Advantages should be important to
the characters.
How old can the characters be? Playing tastes vary,
and some players will want their characters to be consid-
erably older than others. Even provided that you start the
chronicle with the characters’ Embraces, their ages could
be radically different. And given the nature of medieval
“medicine,” extremely old characters are generally only
found among wealthy nobles; most ordinary people are
lucky to live until age 40.
Are the characters from the area in which the chronicle
is set? A common but useful storytelling device for explain-
STORYTELLING FOR THE DARK AGES

57
ing why characters are ignorant of local customs and politics explanation, then let subsequent events explain why they were
(both mortal and Kindred) is that they have only just arrived all Embraced on the same night. Perhaps you could even tie
from elsewhere. This also means you that you only need a their preludes to the goal or obstacle of the chronicle, such as
rudimentary setting for the first few sessions, as the characters with the “sires-as-villains” idea. The answer to this question
themselves discover their new surroundings. On the other can especially benefit from player feedback, because players
hand, if you and the players are familiar with the setting, often already have ideas in mind for how their characters are
then you should be able to jump right in without too much introduced to other characters.
descriptive preamble. The characters can also be returning How much will the characters interact with mortals? It
from an extended journey elsewhere, in which case they are is entirely possible that your players will want to play in a
mostly familiar with the setting, but some things might have world where they are the top of the food chain, with little
changed while they were away. connection to the Cainite population. Their stories are likely
Do the characters know each other? The players may to revolve around their affairs with mortals, and they might
wish to assume that their characters at least know of each even be posing as mortals. If so, they will want to purchase
other, to facilitate interaction without the usual “you-meet- Backgrounds more closely related to humanity, such as Herd
in-a-tavern” scene. But if the characters are meeting for the and Influence. But if the chronicle focuses more on the char-
first time during their prelude or shortly after, you may want acters’ place in Kindred society, stories will have an entirely
to ask how they wish to be introduced — and how soon — different feel, calling for more dots in Status or Generation.
then plan on a specific time during the prelude when they Or will they interact with Kindred and kine in roughly equal
can come together. Preferably, this should happen early on; measure? Characters in this sort of chronicle will want a fairly
sitting around waiting for your character to be introduced good mix of both Allies and Status.
can be quite boring. And if they do decide to interact a great deal with mortals,
Are their preludes connected? This is a quick and dirty what relationship do they have with them? Are they nobles,
way of introducing the characters, although it requires some feeding on their subjects in undeath as they did figuratively
amount of contrivance, especially if the characters are strangers in life? Or are they downtrodden peasants, using their new
to one another. But if you need to get them involved imme- power to exact revenge on those who once oppressed them?
diately, you can always throw them together with little or no For a more Machiavellian chronicle, the characters could be

BOOK OF STORYTELLER SECRETS

58
vampire nobles picking out their prey from among the ruling sundaes in crowded restaurants destroys the mood. The point
class. For a grittier tale, they could have been at the bottom is that a well-lit room filled with the sounds of Top 40 music
of the social ladder while still breathing, and the Embrace did does little to enhance the telling of a Dark Medieval story. To
little to change their lowly social status. be sure, a talented Storyteller can pull it off, but the purpose
How important are the characters? The player characters of this book is to make your job easier, after all. This section
might be the most important entities for miles around, but includes suggestions for doing just that.
this will seem pretty mild a distinction if they have set the Lighting is integral to the playing environment, because
chronicle on the northern coast of Iberia (Spain) between lighting has an effect on a person’s mood and energy. A brightly
Santiago and Pamplona. Such characters will hardly need lit room will be conducive to lively games, full of adventure
much in the way of Status, but Resources could be useful. and excitement, whereas a dimly lit room will convey a sense
On the other hand, the most important people in Venice are of gloom and oppression. You will want to modify your playing
going to be quite important indeed, whether Kindred or kine. environment to suit the atmosphere of the chronicle (as you
If your players choose to play distinguished personages in a determined before you began playing), but be aware that you
major city, they should be prepared to create their characters can go too far. Many people are photosensitive and will react
accordingly, with a generous helping of Politics, Influence or negatively to extremes of illumination. Since your players
Resources — perhaps even all three. already know the atmosphere of the game, work with them
Indeed, your players might be interested in playing the to determine a comfortable level of lighting for the playing
vassals of a prince, or perhaps even the princes of nearby cities, area — but remember, you still need to be able to read!
cooperating against some common threat. Depending on the Music is also a vital consideration. Loud music will make
size of the cities, the characters might be powerful Cainites roleplaying a bit difficult, and background music is generally
indeed, in which case you might need to bend the charac- best when it is played quietly — certainly no louder than the
ter-creation rules a bit to allow for more dots in Backgrounds spoken word. But what kind of music should you play? Again,
— especially Status and Influence. it depends on the flavor of the chronicle. Cheerful music will
reinforce a light-hearted session, while somber music will cast
a pall over the players.
Storyteller’s Tip: You should encourage your
players to create characters who are all on the same Because Vampire: The Dark Ages is set in the Dark
end of the undead social scale. The kinds of stories that Medieval world, you might consider seeking out music that
involve neonates and Autarkis are vastly different from conveys the feel of a preindustrial time: madrigal pieces and
the kind that princes and elders pursue, and so would Gregorian chants, for example. You could also play appropriate
practically necessitate splitting up the group on regular “nature-sounds” recordings, particularly those that contain the
occasions. Splitting up the playing group tends to leave sounds associated with unusual weather conditions (storms,
some players acting as spectators while the others get high winds and so forth).
to do the “interesting stuff.” Perhaps your best recourse for assembling the proper col-
lection of ambient music is to consult with a well-stocked music
store, especially one with a large catalog of orchestral and choral
selections. The clerks tend to be well-informed when it comes to
Playing
Now that you and your players have laid the groundwork
period music, as many of them are music students. Ask them for
suggestions, and find out if they will let you listen to samples. If you
can bring them an example of the kind of music you want, they
for the chronicle and they have created their characters, the will most likely be able to help you find more in the same style.
story can begin.
But there are still elements of the chronicle that have yet to
be determined, because they only occur during the course of play. The following is a partial list of music you might try:
Most of these elements are “flavor” for the game, and have every The Tallis Scholars: various compositions.
bit as much to do with the players’ enjoyment of the chronicle as The King’s Singers: various madrigal pieces.
a writer’s style has to do with the readers’ enjoyment of a story. Arvo Part: Te Deum.
The elements you and your players must finalize include Tomas Luis De Victoria: Requiem Mass — Officium
Setting the Mood, Style, Group Dynamics, Nonplayer Char- defunctorum (“Office of the Dead”).
acters and Advancement. Each of these is essentially a tool Mannheim Steamroller: various compositions, many of
for producing a very specific effect in the course of the story. which are good mood music. Especially appropriate is
Fresh Aire VI, which is based on Greek myths.
Setting the Mood
Why do people tell ghost stories around campfires? The
glib answer would be because telling them over ice cream
STORYTELLING FOR THE DARK AGES

59
Style
Whereas mood can be largely variable as befits the need,
playing style — and storytelling style — is part of your own
personality, and is much harder to change. Some players enjoy
a more relaxed, “go-with-the-flow” method, while others prefer
to be completely in control. By the same token, many Story-
tellers adopt a plot-driven approach and usher the characters
through the story; others let the players set the pace, always
ready to supply a bit of narrative in the form of an encounter
or an event.
So which is the correct way? Deciding will require familiar-
ity with your players, which goes back to the first statement in
the storytelling introduction: Know your audience. And again,
the best method of learning their expectations is asking them.
The problem with this is that players, like their characters,
will have experiences and desires different from even their
closest friends’, and their expectations will vary drastically. If
you tailor your style to one player, the others will be uncom-
fortable. Unless the players are extremely compatible with
one another, this is almost unavoidable.
The answer, then, lies in adjusting your own style as
required, which may mean that you lead one player through
the story by his nose, while with another you merely have to
get out of her way. Until you know which is which, though,
you should be prepared to sit back and watch. Present the
situation to the players and observe. In short order, you will
know who is “dynamic” and who is “static,” which will give
you a good idea how to handle them during the chronicle. The
important thing to remember is to give each individual player
exactly as much freedom as she wants to make decisions that
affect her character.

Group Dynamics
Over the years the definition of “good roleplaying” has
undergone many changes. Since they first appeared, roleplaying
games have evolved from first-person wargaming to studies in
interpersonal relations. Players have advanced from imagina-
tive self-indulgence through creative problem-solving to what
most closely resembles impromptu drama, and the journey is
not over yet. This same progression occurs with individual
players. Whatever aspect of roleplaying originally appeals to
them, most players will eventually sample all of them.
All of your players are most likely going to have differ-
ent reasons for roleplaying. Some will want the ego boost of
playing a powerful, independent character; others will delight
in pitting their intellects against fiendish puzzles; and still
others will join the game merely to be social. Perhaps a few
will even play for the sheer escapist pleasure of temporarily
adopting a different persona. Whatever the case, each player
is going to expect you to entertain him in the manner he
most enjoys. How are you going to cope with this diversity of
interests? You keep everyone happy by providing something
for everyone to do.
BOOK OF STORYTELLER SECRETS

60
A common mistake of novice Storytellers is “spotlight- answer fewer questions, but if you are designing the player
ing”: concentrating the action on one specific character. characters’ archnemesis, you should be prepared to answer
Meanwhile the other players grow bored and may send their every last one.
own characters looking for something more interesting to do How is your character different from others? Speech
— generally something disruptive to everyone else. But, by patterns and mannerisms will be the first thing the players
presenting every player with a challenge designed to fit the notice about characters they meet in the chronicle, and if all
character, you can ensure that all the players participate in the NPCs sound and act alike, the players will probably find
the same story, instead of growing impatient enough to try them uninteresting and tend to forget their names. But by
to create their own. So while the Tremere wizard performs varying the tone, accent and even volume of your voice, and
his ritual, the Brujah powerhouse fends off the duke’s ghouls adopting a distinctive mannerism (such as tugging on your
and the Ravnos vagabonds lead the castle guards on a merry ear while listening to others speak), you can quickly assign a
chase. Shift regularly and frequently between the action, and “personality” to even the most incidental character.
the players will be too busy to look for something else to do. If this sounds difficult, practice outside the game. Rent a
Change players just when each is at a crucial point, and you movie and mimic a character from every scene — the more
can keep the players on the edge of their seats. distinctive the better. Copy the actor’s way of speaking, facial
Another error Storytellers sometimes make is “favoritism.” expressions and hand gestures. Notice the use of catch phrases,
A player will create a character who perfectly matches the nonverbal sounds (coughing, laughing and so forth), even
Storyteller’s goals, and the Storyteller will focus most of the the way the character sits or stands. Very good actors can
plot on that one character. Scene after scene will center on play several diverse roles in many different ways, and each
her, and the other players may start to get the feeling that role will differ markedly from the last. This is because the
their characters are actually only secondary. If this is carried actor makes it a point for the character to seem like someone
too far, players will probably prefer just to stay home. Since else altogether. Actors who are unable to do this are easy
you want everyone to play, you need to ensure that all of the to spot, and they are a perfect illustration of the need for
players get “equal time.” individualized NPCs.
You can avoid favoritism by making a list of all the What are the NPC’s motivations, as far as the player
characters and keeping it close at hand while you write up the characters are concerned? Sometimes these are extremely
outline for the session. Be sure that each character has some simple, such as “Sell the nice people this lovely chamberpot”
kind of event or encounter planned. If you are careful, you or “Keep the scum away from Her Ladyship.” Occasionally
can even give players more than one “segment,” depending they are more complex, such as “Bring these odd strangers
on the magnitude of the event and the style of the player. For to the inn on the road to Prague, where the Viscount has
longer sessions, you might even want to prepare two or three promised a reward for the delivery of pale-skinned people.”
medium-length segments for each character. And as always, Everyone has motivations, and the more immediate ones
when a player looks like he wants time to think, switch to are fairly easy to pick out. Think again about movies: How
another player. many times have you seen a character introduced and within
Bear in mind also that many scenes require very little of a minute his or her personality, motivations and relationship
your attention — particularly if a scene involves several players. to the other characters were established? Movies have only a
Whenever you plan to focus on one character temporarily, short time to show you all the elements of the story, and your
try to give the other players something to discuss until you game sessions will be much the same. The less you expect to
are ready to get back to them. use a character later on, the more you need to establish her
personality from the beginning.
Nonplayer Characters What does this NPC look like? Many Storytellers find this
The players in your Vampire: The Dark Ages chronicles aspect of NPCs the most difficult to convey, because of the
are only one small part of the cast, and very soon you will find nearly infinite amount of options open to them. Although the
yourself playing pretty much every other character they ever clothing section in Chapter Two will help you decide what a
encounter. To make the nonplayer characters seem as real as character is wearing, there is a lot more to consider, and every
possible, you will want to ask yourself a number of questions piece of information tells a little story about the NPC. If the
when creating them — even those you create on the spur of character is filthy, he is probably poor. If he has bulging biceps,
the moment during a session. This process is similar to what he is probably a workman of some kind. If she wears jewelry,
the players do when they create their characters, and when she is wealthy. Obviously, the more you want to spell out who
you both plan the details of the chronicle. the character is, the more detail you will have to provide.
The questions below are in order of importance. That The trick here is to work from a general description,
is, you will need answers for the first few, but the more you which is most likely all your players will be interested in
answer, the more “fleshed-out” a character will be. Obviously, anyway. If you describe the character as “poor,” your players
if you are creating a character on the spot, you will need to will mentally fill in the shabby clothes, the coating of dirt and
STORYTELLING FOR THE DARK AGES

