(26) Blood Magick in V20; Necromancy, Communion with the Dead

Because Death is not the End

In my last article, I did a deep dive on Thaumaturgy from a Storytellers perspective. As I tried to detail the depth of content and possibilities contained in that Discipline and all of its myriad variations, I am going to try to do again in this article.

But this time we’re exploring the Discipline of Necromancy, its practitioners, and the wealth of game play possibilities that it contains.

Necromancy: The Practitioners

Moreso than with Thaumaturgy, a number of different Clans and Bloodlines utilize the Discipline of Necromancy.

First, foremost, and most obviously, the Kindred of Clan Giovanni are the most well known practitioners of Necromancy. While they did not create and codify the Discipline as a form of static blood sorcery, they have arguably been the most prominent force driving its development and expansion, as well as boasting the largest number of Cainites practicing it in the modern nights.

But they were not the first Necromancers among the damned. That ignoble title belongs to the vampires of the Nagaraja Bloodline.

The Samedi, the remnants of the Cappadocians (which many of the necromantic Bloodlines descend from), and the Harbingers of Skulls also make use of Nocromancy as their most notable Clan discipline.

In many ways, while Thaumaturgy is the most well known of the blood sorcery Disciplines, Necromancy is far more widespread among the denizens of the Eternal Night.

So, with that claim made, let’s dig into Necromancy, and look at creative and narrative ways to look at Necromancy from a Storytelling perspective, and maybe find some uses for the various Paths and Rituals that Players and ST’s might not have considered!

Systems and Rules

While Necromancy and Thaumaturgy are very similar in aesthetic with their Path and Ritual format, they vary quite a bit in the mechanics and rules.

In Thaumaturgy, one Blood Point must be spent along with an associated roll in order to activate a Path power. The only time this changes is if a specific Path power requires different or additional rolls or expenditures

With Necromancy there is no such standardization of mechanics. Each Path and each individual power requires their own definitive expenditures and rolls, and they can vary widely from Path to Path, and even among the differing powers in each Path.

However; the two Disciplines are very similar with how their Rituals are run, if not in the effects that they produce. Both Disciplines’ Rituals have activation costs and die rolls that are specific to each individual Ritual.

All of that said, due to the wildly fluctuations costs and activations of Necromancy Path powers, the argument can be made that Necromancy requires its practitioners to be far more well-rounded in their Knowledges, Skills, and Talents than a practitioner of Thaumaturgy since there’s far more variation to take into account, and far more Abilities to advance in order to be able to practice a wider array of Necromantic abilities.

So with that out of the way, let’s start digging into the Paths themselves, their most common practitioners, and some creative ways to utilize Necromancy into your Chronicles, and for Players to utilize in your games.

The Sepulcher Path

The Sepulcher Path is the most practiced Path in Necromancy, and is the Path that nearly all practitioners are taught as their first Path.

Even the more rare Bloodlines like the Samedi and the Harbingers of Skulls teach this Path to their childer first. And if not first, then as a second Path once they advance far enough in their primary Path.

While no more potent on its own than any other Path, the importance of this Path is highlighted by the fact that other Paths refer back to uses of this Path’s powers in order to either; 1) make uses of their own powers easier, or 2) as a prerequisite for using a power in another Path.

Very simply, the Sepulcher Path deals with Wraiths. Everything from sensing them, to seeing them, conversing with them, to finding out their real names and compelling Wraiths into performing actions falls within the purvue of this Path.

While its a pretty straightforward and basic Path, it does indeed lay the groundwork for using other Paths and Rituals on an unsuspecting (or collaborative?) Wraith. Detection of, and communication with, Wraiths is the core of all of Necromancy, so its no wonder that this Path is near-exclusively taught as a necromancer’s first Path.

Keep in mind though, the Restless Dead do not usually enjoy being spied upon or compelled to action by the Kindred, and unless the Necromancer takes certain precautions, he could find himself plagued by angry Wraiths once his control over them ends.

As far as creative uses of this Path are considered, my experience has taught me that most Players lile the use of force to compel Wraiths into submission. While that is definitely a time-tested, successful strategy, there can be other options. When we get away from this myopic view, what if a Necromancer with elevated Social skills convinces a Wraith that its in their best interest to spy on the Necroma cer’s enemies for him?

While most every other Discipline will not work across the Shroud, higher levels of this Path allow the free interactions between Kindred and Wraith. And Presence is a very potent Discipline when used correctly… as well as Dominate, and thats if the Necromancer isn’t already using other Necromancy Paths to force the particular Wraith into their servitude.

Or, if a Wraith were to be somehow befriended using this Path, imagine the tactical combat uses of an early warning Wraith. A Wraith that the opponent cannot see or stop, giving the Necromancer detailed locations of enemy locations, armaments, and number?

Or, who can give the Necromancer the exact location of, and lay out, of a rival whose position that the Necromancer desires…

As far as “payment” for these services, well… the goals and desires of the Restless Dead are as unique and individual as with any Kindred, so im sure that the creative Leech will figure something out.

The Ash Path

Similar to the Sepulcher Path, the Ash Path allows a Necromancer to not only see into the Shadowlands, but to also affect things that exist there. While extremely useful, this is a dangerous Path to practice, as it often makes the Necromancer vulnerable to the Restless Dead.

Rather than just seeing Wraiths as they move about in our world, the Ash Path (at its lower levels) allows the Necromancer to peer through the Shroud itself, and into the Shadowlands. He can speak with them through the Shroud, reach through the Shroud to manipulate ghostly objects as if they were in the living world, and even fully enter the Shadowlands physically.

The uses for this Path are multitude. The Necromancer can not only affect items in the Shadowlands, but imagine how frightening it would be for an observer to see a Necromancer climbing invisible steps to reach say… the top of a building. While the Necromancer might be ascending a staircase in the Shadowlands, to an observer in the Skinlands, it would appear he was climbing on thin air!

Most other Paths and powers of Necromancy that need or utilize physical contact with Wraiths can be used once an associated power in the Ash Path is used, as the Necrancer is effectively in both worlds at the same time.

Possibly one of the most useful spells/abilities of this Path, is the ability to make oneself incorporeal and pass through solid objects (such as walls or cars), just as a Wraith can do. As with Wraiths in the Skinlands, an incorporeal Necromancer can pass through solid object at the sacrifice of one health level, which can be healed normally via the expenditure if Blood once the Necromancer regains his physical form.

One of the more creative uses for this Path involved a player in one of my Chronicles in years past. The Coterie his Giovanni was a part of was facing down one of the villains of the Chronicle. As the fierce battle raged, the Giovanni was thrown off the top of a 30-story building. Upon success of his Wits + Alertness roll, he used a power in this Path to go incorporeal, and pass through the street into the sewer rather than become a stain on the sidewalk.

He then used an old, derelict elevator in the Shadowlands to quickly scale back up the building, then surprise attacked the villain from below him. It was a beautiful expression of the creativity inherent in this Path, and that sneak attack provided the Coterie with the advantage necessary to win that battle.

But even aside from combat uses, the utility this Path can provide for espionage, travel, a quick escape, etc., are multitudinous. The Ash Path really is one of my favorite Paths in the whole Discipline.

As a side note; while there are no Clans/Bloodlines that specialize in the Ash Path, all of the Clans who utilize Necromancy like to make sure that it is in their repertoire of abilities due to its extreme usefulness.

The Bone Path

The Bone Path is… an interesting Path. Of there is a cliché in Necromancy, it is the Bone Path.

The Bone Path focuses its powers around the reanimation of corpses, and yes, even raising zombies.

The uses and design of this Path are pretty straightforward. At the lowest levels, the control over corpses is so feeble that the Necromancer can only make a corpse “teitch” in some manner. A hand moves, and arm or leg shifts position, etc. While not initially very useful, the lower powers can be used to cause a distraction, or to spook would-be vampire hunters or some other enemy.

The higher levels of this path is where the Path gets its reputation. At the mid-levels, the Necromancer can fully reanimate a corpse as a zombie, which will obey any command given to it, and will carry it out to the best of its limited ability. They could be used as shock troops attacking an enemy, though they’re not particularly capable (or quick) in doing so.

Most Necromancers use this Path to raise multiple zombies, then command them to guard an area against intruders. While they aren’t particularly capable or dangerous guardians on their own, if you pack ten to twenty of them into a room, even with their limited abilities they can give a Coterie a real challenge. Strength in numbers and all that. And with little limit to how long the zombies are animated, they can serve as a good initial defense force for a Haven or Necromantic laboratory. Even use as a delay tactic and/or early warning system that allows the Necromancer to escape while they delay intruders is a valuable use of their abilities.

The highest levels of this Path allow for a very much improved animation of a freshly dead body, and allows a Wraith or Vampire using Auspex to inhabit the body, but with the caveat of a very limited time of animation. The creative uses for this highest level are many fold. If a Necromancer is of a mind to befriend Wraiths, rather than force dominion over them, then this level of the Path could be used to give a Wraith a bit of a respite from the horrors of the Shadowlands, allowing him or her to taste the wonders of the Skinlands again, albeit for a short time.

Or, if a Necromancer were wanting to trap another Kindred into owing them a favor… if a user of Auspex happened to have their silver cord cut, or their body made otherwise inaccessible while Astral traveling, this level of the Path can be used to give them a temporary body to inhabit while they figure out how to rectify the situation.

So, while there are definitely a few creative, “outside the box” uses for this Path, more often than not it is used in a pretty straightforward manner. And indeed, the very design of the Path limits how wild you can get with its powers. But, as in all things, that’s not so bad in itself, and quite a few Necromancers find the Path to be a handy addition to their repertoire.

The Cenotaph Path

I love this Path. Just wanted to get that out there. In my opinion, it’s one of my favorite, and one of the most useful Paths in the Discipline of Necromancy.

One of the more philosophical Paths of Necromancy, the Cenotaph Path operates on the fundamental understanding that a Vampire (an undead being) is a natural link between the Shadowlands and the lands of the living, walking as they do, “trapped” between both worlds, but not fully apart of either one.

Necromancer who study this Path focus on those aspects as the Vampire is a natural conduit through which to pierce or break through the Shroud that separates the two worlds.

Practitioners of this Path use that natural link to the Shadowlands to not only find other such links throughout the world, but to utilize, affect, and abuse them.

This can be as wild as thickening the Shroud in a large cemetery, making it more difficult for Wraiths to crossover to and from the Shadowlands and more difficult for other Necromancers to use their own abilities; to weakening or ‘thinning’ the Shroud in an area to the point that the barrier is almost nonexistent.

This Path of Necromancy also allows a Kindred to sense the passing of Ghosts/Wraiths in an area, sense the relative thickness of the Shroid in an area, and even look at a mortal to tell “how much death/entropy” surrounds them, which will help a Necromancer see how close someone is to their death. The Necromancer can even get a feeling for places that are regularly frequented by Wraiths, as the entropic energies tend to stay in a place that Wraiths frequent often.

The sensitivity and how much information the Necromancer gets from using those powers depends on the number of successes on the activation roll, but the sheer usefulness of this Path, right along with the previously mentioned Paths; often leaves a Necromancy player wishing that the WoD gave out experience points like D&D awards them.

The creative and Storytelling use of this Path floods the imagination with possibilities! A Necromancer can spy someone who is close to death, then be there at just the right time to enslave a new Wraith, sometimes before they even shrug off the Caul of death. The Path can even allow the Necromancer to make an artificial Fetter in order to better trap or tempt a Wraith!