61
greasy hair, the haggard expression and the nagging cough.
Knowing this, you can feel free to label someone as “wealthy,”
then ask your players to describe how they think the person
would look, with you supplying certain specifics (hairstyle,
clothing color, general physical condition, etc.) as befits
your particular mental image of the NPC. Try some other
examples. What do you think of when someone says “monk”
or “priest”? What about “sailor” or “soldier”? It should take
only five or six adjectives before you have a fairly complete
“picture” of any given NPC.
What is this NPC’s name? Even if they never expect to
meet this NPC again, your players will want to know what his
name is, and it is often the last thing they ask before moving
on with the story. Lack of preparation for this can lead to a
“Hans, the Cheese Merchant,” “Hans, the Gatekeeper” or
even a small army of people named “Hans,” no two of whom
are related, let alone the same person. And while some names
are extremely common, there is such a thing as going too far.
The players can help you with names by suggesting some,
but you might also want to pick up one of the numerous “ba-
by-name” books available. Many are geared toward specific
nationalities and so will provide you with names typical of
the region where your chronicle takes place. Bear in mind
the differences between modern names and medieval names,
though; refer to Chapter Two for some naming practices
standard in the Middle Ages.
How does this NPC feel about the players’ characters?
Even if the characters have not previously interacted with
the NPC, she might know them, or at least know of them.
If so, how does she feel about them? For most purposes you
only need to be as specific as “friendly,” “hostile,” or more
likely “neutral,” but the more detail you invest in this NPC,
the more real she will seem. For more variation — and plot
complication — she could be well disposed toward one of the
characters, but afraid of another. Making use of the mannerisms
and speech patterns mentioned previously is an excellent way
of conveying the NPC’s reaction to the characters.
Does this NPC have any ulterior motives? Most of the
people the player characters meet will be fairly straightforward
folk with clear intentions. But occasionally you will want to
include NPCs — even if the characters will only ever see them
once — who say one thing and want another. Because they are
playing vampires in a Dark Medieval setting, your players will
probably treat most NPCs as potential threats anyway, but you
should have a clear picture in mind as to which of the NPCs
actually are. Then, feel free to drop subtle — or sometimes
blatant — hints that an NPC has a hidden agenda. Perhaps
the rat-catcher who bought the last round of drinks was only
a few minutes earlier complaining about how bad business has
been lately, or the silk merchant who was haggling so fervently
over a bolt of material suddenly lowers his prices when the
characters mention they have been to the Far East. With the
addition of an ulterior motive, even a fairly innocent one, the
personality of an NPC is firmly cemented.
BOOK OF STORYTELLER SECRETS

62
How are the characters liable to meet this NPC again? a character’s Willpower score. Moderate this carefully, because
All encounters eventually come to an end, and once the char- some players will want to take advantage of this system, claiming
acters have parted company with the NPC, will they ever see that each resistance of a minor temptation is a major exercise
her again? If so, under what circumstances? If she is someone in determination.
who commonly visits the area in which they found her, the Disciplines and Backgrounds should probably be devel-
answer is easy, but perhaps she was only passing through — oped with the Storyteller’s cooperation. One suggestion is to
or the characters are. Encountering the same character again have players inform you when they wish to increase specific
— especially a completely innocuous one — reminds the Disciplines or Backgrounds, and let you write it into the story
players that life is full of coincidences, only some of which as an event or encounter. Increasing a Background Trait is
bode something sinister. But aside from this, a recurring NPC usually a simple matter of explaining how a character came to
— whether villain, ally or something in between — can be possess something previously unavailable. You should probably
a useful tool for you, the Storyteller, to use in order to revive write down some ideas beforehand, based on what Backgrounds
old plot threads. the characters initially purchase and whatever else in which
they express interest. Suppose a player wishes to increase her
character’s score in Mentor from 2 to 3. During the course
Storyteller’s Tip: If you at all expect an NPC to
of a session she learns that the elder who favors her has just
return later in the story, jot down the answers to all of
achieved a major victory over a political opponent and is now
these questions, perhaps on an index card. Keeping this
one of the prince’s advisors.
information handy will enable you to quickly reestablish
the NPC’s personality, recalling mannerisms and details Increases in Disciplines are actually easier to explain than
of her dealings with the characters. You can “pick up increases in Backgrounds. Look back to the character’s prelude
where you left off,” and the players will almost imme- and remember how he first learned that he had the particular
diately recognize the character’s distinctive description. Discipline at all. Usually, you demonstrated this by surprising
Doing this also serves as a reminder to their players that the Nosferatu with his ability to speak with animals, or the
their characters’ actions have an effect on the world Ravnos with a visible image of something she had imagined.
and this allows them to form lasting relationships with Now that the player is starting to use experience, simply note
someone other than the other characters. the effects of the character’s next level of the Discipline and
wait for an opportune moment to surprise the character with
it — or actually write it into the session.

Advancement For example, a player character with the Discipline of


Presence wants to raise his score from two dots (Dread Gaze)
Maintaining a proper balance of character advancement to three (Entrancement). At some point during the next
and learning is crucial to any ongoing chronicle. But handling session, he attempts to use Awe to persuade some thugs in an
the expenditure of experience points is almost an art. If you alley to let him pass, but instead they fall all over themselves
force the players to play out each new point of an Attribute trying to help him get safely to his destination.
or Discipline, they will soon grow frustrated with the slow Increasing Generation is much more difficult to explain
progression. But if you simply let them spend experience, their through this sort of happy coincidence. Unless you wish to
characters will too quickly advance to the point where your allow characters to “realize” they are actually closer to Caine
NPC villains are no match for them. The key to moderating than they guessed, you are best advised to have advancement
their development is to create a system for explaining every in Generation be something gained only through roleplaying.
increase in capabilities. This means, of course, that characters will only be able to
This “system” is less rigid than it sounds. Essentially, you lower their Generations through diablerie. Since this invari-
decide the process of when you award experience, and when ably results in the destruction of the elder vampire who acts
and how the players can actually spend it. Prerequisites for as the “stepping stone” to Caine, anyone who participates
spending experience should vary depending on exactly what in diablerie automatically violates the Second Tradition. If
players want to do with their experience. Increasing a Talent your players are willing to take this risk with their characters,
might involve merely pushing one’s limits, while increasing let them — but be prepared to include an extra plot thread
a Skill would require practice, and increasing a Knowledge should the Kindred community become aware of what the
would require study. In most cases, characters can train and player character has done.…
study during their free time, which means that unless they Grander changes in the character will require more
are constantly busy, they will always have time to raise their extensive roleplaying. While a character’s Demeanor might
scores in their Abilities. shift fairly frequently, an alteration in Nature is a fundamental
Advantages are something else altogether. Increasing the alteration of the character, and the player should explain
score in a Virtue could require the player to explain exactly why she feels her character has (or will) come around to
what led to the gain. A similar method could work for raising a new archetype. Similarly, choosing to follow a different
STORYTELLING FOR THE DARK AGES

63
Road reflects a momentous departure from an established The primary thing to remember is that situations such as
and ingrained moral code, something to which most ordinary these merely demonstrate that something went wrong. Rather
people cling steadfastly all their lives; though admittedly, than placing blame on your players or doubting your abilities
a vampire would have considerably more opportunities to as a Storyteller, you should concentrate on identifying exactly
undergo such a drastic change. If the player feels strongly where things went awry. Once you have isolated the problem,
about her character following a new moral path, she should you can take steps to repair it and prevent something similar
arrange with the Storyteller to undergo some epiphany of from happening again.
spirit leading to the new Road. You might have an immediate emotional reaction to the
situation, so you should take some time before you jump right
The Learning Process into correcting it, thus avoiding the peril of overcorrecting.
Just as characters learn and grow during the course of Discuss the session with your players. Think of their opinions
a chronicle, so should the Storyteller. The process for that, as a sort of “vote” on whether the game went well. Do they
however, is a bit more difficult than the process for charac- think it went as badly as it seemed to you? Perhaps they felt
ters improving themselves. You must constantly rate your silly overreacting to the scullery maid, or they agree that
performance as a Storyteller, make adjustments and try again attacking the werewolves was a bad idea. Regardless, ask
— then examine your performance once more. Effectively, them for suggestions on how they think similar situations
this self-examination can go on for as long as you continue could be avoided in the future, and remember: This is meant
to tell stories. to be constructive criticism. Avoid personal attacks at all
The first thing you need to do is get used to the idea that costs. Use your notepad to write down the players’ comments
you are going to make mistakes. Everybody does, even veter- during this discussion.
an Storytellers, but the reason they are veterans is that they Then, shortly before the next session, sit down with your
learned from their previous errors and improved as a result. notes and go over the situations one by one. If you are new
A hallmark of less successful Storytellers is that they fail to to storytelling, there might be several situations to analyze,
recognize when they have slipped up — or they refuse to admit but just take them one at a time. In each case, see if you can
it. But storytelling is just like any other natural talent: It grows determine where the problem lies. Was it in your presentation?
by being stretched to the limit. So, if you want to improve Were the players distracted by something outside the game?
your performance, acknowledge your mistakes and learn from Did you miscalculate an NPC’s scores in comparison to the
them. This section is designed to teach you how to analyze player characters’?
your storytelling skills and make improvements on them. Whatever the cause, give some thought to how you can
You should always keep a notepad handy during each correct the problem next time. Were they suspicious of the
session. This is a useful tool in any event, as it allows innocent NPC? Let them catch the next one doing something
you to record important points of the chronicle, such completely innocuous — perhaps even embarrassing — or
as new NPCs, but it also gives you a place to jot down present the poor, unsuspecting NPC in circumstances where
reminders for things to do between sessions. You might he is completely at the player characters’ mercies. The play-
think of it as a combination to-do list and memo pad, ers were distracted? Avert the distraction by either taking
but the notepad’s primary purpose is as a sort of “report time to let them get it out of their system (if it is some kind
card” for your sessions. of discussion) or asking the players to put it aside (if it is a
Start to keep track of everything that occurs during tangible object, such as a book or a video game). You made
each session, whether it is planned or spontaneous. (You the NPC too tough or too weak? Make photocopies of the
can also use this later on as a reference for the chronicle — players’ character sheets and use their scores as guidelines for
sort of like a synopsis.) You can be as general or specific as creating challenging opponents.
you like, but make sure you jot down anything that could Then prepare the next session’s outline. As you sit down
have gone better (as well as things that went extremely to begin playing, go over your list again, discussing with the
well). For example, the player characters react suspiciously players any ideas you have for improving the game. Ask them
to a completely innocent encounter with an NPC scullery for their feedback. Do your solutions seem reasonable? Do
maid, perhaps denying you the opportunity to introduce a they even feel that a given solution is necessary? Remember,
carefully planned plot thread. Or they encounter a pack they too have had time to consider their performance at the
of werewolves who nearly wipe them out, leading to a lull last game, and they may feel that the situation you thought
in the chronicle while they recover. was so awful might have more to do with the random whim
of Lady Luck than with any particular failing on your part
as Storyteller.

BOOK OF STORYTELLER SECRETS

64
Once you actually start playing, take a moment now
and again to refer to your list and to check your progress.
Have you handled similar situations better this time? If
you have, cross them off the list. Or do you need to try a
different solution? Regardless of your outcome, repeat the
process, again keeping track of situations that still need
improvement.
It may take a few sessions worth of trial-and-error, but
eventually you will finish each session with fewer and fewer
notes in your pad. When your players are happy enough with
your storytelling that you have altogether stopped making
notes for improvement, pat yourself on the back: You are a
veteran Storyteller now.

STORYTELLING FOR THE DARK AGES

65
BOOK OF STORYTELLER SECRETS

66
From this arises the question wheth-
er it is better to be loved rather than
feared, or feared rather than loved. It
might perhaps be answered that we
should wish to be both: but since love
and fear can hardly exist together, if
we must choose between them, it is
far safer to be feared than loved.
— Niccoló Machiavelli, Il Principe

FRIENDS, ENEMIES AND MISCELLANY

FRIENDS, ENEMIES AND MISCELLANY


67
67
Ghouls
ingested vampire vitae in a manner similar to a Cainite.
Thus, ghouls who have gorged on their master’s blood are
able to shrug off mortal wounds and call upon supernatural
The Cainites, despite their vast powers of manipulation,
strength and vitality. Ghouls may store up to 10 Blood Points
are unable to rule their fiefs alone. In the Dark Medieval
in their bodies and may spend one point per turn. Ghouls are
world, only a few cities have anything approaching a lively
unable to produce more blood, however, and must refresh
night life, and most commerce takes place during the daytime.
themselves from the master’s veins if they wish to make use
In order to obtain even the simplest of items, a Cainite must
of such unholy power again.
have someone who can go out in the daytime, barter in the
market or square, and return, all the while careful not to reveal Ghouls often display profound psychological differences
the exact location of the haven. Thus, in order to manipulate from humans as well, particularly those ghouls who are of
the world in which they live, and to live as they desire, the great age or who are from the hereditary “ghoul families” of
Cainites of the Dark Ages rely heavily upon ghouls. Eastern Europe. Ruled as they are by a quasi-vampiric Beast
and netted in an eternal web of blood and thralldom, many
Each clan creates ghouls who will meet the clan’s particular
ghouls display bizarre cravings and obsessions. Additionally,
needs and who generally mesh with clan interests. Princes and
ghouls’ imperfect understanding of both their powers and
other Cainite lords depend heavily on their ghouls to watch
vampire society sometimes leads them to commit strange acts.
over their domains during the daytime, so they tend to choose
kine who are highly skilled in particular areas. This is especially Ghouls make acceptable characters in a Vampire: The
so for Cainites who rule a castle or other large haven, for it Dark Ages chronicle, and they offer several advantages when
takes a large staff to maintain such properties. vampire characters must deal with mortals. Keep in mind,
however, that ghouls are designed to be supporting cast. A
Since the kine of the Dark Medieval world tend to live
player who chooses to run a ghoul character should accept the
in closely knit family groups, many Cainites have taken to
fact that his character will be weaker than — and subservient
adopting entire families and making them all ghouls. It isn’t
to — the vampires in the troupe.
even necessary for them to be a family in the strictest sense.
A vampire who lives in a monastery, for example, may have
turned all the brothers into ghouls, thus creating a stable and Ghouls of the Clans
loyal ghoul “family.” Below are some guidelines to help the Storyteller determine
Ghouls are often created as a sort of intermediary step the types of ghouls likely to be found with certain clans. A
to the Embrace. Although most Cainite lords require that a few clans have specific groups of ghouls associated with them,
vampire request permission to make a ghoul, such permission and these are delineated below.
is easier to obtain than for making a childe. This is how many Assamites
Cainites, realizing that they do not yet have the clout or the By tradition, most Assamite ghouls are from the Holy
favor to ask the prince for permission to sire, preserve those Land, Egypt and the Almohad Empire. The Assamites are
whom they deem worthy of the Embrace. Since ghouls do very fond of mercenaries or proven warriors and will supple-
not age, they can be kept almost indefinitely, so long as they ment their training until they have a small but fiercely loyal
periodically ingest the vitae of their sponsor. bodyguard. Only the highest-ranking Assamites, or those
What Is a Ghoul? who generally maintain a single residence, keep ghouls. As-
Ghouls differ physiologically from mortals in several samites who travel a great deal on clan business are unlikely
respects. Through the periodic ingestion of vampire vitae, the to have a ghoul at all, or if they do, it is more likely to be a
natural bodily processes and humors become twisted to the manservant of some kind.
service of their Cainite lords. First and foremost, ghouls grow Brujah
infernally strong, and all ghouls gain a point of the vampire Brujah choose their ghouls based on their own partic-
Discipline Potence. Furthermore, the processes of aging and ular brand of rebellion, anarchy or political thought. They
death which God has levied upon all creatures are suspended prefer kine who respect strong leadership but despise corrupt
through this black sorcery; a ghoul ceases to age as long as she leaders. Brujah ghouls tend to be rebellious peasants and
continues to ingest vampire blood periodically. God’s tax is minor nobility, but courtiers and diplomats are also chosen
only suspended — not canceled — and lies poised to smite by the clan. Additionally, the Brujah have taken an interest
the unnatural creature. The longer a ghoul cheats death, the in ghouling servants and trusted assistants to the highest of
more often she must drink at the vampiric fount, and should mortal councils. They use these ghouls to gain information
such a ghoul fail to partake of the unholy nectar, all the years about the plans of the kine (and their Cainite backers, if any)
she has evaded will fall upon her at once. and to persuade noble lords and Church officials to commit
The balance of the ghoul’s humors tilts toward the acts that will enrage the populace.
sanguine, and the ghoul thus becomes able to metabolize

BOOK OF STORYTELLER SECRETS

68
Cappadocians
For a clan so interested in death, the Cappadocians have
an amazing number of ghouls in their service. Most of these
ghouls find their niche as servants, but some of them are
researchers, scholars and doctors. The Cappadocians have
recently taken a greater interest in furthering the financial
resources of their clan and have started to transform small
families of merchants and other traders into ghouls. The
money earned by these ghouls is then used to pay for research,
to buy ancient books and manuscripts and to pay off local
officials who ask awkward questions about nighttime visits
to the graveyard.
The most prominent Cappadocian ghoul family is the
Giovanni family of Venice. Several Giovanni have been
Embraced, but more are kept as ghouls by their now-Cainite
relatives and other Cappadocians. The Giovanni are reputed
to be necromancers of the highest order and are rumored to
be developing a unique branch of sorcery that utilizes their
particular talents and knowledge concerning the spirits of
the dead and, some say, the living. For now, they are content
to rummage around in musty catacombs and to manage their
merchant interests on behalf of the Cappadocians.

A Dark Future
for the Clan of Death
Of course, the Giovanni will eventually become
much more than just a family of ghouls. In 1444, the
head of the family, Augustus Giovanni, will commit
Amaranth on the Antediluvian Cappadocius, thereby
taking over the entire bloodline. The Giovanni will
then abandon the pursuit of Mortis and ruthlessly purge
the remaining Cappadocians. In time the Giovanni will
be recognized as a major clan, and the Cappadocians
will fade into the pages of Cainite history. For more
information on the eventual fall of the Cappadocians
at the hands of the Giovanni, Storytellers should read
The Last Supper.
Also, if a Storyteller wishes, she may allow
Giovanni ghouls to use the Necromancy Discipline
from The Vampire Players Guide instead of Mortis.
If the Storyteller does decide to allow Necromancy,
it is recommended that only the first three levels be
used, and that all difficulties for using it be increased by
one. This reflects the newness and incomplete nature
of the Discipline, which the Giovanni have not yet
fully developed or mastered.

FRIENDS, ENEMIES AND MISCELLANY

69
Followers of Set Gangrel
Setites are very particular as to whom they choose to be The Gangrel don’t usually create ghouls. Their solitary
their ghouls, and, as with their choices of persons to Embrace, nature and lack of a permanent haven make ghouls more of
they tend to pick those of Egyptian descent. The Followers a burden than a bargain. On occasion, though, Gangrel have
of Set lure people who thirst for power and pleasure, and been known to transform a deserving mortal who fights for
often hold out the promise of the Embrace to their ghouls some cause with which the Gangrel are strongly aligned.
as motivation to remain loyal. Those whose service proves Those who fight to free the forests from tyrannical overlords
exceptional are sometimes rewarded with the Embrace, but or who fight to protect and preserve wildlife from overhunting
most are killed serving as guardians, messengers, simple and extinction are some examples of ghouls that a Gangrel
entertainment or as food sources for their sponsors. The may help for a time. Once the goal is achieved, however, the
Setites do, however, rely heavily upon their ghouls for day- Gangrel will more than likely move on and leave the ghoul
time commerce, especially considering the Setites’ extreme to suffer the withdrawal symptoms that always accompany a
sensitivity to sunlight. lack of ready vitae. Regardless, on the rare occasion when a
The Priests of Set are the only large, organized group of Gangrel does decide to settle down, she tends to choose ghouls
ghouls for the Setites. They employ a variety of dark rites and from the ranks of people who live on the fringes of civilization
practices to keep the worship of Set alive in the largely Muslim — survivors who can take care of themselves.
lands of Egypt. Each priest reports, of course, to a Follower of
Set, who often heads the temple to which the priests belong.
Lasombra
The priests not only serve as sources of ready vitae for the Se- Ghouls of the Lasombra tend to be people involved in
tites, but are also cunning manipulators of mortal desires, just commerce or politics. Ever the powers behind the throne,
as their sponsors are. The Priests of Set are one of the prime Lasombra choose to insulate themselves with several layers
forces behind the slave markets of Alexandria, acquiring those of agents and spies, and the most trusted and talented of
poor souls and offering them as specially trained slaves to Arab these are often turned into ghouls. Lasombra will also ghoul
lords throughout the Holy Lands and the Almohad Empire. persons whom they particularly hope will remain loyal to their
cause, as the ghouls are inevitably Blood Oath-bound to their
BOOK OF STORYTELLER SECRETS

70
sponsor. Ghouls play a key role for Lasombra all throughout even be a liability for them. This is not so. The Nosferatu, as
Dark Medieval Europe, but especially so in the Holy Roman gatherers and purveyors of information, need ghouls almost
Empire, where they are involved in the civil war. Lasombra more than any other clan. Ghouls are some of the few people
ghouls are liberally scattered throughout the court of Philip whom the Nosferatu can trust to give accurate accounts of what
of Swabia, and some ghoul spies occupy the court of Philip’s they have seen and heard. Nosferatu take their ghouls from
rival, Otto of Brunswick. The Lasombra have been alarmed among the outcast and downtrodden, of which there is a surplus
lately at the Ventrue’s success in ferreting out the Lasombra in Dark Medieval Europe. Some Nosferatu have also chosen
ghouls in Otto’s court, and they have been trying to figure to transform miners and architects, who are working to shore
out a way to keep the ghouls from being discovered so easily. up and carve out new catacombs beneath the cities of Europe.
All Nosferatu ghouls, regardless of their initial appearance,
Malkavians tend to take on a few of the less severe physical deviations of
Madness comes in many shapes and forms, and the their sponsors, due to the warping nature of Nosferatu vitae.
Malkavians do not generally discriminate in their choice of The city of Rome is off limits to all but the most brave or
ghouls except that they must be mad. Those Malkavians who foolhardy Cainites. The seat of western Christendom, while
hold fiefs will generally surround themselves with ghouls who not holy in and of itself, attracts enough persons who have
can only politely be titled “foole.” They keep them for enter- True Faith that it is dangerous for a Cainite to easily walk
tainment and for their own strange purposes. Do not believe, the streets. This holds true for even the Nosferatu, as True
however, that these ghouls are harmless. More than one mass Faith can cut through Obfuscate like a sharp knife through
murderer and demented, twisted soul has been made into a silk. Thus, the Nosferatu stick to the extensive and ancient
ghoul by a shrewd Malkavian, in order to utilize their special Roman sewers and catacombs that lie beneath the metropolis.
talents. While Malkavians may be seen as quirky jesters by In order to garner valuable information throughout the city,
many Cainites, the ghouls of other clans are all too familiar the Nosferatu have recruited a group known simply as the
with the devil-tainted madness of the Malkavian ghouls. Beggars. The Beggars are drawn from the ranks of the poor,
Nosferatu diseased and lame who live in the corners and cracks of the city.
One would think that a clan as secretive as the Nosferatu Some are old men who lost their legs fighting the Crusades,
would have little or no need for ghouls, and that ghouls might while others are children who have either run away from home

FRIENDS, ENEMIES AND MISCELLANY

71
or who have somehow lost their parents. The Beggars watch Toreador
nearly everything that transpires in the city, including who During Rome’s glory days, the Toreador reveled in de-
comes and goes, who is part of which political faction and bauchery and freely shared their vitae, creating ghouls who
what is going on in the Church. Most people consider the were beautiful, artistic or both. Since the fall of Rome, most
urban poor to be of such little consequence that they hardly Toreador have turned to more serious and sober artistic pursuits,
notice them. This can lead to many slips of the tongue and and have gained a great deal of influence in the Church. It
revelations of issues that should have only been brought up is not uncommon for well-placed or important Toreador to
in private. The Beggars are highly prized by the Nosferatu of have a veritable army of ghouls placed throughout the Church
Rome, and the Lepers do not countenance anyone — Cainite hierarchy, reporting, spying and controlling in the name of
or kine — harming them without right or reason. the Clan of the Rose. Most of these people are artisans of
Ravnos some sort, illuminating books, singing, painting and so on,
Ravnos tend to wander a great deal, and therefore they but the Toreador have also been transforming architects and
encounter many of the same problems in keeping ghouls as masons as they begin the centuries-long task of building great,
the Gangrel. Some Ravnos, however, have recently been brooding cathedrals. Other kine are also desired, including
utilizing a unique solution to this problem; they join up some bodyguards, as most Toreador are not known for their
with bands of traveling merchants or entertainers, making martial abilities.
their permanent havens in fully covered wagons that join Some Toreador, however, are very martial, and they
the caravans. This has provided these Ravnos with an op- create ghouls to pursue the recovery of holy relics and ancient
portunity to create ghouls, and they have taken advantage works of art from the Saracens. One such group of ghouls is
of it. Those Ravnos who do settle in an immobile haven are the Knights of the Sable Rose. The Sable Rose is a secret
likely to pick tricksters from among the mortal populace. order within the Hospitallers, and its members roam through
Some Ravnos have also ghouled judges and lawyers (yes, the Holy Land in search of saints’ relics and other items of
they existed even in the late 12th century), using them to historical or artistic value. The Knights work for a group of
gain favors and to avoid the trouble that inevitably follows martial and politically minded Toreador led by a Methuselah,
the typical outrageous exploits of the clan. Andrew of Normandy. They take their draught of vitae as
the Blood of Christ during the sacrament. Many believe the

BOOK OF STORYTELLER SECRETS

72
causes they pursue and the creatures they serve to be holy and Tzimisce
righteous in God’s eyes. In addition to being a skilled warrior Of all the clans that utilize ghouls, the Tzimisce is perhaps
of noble birth, each ghouled knight is also an artisan of some the most prolific. Since Tzimisce rule — often openly — over
sort, though more effete Toreador would not call the ability their kine with a mailed fist, they need many more enforcers
to create the finest arms and armor “art.” Still, these ghouls and administrators than other clans do. It is not unheard of
are well known among the Cainites of the Holy Land, and are for the entire mortal population of a castle to be the ghouls of
mortal enemies of the Assamites’ ghouls. It is rumored that a Tzimisce and his brood, and for those ghouls to administer
some of their steeds may also be ghouls. the surrounding peasants, farms and villages. Since the onset
Tremere of the war with the Tremere, the Fiends have also been creat-
Although some Tremere have made ghouls out of lab ing a great number of ghoul mercenaries and knights to fight
assistants and trusted bodyguards, they have avoided making against the vampiric wizards and their monstrous creations,
large numbers of ghouls, seeing them as a threat to their own the Gargoyles. Due to the inherent difficulties of supplying so
inherent power structure. Besides, with such splendid and many ghouls with Cainite vitae, the Tzimisce have been even
talented servants as the Gargoyles — who are much more more indiscriminate than usual in killing the poor peasant
powerful and respected than ghouls but much less powerful men and women brought to them for sustenance. As more
and respected than full Cainites in the eyes of the Tremere and more people disappear, and the blood flows in rivers
and most other vampires — the Tremere find they have little through the halls of Tzimisce fortresses in the Balkans, the
need for ghouls. Some Tremere are beginning to experiment common folk have become paranoid, and even the Church
with animals by having their Gargoyles Embrace them to see has become suspicious.
how well they can be trained to act as guardians and “beasts Tzimisce have utilized ghouls for so long that they have
of burden.” See below for more information on Gargoyles and actually discovered methods by which ghouldom can be made
Gargoyle creatures. hereditary. The Fiends have used this power to breed “ghoul
families” of various sorts, whose members serve diverse pur-
poses. Over the centuries these ghoul families have insinuated