Also very useful in combination with the Sepulcher Path, finding a place where Wraiths frequent can be useful as an ambush point to “acquire” new servants.

The Corpse in the Monster

In previous editions of Vampire: the Dark Ages, the members of Clan Cappadocian had access to a Discipline called Mortis. As of Vampire: the Dark Ages 20th Anniversary Edition (DA20) and V20, Mortis no longer exists, and its three distinct Paths have been folded into Necromancy for ease of use.

Some opinions may be against this change; but my Coterie and myself, it’s a good change, and one that more accurately reflects the Cappadocians and their Bloodlines, who indeed studied the dark art if Necromancy for thousands of years before the Embrace of Augustus Giovanni.

With that said, The Corpse in the Monster is a Path favored in study and practice by the Cappadocians more than any other Necromancer Clan or Bloodline, and it is favored by them for very good reasons.

The precepts of the Path philosophically and metaphysical enhance the understanding of the nature and condition of all aspects of the undead form. Which is a central focus to the academic studies that the entirety of Clan Cappadocian pursued through each immortal night.

The powers in this Path have a wide range of effects, but most of them revolving around combat and stealth applications.

The control over the very nature of a Kindred’s undeath are not limited to the caster though, and as we go through them, the wide range of applications should become apparent to the creative Necromancer.

At the base levels of this path, the blood sorcerer can imbue himself or another Kindred with the withered, gaunt appearance of a desiccated corpse. Taught, dry skin, stiff joints, etc. For stealth, the Kindred can simply lay motionless and will appear as just another lond-dead body in the crypt. As I said, this can also be applied to another vampire “gifting” him or her with the same appearance. Use of this power applies some negatives to the Appearance attribute, and also small negatives to Dexterity Attributes as well. They are, after all, made more “corpse-like” by the use of the power.

Dots 2 and 3 of this power add or subtract some of the effects of vampirism for the Necromancer or his subject. The second level gifts the vampire with a few of the benefits of actual mortal life.

After all, what Hunter wouldn’t assume that they had the wrong target after watching a suspected vampire sit down in a restaurant and enjoy a full Italian dinner and a couple of bottles of wine over the course of a few hours?

The third level of this power is just the opposite, and is one the Cappadocian’s used nearly exclusively to punish those they felt had wronged them. This level of the power bestows all of the negative aspects of mortal life back upon the subject.

They suffer sweat, mortal hunger, the muscles produce lactic acid (meaning that they get tired when running, etc.), and they can also suffer from illness, as well as the need to urinate and defecate.

The applications of this on another vampire can be as horrifying as they are humorous. But what Necromancer who might have been slighted by the local Harpy in Elysium, wouldn’t get a perverse joy and satisfaction out of watching that very same Harpy have to excuse herself from Elysium because they needed to take a healthy shit? Or because they get nauseous due to illness? Or because they start sweating normal human sweat in a warm room?

The highest levels of this power simulate a return to mortal life, but with none of the debilitating effects! The vampire, for a full twelve hours, returns as close to life as he’ll ever get. He can eat and drink, make love, he has a heartbeat, and can even walk in the sun without taking any damage! Truly a necromancer using this ability could either escape or accomplish tasks during the day that a ghoul simply could not be trusted with, or to, you know… drag a rival out of their haven for some much needed sunbathing.

Literally, anything that would need to be done during daylight, or to prove for somereason that the vampire isn’t actually a vampire (*coughhunterscough*) could be achieved through use of this power. The downside is that it almost assuredly causes the death if a mortal in order to be used, which could be a problem for the high-Humanity necromancer. The power itself requires the expenditure of twelve Blood Points in order to work (which may be spent over successive turns as an extended action), and then comes the activation roll. If the roll fails, nothing really bad happens to the vampire, but the Blood Points are still lost.

This is another one of my favorite Paths in Necromancy, and I use it quite often when my Cappadocian might be feeling a bit cheeky and prankster-ish, or when another Vampire needs to be punished for some reason. It’s a super effective Path, and leaves quite a lot of room open for creative use, as well as for creating brand new Rituals that would compliment its various powers.

The Path of Grave’s Decay

This Path is another that was pioneered by the vampires of Clan Cappadocian. As has been mentioned before, the main focus of their study was in why everything around them in the world would eventually succumb to the forces of entropy (stones crumble to dust, plants, and even corpses all eventually decay away to nothing), except for the Kindred.

This seeming impunity from entropy was of prime curiosity to the Cappadocians, and they spent many millennia studying this very thing; so much so, that they developed an entire Path of Necromancy around it.

(Authors Note: I do love the Cappadocians. Which is why in my homebrews of the VtM meta, I have them returning to power as a full Clan. They’re too interesting of a Clan to be absent from this game!)

The first level of this Path is pretty straightforward, with only a limited range of uses, but holy shit is it useful. Every Vampire must feed. Like fire burns and tax auditors take an interest in Ventrue financial holdings, feeding is one of undeath’s guarantees. So eventually, every Kindred will have a need to hide a body (or three…).

Thus, Kindred always run the risk of getting caught while disposing of a body. This power is fool proof and completely removes any evidence that they Vampire ever fed. With but a little blood and a successful roll, the necromancer turns an entire body, bones and all, into roughly 30 pounds (13kg) of completely normal dust in a shape that only vaguely resembles the shape of a body. There is nothing to raise, no body parts that could be used to summon a vengeful Wraith. Just perfectly insert, normal dust that can be flushed down down toilet, scattered on the wind, or removed with a mundane shop-vac.

Like I said, not much in the way of versatility, but so, so useful to a necromancer that needs to get rid of a bunch of bodies with a quickness.

The second and third levels of this power borrow more heavily on those forces of entropy and their ties to death. The second level allows the Necromancer to inflict a forced state of rigor mortis on other Kindred or mortals. The target becomes rigid and unable to even move or twitch without expending a great force of will as their very muscles betray them.

The third level works much the same as the second, but is more targeted to affect a single limb. Wither forces a single limb to atrophy and wither the same as one would find on a mummified corpse. This power is especially virulent in that the withered limb resists even the Blood-fueled healing of the Kindred, the power causing two aggravated wounds and rendering the targeted limb useless until both of the wounds are healed. Aggravated damage heals slowly, even for the Kindred, so this power could hobble a Kindred for quite some time. For Mortals, even Ghouls, the withered limb simply never heals, and they remain crippled for the rest of their lives.

The fourth level of this power is insidious, revesing the target Kindred’s undead nature just enough to return them close enough to life that they can be affected by, and carry and transmit, the slow wasting disease that this power generates. The disease lasts roughly a week, but infecting a target Vampire or Ghoul and then releasing them into a crowded Elysium can cause havoc among a city’s Kindred population and their servants.

This disease causes Vampires to have to make a Self-Crontrol/Instinct roll each time they feed, or they vomit up all of the Blood they’ve just ingested, their Strength and Wits are halved for the duration, Dexterity goes down temporarily, and they have to spend an additional Blood just to rise every evening.

For Mortals, these are severe Flu-like symptoms that can possibly be fatal, and with a series of really unlucky rolls, a Kindred can potentially vomit themselves into Torpor. So I would think that any Player or Storyteller can find a multitude of situations where the 2-4 levels of this Path can be used to drastic and decisive effectiveness.

The fifth level of this Path brings the Path around full-circle. As the first level of understanding of the forces of entropy and decay allow the vampire to turn an ordinary corpse into mundane dust, the fifth level allows them to affect that same effect on other Kindred.

By soending two Blood Points and a Willpower point, the Necromancer can drip their entropically-charged blood on the victim and attempt to turn entire chunks of the targets body to ash/dust. The Necromancer makes a Willpower roll against the victim’s Stamina score +3. For every success, the victim take a level of aggravated damage as whole chunks of flesh fall off their body and turn to dust. If the victim survives the attack, the levels of damage and missing flesh can be healed/regenerated the same as any other aggravated damage can be healed or regenerated.

So, just by the descriptions listed above, the sheer volume of uses this Path has, to cause havoc and dismay throughout a city, are wonderfully diverse. As a Storytelker and Player, I always live to have my Vampires know at least a few levels of this Path if possible.

The Path of the Four Humors

The Path of the Four Humors hails from the Dark Ages, and was primarily practiced by a Bloodline known as the Lamia (who were a Bloodline of the Cappadocians).

(Which, by the way, in my games and WoD changes, the Lamia have returned as a playable Bloodline just the same as the Cappadocians have returned.)

This Path is based on the Dark Ages medical theories that, when a person became ill, it was because their humors were out of sorts. The philosophy theorized that by getting these humors back in balance, the illness could be cured. Thus the powers of this Path are focused on the medieval humors and their two axes: hot and cold, dry and wet.

Blood is hot and wet, phlegm is cold and wet, yellow bile is hot and dry, black bile is cold and dry.

The first level of this power allows the Kindred to let slip a little bit of their undead bile into their speech, and this noxious humor seeps into the ear of the target and inflicts upon them nightmares both day and night. These nightmares make it harder for the victim to sleep, and distract them and make them irritable while awake. This causes the victim to lose dice from all of their dice pools for the duration of the power, and makes it easier for them to succb to the Rötschreck at the same time.

The second level allows the Necromancer to mix a bit of their Blood with a bit of their black bile to create a noxious poison. This poison coates the inside of the Necromancers mouth, and allows them to inflict even more damage with their bite. Very combat useful.

The third level allows the Necromancer to create a bilous coating on their skin, and those who touch the Kindred suffer a variety of intense reactions related to the humor used to create the coating. The Necromancer obviously gets to choose which of the four humors to use, and this versatility makes hand to hand combat with a Lamia or knowledgeable Necromancer especially risky. Especially if the Necromancer knows of any particular weaknesses that their opponent might have. Even the feared and respected Assamites were extremely wary of combat with the Lamia due to this power.

The fourth level of this power allows the Vampire to change her Blood, and thus himself, into a being not entirely vampiric, and instead closer to an animated corpse in both fact and name temporarily. While the Necromancer using this power grows cder and more distant, and has a more difficult time focusing on matters of the physical realm, they gain a number of benefits through its use.

First, the user gains two additional soak dice which can be used to soak any sort of damage, even if the Necromancer doesn’t know Fortitude. Second, they gain a mystical sense of how far removed from death other beings in the area are. Finally, with a good enough Manipulation + Occult roll, they can speak with Wraiths and other spirits freely.

The Vitreous Path

Where the other Paths deal with the dead themselves, the mystical links to the realms of the dead, and study into the nature of undeath and the Vampires; the Vitreous Path deals with the study of the energies pertaining to death itself.

This is an extremely rare Path of Necromancy, and is pioneered and practiced nearly exclusively by my third favorite Clan/Bloodline, the Nagaraja. In the older versions of Vampire: the Dark Ages, this Path was its own Discipline called Nihilistics, but with the release of V20 and VDA20, it has been folded into Necromancy.

Given the unique origin of the Nagaraja bloodline (the first Mages to steal the secrets and immortality of vampirism without being Embraced by a Kindred), it’s no wonder that they are its primary practioners and it’s creators.

*Author’s Note: I’ll detail much more on the origins of the Nagaraja in my next article, a deep dive into this amazing Bloodline of Kindred. *

While most Nagaraja learn the Sepulcher Path as their first Path lile most every other Necromancer, most Nagaraja Sires/Tutors teach the Vitreous Path as soon as the Fledgling is able to learn it.

The first power in this Path allows the Kindred to see with the eyes of the dead, allowing for the same types of inherent death sight that Wraiths get naturally. With but a glance, the Necromancer can see the energies of death surrounding an individual, and read the tell-tale hints regarding their health and ultimate fate. By looking at the entropic marks covering a person’s body; the Necromancer can roughly tell how far from death that person is, how soon they are likely to die, and even what the method of their death may be. This isn’t exact information, but the Necromancer gets a good, general idea.

The second level of this Path allows the vampire to strengthen the entropic energies that surround him, concentrating them to the point that it breaks down non-living objects and machines. Wood gnarly and decays, metal rusts, silicon chips fail and cracks, and it erodes plastic, glass, and dead organic materials.

These first two Path levels are really good when used creatively by themselves, or in conjunction with other Paths. For example; if a Necromancer wants a specific person’s soul as a servant or for some task, they could use the first power to see what and how far away from death they are, and the potential method, then use the second power to weaken objects in the area around their desired target, thus setting a trap to bring about their demise a bit early.

The third power in this Path is one of the most important for the Nagaraja, especially considering the significant amount of time the Bloodline spends in the Shadowlands, and even deeper in the Underworld. The Soul Feast power allows them to take the understanding if entropic energies gained by the second level power, but instead of releasing those energies outward, now they can draw them into themselves.

Soul Feast allows the vampire to either draw on the ambient energies of death aroumd himself to feed, or attack and feed off the Corpus of a Wraith in the same manner that Kindred draw blood from mortals. The entropic energies fed upon in this manner act in every single way as blood does for a vampire. It can be used to heal, power Disciplines, boost Attributes, everything, except for in one manner. This soul energy cannot replace the need for Blood to rise every night. The Necromancer thus still needs some supply of blood to replenish eventually, so that they can continue to fuel their immortality, but other than that, a Player can make a special demarcation on their sheet for Blood Pool from entropic energy vs. Blood Pool with actual Blood. I shouldn’t have to tell you exactly how important and extraordinarily useful this specific level of the Path can be.

Whenever I run a Nagaraja character, they always, without exception, have this Path at least up to level three.

The fourth level of the Vitreous Path is hideously effective both in and out of combat. With this level, the Necromancer again draws entropic energies into himself by inhaling as if taking a deep breath, focusing those energies in his lungs, the exhaling them like a dragon would breathe fire, focusing those energies on one area or individual. Completely invisible to anyone who cannot see entropic energies (pray that there aren’t any Euthanatos Mages in the viscinity…), the energy of this cloud is like a bright and shining beacon for Specters, and they are drawn to it like moths to a flame, even from great distances away.

If breathed over an area, the entropic mist draws Specters to the area, and it is almost a certainty that they will make life a living hell for anyone, living or undead, who enters the area. If the mist is focused on a person, the mist causes a virulent wasting illness that does indeed affect vampires as well. The entropy surrounding the individual cause one (and only one) level of aggravated damage, and infects the person with an aura of decay. While not specifically debilitating on its own, this aura of decay can be sensed by others the target may interact with, its creepy as hell, and the target suffers +2 difficulty to any and all Social rolls until the very next evening.

The fifth and final power of this Path turns the breath of the fourth power into a scream of pure entropic chaos. The scream is completely unearthly and inhuman, and is heard in both the living world as well as the Shadowlands.

The screaming howl either pours icy oblivion into a target or area by the bucket full, or chases out the inherent entropy completely.

If the Necromancer chooses to aid a target or group, the using the scream to chase the entropy away gives the target(s) a -2 to difficulty for all of their actions for 1 turn per success on the activation roll.

If the Necromancer chooses to harm a target or group by flooding them with entropy, then the target(s) suffer one aggravated wound per success on the activation roll. This can be a massively brutal attack on even the most stout of vampires, and there are no reports yet of even a single mortal surviving its use.

And that wraps up our exploration of the Paths of Necromancy. After all of these descriptions and creative uses for its various Paths and powers, I really hope I’ve created a few more fans of this amazingly useful and potent Discipline. And even if you like Necromancy no more than before you’ve read this section, I hope I’ve at least increased your understanding of it to allow for more deep, tactical, and flavorful use in your Chronicles and for any characters you might have using the Discipline.

Now; on to some permutations of the game that I use in my Chronicles, and I think allow Necromancy to work in a more cohesive and fun manner in the WoD.

Wraiths, Summoning, and Crossovers with Wr20

Much of the Discipline of Necromancy revolves around the summoning (and forced enslavement/servitude) of Wraiths. For many of the spells/powers of Necromancy, the Wraiths in question get a pittance of a resistance roll to fight against these abilities, if they are allowed one at all.

But with the depth of Lore, background, and crossover potential involved between V20 and Wraith: the Oblivion 20th Anniversary Edition (Wr20), I personally feel that this doesn’t do Wraiths proper justice in V20, especially with no less than three Paths distinctly involving them.

In Wr20, there is a distinct sub-group of Wraiths, known amongst the Restless Dead, as Drones. When a mortal dies and has enough emotional … baggage to become a Wraith, they enter into the Shadowlands as a fully formed and active Wraith. These are the Restless Dead that are Player Characters and the numerous NPC’s that majority populate the Shadowlands and the Underworld.

The Drones, on the other hand, are those mortals that crossed over with just enough baggage to not pass on to whatever reward/punishment awaits them after death, but not enough to retain most of their higher thoughts and personalities. They shuffle (sometimes literally) through the afterlife as a shade of what they once were in life. Not entirely mindless, but still retaining some fragments of memory of their former life, they are almost literally, half-Wraiths. They have no Fetters or other attachments to their former life that would allow them to be full Wraiths. They are simply pathetic shadows of the people they once were.

When using Necromancy powers that summon a Wraith, unless the power requires (or the Necromancer takes the extra steps to gather the necessary components and items needed) the summoning of a specific Wraith; or the power gives the summoned Wraith no resistance roll or the aforementioned pittance resistance, I like to use one of these Drones in place of a full and proper Wraith as the result of the summoning.

If a Necromancer takes the time to gather the necessary items like body parts of the corpse of a Wraith, Fetter(s) of a specific Wraith, or researching the name and history of a specific Wraith, then I allow the Player to summon an actual full Wraith using the powers of this Discipline.

However; for full Wraiths I also give the Wraith a resistance roll against the controlling/summoning effects of the Necromancy power in question. Wraiths are simply too willful to fall so easily into the controlling clutches of a hubris-ridden Necromancer. If the Necromancer must roll say… Manipulation + Occult as the activation roll, I’ll give the Wraith either a Willpower roll to resist, or some other “like” combination of Attribute + Ability to resist the compulsion from the Necromancer as a contested roll. The Wraith can expend a temporary Willpower point for an automatic success just the same as the Necromancer can.

On a simple or exceptional success by the Necromancer in this contested roll, the Wraith is bound and the Necromancy power works as intended. If the Necromancer simply fails and the Wraith succeeds, then the Necromancy power fails. The Wraith though, becomes fully aware of what the audacious Necromancer was trying to do, and can use their own abilities to try to locate the upstart blood sorcerer or use their potent Arcanoi to find the Necromancer and attempt to enact whatever vengeance they feel is necessary.

If either side botches… well, that’s when the game becomes quite fun, and horrifying.

On a botch from the Necromancer, I like to make the Necromancy power still succeed. He thinks he gets control of the Wraith, but not all of it. In reality, I usually make the power fail technically. But what the Necromancer actually accomplished was to separate the Wraith from their Shadow, draw said Shadow to his exact location, and then I let the Shadow wreak havoc on the Necromancer for the time duration of the power in question. After that, the Shafow rejoins its host Wraith, and if they harass the Necromancer after that… well, that’s just a risk of Necromancy.

Another option for a botch on the part of the Necromancer, is that the summoning goes awry. Not only do they fail to summon the desired specific Wraith, but instead the blood magick “misses”, and instead summons an uncontrolled Spectre to the Necromancer’s location. A Spectre that, as it happens, also know exactly what the Necromancer was trying to do to it.

Woe to this unfortunate Necromancer! How long does this Spectre hang around to strike out at the Necromancer? Well, that entirely depends on how evil you want to be as a Storyteller…

If the Wraith botches the resistance roll, I have the same separation of Wraith and Shadow happen as I detailed above, but the Necromancer gets the higher-finctioning side of the Wraith to do with as he pleases, and the Shadow “takes over” the Wraith’s form in the Shadowlands, and gets free reign to wreak havoc and ruin the Wraith’s afterlife while the two side of the Soul are separated for the duration of the power.

While this is something I do in my games, from a Storytellet perspective, I feel that this adds another level of personal horror and risk to Necromancy that the write-ups in V20 and Wr20, didn’t do quite enough justice to. It adds multiple layers of ganeplay and depth to using the Discipline, and I find that it vastly deepens the crossover potential between these two great games.

But, as is detailed in V20, once the effect of the power used for summoning a Wraith ends, the Necromancer still runs the risk of having pissed off Wraiths finding and harassing him for his audacity. Since both beings are technically immortal, this harassment can also add multiple layers of crossover possibilities, as well as add in a few extra plot devices to a Chronicle, and ones that can be used in your game for a long, long time.

The Drones? The Necromancer doesn’t really have to worry about retaliation from the Drones. Once the power ends or the Necromancer releases the unfortunate soul, they simply go back to whatever pathetic existence they had in the Underworld before they were summoned. They don’t even have the Willpower to fight against the summoning, much less generate the willpower to enact revenge.

Now, by no means does any ST need to implement the changes I’ve made above. But I’ve found that making these changes, especially in a game with more than one character using Necromancy (and most definitely when running a V20/Wr20 crossover Chronicle), that these changes add wonderful levels of depth, and just enough complexity, to really enrich the Story and make it much more expansive for the Players.

Author’s Note on Including Mummies into a Necromancy Game

Mummy: the Resurrection is another game created by White Wolf Publishing that, like Demon: the Fallen, takes place in the WoD, yet begins after the Week of Nightmates detailed in the Revised Edition books Time of Thin Blood and Gehenna.

Mummy itself is a game that can work wildly well with Vampire, especially in a Necromancy-heavy game, and especially if you keep the timeliness of the Week of Nightmares, but choose not to include the Gehenna supplement.

I would have loved to have been able to include a detailed section in this article, describing how to crossover Vampire and Mummy, as I feel that the two games share multiple themes that would work well together.

Alas; I can’t even say that much for sure, because I know nearly nothing about Mummy other than its existence and very general themes. I know it is heavily tied into Wraith and the advent of the Sixth Great Maelstrom, and thus would have deep and definitive ties to Necromancers of all stripes.

If any of my readers know Mummy well, they would definitely be the ones whose brains’ you should pick if you want to mix Mummies into your Vampire or Necromancer Chronicle, but I know that they’re important enough to at least get a mention in my Necromancy-focused article.

Final Thoughts

As I said above, I truly do love the Discipline of Necromancy. It I such a rich, versatile, deeply engaging Discipline that also opens so many plot hooks and Story options just through simple use of its powers. It is one of the many major reasons that the Nagaraja are a personal favorite Bloodline of mine, following only the Lasombra and Baali as one of my most beloved Clans to play.

I do sincerely hope I’ve changed or enlightened a few minds in regard to Necromancy. It is an often overlooked, mocked Discipline; and in my humble opinion, that is a grave injustice to such a wonderfully diverse, malleable, unique Discipline.

I hope you’ve enjoyed this article (all 500 pages of it… lol), and while I apologize for the time it took me to finish it off, I took my time with it to make damn sure I got this article as “right” as I could, because it simply deserves all the care it could receive from me.