FRIENDS, ENEMIES AND MISCELLANY

73
themselves in many lines of Eastern European and Byzantine
nobility, providing the Tzimisce with vast influence over
their ancestral lands.
The most important of the Tzimisce ghoul families is
the Zantosa. The Zantosa is a line of Eastern European minor
nobility, and from the Zantosas many a Tzimisce vampire has
been Embraced. The Zantosa not only act as the eyes and
ears of the Tzimisce throughout the courts of Eastern Europe,
but also act as administrators for many Tzimisce estates. The
Zantosa are proud of their noble lineage and they are also
somewhat decadent, enjoying the mortal pleasures and the
powers that vampiric vitae gives them to relish these pleasures
even more. They are cruel to those they rule over, including
another Tzimisce ghoul family, the Bratovich (who act pri-
marily as bodyguards and foot soldiers for the Tzimisce). For
more information on the Zantosa, Bratovich and other ghoul
families, see The Storytellers Handbook to the Sabbat.
Ventrue
Unlike the Lasombra, the Ventrue prefer to work directly
with mortal families of power, influence and nobility. They
would much rather have a ghoul noble wearing a ducal crown
than to simply have the duke’s advisors in their pocket. As
the Ventrue also tend to live in large castles surrounded by
their kine retainers and allies, they tend to transform a great
many servants and others necessary to the running of a castle.
One person who is almost always ghouled by any Ventrue who
lives in a castle is the chamberlain, the person responsible for
the day-to-day operations and decisions. Other ghouls popular
among the Patricians are exchequers in various noble courts,
as well as a variety of powerful merchants. As minted money
grows in importance throughout Dark Medieval Europe, the
Ventrue are beginning to recognize that those who hold more
of it have more political clout, as money can be used for bribes
as well as for hiring mercenaries or outfitting soldiers.
Baali
Ghouldom is seen by the Baali as a way of rewarding
mortals who have committed despicable and vile acts against
God and humanity. Baali almost always choose their ghouls
from the ranks of the most evil and depraved humans available,
although a few humans are left as they are, to see how far they
will go without Baali assistance. Baali ghouls are always divid-
ed into covens, and when they meet it is usually to worship
Lucifer and his minions, of which the Baali are considered
the greatest. Baali ghouls believe that their Cainite sponsors
are demons incarnate on earth, and the Baali make pacts with
them, using their immortal souls as bargaining chips to gain
even greater power.

BOOK OF STORYTELLER SECRETS

74
More Fearsome Ghouls
Although rules for ghouls are presented herein and in The Storytellers Handbook, some Storytellers may find
these rules too restrictive. If you wish a chronicle wherein ghouls are a legitimate threat to the Cainites, you might
consider allowing ghouls to have higher-level Disciplines than would normally be allowed by the generation of their
sponsor. Below is a chart showing the more restrictive standard rule, and a suggested rule to give the ghouls greater
ability and power.
Sponsor’s Normal Maximum Suggested Maximum
Generation Discipline Levels Discipline Levels
12 - 11 1 1
10 - 9 1 2
8 1 3
7 2 3
6 3 4
5 4 4
4 5 5

FRIENDS, ENEMIES AND MISCELLANY

75
Gargoyles
When Tremere committed Amaranth upon Saulot, he Sobriquet: Slaves
instantly made enemies of many Cainites. Although these early Appearance: Gargoyles are hideous in appearance; the
assaults were fended off, the cost was great, and many newly creatures that adorn the various cathedrals and castles of
created Tremere vampires perished at the hands of the Inconnu Europe would be considered beautiful when compared to the
and others. With tensions growing between the Tremere and real things. Many kine who see Gargoyles mistake them for
the neighboring Tzimisce in the Balkans, the Circle of Seven demons, with their batlike wings and skin covered with stone
decided they needed a strong supernatural army to match the carbuncles and protrusions.
Tzimisce ghouls and enslaved kine. Haven: Gargoyles live wherever their master or mistress
In 1167, deep in the Transylvanian Alps, at their chantry lives, but are most comfortable in dark, abandoned buildings
of Coeris, the Tremere used a variation of the ritual that had and caves. The Tremere are notoriously inconsiderate to their
transformed them into Cainites. Using a captured Nosferatu servants, often providing little more than a bare stone cell for
and Gangrel, they enacted the ritual, adding quantities of the Gargoyle to sleep in during the day.
magical earth to lend strength and endurance to their creation. Background: Due to the magical nature of their creation,
From the boiling cauldron came forth a hideous creature Gargoyles remember nothing of their life before the Embrace
seemingly made of rock, powerful muscles rippling beneath its (or creation, for those who were previously vampires of another
dark gray skin. So was the first Gargoyle created. Two more clan). They still remember some mortal skills, however, and
were also made, one from a combination of a Tzimisce and a Gargoyles that have been granted permission to Embrace prefer
Gangrel, and the last from a combination of a Tzimisce and to Embrace soldiers. Gargoyles come in three types: warriors,
a Nosferatu. of Gangrel-Tzimisce stock; sentinels, of Nosferatu-Tzimisce
Since then, the Gargoyles have served as soldiers, stock; and scouts, of Gangrel-Nosferatu stock. Warriors focus
bodyguards and servants for the Tremere. The Gargoyles are on Potence and combat Abilities; sentinels concentrate on
capable of Embracing on their own, but are often ordered not Fortitude, Alertness and other such Traits; and scouts com-
to do so, as the Tremere have no wish to alienate the few monly practice Stealth, Survival, etc.
clans who aid them (especially the Ventrue) by breaching Character Creation: Gargoyles are created just as any
the Traditions. The Tremere still create Gargoyles out of other character, with a few exceptions. First, all player character
captured Gangrel, Nosferatu and Tzimisce of the most potent Gargoyles must have been Embraced rather than transformed
generations when they can, and they keep careful control from Cainites of other clans (unless the Storyteller decides
over their slaves. otherwise). Each Gargoyle must take a new Ability, the Skill
The life of a Gargoyle is hard. They are expected to un- of Flight, and automatically starts with one dot in it (Flight
flinchingly carry out orders given by any Tremere. Gargoyles is paid for like a Discipline, however; see below for details).
recognize the ranks of the Tremere, and are loyal first and This is taught to neonates by the Gargoyle that was permit-
foremost to their master, then to higher-ranking Tremere. ted to Embrace them. Finally, a Gargoyle may purchase the
Because of this, the Tremere have been careful to award Gar- Background trait of Mentor to have a more potent master.
goyles only to the most loyal of Tremere. Still, a few times, If no points are spent, the Gargoyle’s master is a Tremere
strife within the clan has caused Gargoyles to come to blows of the 11th generation (Tremere of the 12th generation are
with each other, and some Tremere have taken to settling not permitted to have Gargoyle servants). For each dot in
bouts of certámen by having their Gargoyle champions fight Mentor, the Gargoyle’s master’s generation is reduced by one.
with other Gargoyles in the ring. The only restriction on this is that the Gargoyle’s generation
Some Gargoyles have begun to chafe under their eternal may not be more potent than its master’s generation, unless
servitude, especially those who are descended from Gargoyles the Storyteller says otherwise. Gargoyles may not have lived
that were Embraced instead of created. No Gargoyle has yet unlives of longer than 29 years, since they were only created
openly revolted, but some small acts of rebellion, like failing 30 years ago (and the only three Gargoyles created in 1167
to do a task as well as it could have been done, have been were the progenitors of the bloodline). Gargoyles always follow
noted with concern by the Tremere. It is even rumored that the Road of the Beast.
one Gargoyle, known simply as the Rock Lord, escaped when Clan Disciplines: Fortitude and Potence (with the Abil-
its master was killed in a Tzimisce attack, and now lives deep ity of Flight being treated as a Discipline for the purposes of
in the Carpathians, where it breeds its own brood of inde- character creation and experience-point expenditure).
pendent childer.

BOOK OF STORYTELLER SECRETS

76
Weaknesses: Due to their hideous appearance, all Gar-
goyles automatically have a zero Appearance. Also, Gargoyles
have been bred and trained to follow the orders of their masters,
and this leaves them vulnerable to Dominate or other forms
of mind control. A Gargoyle is considered to have two fewer
Willpower points when resisting such control.
Organization: While they follow their masters, they also
have a certain structure when gathered in groups. To determine
the “status” of one Gargoyle when compared to another, sim-
ply add the Gargoyle’s generation to its master’s generation.
The Gargoyle with the lowest number is considered to be the
leader, unless the Tremere say otherwise.
Quote: Yes, my Lord Pontifex, it will be as you command.
Stereotypes:
Gangrel — Fierce warriors. Their claws bite, but their
skin is soft.
Nosferatu — Miserable cowards. They hide from us, but
we can sense them if they enter the havens of our masters.
Tremere — We obey them without question and are ready
to sacrifice our very lives for them. We owe them everything.
Tzimisce — They command armies of ghouls, but cower
before us when they have to fight on their own. We will crush
them all.
All Others — They do not concern us. If they do, our
masters will tell us of it.

A Tremere player character can have a Gargoyle


servant by spending Background dots on it. A special
Background, Gargoyle Retainer, is used for this purpose.
A Tremere player character may only start with one
Gargoyle Retainer, unless the Storyteller permits oth-
erwise. The Gargoyle’s generation is determined by the
number of dots in the Gargoyle Retainer Background.
Subtract the number of dots in Gargoyle Retainer from
13 to determine the Gargoyle’s generation. Gargoyle
Retainer is more expensive than other Backgrounds,
costing two points per dot desired. A Gargoyle Retainer
may not be of a lower generation than the Tremere. If
another player wishes to play the Gargoyle, the Tremere
need not spend the points on Gargoyle Retainer, and
the Gargoyle may be of a more potent generation than
the Tremere (perhaps the Tremere’s superiors have
given the Gargoyle to the Tremere as a gift for excellent
service to the clan, or perhaps they wish to keep an eye
on the Tremere, using the Gargoyle as a spy).

FRIENDS, ENEMIES AND MISCELLANY

77
Gargoyle Creatures Unlike other animals who are Embraced, Gargoyle crea-
tures seem to know instinctively that sunlight and fire are
Some Tremere have used their knowledge of Gargoyle cre-
ation to experiment on animals. Although the Tremere do not anathema to their kind, and they are not prone to dying from
create these creatures themselves, they have successfully induced stupidity. Some Gargoyle creatures have even displayed signs
their own Gargoyle servants to Embrace animals. These creatures of increased intelligence after the Embrace.
are most frequently used as guardians to supplement the Gargoyles, Gargoyle creatures retain their memories of any tricks
as well as vampiric versions of mastiffs and other creatures of and skills they knew while mortal, and do not forget who their
war. More than a few Tzimisce have been surprised at the sight owners were. The Tremere have ascribed this to the fact that
of a stone dog leaping from the shadows of the voivode’s castle, the animals do not have souls; in medieval times, only peo-
and they are quickly learning to fear these horrendous beasts. ple were thought to have souls, thus explaining their unique
position of supremacy over the Earth and in the eyes of God.
Creating Gargoyle Creatures Only those Gargoyle creatures that knew how to fly in life
The creation of a Gargoyle creature is very simple. A have the Flight Ability (see below). Others eventually learn
Tremere simply has her own Gargoyle Embrace a beast pre- it or develop it on their own, most frequently by continuously
viously prepared by a single one-hour ritual. The ritual helps being dropped and then caught by the Gargoyle creature’s sire.
to ensure the survival of the creature; even then, however, The sheer terror of falling forces the creature to develop wings,
many beasts fail to survive the process intact, either becoming but once they begin, they take to the air readily. Gargoyle
physically crippled, mentally damaged, or dying outright. Those creatures also have some other powers of their own, springing
that survive are kept for a time after the Embrace and are always from their innate animalistic abilities.
Blood Bound to the Gargoyle sire’s Tremere master. During Gargoyle creatures may receive various Tremere rituals
this time, the newly made vampiric creature grows noticeably, to boost their powers, but are subject to the same restrictions
becoming stronger and more agile than its mortal cousins. that regular Gargoyles are. A Gargoyle creature’s stock is that
Tremere do need permission from their Tremere superiors to of the Gargoyle that sired it.
create a new Gargoyle creature.
BOOK OF STORYTELLER SECRETS

78
Gargoyle Creature Bestiary still highly valued as sentinels, and Coeris is guarded by over a
At present, only three types of creatures have successfully dozen of them. The eyes of a rock cat glow red, and its roar not
been turned into Gargoyles. Wolves have been captured for the only acts as an alarm, but can paralyze and frighten its victims.
purpose of Gargoyle creation, but this stopped after the second Stone Dog
attempt, when a pair of “wolves” changed into “wolfman” form Strength 4, Dexterity 3, Stamina 3
and completely destroyed the hapless Tremere experimenter,
Perception 3, Intelligence 2, Wits 3
her Gargoyle servants and their haven. Since then, the Lupines
known as the Shadow Lords have made it painfully clear to Willpower 3, Health Levels: OK, -1, -1, -2, -2, -5
the Tremere that if they continue to take wolves, the Shadow Attacks: Bite/5 dice; Claw/4 dice
Lords will come after Coeris in full force. Wisely, the Tremere Talents: Alertness 3, Athletics 2, Brawl 3, Dodge 3, Smell 3
have not touched a wolf since. The Tremere are working on Disciplines: Fortitude 1, Potence 1
creating a breed of Gargoyle bears next. Special Powers: See in the Dark (treat as the Protean Disci-
pline Witness of Darkness)
Razor Bat
Weight: 100+ lbs.
Strength 1, Dexterity 4, Stamina 2
These are the most numerous of the Gargoyle creatures, and
Perception 2, Intelligence 2, Wits 3
they are created from the hunting dogs and war mastiffs that the
Willpower 2, Health Levels: OK, -1, -2, -5 Tremere have bred, bought or stolen. Stone dogs are incredibly
Attacks: Claws/2 dice; Bite/1 die; Wing Strike/3 dice (the tough (starting out with one dot in Fortitude as well as the
bat must perform a full swoop, which takes three turns, and obligatory Potence), and many of them are able to learn to fly in
the bat rolls Dexterity + Flight) a very short time. As with rock cats, they too have glowing red
Disciplines: Potence 1 eyes and the ability to see in total darkness. Those that can fly are
Talents: Alertness 3, Athletics 2, Brawl 1, Dodge 3, Flight 4 often sent on “hunting” expeditions with their Gargoyle master.
Special Powers: Exceptional Hearing (treat as the Auspex The pack flies to a Tzimisce castle or a stronghold of Tzimisce
Discipline Heightened Senses, with the Razor Bat rolling ghouls, and the stone dogs are turned loose over the compound.
Wits + Alertness) They attack anyone or anything in sight, and if nobody is about,
Weight: 1 - 3 lbs. they hide in the shadows of the battlements and towers. When
These creatures are used as miniature spies and alarms. They it is time to leave (usually just about the time that they must
can be trained to shriek and chitter whenever someone they return to their haven to beat the dawn), the Gargoyle collects
don’t recognize approaches a certain area, and a flock of them what remains of the pack and flies into the night.
can be deadly in an attack. Although having very poor eyesight,
razor bats are able to “hear” their surroundings by listening to A Tremere character may have a Gargoyle creature
their own clicks and squeaks and how they echo off solid objects. only if she also has a Gargoyle servant. Just as with
Razor bats can fly very quickly, up to 20 miles per hour. Gargoyle servants, a Gargoyle creature must be paid for
with the Gargoyle Retainer Background. This is done
Rock Cat by spending points in another Background, Gargoyle
Strength 5, Dexterity 4, Stamina 3 Creature. Gargoyle Creature costs the same as other
Perception 4, Intelligence 3, Wits 3 Backgrounds (one dot per point). One dot allows the
Willpower 4, Health Levels: OK, OK, -1, -1, -2, -2, -5, -5 Tremere to have a trio of razor bats, two dots allow a
Attacks: Claws/5 dice; Bite/6 dice stone dog, and three dots a rock cat. The generation of
Talents: Alertness 3, Athletics 3, Brawl 3, Dodge 3, Stealth 3 the Gargoyle creature is one higher than the Gargoyle
Disciplines: Potence 1 Retainer the Tremere possesses.
Special Powers: Paralyzing Roar (treat as the Presence Dis-
cipline Dread Gaze, with the Rock Cat rolling its Willpower
instead of Charisma + Intimidation), See in the Dark (treat Gargoyle Powers and
as the Protean Discipline Witness of Darkness)
Weight: 400 - 500 lbs.
Abilities
Embraced from the various mountain lions that inhabit Flight
the Carpathians and Transylvanian Alps, rock cats are the most Gargoyles are able to fly naturally, and each Gargoyle gains
powerful and lethal Gargoyle creature created to date. Despite the ability upon its Embrace. Gargoyles have a unique Ability,
their size, they are extremely agile creatures and are adept at Flight, which they use to perform aerial combat maneuvers and
moving stealthily before deciding to attack. No rock cat has yet tricky moves when flying through mountain passes.
learned to fly, although some of them do have vestigial wings. It Flight, however, is not purchased like a regular Ability.
is thought they may be too heavy to get airborne, but they are Instead, it costs the same as a Discipline for the Gargoyles. For
FRIENDS, ENEMIES AND MISCELLANY

79
each dot of Flight, a Gargoyle may fly at five miles per hour, (at half speed). The effects of this ritual last until the next full
and its wings grow larger. Gargoyles are unable to hover and moon, at which time it can be repeated.
must remain in motion at all times while in the air.
A Gargoyle is capable of carrying things in its arms or grasping Defender of the Haven
them with its taloned feet, but at a penalty to its speed and stamina. (Level Three Ritual)
For each 25 pounds a Gargoyle carries during flight, it operates as Many Tremere rely upon Gargoyles to defend their havens
if it had one fewer dot in the Flight Ability (Gargoyles with only while they work other rituals or plot and scheme against the Tzi-
one dot in Flight may carry only a maximum of 10 pounds and misce. So, while they are engrossed in their research, they need
may not perform any complicated maneuvers when they do so). their Gargoyle guardians to be extra alert, and thus this ritual was
It is theoretically possible for a very potent Gargoyle to grab a devised. With it, the Gargoyle becomes linked with the haven
person and hoist her into the air, but this is risky, and more than (up to the size of a small castle) and may detect intruders of any
one Gargoyle has been lost due to crashing after attempting such sort, even if they are out of sight or under the veil of Obfuscate.
a maneuver (see below for aerial combat maneuvers). System: This ritual can only be used on Gargoyles of
10th generation or lower. The ritual takes an entire night to
Tremere Gargoyle Rituals complete and involves taking the Gargoyle to the various car-
The Tremere have devised several rituals not only to create dinal boundaries of the haven, where a point of the Gargoyle’s
Gargoyles from captured Gangrel, Nosferatu and Tzimisce, but vitae is infused into the structure. The Tremere also expends
also to strengthen their innate abilities. These rituals are not a point of Willpower to activate the ritual. When completed,
without cost to the Tremere, however, and they use them only the Gargoyle may detect anyone within the structure on a
on those Gargoyles that have already distinguished themselves Perception + Alertness roll (difficulty 6). If the intruder is
in battle, thus proving they will survive long enough to gain attempting to hide, he makes an opposed roll Self-Control +
some benefit from the rituals. Stealth roll (or other appropriate roll), also against difficulty
These rituals are not permanent and have to be period- 6. This ritual must be cast during the full moon and works for
ically renewed by the Tremere to whom the Gargoyle owes the Gargoyle only in the structure in which the ritual was cast.
its service. (Eventually, the Gargoyles will internalize these
rituals, and they will become the Discipline of Visceratika.) Infusion of Earth
(Level Four Ritual)
Soul of the Earth Gargoyles are inherently connected to the earth, and the
(Level One Ritual) Tremere have taken advantage of this. This ritual requires the
The powder of an uncut piece of granite is mixed with Gargoyle to ingest powdered mortar mixed with the Tremere’s
the vitae of a Gargoyle and then sprinkled liberally on a nor- vitae. The ritual is somewhat unpredictable and can take several
mal animal. The process is very exacting and takes one hour. hours of continuous chanting and concentration by the Tremere.
Upon completion of this ritual, the animal is prepared to be System: A Gargoyle must be of at least ninth generation to
Embraced by the Gargoyle whose vitae was used in the mixture. absorb the effects of this ritual successfully. The Tremere must
System: When the Gargoyle Embraces the creature, the roll Stamina + Occult once per hour of the ritual. The Tremere
ritual takes effect, cushioning the animal’s body and mind from must accumulate a total of 10 successes without botching (a roll
the shock of the Embrace. The Storyteller rolls the creature’s with no successes but no botches does not end the ritual) and
Stamina + the Tremere’s Occult against a difficulty of 8. before sunrise for the ritual to succeed. If successful, the Gargoyle
Success means the creature is successfully Embraced. Failure may meld with the earth (per the Protean Discipline Interred
or botch means that the Embrace fails, and the creature dies. in the Earth) by the simple expenditure of a Blood Point. The
Gargoyle may also meld into stone or rock with equal ease.
Skin of the Chameleon Anybody who searches the place where a Gargoyle has melded
(Level Two Ritual) with the earth may, on a roll of Perception + Alertness versus
The Tremere caster first creates an alchemical mixture difficulty 8, notice the vague outline of the Gargoyle, as the
distilled from a variety of color-changing lizards and flowers. creature does not completely merge with the stone or dirt. This
This compound is then mixed with the vitae of the Gargoyle. ritual lasts until the next solstice or equinox.
When this mixture is rubbed into the Gargoyle’s skin, the
Gargoyle gains the ability to blend in with its surroundings. Transform the Skin to Stone
System: This ritual can be used on a Gargoyle of 11th (Level Five Ritual)
generation or lower, and requires a point of the Tremere’s The resiliency of the Gargoyles is quickly becoming leg-
blood to be added to the mixture. After rubbing the elixir into endary among Cainites. In addition to their already formidable
the skin of the Gargoyle for one hour, the Gargoyle gains the Fortitude, some Gargoyles have been granted an even greater
power to change color to match its surroundings. This gives ability to shrug off not only damage from mortal weapons, but
the Gargoyle five extra Stealth dice, so long as it moves slowly damage from fire as well.
BOOK OF STORYTELLER SECRETS

80
System: A Gargoyle must be of at least eighth generation
to benefit from this ritual. The Gargoyle must drink the carefully
prepared vitae of several Gangrel (at least three different Gangrel
from which a combined total of 10 Blood Points must be con-
sumed) during the ritual, and the Tremere must expend a point of
Willpower. At the end of the night, the Gargoyle will henceforth
be able to add one to his Stamina for resisting wounds, take one
fewer point of wound penalties, and halve all damage received
from fire. This ritual is not without risk to the Tremere, though.
The Tremere must make a Willpower roll (difficulty 10). If even
one success is gained, the ritual is permanent. If no successes
or botches are rolled, the ritual lasts until the next equinox or
solstice. If the end result is a botch, the Tremere loses one point
of Willpower permanently (although the Gargoyle still benefits
from the ritual, as if no successors or botches had been rolled).

Heart of Stone
(Level Six Ritual)
Gargoyles must often face stinging hails of arrows and
sharp, piercing blades in their battles against the Tzimisce
voivodes and their armies. This ritual was devised by the Tremere
to protect their strongest and most valuable Gargoyle servants
and warriors, and makes them devastating opponents on the
battlefield. The skin of the Gargoyle takes on a decidedly
more rocklike appearance after this ritual.
System: Effective only on Gargoyles of seventh generation
or lower, this ritual must be enacted on seven successive nights.
On each night the Tremere must expend one Blood Point,
which is mixed with mortar and mercury and then ingested
by the Gargoyle. Each night, the Tremere must roll Stamina
+ Occult (difficulty 6), although a point of Willpower may
be spent to gain an automatic success. If the ritual succeeeds
on all seven nights, the Gargoyle’s internal organs (or what
remain of them) become hard as stone. Any piercing weapons
used against the Gargoyle have their Dice Pools halved, and it
is impossible even to attempt to stake the Gargoyle without a
combined Strength + Potence of 7 or better. This ritual lasts
until the next summer solstice, but the Tremere may, at the
end of the ritual, exert extreme concentration and expend a
permanent point of Willpower to make the ritual permanent.

Gift of the Immobile Form


(Level Six Ritual)
The Tremere have found it useful for Gargoyles to be
able to take shelter even in the open, and came up with the
concept for this ritual from the grotesque adornments with
which the Toreador have been decorating the cathedrals of
Europe. A Gargoyle protected by this ritual may withstand even
direct sunlight, and can see and hear everything transpiring
around it. The drawback is that the Gargoyle cannot move a
single muscle, or the sunlight will begin to burn at full force.
Gargoyles with this ritual are highly prized as spies, able to
become part of the decorations in many churches and castles
and spy on what goes on inside and outside.