Again; thank you for reading, and ill see you next time in my next article, another deep-dive, this time into the Nagaraja Bloodline.

~ Nox

Lasombra, 5th Gen

Morte Ascendo.

(24) I’m Not Sure Why I Need to Post This, but I do.

For Some Reason, the Emotions Came Flooding Back…

I don’t know why I feel the need to share this today. I don’t know that I’ll have anyone agree with me.

Hell, maybe this will get removed shortly after I post it. I dont really know. (But since this is my blog, past removal isn’t likely. Lol)

But seeing all the new marketing blitzes being propagated about WtA: Earthblood made me think about V5.

And once those thoughts flooded my head, the negative emotions flared up again.

I think the most succinct way to sum up my feelings about V5, without going back over more than a year’s worth of ascerbic criticism and hatred, is this:

I hate everything about V5, with a passion. Despite what it says on the cover, it’s not VtM.

And I know I’ve had my share of detractors. Fans of V5 who relegate their disagreements with me to the logical fallacies of “you just don’t understand VtM, even though you’ve been playing it for 30 years”, or “you’re just a grumpy old man who can’t accept change”.

And I understand that it is just a game. Maybe I shouldn’t hate V5 as passionately as I do. Maybe I am being too childish, inflexible, or intransigent about this game.

But I’m having such a difficult time with this, because I’m watching the game I love above all others, even my precious video games; be summarily destroyed and turned into a cheap, weak, D&D clone of VtM, all so that Paradox can milk the IP for a few shit-tier video games, and a failed attempt at chasing down those same D&D dollars.

And it pains me greatly to watch such a great game get watered down and homogenized into a sad joke. A pathetic shadow of the grandeur that it once had.

Watching this devolution… it just hurts.

It hurts me bad.

And maybe this isn’t the proper group to share these thoughts, but I had to get them out before they ate me alive.

Does that make me weak? Maybe.

But it has been cathartic, in a way.

Anyway, thanks for humoring me.

~ Nox

Lasombra, 5th Gen

Morte Ascendo

(23) Blood Magick in V20; the Many Flavors of Thaumaturgy and its Practitioners

Magick Sings Through the Blood

There is a long, long history of blood sorcery among the Kindred. Indeed, its a common occurrence in the community social circles that surround this game, to have multiple references to blood magick of all types come up in a discussion.

In this article, I’m going to do my best to go into a deep dive of Thaumaturgy the Discipline, as well as Thaumaturgy the ‘catch-all’ term for blood sorcery in V20, its practitioners, and the Clan that makes use of it the most.

As well as this, I’m going to attempt to refine all of this information from a long-time Storyteller’s perspective, as well as a Player of nearly 30 years, and how to effectively utilize Thaumaturgy’s wealth of Player and ST options into a new or currently-running Chronicle. This article isn’t so much a breakdown of the individual Paths and their powers, those are detailed well enough in the books they’re contained in. The purpose of this article is to view Thaumaturgy from a more creative standpoint, and to explore the Discipline as it can be creatively used by a Player or ST within a Chronicle, and to broaden the understanding of what Thaumaturgy is capable of.

Because that’s what really makes a TTRPG absolutely sing, especially when the ambiguous art of Magick is included into a game, is the capacity of having a ton of different options available. Because an overly homogenized game, where there’s no real differences from one Class/Clan to another, is a boring game. Variety and a wealth of options allow for an entire universe of creativity and individuality to mature, deepen, and expand what is possible within a game.

So, let’s dig in by starting with the most well known of the blood magick Disciplines, Thaumaturgy.

Thaumaturgy

Though the Tremere Clan of vampires codified the Discipline of Thaumaturgy well back in the Dark Ages (during their war with the Tzimisce and Gangrel Clans, shortly after stealing vampirism for themselves), they aren’t (and have never been) its sole practitioners, but they are by far the most well-learned and practiced in its craft.

Blood magick of various different flavors has been in use since the earliest recorded times of the Second City, and even more obscurely referenced as far back as the First City, Enoch.

Due to the Tremere’s mastery of Thaumaturgy (and their standing claim that it is the propriety of their Clan and theirs alone), as well as the other Clans who practice blood magick of their own variety, “Thaumaturgy” has also become a catch-all phrase for all blood magick.

Indeed, aside from a few other Disciplines that stand alone (such as Necromancy and Abyssal Mysticism), the updates to the game with V20 and DA20 has often retconned the various blood magicks of the other Clans to reflect that they practice “a style of blood magick ‘similar enough to’ *insert Thaumaturgy Path here*, that the writers and developers just have you refer to that specific Path(s) of Thaumaturgy for that other Clan’s use of blood magick.

But that was the past editions. In V20, Disciplines such as Assamite Sorcery, Koldunic Sorcery, Abyssal Mysticism, etc., are definitely differentiated from Thaumaturgy as a whole. I’m not including them in this article because they’re mechanically similar to Thaumaturgy, and they’re still yet distinct enough on their own that they deserve articles of their own, to be explored in depth as they so richly need.

Though, it is still a truism that the other Blood Sorceries are often, and mistakenly, lumped in with Thaumaturgy as if they were inseparable from it.

What that unfortunate line of thought does, is further cement the Tremere’s moniker of ‘Usurpers’, they are seen as trying to claim that all blood magick “belongs to” them, and for their part the Tremere have done little to dissuade and distance themselves from that image. While they definitely created the codified Discipline of Thaumaturgy, their codification was more akin to creating a “blood magick encyclopedia” that more or less just took a bunch of disjointed and disparate Paths of blood magick, redefined and compiled them, and joined them together into one rote Discipline.

Yes, the Tremere do deserve their due for the work they put into the Discipline, and without a doubt, Thaumaturgy wouldn’t be nearly as potent or widespread in the modern nights as it is without the necessity-driven research of the Tremere.

And, if you like the Dark Ages versions better, theres also nothing preventing a Storyteller from using those rules in their Chronicle, regardless of the time period its set in.

It is, after all, your Chronicle and World of Darkness. Do what is the most fun.

But, I digress…

What I love about the Discipline of Thaumaturgy, is the sheer amount of options it gives to Players and ST’s alike, to create distinct, memorable, deep characters and NPC’s. With such a wide variety of powers available for use, one would have to work pretty hard to create the same character twice.

And not all Paths of Thaumaturgy are created equally. Some are very much more suited for certain or specific situations better than the others; but every single Path is written kind of “open ended”, which leaves a lot of wiggle room for the creative Player or ST to allow the various spells and rituals to perform a wide variety of effects, uses, and for many different situations.

And its that very versatility that makes Thaumaturgy so beloved.

Now, there are … other editions of VtM that have arbitrarily removed nearly all of this Discipline, and dismembered it down to just having one Path with only five set powers and a few meager, impotent Rituals. In some earlier editions of the game, Thaumaturgy was similarly bereft of options, but not nearly as much as the newest edition, and mostly because it was still new. I won’t dwell on these “crimes” against Thaumaturgy too much. Suffice to say that to neuter such a versatile Discipline such as Thaumaturgy in this manner only leads to a vast misunderstanding of the value in that versatility that Thaumaturgy represents, and dies a massive disservice to the very concepts of Magick and the versatility of the Blood of Caine itself.

Which is one of the multitude of reasons why I stick with V20 and earlier editions. Because in TTRPG’S and video games, having a wealth and overabundance of options, even if you dont use all of them in each game or Chronicle, is never, never ever ever, a bad thing.

More options are never bad!

EVER!!!

Now, before I get into the part of the discussion where I go through somw of the individual Paths of Thaumaturgy and the creative uses for them, I want to go through some of the downsides to the Discipline.

With all of this variety that Thaumaturgy offers, there still needs to be balance to the game. While Thaumaturgy is definitely a powerful Discipline, the costs and risks are exponentially high for the practitioner as higher and higher level powers and rituals are invoked and cast. Some powers and Rituals, if failed/botched, will kill the Kindred outright, or cripple/maim them. Thaumaturgy is not a Discipline for the faint of heart.

Couple that with the inherent limitations of chasing Mastery of the Discipline, and the dedication necessary to do so helps keep the Discipline nicely balanced with the other Disciplines that Kindred can call upon.

While versitile and containing many Paths, each Path of Thaumaturgy must be learned separately, often at the cost of foregoing refinement of the Kindred’s other Disciplines. The time spent dedicated to learning Thaumaturgy, especially if a Kindred is working on more than one Path at once, directly and negatively stagnates the development of other Disciplines.

There are, after all, only so many experience points to go around. So the Kindred and Player are forced to make some difficult decisions in the advancement of their Disciplines. And thats how such a potent Discipline is kept “in balance” with the rest of the game.

Sure, with enough time and research, your vampire could become an undead Gandalf. But the sheer number of experience points this would require, on top of the lack of training in your other Disciplines, means that this is highly unlikely for any long-running character to do. This necessity to spread out experience point expenditures across the breadth of several Disciplines, is a “hidden mechanic” in order to keep the raw potential of Thaumaturgy in comparable power levels to the other arsenal of Disciplines that the Cainites have available.

Sure Thaumaturgy has the potential to be game-breaking in its potency and versatility, but that potency and versatility is kept in check by the limited amount of resources available to advance study in the Discipline, and at the cost of developing other abilities/Disciplines.

The balance for Thaumaturgy, is very much in the sacrifice it requires to master it.

Thaumaturgy has never been “broken” or “overpowered”. Thaumaturgy doesn’t now, or ever, need to be neutered to be “reigned in”. If Thaumaturgy is understood fully, and run properly by both ST’s and Players, it reigns itself in by its very nature, and balances itself alongside the other Disciplines pretty fairly evenly.

Now, on to the discussion of the Paths.

Thaumaturgical Systems

Before we begin, let’s take a look at the rules/systems in order to even use Thaumaturgy.

Every single Path power of Thaumaturgy uses the exact same system and roll. This is because it is the level of the power that determines its efficacy.

In order to use a Path power, the Player must spend a Blood Point and make a Willpower roll, difficulty is equal to the power’s level +3. This means that the difficulties range from the minimum 4 difficulty for a level one power, to needing to hit an 8 for a level 5 power.

While that may or may not be daunting to a player, only one success is needed to make the power work. As with all rolls though, the Storyteller is free to add extra effects for multiple successes such as getting 3 or more successes on the activation roll. Indeed, quite a few Path powers can have some truly awesome effects with the more successes that are rolled.

Each Ritual has its own systems that apply to that specific Ritual in order for it to succeed. Unlike the Path powers, each Ritual has its own activation costs like Blood/Willpower expenditure requirements, and its own activation roll as well as time commitments to perform the Ritual successfully.

Whereas the Path powers are meant to have an immediate effect, Rituals can potentially sit for years until the necessary requirements are met for its effect(s) to take place. And there’s a good trade-off for the Discipline. While the Rituals take quite a bit of time and expenditure in order to be cast correctly, that time commitment is balanced by the very potent effects most Rituals have.

More time and resources to cast, greater magickal effects and power from the ritual casting.

But now, let’s start exploring some of the Paths that make Thaumaturgy the juggernaut that it is. Thaumaturgy itself has an exhaustive list of Paths available to the budding Thaumaturge, so I will only touch on some of my absolute favorites in this article.

The Path of Blood

By the description in V20 and DA20, The Path of Blood is most commonly the very first Path that a Neonate Tremere learns when breaking into learning Thaumaturgy, and for good reason.

As Thaumaturgy itself begets all of its power from the mystical properties of Kindred vitae, The Path of Blood sits as one of the most powerful Paths available to a thaumaturge.

Its powers, while not specifically combat oriented, do have their uses for combat purposes. The Path allows the Kindred to feed from a distance, which can steal the very vitae that another Kindred might use for their own Disciplines or healing of wounds. And it makes feeding… different when stealing the blood of mortals.

It can, with but a few drops, allow a practiced Path adherent to not only tell if a Kindred has committed the heinous crime of diablerie recently, but also tell if they’ve ever committed the act, even if it happened centuries or millennia prior and the telltale black streaks in the aura have long since faded. This makes for quite useful leverage for blackmail or extortion for the Tremere who holds such information.

Some powers even allow the Kindred to kill with but a glancing, feagher-loght touch, boiling away the targets reserves of vitae and causing excruciating damage. This power is always fatal to mortals, and is a prime method of committing a necessary assassination, or to cover up a whole host of other blood related crimes.

The Rituals analagous to this Path are no less devious, malicious, or potent. A practiced thaumaturge, with a little bit of blood from their target, and enough time, can create an entire encyclopedia worth or effects on other Kindred, and they do not even have to be in the target Kindred’s presence for most of the time!

Truly, this is one of the most feared Paths among Thaumaturgy’s arsenal, if for no other reason than the sheer flexibility of effects that it offers.

The Path of Neptune’s Might

In my humble opinion, this is one of the most underappreciated Paths in all of Thaumaturgy. Often seen as a joke by most Kindred who know of it, that view of this Path is promoted since most of Kindred society has very little interaction with large bodies of water, lakes, rivers, ponds, etc.

However, that dismissal does an injustice to what is actually a very versatile Path, especially since over 75% of the planet is covered with water.

In my ongoing Chronicle and Meta for V20, the Tremere chantry in Kansas City is named ‘The Fountainhead. The Regent of the chantry is a master of this Path, and has been in the city since its inception as a trading post at the very edge of the American Frontier during its westward expansionist days.

Modern Kansas City, Missouri has the distinction of being the city in the world with the largest number of Fountains, second only to Rome. When that Regent founded the chantry here, over the following decades and century and a half, he had a direct hand in not only the design and placement/location of every single fountain in KC, but he and his Acolytes have hidden Thaumaturgic glyphs of power carved into the very stones that the Fountains are built upon and with.

In the deepest recesses of the chantry interior, he has had built a massive fountain that serves as the nexus of a thaumaturgical “web” that criss-crosses the entirety of the Kansas City Metro area. Since KC has Fountains both inside of buildings as well as outside (and some buildings have Fountains on multiple floors…), he has patiently crafted an entire network of Fountains that are used to spy and listen in on conversations that other Kindred think are secret. They are used for divination on a city-scale level, and in times of great necessity, can be used for combat and transportation. Tremere who know this Path at the right levels can step into a fountain in one location, and step out of a fountain at their desired location.

This is another Path whose uses and potential for new Rituals, is vastly underrated and under appreciated.

I’m rather fond of allowing Players and my NPC’s to create new rituals that are direct reflections of this Path. With the sheer availability of water around the world, really the only limitations to this Path are the limitations imposed by the user’s creativity. While low level rituals are fairly easy to drum up, for those higher level effects we should focus on the microcosm as well as the macrocosm.

Not only should higher level Rituals and powers be able to influence and affect higher volumes of water, but also refine the minute mastery and control over water. When thinking about the breadth of possibilities this opens up, remember that the mortal body is also made up primarily of water.

Though its also fair to mention, as the Storyteller, you have full and final say on what new powers and Rituals are allowed in your game/Chronicle. But while you should definitely keep a close eye on what your Kindred do with this Path, and all other Paths that they toy around with, keep in mind that whatever your Players do to tweak the powers of Thaumaturgy, NPC’s and other blood sorcerers can do as well.

The Path of Movement of the Mind

While this Path is pretty much telekinesis of the rote variety, there’s a ton of different creative uses available for all levels of Mastery of this Path.

Sure, it allows a Kindred to lift and move increasingly heavier weights as mastery in the Path develops. However I am also a fan of having fine manipulation of those objects increase as well.

Just as a mortal increases their manual dexterity over time as the body matures and ages from infant to adulthood, so should a Thaumaturge’s “mental manual dexterity” improve as refinement of the Path grows as well. If a Kindred attains say… level 3 of this Path, it should be no issue for them to lift a pen and write a letter, or in a journal, or a ransom note. Their abilities to manipulate objects while lifted should be increased as a reflection of that growing mastery. Indeed, the Path description even states that if an object can be lifted, it can be manipulated as easily as if the character were holding the object in their hand.

Personally though, as a Storyteller, I like to place a caveat on the use of objects with this power. And that caveat deals entirely with the weight of an object being lifted.

Now, I should also say; while level 5 of the power allows the Kindred to lift some pretty crazy weights, that doesn’t men that they’ll have the same manual dexterity ver an Escalade as they would have over a writing pen. As ludicrous as it may sound, even at level 5, theres no way that they should have the same control over a pen the size of a vehicle as they would have over a regular writing pen. In this train of thought, as the weight of the object increases, it should also equivalently take more of the Kindred’s concentration to keep those ever larger amounts merely lifted.

So, while the Path itself states that once an object can be lifted, it can be manipulated with the same dexterity as if it were held in the Vampire’s hand; i like to place a soft limit on this dexterity once an object is over a certain size. Some items are just… bulky and awkward to handle and utilize effectively.

Objects that can be lifted can also be thrown with this Path, though the Thaumaturge needs to have attained at least level 4 in this Path in order for the object/person to be thrown with any damage-dealing capability. But once that level is reached, the Thaumaturge us not only able to lift some impressive amounts of weight, but being able to chuck them at an opponent can do some very serious damage!

At level 3 of this Path, the Kindred can even simulate flight, to a limited degree. It will never be as effective for flight as the Gargoyle discipline of Flight, but it can be used as a close simulacrum, and the utility of such an ability cannot be underestimated.

This is a fairly utilitarian Path, with many and multiple chances for usefulness at all levels of mastery. Just, you know… be creative.

The Path of Flame

Its a well known fact of unlife that the two primary banks of Kindred existence are sunlight and fire.

What could be more terrifying then, than a Kindred who can generate, control, and throw around fire at will?

Next to the Path of Blood, the Path of Flame is probably the most practiced Path by Players and NPC Tremere alike. Its very obvious combat and Kindred extinguishing uses are jist kinda blatantly “out there” for all to see.

And like I had said with Movement of the Mind, as a thaumaturge’s mastery of this Path grows, he not only is able to generate larger and hotter burning conflagrations, but his finite control over the flames he conjures increases as well. This could be anything from lighting a cigarette by having the tip start a burning ember all on its own, to setting a troublesome Malkavian’s shirt on fire in order to “solve” the issue of said Kindred.

It can also be used for dramatic entrances or exits, causing candles and hearth flames to flare up, die down, or form dancing silhouettes to enhance the Kindred’s entrance/departure.

Depending on the level of mastery, it can also be invaluable in escaping a Haven that has been set aflame by noxious Hunter’s by making the flames die down or move away from an escape route entirely.

Or, it could be used to set a rival’s haven aflame I guess… but, what kind of honorable Kindred would do such a thing!? 😉

The Path of Elemental Mastery

This is very much a “four elements of creation” style of Path. Despite what one may believe, Thaumaturgy has a number of Paths that are very “nature” oriented, and while this is one of the more generalized ones, it is no less useful in the Thaumaturge’s repertoire.

It allows everything from speaking with the spirits of trees and plants, to manipulating rock and earth for various purposes.

Now, I must admit that I am personally not that familiar with this Path. However; I have seen friends of mine use it in game to some truly genius effects, and so I include it in this article as an homage to those friends of mine, who took this Path to heights that I hadn’t ever considered.

The Green Path

Another nature oriented Path, The Green Path focuses its base of knowledge on plants, both living and dead. Like the Path of Neptune’s Might, this is another vastly overlooked and derided Path in Thaumaturgy, and that dismissive attitude betrays the sheer usefulness of the powers it grants to a Thaumaturge. Often given the moniker of ‘The Botanical Path’, it still has a niche, but dedicated following among the Tremere.

While they may never admit it, there are not a few stories of Tremere caught out in the open as the sun crested the horizon, and it was quick thinking and quicker magick from a practitioner of this Path that allowed them to wake again on the following night.

The core of this Path is the control it gives over plant matter of all types, both living and dead. Thats an important distinction.

This Path can be used to create impromptu shelter as I mentioned earlier, or it can be used to entangle opponents, or any of a host of other applications. For social gatherings or for capturing the heart of someone the vampire wants to get close to, it can even be used for such a mundane task as to cause flowers to blossom to their full beauty when the subject walks into the room.

As I’ve said so many times with other Paths already, the only realy limitations to this Path are: 1) it only affects plant matter, and 2) how creative the user can be.

The Path of Technomancy

In the modern nights, this Path has become increasingly popular among neonate Tremere and those embraced recently enough that they’re still relatively adaptable to the rapid evolution of mortal technology and society.

Relatively unheard of and unused among older Tremere, this Path has proven indispensable to young Tremere vying for promotion in the Clan.

This Path can be seen in direct parallel to the foci of certain Traditions and Unions of Mages, but is obviously nowhere near as powerful as using Sphere Magick through a technological medium. It is however, extremely potent in the 21st century when even younger and “middle age” vampires are relying more and more on technology with each night that passes.

And though they might not readily admit it, even the oldest Vampires are adopting more and more technology as they awaken in the 21st century. While killing all of the technology for a Kindred, or using it to spy or send coded secret messages might hamper and disrupt a younger Kindred; while the Path’s effects might be just as effective regardless of the age of the vampire using it, losing access to their technology isn’t as much of a setback to older Kindred.

This is something that a Thaumaturgical Technomancer needs to keep in mind when using this Path to further their schemes.

Thaumaturgical Countermagick

This Path is pretty self-explanatory, though it is more like a separate Discipline in its own right than a Path mixed in with the rest of Thaumaturgy.

Seen by young and old Tremere alike as the antithesis of all that they do, the secrets of this Path are jealously guarded and hidden away by the elders of the Clan. While a few secrets of its practice have slipped out here and there, it’s existence is largely unknown to the Tremere Clan proper.

The Path has no individual powers on its own, but merely gives a Thaumaturge a number of dice to use to counter other Thaumaturgical and Magickal effects. Included in the description are also mechanics for becoming aware of and/or recognizing Magick and Thaumaturgy effects on an area, as well as recognition of a Path power of Magick effect as it is being woven, then giving the Thaumaturge the dice pool to counter those effects.

This isn’t really a deep, philosophical, or creative Path. It is much more of a Path for Vampires who are intimately Magickally “aware”, and gives them the ability and chance to say “No”.

Obviously, this Path is seen with a gross amount of suspicion among the Tremere as a while,, specifically the Elders of the Clan;a nd quite frankly, who could blame them?

The Tremere hierarchy is equal parts supported by backstabbing and schemes as much as it is by Thaumaturgical mastery and ability. To have a Thaumaturge with the ability to cancel out those Magickal effects that keep the Elders in their primacy running around willy-nilly, can be viewed as a direct affront and challenge to their authority.