FRIENDS, ENEMIES AND MISCELLANY

81
System: This ritual may be used on a Gargoyle of seventh Flying Thrust
generation or lower, so long as the Gargoyle has at least one
This is a very special maneuver, used only when the
dot of Fortitude. This ritual takes only a night to complete
Gargoyle has a long weapon, such as a lance or a spear, in
and lasts until the next new moon. After being cast, the ritual
its hands. The point is to impale the target with the weapon
enables the Gargoyle, by remaining stock still, to avoid damage
and leave it imbedded within, severely hampering the oppo-
from the sun. The Gargoyle must roll Stamina + Fortitude
nent’s ability to continue fighting. If the Gargoyle succeeds,
(difficulty 9) in order to remain motionless throughout the
the impaling weapon is driven through the target’s body. If
day. In addition, this ritual does not make the Gargoyle’s Beast
the target does not die, he takes an automatic -2 penalty to
react more calmly to sunlight, and the Gargoyle must still roll
all Dice Pools (in addition to wound penalties) until the
to avoid frenzying at the first sight of the sun.
weapon is broken off. Removing the shaft instead of breaking
Aerial Combat it off automatically causes another Health Level of damage
to the target.
Flying into combat is the chief weapon of the Gargoyles Roll: Dexterity + lower of Melee or Flight
against the ghoul soldiers and Cainites arrayed against Clan
Difficulty: 8
Tremere. A significant number of battles actually happen at
night, as the Tzimisce do not trust their retainers to handle Damage: Weapon Damage + Flight
battles on their own during the daytime (they have learned Actions: 1
this through hard experience and no few dead vassals). Un- Rake
fortunately for the Tzimisce and their allies, this allows the
Gargoyles do have claws on their feet, but these talons do
Gargoyles to bring their full might to bear.
not inflict aggravated damage like the claws of other Cainites.
Four basic maneuvers are available to a Gargoyle attack- Still, they are a fearsome natural weapon for the Gargoyle, and
ing a ground target from the air: the Pounce, the Swoop, the they use them to great advantage when flying low and fast over
Flying Thrust and the Rake. Just as in regular combat, the a battlefield. Unlike other maneuvers, this one is based on
Gargoyle uses either Brawl or Melee — as appropriate — but Flight alone, as the Gargoyle is basically just aiming the path
aerial combat levies an additional restriction. If the Gargoyle’s of its flight to intersect the opponent’s head with the talons.
Flight Ability is lower than his Brawl or Melee (depending If used against a mounted opponent, the target must roll a
on which is being used), the score for Flight is used instead. Dexterity + Ride (difficulty 6) to stay on the horse, obtaining
Although this often makes it more difficult for the Gargoyle equal or greater successes than the Gargoyle did in hitting.
to hit an opponent, the sheer force of the blows that do land
Roll: Dexterity + Flight
more than compensates for this lack of accuracy.
Difficulty: 6
Pounce Damage: Strength + Flight
The Gargoyle starts on the ground and leaps at its op- Actions: 1
ponent, using its wings for a higher jump and thus coming Although rare, combat against other flying creatures may
down with more force. This is much like a Body Slam, but occur, as sometimes is the case when two Tremere decide to
more forceful, as the Gargoyle uses its wings to propel its body settle a dispute via Gargoyle champions. Two major differences
into the opponent. If the attack succeeds, treat as a Body Slam mark combat between aerial opponents. First, as long as the
(Vampire: The Dark Ages, page 194), but the Gargoyle rolls two combatants are aware of each other, they roll Wits + Flight
Strength + Flight for damage. for initiative instead of Wits + Alertness. This represents
Roll: Dexterity + lower of Brawl or Flight the various turns, climbs and dives that the opponents use
Difficulty: 7 to gain the advantage for the attack. Second, a Pounce may
Damage: Special not be used in midair. Otherwise, all combat is the same, but
Actions: 1 Storytellers are advised to use a healthy dose of common sense
when running an aerial combat.
Swoop Those Tzimisce who have mastered the Chiropteran
Diving out of the air, the Gargoyle swoops past its op- Marauder man-bat form (Vicissitude Level Six) may also learn
ponent, slashing with a weapon or simply striking with a fist. aerial moves, but few do; Tzimisce use the Marauder form
The point is simply to add the force of the dive to the blow more for movement and intimidation than for aerial battle.
and then to climb for another strike. In any event, Gargoyles tend to outclass Tzimisce in the sky.
Roll: Dexterity + lower of Brawl/Melee or Flight
Difficulty: 6
Damage: Strength + Flight (if using Brawl) or Weapon
Damage + Flight (if using Melee)
Actions: 1
BOOK OF STORYTELLER SECRETS

82
Legendary
Creatures
Depending on the type of chronicle you wish to run,
the characters may occasionally encounter magical and rare
creatures. If you are running a chronicle with a high-fantasy
flavor, these creatures can exist naturally. Otherwise, they are
most likely the creations of mages, faeries or infernal powers.
Some of these creatures are intelligent — reasoning,
thinking and acting like humans. Sentient creatures have the
Social Attributes listed in their statistics. Creatures that do
not have Social Attributes are considered to be animalistic in
actions and nature. These creatures are provided as examples,
and Storytellers who wish to include other legendary creatures
in their chronicles are encouraged to consult mythology books
for inspiration.

High Fantasy vs.


“Realistic Medieval”
Obviously, the Dark Medieval world is not an exact
replica of the real medieval Europe, if for no other reason
than that bloodsucking corpses did not really haunt the
roads and courts of Europe. Still, the existence of vam-
pires accepted, there are various levels of realism that
can be ascribed to Dark Medieval chronicles. Dragons,
sphinxes, flocks of razor-winged Gargoyle bats, and stone
dogs strafed atop voivodes’ castles tend to vault the game
into a more heroic, “high-fantasy” level.
If such an approach is unsuitable for your chronicle,
then by all means do not use these creatures! They
are there to provide an element of drama and to inject
a little fantasy into the “authentic” European milieu.
They are not “official” — in fact, anything can be
changed or omitted from your chronicles when you
play any game in the Storyteller System — and if you
don’t want rock cats and dragons and vozhd (oh my!)
in your game, feel free to ignore the critters.

FRIENDS, ENEMIES AND MISCELLANY

83
Basilisk
Strength 1, Dexterity 3, Stamina 2
Perception 3, Intelligence 2, Wits 3
Willpower 2, Health Levels: OK, -1, -5
Attacks: None
Talents: Alertness 3, Dodge 4
Weight: 1 - 5 lbs.
Blood Pool: 0 (venom inflicts aggravated damage if drunk)
Small and quick, the basilisk is a creature with the body
of a snake and the head of a rooster. Basilisks live in any of
the usual places where normal snakes can be found. A basilisk
does not have any means of physical attack, but makes up
for it with powerful magic abilities: It can slay with a glance,
and it is extremely poisonous.
Deadly Gaze: If the basilisk is angered or attacked, it
can choose to make its glance deadly to anything it can
see. This power does not require the basilisk to make eye
contact. If it can see its target, it can try to kill it. Any
mortal who falls under the Deadly Gaze must immediately
make a Stamina roll (difficulty 8). Failure causes the
mortal to keel over, irrevocably dead. Mortals who make Blood Rose
a successful Stamina roll still take two Health Levels of Strength 3, Dexterity 4, Stamina 2
damage. Vampires who fall under the Deadly Gaze may add Perception 5, Intelligence 0, Wits 2
Fortitude to their roll, and fall into torpor if unsuccessful. Willpower 10, Health Levels: OK, -1, -3, -5
Vampires who succeed in their Stamina rolls against the Attacks: Thorns attack for two dice and also may entangle
Deadly Gaze may attempt to soak the two Health Levels creatures passing through.
of damage. The basilisk may only use its Deadly Gaze on
Talents: Alertness 3, Brawl 2
a single target per round.
Weight: negligible
Creeping Poison: The skin of the basilisk is deadly
poison to all who touch it. Any mortal who touches Blood Pool: varies
or is touched by the basilisk must make a Stamina roll Believed to be a faerie’s gift to a Toreador, these hedges
(difficulty 10). Success leaves the victim disoriented and of barbed-wire vines are as deadly as they are beautiful. The
dazed, unable to act for three rounds, and also delivers fist-sized vermilion blooms seem to sense when mortal blood
three Health Levels of damage. Failure of any kind results is near, and a living creature attempting to pass through them
in death. Cainites are only mildly affected by this poison, will be stabbed by the wickedly sharp thorns, which will absorb
which causes them to feel a burning sensation in the blood as long as they are able. A creature who becomes tangled
area touched by the basilisk. The burning ceases after a and unable to escape will be drained dry. The blood nourishes
moment, and the vampire loses a single Blood Point as the plant, and collects in berry-red, grapelike fruit. This fruit
her body immediately heals itself. is a delicacy indeed to Cainites, for it liquefies in the mouth
The poison of a basilisk is so insidious that it will and equals one Blood Point if consumed.
actually spread over an item that touches the basilisk, Dragon
quickly coating metal and soaking into cloth or leather. Strength 12, Dexterity 6, Stamina 8
As such, any weapon that touches a basilisk must be
Charisma 7, Manipulation 8, Appearance N/A
dropped, or at the beginning of the next turn the wielder
will suffer the full effects as if he had touched the basilisk Perception 6+, Intelligence 6+, Wits 6+
with bare skin. Willpower 10, Health Levels: OK, OK, OK, -1, -1, -1, -1, -1,
Followers of Set are immune to the basilisk’s poison. -2, -2, -2, -3, -3, -3, -5, -5, -5
Attacks: Bite/7 dice; Claw/6 dice; Tail/3 dice (teeth and claws
inflict aggravated damage)
Talents: Alertness 5, Athletics 2, Brawl 5, Dodge 3, Flight 5,
Intimidation 5, Subterfuge 4

BOOK OF STORYTELLER SECRETS

84
Levels of damage. Any armor the character is wearing will also
lose one level of Protection, and all weapons will do one fewer
die of damage (the weapon is considered destroyed when it no
longer adds a bonus to the character’s strength for damage).
Breathe Fire: This is the single most legendary power of
dragons. By expending a Willpower point, the dragon may
engulf a 30-foot-square area in blazing fire. Anyone hit by this
flame takes five Health Levels of damage, and all combustible
materials on the victim’s body are set aflame (for each round
that clothing, etc. is aflame, the target takes one additional
Health Level of damage). Cainites may not attempt to soak
this damage unless they have Fortitude. The dragon is, of
course, immune to all flames, including its own.
Dread Gaze: This power is exactly like the Presence
Discipline of the same name.
Indomitable Will: Dragons are immune to the powers
of Chimerstry, Dementation, Dominate, Presence, and all
manner of supernatural mind control or illusion.
Majesty: This power is exactly like the Presence Discipline
of the same name.
Knowledges: Hearth Wisdom 4, Linguistics 5 (any five lan- Regeneration: The dragon may heal up to three levels of
guages), Occult 7 damage each round at will.
Armor Protection: 4 (some areas, such as the eyes, or the Fae Cattle
mouth when it is open, may be considered unarmored) Strength 5, Dexterity 3, Stamina 6
Weight: several tons Perception 2, Intelligence 1, Wits 3
Blood Pool: 30 (inflicts aggravated damage if drunk) Willpower 3, Health Levels: OK, OK, OK, -1, -1, -3, -3, -3, -5
Ancient creatures said to predate Adam’s exile from the Attacks: Gore (if bull)/8 dice; Bite/3 dice
Garden of Eden, dragons are fearsome to behold, and few have
Talents: Alertness 3, Brawl 4, Stealth 2
lived to tell the tale of encountering one. Dragons spend most
Weight: 500 lbs.
of their time sleeping, but legend says that they always sleep
with one eye open to guard their hoard against intruders and Blood Pool: 10
thieves. Dragons prefer to make their lairs in deep caves high These creatures are known for joining a herd and then
in the mountains. When not encountered in their lair, they are leading away the best cattle under cover of dark.
usually flying, stopping only to feed on cattle (which usually only
takes a couple of bites). Dragons are able to carry an object up to
the size of a cow and could easily grab a horse and rider (if the
Storyteller desires, dragons may use the Flight maneuvers listed
for Gargoyles, above, when flying into combat). They are said
to crave books and items of magical power just as much as they
crave wealth, and it may even be possible to trade with one if
the trader is wily enough (assuming the dragon just doesn’t take
what it wants in the first place). They have the ability to speak
in the vernacular of the mortals dwelling near their abode, but
prefer ancient languages and languages of the educated, like
Greek and Latin. Dragons are not all alike. Some can’t fly, some
are smaller, some prefer to live in the snowy wastes beyond the
edge of the world, and some are even said to live under the
oceans. Typical dragons, however, have the following powers:
Acidic Bite: If a dragon successfully bites a target, the
saliva acts as an acid, having the potential to corrode the victim
and his equipment. First, the victim must make a Stamina roll
(Fortitude may be added to this roll) against a difficulty of 8.
Failure results in the victim taking an additional two Health
FRIENDS, ENEMIES AND MISCELLANY

85
Gryphon
Strength 6, Dexterity 4, Stamina 6
Perception 5, Intelligence 3, Wits 4
Willpower 5, Health Levels: OK, OK, -1, -1, -2, -2, -5
Attacks: Claws/4 dice; Beak/5 dice
Talents: Alertness 4, Athletics 3, Brawl 3, Dodge 4, Flight
5, Smell 4
Weight: 600 lbs.
Blood Pool: 10
Gryphons prefer to make their homes high in the moun-
tains or in vast wastelands, and are equally at home in snow
or desert. Gryphons have the body of a lion and the head and
wings of an eagle. They are fond of horseflesh and often swoop
down unnoticed on travelers in the mountain passes, knocking
a horse or donkey off the trail, then following it down the slope
or cliff to feed. Gryphons are solitary creatures, and the only
time when two are seen together is when they are mating or
tending their young.
Sphinx
Strength 6, Dexterity 2, Stamina 5
Giant Boar
Charisma 5, Manipulation 2, Appearance 3 (head only)
Strength 5, Dexterity 4, Stamina 6
Perception 5, Intelligence 7, Wits 7
Perception 3, Intelligence 1, Wits 3
Willpower 7, Health Levels: OK, -1, -1, -2, -2, -5
Willpower 8, Health Levels: OK, OK, OK, -1, -1, -3, -3, -5
Attacks: Claws/6 dice
Attacks: Bite/3 dice; Gore/8 dice
Talents: Alertness 3, Athletics 2, Brawl 4, Dodge 2
Talents: Alertness 2, Brawl 4, Dodge 2
Skills: Etiquette 3, Stealth 4
Weight: 1000 lbs.
Knowledges: All at 6+
Blood Pool: 8
Weight: 400 lbs.
These creatures differ little from their smaller cousins
other than that they seem to have an unnatural desire to gore Blood Pool: 12
any hunter unfortunate enough to encounter one. It is said that a sphinx knows the secrets of the universe,
spending its every waking moment contemplating the mysteries
of heaven and earth. In legend, a sphinx asked Oedipus the
riddle, “What goes on four legs, then two, and finally three?”
Oedipus correctly answered, “Man,” causing the sphinx to
throw itself to its death in a tantrum of rage and defeat.
It is said that, if a clever soul can answer a riddle posed
by the sphinx, the creature will answer any one question, and
that the answer is always correct. The danger, of course, is that
if the wrong answer is given, the seeker may find himself the
slave or, worse, the meal of the sphinx.
Sphinxes may be found anywhere in the world, except
when a person wants to find one, and then they are found only
at the end of a long and perilous quest. A character who finds a
sphinx may attempt to answer a riddle in order to learn the true
answer to a single question. The sphinx will require the character
to ask the question first, and will judge the importance of the
knowledge in the cosmic scheme of things. If the knowledge
is particularly obscure, arcane or will give the questioner great
power, the sphinx will make the riddle a hard one. Before the
riddle is given, however, the sphinx will also require that the
questioner agree to whatever terms the sphinx desires should
BOOK OF STORYTELLER SECRETS