If a Tremere or other Thaumaturge were to be seen using this Path, it is almost guaranteed that Tremere Elders around the world would love to “talk” with the Kindred utilizing such a potent path. The Thaumatuge might also be subject to decades or centuries of close supervision by the Clan Elders, if for no other reason that to try to use the Thaumaturge and this Path as their own unwitting pawns against their Clanmatss and enemies.

While simple in what it does, there are few Paths more potent than the ability to deny other Thaumaturges the use of their greatest asset(s).

Thaumaturgical Rituals

Rituals in the Discipline of Thaumaturgy are as varied as the Paths that they support and overshadow.

By nature, while the Paths contain powers that are near-instant in their effect, Rituals take time to mature and take effect. Though because of this, most Rituals have powerful effects that dwarf what the individual Paths are able to offer. Some take merely hours to cast. Others (and the far more potent and high-level Rituals) can take days, weeks, or even years to finish casting.

Thaumaturgical Rituals are also flush with a wider variety of effects than the Paths can produce, and it is far easier to create a new Ritual in its entirety than it is to create a new power for a given Path.

The Rituals in Thaumaturgy do everything from warding and protecting individuals and entire areas of real estate, to enchanting various objects with a wide variety of effects, to scrying, to even potent situational combat uses.

And while there are plenty of Rotuals detailed in most every V20 source books and supplements, Plauers and ST’s are also highly encouraged to create their own Rituals. I cannot champion this enough!

What i like to do and see, as a Player and ST, is broadly expand the Rituals by taking what is already published, creating variants of what already exists, but use them in conjunction with, and as supplemental sympathetic support of the various Paths.

Not only does this give the Discipline as a whole a far more intimate feel for the Player, it opens up some spectacular role-playing opportunities as the Player expands on their individual knowledge of the Discipline, but also expands on and advances Thaumaturgy as a Discipline and Magickal art.

Just running the Chapters and Stories around Players adapting existing Rituals to their chosen Paths, or researching entirely new Rituals, has led to some of the most fun game sessions I can remember.

Truly, alongside the Paths; the Rituals are an inseparably important aspect to the Discipline, and knowledge of and collecting of Rituals should be as important to a Thaumaturge as their overall advancement in their Paths.

As a Storyteller and Player, if you have a character that utilizes Thaumaturgy, I cannot stress enough that I hope you delve as deeply into the Rituals as fervently as you chase after advancement in your chosen Paths! Trust me, if you do, you’ll have a character that you simply will not want to quit playing.

Closing Thoughts, the Tremere, and Thaumaturgy

Thaumaturgy, as I mentioned at the top of this article, is most often associated with the Tremere; and for their part, they don’t refute the claim that they are its creators and sole practitioners.

This isn’t true, as there are several other Clans who utilize Thaumaturgy, though not as a Clan Discipline as the Tremere are privileged to have. They did however, take the disparate Paths of Thaumaturgy that existed before them, as well as creating new Paths based off of their millennia of time as Mages in the Order of Hermes and what they could do with their reality-shaping magicks before their change.

While Thaumaturgy is a Static Magick, and not as powerful as utilizing the Spheres as Mages do; the influences of Hermetical House Tremere can easily be seen in the effects and very core design of the Discipline.

Indeed, its also fair to mention that House Tremere aren’t even the first Mages to make the change from mortal Willworkers to Vampire. The Nagaraja are actually the first Mages to make this transition, but I’ll cover them much more in depth in my next article which will be on the Discipline of Necromancy.

But regardless of what an individual might think of the Tremere, they are a fun Clan to play. They fancy themselves schemers of the same vein as the Toreador, Lasombra, and Ventrue, and they use their Thaumaturgy directly to assist them in the realization of their plots and plans. They’re assholes, and sometimes its just fun to play an asshole, even for a little bit.

While there is a definite argument and a multitude of reasons to despise them for their actions since they forced their way into Kindred society; they are also one of the most adaptive Clans of Kindred in existence, and that adaptiveness can make them extremely fun to play as a Player Character, and the possible character concepts for a Tremere are as open to possibility as the Discipline that they claim as their birthright.

So, go; explore the mystical side of the Blood of Caine, and have the most fun doing it! For there is almost no Discipline that can give the wealth of options and adaptability that Thaumaturgy offers. Master your Paths, create and perform your Rituals, and make your enemies Blood boil in their very veins!

~ Nox

Lasombra, 5th Gen

Morte Ascendo

(22) New 2nd & 3rd Gen Vampires, the Age of Myth, the Modern Nights, and Your Game/Lore/Characters

A Storyteller Perspective and Creative Exercise

Not only do I love the Dark Ages setting, I really (really) love running Chronicles in it. Honestly, even though Vampire: the Masquerade will always be my baby, I have a special soft spot for the Dark Ages.

While Vampires and the other denizens of the WoD still had to somewhat hide their true nature from the average mortal populace; this is a time of myth, superstitions, and deeply ingrained fear of the darkness and the monsters who dwell within it.

As such, Vampires, Mages, Werewolves, etc, are fully far more able to revel in their natures, especially since the populace of the world fully believes that all these horrors are very very real, and a natural part of the world.

If any of the fans are also students of history, then we can also infer that the latest the rules for DA20 would also apply the further back in time that we regress. The differences that would be needed, would be to revert the available metals that could be smithed into tools, and the available materials and complexities for building construction. It is, after all, right around the Bronze Age…

That said, I am currently planning for a long running Chronicle, set in the time of the Second City, and fully utilizing the Dark Ages rules to their full effects, while eventually progressing through the Victorian Age, and into the modern nights.

“Why?” might you ask?

I would counter that with, “Why not?” 😈

To add to the intrigue of this Chronicle, what if Caine himself never slept? What if his Curse prevents torpor for him? Whether or not he chose your Players, what if Caine, out of the depth of his omnipresent loneliness, sired more childer? What if those new 2nd Generation vampires sired your Coterie? What if there were more than, possibly far more than, thirteen Antediluvians?

Playing around with vampires that close to Caine can obviously be a field of landmines, and for the entire plethora of reasons that you’re imagining as you read this sentence.

But…

It could also be amazing! The Lore is quite open when it comes to Caine, the 2nd Generation, and the number of Antediluvians, and its written that way for good reason. Mysteries love ever-deeper mysteries. But thats no excuse for not exploring it and having fun with such open-ended enigmas.

From one of my past articles on the Antediluvians, Justin Achilli had responded to my promotion of the article on Twitter. While he appreciated the work I wrote, he also mentioned that the Antediluvians were always one of his favorite Lore explorations. He also maintains that what some Kindred eschatologist interpreted as “three and ten clans” was actually “three BY ten clans”.

Now, I don’t mention Mr. Achilli just for the convenient name drop, but because I had a small epiphany after his comment that tied back to all the times I’ve read and re-read the Book of Nod. The thought of not only additional Antediluvians, but also the possibility of very low generation Player Characyers intrigued the hell out of me, and really got my Storyteller brain working in overdrive, which in turn helped with the creative thoughts for this work as well as my Chronicle.

Even if we don’t have Caine still up and cruising the Earth, just the fact that the Lore alludes to anywhere between thirteen and thirty Clans leaves a metric ass-load of creative room for Storytellers to explore. Your Players could have been sired by any of the three/five/seven 2nd Generation vampires (because the Lore is pretty open there as well, the three in the Book of Nod are just the three mentioned most), which would leave it open between a Storyteller and their Players on what that entails for the future if Kindred history, society, and the very makeup of the Clans themselves.

So, if your imaginations are sufficiently stretched and warmed up now, let’s explore some of these concepts, ideas, and possibilities from a Storyteller perspective.

The Second City and the Age of Myth

I’ve written more than one article about defining, opening up possibilities for, and gushing over the Antediluvians. They are definitely one of my favorite topics in the World of Darkness, and by their very natures, in the modern nights they objectively defy the use of a character sheet. They’re, quite literally, God-tier beings who can stand toe-to-toe with the entities in/from the deepest corners of the Umbra. Just the efforts to destroy Zapathasura, the Ravnos Antediluvian prove that, and even then, he may have survived. Of all of the Antediluvians, Zapathasura was the most well-equipped Antediluvian to fake his own death, so who knows? He may still be kicking around in the eternal night…

But, I digress.

In the time of the Second City, or even before that in the time of Enoch, the First City, the 2nd and 3rd Gen Vampires were very much an active part of Kindred society; and it’s in large part due to their active involvement, as well as the nascent Clans that were forming as the 4th and 5th generations of vampires are embraced, that form the bedrock of Kindred society as it is known in modern nights.

As well during this time, these god-tier beings … aren’t god-tier. Sure, they’re worshipped as Gods by the mortal populace, and they even went to great pains to set themselves up as such. But during this time they don’t have the ten-millennia of power building behind them. In the time of the First and Second Cities, even the nebulous 2nd Generation, Caine’s direct childer, can be held by the constraints of a character sheet. Because they are still young vampires (relatively).

And it is in this “newness”, when the upper limits of the vampiric condition are still being discovered, tested, and breached, that some of the greatest tales and Lore of the Kindred is being written by their actions.

By all accounts, the first two cities were marvels that have not been experienced since. Mortal technologies (for the Bronze Age) were being advanced at a pace that the rest of the world hasn’t seen since (barring the Phoenicians, Assyrians, and the Egyptians that came after…). Kindred and Kine lived in a harmonious state (sort of), with the Kindred setting themselves up as God-Kings and Queens.

Beasts and monsters of myth and fable were still very real and stalked the vast stretches of wilderness outside of the nascent cities.

If you want, you could also place the time of the Impergium for ‘Werewolf: the Apocalypse’ back in this time frame, and have the First and Second Cities operating as bastions and safe-havens for Humanity against the Garou aggressions. The Kindred could offer the mortals a “contract the they can’t refuse”.

“Come and be safe within our walls. All we demand is tribute every so often to slake our hunger. Decline, and you can stay outside our city and deal with death by claw and fang on your own. Your choice.”

Mages are definitely around, and in this time period, Paradox is a thought experiment for the more philosophical Mages rather than an inherent threat for Will-workers.

As well, theres very little separating the Dreaming of the Changelings from the real world; and the Shroud is about as thin as it can be, meaning even Wraiths can relatively easily cross into the Skinlands when the need/desire arises.

Now, I need to interject something here. In a modern-nights game/Chronicle of VtM, would I ever propose to make an actual NPC character sheet for an Antediluvian or 2nd Gen vampire?

Absolutely not.

With 10,000 (possibly more) years behind them, there’s no way that they could possibly be represented with the limitations of dots on a page or the limited quantification of the Discipline powers in any of the Core or supplemental books. At this modern point in history/time, they’re beings that are far to powerful for any character sheet to contain, and I firmly believe that the original thirteen Antediluvians should be used as role-playing and narrative tools only, IF they’re represented in a game at all.

Except for Augustus Giovanni and Tremere. Theyre young enough, and inexperienced enough in comparison to their “brethren” Antediluvians, that they can have actual stats. In this same thread of logic, this is why it would work for your Players to have characters of the 2nd and 3rd Gen’s as well.

So, back to the pre-pre-Dark Ages.

In this time period, theres literally no boundaries to your exploration of vampirism, the Age of Myth, or the burgeoning, natal society of the Kindred. Depending on the arc of your Story and Chronicle(s), Kindred society as an institution could be rewritten. The number and makeup of the Clans is equally mutable at this stage of history.

Disciplines, the powers they contain, their very nature, are wide open to augmentation or even the creation of new and never-before-seen Disciplines is possible.