86
the questioner lose. This can be anything from the retrieval of a (Road of Humanity 10). Unicorns are intelligent, but do not
book or powerful magical item, to servitude for a year and a day, speak. A unicorn has the following powers:
to death, or anything else the sphinx desires. If the questioner Cure: The touch of a unicorn’s horn is said to be able
wins, the sphinx answers the question. If the questioner loses, to purify anything that is diseased, poisoned or corrupted.
the questioner must fulfill his end of the bargain. If he does not, By expending a single Willpower point, a unicorn may cure
he immediately loses one Willpower point and may not regain a person of any ailment or disease (and, at the Storyteller’s
Willpower by any means until he fulfills his part of the bargain. discretion, may be able to return a vampire to her mortal
If the sphinx is killed before the questioner fulfills his part of the state). The unicorn will only use this power on those who
bargain, the questioner permanently loses half his Willpower. are truly deserving. By expending more Willpower points,
All sphinxes have the ability to travel instantaneously a unicorn may purify large bodies of water, forests, glades or
from place to place, seemingly disappearing before an observer’s fields (the amount of Willpower depends on the size of the
eyes and reappearing very far away after a very short period area to be cleansed).
of time (for Storytellers using Werewolf: The Apocalypse, Purity of Spirit: A unicorn is so pure of spirit that it
the sphinx may step sideways and travel quickly through the has the equivalent of True Faith 5, with the horn acting
Umbra). It is said that sphinxes sometimes freely share their as its holy symbol. This makes the unicorn immune to all
information with the Lupines known as Silent Striders, and effects of Chimerstry, Dementation, Dominate, Presence
the Striders offer tribute and thanks in return. and all manner of supernatural mind control or illusion. A
unicorn’s True Faith will affect a vampire just as any mortal’s
Unicorn True Faith would, causing most to flee in fear, loathing and
Strength 6, Dexterity 4, Stamina 6
pain (for the effects of True Faith, see Vampire: The Dark
Charisma 8, Manipulation 3, Appearance 8 Ages, pages 236-237).
Perception 3, Intelligence 3, Wits 2
Willpower 10, Health Levels: OK, -1, -1, -2, -2, -5 Vozhd (Tzimisce war ghoul)
Attacks: Horn/3 dice (aggravated damage), Kick/6 dice Strength 8, Dexterity 2, Stamina 6
Talents: Alertness 3, Athletics 5, Brawl 3, Dodge 3 Perception 1, Intelligence 1, Wits 2
Weight: 300 lbs. Willpower 10, Health Levels: OK, OK, OK, OK, OK, -1, -1,
-1, -1, -1, -2, -2, -2, -2, -2, -5, -5, -5
Blood Pool: 8 (unicorn blood often provides magical properties,
but drinking it can carry a great curse) Attacks: Strike/8 dice + Potence; Constrict/6 dice + Potence;
Bite/8 dice (automatic on the turn after prey is grappled)
Unicorns are extremely magical and beautiful creatures,
and come either from the powers of Faerie or, some say, from Talents: Alertness 5, Brawl 2, Intimidation 6, Multiple Attack
the hand of God. They may appear to help protect people 10 (vozhd receive 10 extra dice to divide among their attack
of incredible purity and innocence, but this is rare, and the Dice Pools, though no individual attack may exceed the vozhd’s
person to be guarded must be truly worthy of such protection normal maximum Dexterity + Brawl Dice Pool)
Disciplines: Potence 6; Fortitude 4; immune to Dominate,
Presence and Animalism
Weight: variable — sometimes up to five tons
Blood Pool: 20/2 (vozhd, being ghouls, may spend Blood
Points)
These loathsome Tzimisce servitors primarily stalk the
wilds of Eastern Europe, though a few have escaped their
masters’ control and roamed elsewhere. Vozhd are composite
monstrosities formed when Tzimisce fuse together several
normal ghouls through Vicissitude and Thaumaturgy (the
Tzimisce must have Vicissitude 6+, Body Crafts 6+ and must
know a special Level Six Thaumaturgical ritual). The resulting
horror is a multilimbed, armored tower of tissue and bone,
primarily used by its Tzimisce “master” during sieges or when
attacking many Cainites simultaneously.
Vozhd are omnivorous, but prefer meat, particularly vampire
flesh. Most are mindless, though a few have retained some sem-
blance of sentience (such wretched creatures are all quite insane).
Vozhd are notoriously intractable, and more than one ambitious
voivode has disappeared into the maw of his erstwhile servitor.

FRIENDS, ENEMIES AND MISCELLANY

87
speed for a single turn. Many Arabian and Valencian lords
promise great wealth to any who can bring them a zephyr for
a steed, but none have yet succeeded. Zephyrs live their lives
just as fast as they run, and they are said to die of old age after
only three years of life.

Divination
Medieval diviners use a variety of means to gather in-
formation. These include casting pebbles or leaves; throwing
runestones; watching smoke rise from a fire; gazing into a
flame, pool or uneven mirror; inspecting the marks on the
bones or organs of a sacrificial victim; watching the flights of
birds; etc. Tarot cards do not yet exist, but educated diviners
have created a complex astrological system.
The great thing about divination, from the Storyteller’s
perspective, is that she can use such an ability to feed the
characters whatever clues or misinformation she wishes. Most
readings should reveal nothing or give generalizations, but
readings may occasionally reveal something really valuable
(or seemingly valuable).
White Hart Characters should not get insights from divination often.
Strength 4, Dexterity 4, Stamina 5 Feed them information to keep the story moving, but certainly
Perception 3, Intelligence 3, Wits 4 not every time they miss a clue (you don’t want them thinking
Willpower 6, Health Levels: OK, OK, OK, -1, -1, -1, -3, -3, -5 “We messed that up, but never mind, we’ll just use our divination
Attacks: Gore/7 dice; Kick/5 dice abilities.”). Also, reward them with useful information if they
Talents: Alertness 4, Brawl 3, Dodge 5, Empathy 3 use divination in a dramatically satisfying manner, but not if
Skills: Stealth 3 they just repeatedly roll the dice to squeeze hints from you.
Weight: 300 lbs. You might be able to use divination to mislead the
characters — not maliciously, but as a part of your stories.
Blood Pool: 9
For example, if a powerful demon or spirit loitered nearby,
Often bedecked in silver bells, these beasts usually herald
it might influence the readings, giving the characters appar-
the beginning of a great quest. Sometimes they will make their
ently useful (but quite misleading) information, in order to
presence known to those on a quest as a measure of giving their
manipulate them.
approval. To chase a white hart is said to be a most glorious
As the Storyteller, you must decide how to best represent
sport, though he of untrue heart who brings one down is sure
divination in game terms. The most obvious method is calling
to suffer a most dire fate.
for an Intelligence or Perception + Occult roll, at a difficulty
Zephyr of 9 or higher to gain any true insight. General patterns would
Strength 6, Dexterity 4, Stamina 6 be slightly easier to define, and of course, the proper specialties
Perception 3, Intelligence 3, Wits 2 are invaluable.

Herbs
Willpower 5, Health Levels: OK, -1, -1, -2, -2, -5
Attacks: Kick/6 dice
Talents: Alertness 3, Athletics 5, Brawl 3, Dodge 3 In medieval Europe, herbs are used for cooking, healing,
Weight: 300 lbs. poisoning vermin and for curing livestock. Whereas a modern
Blood Pool: 6 doctor uses drugs, a medieval healer often uses herbs. Whereas
Native to southern Iberia and Arabia, the wind foals, or a modern cook buys flavorings in plastic packets, a medieval
zephyrs, are horses of magnificent beauty and great speed. They cook picks them from her garden or from the woods.
are said to have been conceived by the strong blowing of the Finding herbs is not difficult. They grow prolifically in
west wind. Aside from being faster and more agile than the the summer and spring. They are found in woods and wilds, in
best of normal horses, a zephyr can also exert itself in short hedgerows and fields, or they are grown in specially established
bursts of uncanny speed, traveling faster than any mortal herb gardens. The exact difficulty of finding herbs is left to the
creature. When a zephyr wills it, a Willpower point may be Storyteller. Storytellers should have players roll Perception
expended, and the zephyr may travel at five times its normal + an appropriate Ability to find certain herbs. Survival or

BOOK OF STORYTELLER SECRETS

88
Alchemy
Herbalism is usual, but the Storyteller might allow others in
certain circumstances. For example, Medicine is appropriate
for healing herbs and poisons. Crafts (Farming, for example) Alchemy is the “science” of transmutation, of turning
might be used to find plants to cure animals’ ailments; Occult one thing into another, the base into the pure and, most
could be used to find “magical” herbs. profitably, lead into gold.
Simple herbs (for cooking, curing headaches, etc.) are It requires a large workshop, servants, ritual fasts and
easy to find; it should only take a few minutes and one suc- vigils, weird chemicals and dubious chants. Many would-be
cess to find some herbs to flavor a meal. Poisons and more alchemists have squandered fortunes trying to turn lead into
impressive healing herbs should be rarer — typically a day’s gold, without any success. Establishing a laboratory requires
search (difficulty 6) nets one dose of such an herb per success Resources of at least 4, and a location for it. Remember that
rolled. Magical herbs and really nasty poisons may only be the smell is appalling, and secrecy is advantageous.
found in secluded forest groves, often in areas where Lupines
Churchmen might accuse alchemists of heresy or blasphe-
or faeries prowl.
my (those chants do sound kind of diabolical, you know), and
Poisons others may be jealous of their secrets. To hide their knowledge,
Characters with Herbalism may make poisons, and many alchemists learn special alchemical scripts which allow them to
poisonous herbs are easily passed off as healing herbs; the record their experiments with signs and symbols that only another
plants used to heal are often, in larger doses, very dangerous. alchemist can understand. To understand another’s alchemical
notes, a character must roll Intelligence + Occult (difficulty 8).
A standard poison is not obviously harmful, but has a
strange taste, color and scent. If added to food or drink, it may Alchemy can be represented as an Occult specialty or as a
be detected with an Intelligence + Alertness roll (difficulty separate Knowledge, at the Storyteller’s option. Basically, there
6), although especially strong foods might mask the flavor is no way anyone will be turning lead into gold unless they
(difficulty 7, 8 or even 9). Only one success is required. have a rating of 5 in Alchemy — and even then the process
might be so expensive or tortuous that it just isn’t worth the
The strength of the poison depends on the number of
bother. That is up to each Storyteller to decide.
successes scored on an Intelligence + Herbalism roll. Don’t
actually make the roll until the poison is administered. That Although the basic purpose of Alchemy is to transmute
way the poisoner can’t know exactly how effective the poison base into pure things, alchemists can also use their skills to
is until the victim drinks it. The poison inflicts one Health create various potions. Poisons are easily created, using the
Level per success. same mechanics as for herbal poisons above. Other potions
may be created at the Storyteller’s discretion.
The damage takes effect over a period of one to 12
Alchemists’ potions are always mundane, chemical
hours, depending on the herbs chosen by the character who
creations. They cannot have magical effects, like making the
concocted the poison. During this period any character may
subject invisible or bestowing supernatural powers. Such cre-
make an Intelligence + Medicine roll to purge the poison,
ations are the province of mages. Some may, however, dampen
each success countering one Health Level of damage from
or suppress magical powers, make a person a “neutral,” or heal
the poison.
a mortal’s or a vampire’s wounds.
Note that characters are free to make variants on this basic
Alchemists might also create processes by which metals
poison. One variant (exactly as above, but with a difficulty of
are treated to give them special powers (for example, an iron
9) does no real damage, but renders the victim unconscious.
sword might be treated so that it inflicts aggravated damage
The victim is rendered unconscious for one hour per “Health
for a few turns). They might also create powders which burn
Level” of damage inflicted. This is particularly handy for
to create clouds of thick smoke (useful as a smoke screen or
vampires who wish to render a mortal helpless and oblivious
signal), a bright flash or a repulsive smell.
in order to feed (although they must also resist the poison if
they feed on the tainted blood). It is up to the Storyteller to decide what exactly can and
cannot be done. Most Alchemy requires an Intelligence +
Potions that are harder to detect, or that have delayed or
Occult roll, but each Storyteller must set the difficulty and
slower effects, may also be created, although the Storyteller
decide how many successes are required. And just to keep the
should increase the difficulty level of the Intelligence + Med-
players guessing, here’s a suggestion: Roll for success only when
icine roll accordingly. Obvious poisons (with foul flavors or
the potion is used, not when it is created; in this way neither
rank odors) are similarly easier to create.
the alchemist nor anyone else knows whether a potion has
Also remember that as vampires no longer digest normal been successfully created until it is actually used.…
food, such potions cannot harm them. However, if a vampire Ultimately, alchemy should not play a tremendous part in
feeds on poisoned blood, she can fall ill (if the poison affected the Dark Medieval world — such showy effects are best left in
the nervous system) or even take damage (if the poison affected more fantastic games. But a strong alchemical background might
the blood or blood vessels themselves). The exact rules for just raise a minor antagonist into the role of a vivid adversary. Let
this are left to the Storyteller’s discretion. your common sense and the tone of your chronicle be your guides.
FRIENDS, ENEMIES AND MISCELLANY