And as in some of the greatest Chronicles I’ve ever run, while you (the ST) would have your base plot points decided, your Players would get to have a very heavy hand in how this type of Chronicle (as well as nearly all of its repercussions) is narrated and how their actions change the World of Darkness at your game table.

So Let’s Say You Want to Make New 2nd/3rd Gen’s…

There can be quite a lot of fun to be had with allowing Players to portray either brand new, shiny neonate 2nd Gen or 3rd Gen Vampires. Who knows, Caine may have never slept and is cruising around the Earth in the modern day?

As I’ve mentioned previously; while the 3rd Generation vampires in the modern day outright defy the use of a character sheet, it wouldn’t be this way for newly embraced 3rd Gen vampires, or if Caine (for whatever reason) decided to personally embrace the Coterie, thus making them 2nd Gen vampires. Nor would it be this way for a Chronicle set back in the Age of Myth during the time of the First City, Enoch; or even after the Great Deluge in the time of the Second City. Because all of those vampires, barring Caine, are still young vampires.

Since the Coterie would be newly embraced Kindred, they would definitely have the vast oceans of potential power like the other 2nd/3rd Gen’s have. The limitations set upon them though, is that they definitely wouldn’t have the 10,000 years of experience of being a Vampire that they modern-day Antediluvian’s have had, nor will they have had all those millennia to train up their abilities.

They have the potential and capacity for god-tier power, they don’t yet have the capability.

Essentially; running a Chronicle with new, freshly Embraced 2nd and/or 3rd Generation Vampires, technically has to run in no way different than running a character of any of the higher generations. Mechanically, the games will run exactly the same. There are some changes I’d make, which I detail below, but really you just… run a regular game of Vampire.

So the assignment of Attribute/Ability/Discipline dots and dice rolling for them would run the same as any other newly created neonate game, regardless of the era you set it in. Without the millennia of growing power under their collective belts, the Players would still have the constraints of a character sheet to work under. They wouldn’t have an upper limit to the dots they could assign to Attributes (7, 5, 3), Abilities (13, 9, 5), and Disciplines (3), but due to their youth, they would still have the dots and dice to roll until age and experience allowed them to surpass those (very) soft limits via experience point expenditures.

As well, the various Merits and Flaws that the Players pick for their characters could very easily start to become hereditary traits that their childer start to manifest. And then their childer manifest from the moment of their Embrace, and so on down the line.

Dare I say it? Perhaps those Merits and Flaws begin to change as the 2nd/3rd Gen characters grow and evolve, and become Clan weaknesses/strengths in their own right?

While my opinion sits comfortably that this idea works best in a Mythic Age/Dark Ages game, its an idea very easily advanced into the Victorian Age and Modern VtM settings as well.

The only real caveat for the Players if this is done in the modern nights, comes from the potential reactions from… ALL of Kindred society if their Sire or Generation should be discovered before they can amass a significant amount of power.

For story purposes, they would need to keep their Sire and Generation as secret as possible. Just being that low Gen, and/or having Caine himself as their Sire, or if Caine had already sired new childer and they were created by these new 2nd Gens, they would still need to keep it secret from their Antediluvian siblings.

Story hooks get interesting here as well. It doesn’t matter if they’re 2nd or 3rd Gen, just their existence is a walking affront to history that the Camarilla takes great pains to keep buried. The Camarilla takes great pains to paint the Antideluvians and the 2nd Gen as nothing more than myths and fables to keep the younger Kindred “in line”, and to have characters walking around in flagrant violation of centuries of the Camarilla’s PR efforts would definitely put them nearly immediately on the Red List via doctored and fake transgressions.

And the Sabbat would instantly paint all of the targets in the world on the Coterie. The Sabbat’s entire existence is based upon their hard-fought freedom from the Jyhad of the Elders and Ancients. If they found out that Caine himself not only existed, but was creating entire new batches of 2nd Gen Leeches all willy-nilly… I honestly think the Sabbat would have a collective stroke in their fervor to destroy these newly Embraced menaces.

If the game is set back well before the Dark Ages, in the Age of Myth, then you really have free reign to take the Lore where you choose. Back in the time of Enoch and the Second City, the Lore very much puts some limits on even the Antediluvians. They were obscenely powerful, but even they had dice rolls and other creatures who could end their existences. They were young enough that they and their abilities could fit comfortably on a character sheet. Thats the primary reason why at least two Antediluvians took active roles in both of the Baali Wars. Because even to the 3rd Gen of the Second City, they hadn’t achieved “God-head” yet. Their existences were just as much threatened by Nergal’s plans as everything else was.

So, really, you can run Players as 2nd and 3rd Gen newly created Vampires, just like you would any other Kindred. Regardless of the time period you set the game, modern day or Age of Myth. They will have vast oceans of POTENTIAL power, but have not yet realized said power.

And then comes the fun with the established canon Lore and the timelines of the World of Darkness; in the thoughts of, what happens if your Players do amass power over the course of the Chronicle(s), and then decide to make their very own Clans? At such potential power levels, what if they decide to create their very own, unique Disciplines?

Playing and ST’ing new 2nd/3rd Gen vampires has the potential for some excruciatingly fun game sessions!

Storyteller Problems: Character Advancement, Power-Creep, and Keeping It All Grounded Yet Still Creative and Fun

Now, after reading all of that, I know that your thoughts are running wild with fears of your Players’ characters becoming unmanageable, rampaging Gods of bloodlust and terror.

While that risk certainly exists, its only as prevalent as we, the Storytellers, make it or allow it to be. We have all of the tools at our disposal to keep the game going smoothly and well within the existing Rules and Systems, and we can do it without hamstringing the Players in overt ways.

And while its not always a pleasant idea or experience, don’t forget that, as the Storyteller, you always have the capacity to say “No” when/if the game starts to get out of control. Especially when running a game with characters of these low Generations.

Remember; its your game too, and you don’t have to allow everything, especially if those things are going to bork your game all to hell.

As far as advancement, as I’ve said, the Players have the potential for vast, God-like powers, but they have to train up their capabilities over time and through playing the game. And in this effort, the existing experience point tables work well to help keep your Players softly constrained.

Attributes are still going to be current rating x5. Abilities are still going to be current rating x3, etc.

Disciplines are a bit stickier. If your Players are 2nd and/or 3rd Gen vampires, they don’t really… have a Clan.

Current experience expenditures for Clan Disciplines is current rating x3, out-of-Clan Disciplines are current rating x7.

These are good thresholds, but since your characters don’t really have a Clan to apply to the situation, I would personally use the Caitiff/Pander method. Since the Blood of Caine is so malleable at these Generations, make every Discipline current rating x5 except for the established Clan-specific Disciplines like Protean, Obtenebration, Serpentis, etc. Make/keep thise Disciplines very Clan-specific, and their costs would still stay at current rating x7.

The only real difference in character advancement for these Generations and the regular Generations in the core rule books, is that 2nd and 3rd Gen’s really don’t have an upper limit to their potential abilities. Other characters have a hard limit set by their generational maximums, these characters simply… don’t. But by utilizing the existing experience point expenditure charts, you can not only make sure these characters do see advancement as they adventure around, you can also ensure that the proper amount of time and care is given towards the pacing of the game and to make sure that the Players attain the heights of power on your terms and timetable.

Doing these small steps/changes will actually go quite a long way to keeping your Players grounded in the reality that you’re creating at your game table, and will help to prevent them from becoming walking Gods.

At least, until you’re ready for them to hit those mythic heights of personal power…

More often though, as Storytellers, we hit an effective “writers block”, where your creativity begins to wane in the face of so much open potential. Or, you take all that potential and go so far off into “left field”, that the game doesn’t really even resemble Vampire anymore.

Don’t fret though, we’ve all been there.

Its this type of super-creative Chronicle that really let’s your imagination scream with possibilities. There is really nothing that’s off the table in this regard. While it may seem like I’m promoting the idea if a Storyteller taking VtM in a D&D type of direction, I’m really not. “Questing”, adventuring, social interactions, etc, all are a part of every TTRPG, and VtM is no different. What it does do, is to help remove any possible self-imposed limitations in the mind of a Storyteller about what a VtM Chronicle can contain, and where you can take your Story as you and your Players develop it.

If you find yourself lost, and you have no idea where to take your Players after the completion of one Story or Chapter, toss the ball back in their court. Let the Players know that they “seem to have defeated all apparent opponents” or something similar. All seems to be at peace in their world.

When faced with a creative block, I ask my Players “so, you’ve got at least a little bit of peace for the foreseeable future, what are you guys doing with it?”. As ST’s we take a ton of notes during every game session. For the creative block times, let the Players narrate it for a bit, especially when considering the types of characters we’re talking about in this article.

As you role-play with each of them in turn, to act out their characters actions, take notes of what they do, whose toes they’re potentially stepping on, what mischief they make. Often times, I find the Players’ own actions during their “downtime” can not only cure a creative block, but can lead to new and interesting ways to weave in or discover your next major plot point. And extremely low-generation characters are no different.

But, what about the personal horror? In this, the sheer amount of creative wiggle room that this type of game gives you can still starkly reflect the aspects of personal horror for your Players. Let them see how/what/why the Antediluvians became the almost-alien predators that they’re known for in modern nights. Walk with them through the horrors of what a being like this can not only do with enough time behind them, but also the temptations that start to lead them down the long path to monstrosity.

As you all play in a Chronicle of this type, let them experience first-hand what the ravages of time can do not only to the mind of even vampires this potent, but what those same horror and changes can do to the social interactions and health of the bonds that hold a Coterie together.

After all, a Beast you are lest a Beast you become…

Final Thoughts

So, there you have it. My thoughts on not only introducing and/or increasing the number of 2nd and 3rd Gen vampires into your game, but also in a manner that allows your Players to join in on the fun rather than having these Generations always relegated to nothing more than plot hooks and epic Chronicle twists.

I understand fully why a person would be very squeamish about allowing this in your game. If its not “your thing”, or the potential for your Player’s disrupting and ruining your Chronicle is too great, I understand that as well.

If the thought just sounds bad to you, then don’t feel compelled to use any of it. I won’t be offended at all. There are plenty of people who like the game Lore as it is, with all of the huge enigmas surrounding the Antediluvians and the 2nd Gen, and I do too. I write a lot of words about exposing and introducing these generations into your games, but even I have them present while still working to keep them enveloped in mystery.

But if the idea of this type of Chronicle is as intriguing to you as it is for me, then feel free to use as much or as little as you desire. I just try to offer new and interesting takes on the game, and how to take it in ever more fun directions.

I hope you enjoyed my little Storyteller thought experiment. I certainly did, and I think my future Chronicle that will utilize most all of this, is going to be fun on a legendary scale.

As always, yours;

~ Nox

Lasombra, 5th Gen

Morte Ascendo

(21) The Salubri

Almost Like Three Bloodlines for the Price of One…

One of my last articles was about the Baali Clan of vampires. So when contemplating and writing that article, my thoughts naturally turned to their “natural” enemies, the Salubri.

The Salubri themselves are a clinic in what makes an interesting dichotomy. Half of this fallen Clan are Warriors in the Sabbat, the other half (though that’s a generous statement in itself…) of their remaining number are peace-mongers and soul-searchers looking for fhe mythic salvation of the damned Children of Caine: Golconda.

(Oof… Golconda. There’s a heavy subject in the World of Darkness, and one that I will fully attempt to explore in another article.)