89
Talismans, Relics
and Blades
Not the least of these powerful accessories was what
Unferth, the king’s orator, lent to Beowulf in his need: the
sword Hrunting, pre-eminent among ancestral treasures, whose
patterned blade was tempered in blood.
— David Wright trans., Beowulf

Blades
Among the most valued objects in Dark Ages society
are weapons, and blades that offer supernatural advantages
to their owners are prized above all else. Known vulgarly as
“magic swords,” the blades that have been imbued with more
than just a smith’s care are few and far between. Most have
names and legends attached to them; some even sing or speak.
All are coveted by every fighting man and woman in Europe,
and anyone possessing one had best be skilled in its use or risk
losing it — and his head — posthaste.
There are two main sources of dweomered blades: Da-
mascus and the trackless forests of northern Germany. The
Moslem smiths of Damascus have long held the secret of
creating superior steel, and some have achieved a proficiency
in their craft that borders on the magical. The Teuton forests,
however, are home to the legendary Wayland Smith, a mas-
terforger whose work is so distinctive that in East Anglian,
the term for “magical sword” is literally Weyland’s wyrcan
(Wayland’s work).
Damascene Blades
The smiths of Damascus already forge steel superior to
that of the finest European smiths, save one. A few blade-
makers, however, have learned secrets supposedly brought
to earth by djinn, and can make blades that seem to harness
the wind itself. Primarily scimitars or otherwise curved
blades, a dweomered Damascene blade can be distinguished
from its more pedestrian cousins only by drawing it. Such
blades cannot be returned to their sheaths without having
first tasted blood, and the wise owner will draw blood from
his own hand rather than let his sword return to its sheath
still thirsty. It is said to be bad luck to do so, and no warrior
in his right mind courts bad luck.
All swords of this type are forged from steel that falls to
earth from the heavens; it is called “star-steel,” and it makes
superior weaponry. Certain rituals must also be performed
during the forging of the blade, and it is necessary to cool
the steel in the entrails of an unbeliever, else the sword’s
power will be lost. It is rare for a magical scimitar to be forged
for one not of noble birth, and so most have hilts that are
adorned with gold, gems and silver. The blades themselves,
however, are plain to the point of utilitarian.
System: Damascene blades imbued with magic are potent
primarily because of their swiftness; their strength is not that
BOOK OF STORYTELLER SECRETS

90
much greater than that of regular Damascus steel. A magical
Damascene scimitar allows for an extra attack automatically
in each round of combat, and when used with Celerity such
a blade can be devastating.
Additionally, these swords are so lightning-fast that they
may actually knock arrows out of the air. Instead of rolling
Dexterity + Dodge, the wielder of a Damascene blade rolls
Dexterity + Melee; each success made subtracts one from the
arrow’s successes. Furthermore, the blades are somehow aware
of such cowardly attacks and will spring into their wielders’
hands by themselves, so that a missile attack never surprises
one blessed enough to hold a magicked Damascene sword.
Weyland’s Wyrcan
Blades from the forge of Wayland Smith tend to resemble
the traditional one-handed straight longsword, descended
from the Saxon scramasax or stabbing blade. Most have
basic crossguards; the style echoes both the Teutonic and
the Celtic. Often Wayland worked jewels beyond price into
his hilts: rubies for the red of blood, sapphires for the blue of
faith and emeralds for the green of life. The real beauty of a
weapon from Wayland’s forge is in the inlay work; patterns
and pictures as detailed as the finest tapestry are hammered
into the very metal of each blade. Whole stories wend their
way from quillons to tip, most dealing with the deaths of
monsters or giants.
Every sword from Wayland’s smithy has its own name,
given at the time of the blade’s initial tempering (in the
bodies of war prisoners, the whispers run) and in the native
tongue of the intended wielder. The name given shapes the
blade’s destiny. For example, the sword Ecghete (pronounced
EDGE-hayteh, and translated as “blade hate”) was forged and
plunged into two centuries of bloody civil wars among the
tribes of Denmark and Sweden.
Wayland’s career has spanned over three centuries; there
are references to his work in the Eddas of the Norsemen and
the poems of the Saxons. None claim to have seen him in the
past century or so, but those who did commission work from
him in times past described him as a massively strong man,
clad only in a Roman tunic and sandals even in the coldest
of winters. It has been speculated that Wayland is either a
Cainite or one of the fae, though the latter seems more likely.
Some go so far as to claim that Wayland is a manifestation of
the Great Smith of the Dead, but this is scoffed at. Even as
the debate concerning Wayland swirls, though, so does the
mad scramble to obtain one of the blades he forged.
System: A Wayland-forged blade is, first and foremost,
indestructible by anything short of the blood of dragons or
other similarly potent monsters. The blade will never notch
or break, even when crossed with another of the same lineage.
The gems set into the hilt cannot be pried loose, and any
gold worked into the inlay cannot be melted out or otherwise
extracted.

FRIENDS, ENEMIES AND MISCELLANY

91
These weapons were made for skilled swordsmen and they the rest are merely the subject of rumor and conjecture. As
will not suffer themselves to be wielded by unworthy masters. each head has certain protections laid on it by Cathbad, it
If grasped by a character without at least two dots in Melee, is unlikely that many have been destroyed. They are merely
steel thorns will sprout from the grip of the blade, piercing the lost, awaiting discovery and use.
offending hand and causing two levels of aggravated damage. System: The prophetic powers of the vathi are conjured
Two points’ worth of blood will also be absorbed into the blade forth in a ritual called the tarbfeis (pronounced TAUR-vesh),
at this time; if a Cainite is pierced thus and attempts to heal or “bull dream.” The cauldron of blood in the center of the
himself while still impaled on the thorns, any blood directed ring of heads is stirred counterclockwise and a ritual chant
toward healing will instead be drunk by the thirsty blade. is intoned; when the rhythm of the spinning blood and the
In the hands of a worthy swordsman, however, a blade rhythm of the chant are in sync the heads will begin to
from Wayland’s forge is little short of miraculous. It adds two prophesy. Common subjects for prophecy include approaching
to Dice Pools for both attack and damage, and can break enemies, plans being made against the supplicant and the
blades that cross it (the wielder rolls Strength + Melee vs. doings of the local fae.
a difficulty of 6; two or more successes shatter the opposing To activate a tarbfeis, the player must roll Wits + Occult
blade). Furthermore, many of these blades sing or chant in against a variable difficulty. The cauldron in the center of
battle, and the knowledge that a Wayland-forged sword is on the ring must contain some bull’s blood, but the rest can be
the field has broken several armies’ ranks. the blood of beasts, men or Cainites. If the cauldron contains
Wayland’s swords, by drinking from the hands that wield entirely animal blood, the difficulty for the roll is 7. If there
them, have limited Blood Pools (five points) and access to is human blood mixed in, the difficulty is 6. If Cainite blood
something that effectively mimics one level of Celerity. At is included, the difficulty is 5. The number of successes indi-
Storyteller discretion, the sword will use its Blood Pool and cates the duration of the vathi’s prophetic ramblings; a botch
take extra attacks of its own initiative. When a sword’s Blood produces malicious inaccuracies.
Pool reaches zero, it immediately sprouts thorns and begins
to drink. Swords that drink thrice from the same Cainite can Ashes
develop a Blood Oath for that vampire, and legends speak of Various of Caine’s childer and grandchilder have met
bereaved swords that seek lost masters across Europe. Final Death over the millennia. The names ascribed to these
It is worth noting that none of Wayland’s swords has fallen titans vary, depending upon which fragments of the
ever been proved to be truly aware. They have hungers and Book of Nod one reads, but all agree that even in death there
a certain sort of instinct, but nothing more. By way of an ex- is a power to these beings that years or even centuries cannot
planation for this phenomenon, certain Cappadocians claim wash away completely.
that Wayland has hammered souls into each of his pieces. Just as a relic of a saint holds certain of that saint’s ho-
This lends credence to the idea that Wayland and the Great liness, so too do relics of elder Cainites hold something of
Smith of the Dead are the same. Other scholars scoff at this, their blood-born power. While it is impossible to obtain the
but mumble of fae magics and their ilk. knucklebone of an Antediluvian in the way one can obtain
the knucklebone of a saint, there are still earthly remains that
Vathi an enterprising Cainite can find. Even a thousand miles from
Originally possessed by the legendary druid Cathbad, the the First City, one can still obtain ashes.
vathi are among the most grotesque methods of divination Most of the ashes that charlatans and Ravnos sell as
available. Consisting of over two dozen perfectly preserved they traipse across the continent are exactly that: ashes. The
severed heads, the vathi are usually arranged in a circle, either true relics of the Ancients are exceedingly rare and can be
on stakes or in a cool grotto, with a cauldron of blood in the detected only by the fact that they still radiate something of
center of the ring. While no blood drips from the stumps of an aura. The stronger the aura, the more potent the Cainite
the severed heads, their flesh is as firm and warm as they were reduced to ash.
the day each was taken from its previous owner. System: Ashes of the Ancients are useless in and of
When called upon to prophesy, the vathi tend to speak themselves, unless one seeks to melt the snow on one’s walk.
in a series of short phrases, with various heads taking turns To use the ashes, the Cainite possessing them must anoint
in speaking. While the original spirits of the heads’ owners his body with the ashes. Anointing the appropriate body part
are gone, traces of their personalities remain and as such, the with the ash increases one Attribute by two for so long as the
vathi can be snide, sarcastic or even flatly uncooperative. On ash remains unblemished. For example, placing ash on one’s
the other hand, they can also be cajoled into revealing more eyelids would increase Perception by two, while marking one’s
than they would have normally. feet would increase Dexterity.
Since the fall of Conchovor of Ulster, the vathi have Rarely are more than a few pinches of ash available at
been scattered far and wide across Europe. 13 can be found any given time, and these relics are also much in demand for
in the possession of the ancient Cappadocian Kylon, while purposes of alchemical research. Vampires who waste them may
BOOK OF STORYTELLER SECRETS

92
find themselves regretting their prodigality when it becomes True Grail’s splendor. As such, they echo the Holy Grail’s
apparent that no replacements are available. powers, reminding the congregation of Europe that the Grail
does exist. More cynical scholars point to the disillusioning
Grails effect that the unmasking of each false Grail has, and mutter
Chalices and blood have long been linked. The most to themselves of other, darker powers behind this “divine”
famous, the San Grail, or Holy Grail, supposedly caught inspiration.
the blood of Christ when he was crucified. The Grail itself What is known, though, is that as the centuries have
has appeared over the centuries, often in visions to saints gone by, such creations have gotten more and more ornate
and mystics, but has rarely manifested itself physically. It is even as the idea of the Grail has changed. A false Grail from
believed that the Knights Templar hold it for safekeeping the sixth century is likely to be far simpler in line and form
beneath their great temple in Paris, but none can attest to the than one from the mid-12th century.
truth of that rumor. The powers ascribed to the Holy Grail
Systems: Depending upon whether the original smith
are great indeed: healing the sick, raising the dead, bringing
was human or Cainite, false Grails are ever-full of either
life to parched lands and even allowing one who drinks from
wine or blood, and a single sip of either is enough to cure
it to speak with God. For this reason, many scholars, monks
even the most grievous of wounds. (The character drinking
and even Cainites seek the Grail with a passion beyond
rolls Stamina against a difficulty of 6; each success indicates
mortal comprehension.
a Health Level, aggravated or normal, healed). Even Cain-
For this reason also, a few talented goldsmiths have ites can drink the wine contained in these Grails, and even
created false Grails, ones that mimic the powers of the mortals can drink the blood that some hold.
True Cup, albeit in lesser fashion. Some were crafted in the
However, there is a price for healing, in this case devotion
belief that God had inspired their making; others were the
to a cause not necessarily one’s own. Each sip taken from a
masterworks of talented artisans who reached magic once in
Grail (even a false one) steers the drinker closer to the Path
their lives. The prevailing belief is that divine inspiration
of Heaven. A Cainite possessing a Grail will find the notion
was responsible for infusing artisans with the energies to
of killing or even feeding from humans increasingly repug-
make these false Grails as reflections and reminders of the

FRIENDS, ENEMIES AND MISCELLANY

93
nant, and will begin to actively advocate such concepts as
true Christian charity and the “turning of the other cheek.”
Splinters of the Black Stake
If one were to assemble all the splinters of the True Cross
drifting across Europe and the Holy Land, one could build a
dozen True Crosses, each tall enough to bear a giant. Still,
the legend persists, and so do the eager seekers of such relics.
The Cainites have a similar legend, concerning the stake
which Troile used to hold Brujah at the last. Called, among
other things, the Black Stake, this piece of ironwood is su-
pposed to have withstood even the thrashings of one of the
third generation, though after Brujah’s ash settled the stake
itself began to shake to splinters.
Today, those splinters are highly sought after by Cainites
with an eye on removing others of their breed. Imbued with
the blood of an Antediluvian, each splinter is potent enough
to serve as a stake in its own right. As soon as a splinter draws
blood, the Cainite whose flesh has been pierced is considered
to be staked, and will remain so until the splinter is removed.
There are many, many false splinters in the hands of
many, many Cainites who prey upon the gullible of their own
kind. True splinters are few and far between, and can only be
detected as such through use.

BOOK OF STORYTELLER SECRETS

94

You might also like