While the Salubri are oft maligned in the lore of Vampire, they are one of my favorite Clans in the game. I rarely get the chance to ever play one, its not due to lack of interest. My personal favorite vampires to play are either Lasombra, Lasombra, or Baali. But for deep, engaging NPC’s, the Salubri are a great palate of colors to use to on the canvas of your Chronicle, and in the future I hope to get to explore them more in depth, but hopefully from the Player side of the table.

Matter of fact, I like the Salubri so much, that when V20 Lore of the Clans set the meta so that Saulot won his mental battle with Tremere, I fully have them on their way back as a full Clan in my meta for my Chronicles! I even wrote about that in my article (14) The Return of the Antideluvians.

One adjustment I have made to the Salubri in my V20 games is something that I brought forward from the Dark Ages 20th Anniversary edition.

Most people dont know it, but there are actually three (3) castes of Salubri. I know i mentioned the two subsets of the Warrior and Healer Salubri above, but in this article we’re going to explore all three, how they can (and are in my games) represented in the modern nights of V20.

So, without further adieu, here’s my “Laurentian Abyss” deep dive into the Salubri Clan for V20 Vampire: the Masquerade.

The Salubri, a Tragic History

Saulot is one of the original 13 Clan progenitors from Kindred history. Embraced along with his siblings, he was one of the founders of the 2nd City.

In an earlier article of mine, I wrote about Saulot winning the battle of Willpower with Tremere, booting him out of his own body and returning to the world as an active Antideluvian and calling his wayward progeny to attend to him. Saulot is now rebuilding his Clan and attempting to bring them back into prominence in the modern nights.

I won’t regurgitate all of that here, but I will provide the link to that article.

(14) The Return of the Antideluvians

The Salubri have been deeply involved in the World of Darkness since the time of the Second City. There, they served many roles for the vampire God-Kings that ruled over it.

In the Second City, under the watchful-yet-absent gaze of their progenitor, the Salubri served multiple vital roles. From protectors, to healers, advisors, seers and mystics, and even assisting the Assamites in their roles as judges of the Kindred.

While Kindred society has a multitude of opinions about the Salubri, especially those vampires who are old enough to remember the times before the Dark Ages, one thing they do agree on is that the Salubri have been a nigh-omnipresent influence on the entirety of Kindred history.

Hell, according to the fragments of the Book of Nod, Saulot was a personal companion and trusted advisor to Caine himself for a time.

Saulot the Antediluvian is an enigma through Kindred history. He was reportedly one of the most brutal and uncaring, vile even, Antediluvians; but at the same time reknown as a great and honorable warrior, then wandering into the east and coming back with a new enlightenment, new powers, and an entirely new philosophy to guide he and his Clan through the eternal night.

While the Warrior caste of the Salubri are his first and most numerous brood of Kindred, he also had childer that became the Healer caste. Then there is a third, far less well known caste of Salubri known as the Watchers. (source: Vampire: the Dark Ages 20th Anniversary Edition).

One of the things I have brought forward into my modern V20 games, is that I kept all three castes of Salubri for use as Player Characters as well as NPC’s. The castes use a varied combination of different Disciplines in performing their roles within the Clan, as well as they return to Kindred society and reestablish their presence in it.

So, let’s really get into this deep dive by exoring the most famous and most numerous of the Salubri; the Warrior caste.

The Warriors of Saulot

While the Warrior caste of the Salubri may be the most well known and the most numerous, they are not the first progeny that Saulot created.

The Salubri were the Healers and advisors of Kindred society during the time of the Second City and afterward. But when Saulot wandered to the far East, he came back not only with a new philosophy and outlook on unlike, but a terror that has haunted the Kindred for millennia followed him back as well. The Baali.

While Saulot was still the same peaceful philosopher he always was before his wanderings, the threat the Baali presented caused him to grow serious and militant whenever the subject was brought up.

In response to the Baali threat, one of Saulot’s childer, Samiel, created a whole new caste of the Clan specifically to deal with this new infernalistic threat. He took from the ranks of the Salubri those who were warriors and fighters in life, and founded the Warrior caste of the Salubri.

He and Saulot even created a variation of the Clan’s signature Discipline, Obeah, for combat and defense called Valeren.

Armed with their Clan Disciplines of Auspex, Fortitude, and the new Valeren, the Salubri warriors played massively critical roles in both of the Baali Wars, as well as in defense of the Clan throughout the following millennia, all the way until Saulot’s apparent diablerie by the Tremere usurpers.

Following that diablerie, the Salubri Warriors took to defending the Healers and Watchers as they could throughout the centuries. Though the Clan as a whole took massive losses during the Tremere purges, it can be easily argued that it is the fighting prowess, defense, and tactical mastery of the Warrior Salubri that allowed the Salubri to survive into the modern nights.

Though the Warriors and Healers had a philosophical split during the Victorian Age, with the Warriors choosing to fight one-man battles against the Tremere while the Healers swore off violence in deference and remembrance of Saulot himself; the Warriors did survive into the modern nights by joining the Sabbat.

However, with the loss of the last apparent Salubri Elders, the Code of Samiel that guided them and detailed their code of honor was lost. The Warrior Salubri of the Sabbat are/were creatures of rage. While they took part in the Vaulderie (for those who joined Sabbat packs), they existed really only to kill the Tremere and the Baali, and would leave to go hunt, fight, and destroy either of those two types of vampires if they heard that they were near.

All of this changed with the return of Saulot.

With their founder returned, the Warrior Salubri have left the Sabbat entirely. Not even a single individual remains. Of the Salubri who did take the Vaulderie, no one knows how they broke its bonds, yet they seem to have done so all the same. While their numbers are still small due to the decimation of the last eight centuries, the warriors are embracing again, and at a higher rate. And with so many different militaries of the world, the warriors have many potential childer to choose from and to pick over.

But something has also changed in the demeanor of the Furies since the return of Saulot. The mindless rage that most of them have barely contained, has quieted. Whether this is an effect of their Founder’s return, or some other cause remains a mystery to even the warriors themselves. Yet, while some lament the loss of that inner rage-fire, most welcome it as it allows them to have even a small hope of returning their Clan and caste back to their older glory, honor, and prestige.

Now, the Tzimisce have never been fans of the Tremere, and for obvious reasons. Normally there would be little discussion of the Fiends in the middle of a dissertation about the Salubri, except for one major occurrence (in my meta, of course).

During a Sabbat raid on a Tremere chantry in the Balkans, a scholarly Tzimisce was cataloging and searching the library in the liberated chantry, when it made a priceless and surprising discovery.

A nearly complete, fully legible copy of the Code of Samiel.

While this particular vampire didn’t completely grasp the weight of his discovery, he knew from quick skimming of the pages that it had to deal with the Salubri. There was a single solitary Salubri who was part of the war party that conquered the chantry, and too young to fully grasp the leverage it had, handed the copy of the book over to the Fury. The Salubri, once he realized what he had, surrendered to the call in his Blood, and left the Sabbat the very next night. His pack hunts for him to this very night, though now that he has rejoined with others of his Clan, they may not want to find him.

This young Salubri, upon arriving in Oslo, Norway, handed the rediscovered Code of Samiel to the eldest Salubri Warrior he could find. Mahtiel had only recently arrived in the city herself, but one the Code landed in her hands she knew exactly what needed to be done. As one of the oldest surviving Salubri, she vowed upon that very Code to not only rebuild the warriors, but to ensure a time of prosperity for the Clan and protection for Saulot the likes of which the clan had never seen before.

In the modern nights, the Warriors are heading to Scandinavia, answering the call that resonates through their Blood from Saulot. While Samiel may be gone, his code lives on, and the few other Elders and Methuselahs who were able to escape the Tremere purge through torpor in the most secret places of the world are waking as well.

A brand new hope has sprung up in the hearts of the Warriors, and even though Saulot is only siring new childer only rarely, he is giving his Clan new Methuselahs and Elders to help lead them along with the ancient ones who are waking.

And with a rediscovered Code to follow again, the Warriors have vowed to never let their downfall repeat.

The Healers, the Heart of the Clan

When someone mentions the Salubri, the first reference they think of is usually the Healers. They are/were the most numerous of the Clan, and are the first and primary progeny of Saulot.

Saulot was the favored grandchilde of Caine, and in the First City, he could be found by His side often, giving succor to Caine and acting as a primary advisor. In that image were the Healer Salubri Embraced and trained. In fact, all the way up until the diablerie of Saulot and the purges of the Clan, nigh-all of the reputation of the Clan as honorable, trustworthy, diplomatic, and pacifistic demeanor, came from the interactions with Healers throughout the various courts of Europe.

Using their Discipline of Obeah, the Salubri would not only heal the physical and spiritual/mental wounds of the Kindred that they met, and using their enlightened philosophies into the very nature of the Kindred and their Beasts, would help guide other Kindred along the path to Golconda if the seeker requested it. But that very same Discipline was invaluable to a Prince who had a Salubri attending him in negotiations and social challenges.

But it is in that very ability to look into the soul of a Kindred, and affect changes therein, as well as using Obeah and Valeren to consume/destroy demonic spirits and entities wherever they found them; that led the Tremere to be able to wage such an effective PR campaign against the Clan as a whole. The Tremere took their abilities and Discipline, and ruthlessly spread the rumors that the Salubri were infernalists, soul-suckers, and diablerists of such a vile nature, that the Princes of Kindred society should allow the Tremere to continue their crusade against them, and cleanse their domains of this threat.

And they did.

In the Victorian Era, the Salubri met as a Clan to decide what to do and how to act against the Tremere aggression. The Healers split with the Warriors, who wanted to counter the Usurpers aggression with man-to-man battles to destroy the Tremere upstarts. The Healers argued effusively against this, eschewing violence in deference to the nature and desires of their fallen progenitor. The end result of these meetings was a schism in the Clan with no definitive course of action decided upon. The two segments of the Clan split and went their separate ways, which ultimately made the Tremere’s efforts more effective, and quickened the downfall and slaughter of the Salubri.

The Healer Salubri suffered the largest share of the decimation of their Clan, and rumors have it that in the modern nights, only seven total Healers remained in the world. While that number is inconclusive, its nearly impossible to verify because there were so few Healers left. But it is in their lack of numbers, as well as their continuing searches for the enlightened state of Golconda, that the Healers inadvertently gave credence to the Tremere’s claims.

The Healers held their own meeting separately, it is rumored, after the purge had decimated their numbers. Only seven had survived, and the seven at that meeting, after much debate, decided that seven would be their number going forward. They decided, in part because they themselves were seeking Golconda, that should any of them Embrace a new childe, that they would pass on their power, knowledge, and guidance through diablerie, and thus through self-sacrifice would attain that lofty state after passing their knowledge of the philosophy on to their new childer.

Not all surviving Healers attended nor agreed to that decision though. Small pockets and coterie’s of Healers were hidden throughout the known world, and with the communication limitations of the time period, most of those secluded pockets didn’t hear about the meeting, or its resolutions, until well after it had been concluded. They continued to hide, doing their best to keep their Clan alive, while still researching and meditating on Golconda, all while doing all that they could to avoid the efforts of the Tremere to find them.

So it is in the modern nights, that while the numbers of Healer Salubri is minuscule compared to their siblings who just left the Sabbat, the ones who survive may be young, but they have the benefit of very low Generation. They, due to their Embrace philosophies and particular requirements for the Embrace, contain individuals from the 5th Generation, all the way down to, but not higher than, 7th Generation.

Defeated, constantly on the run, no haven able to be anything resembling permanent, the Salubri Healers lived each night as if it were their last. Because any night could bring Tremere destruction raining down upon them. At least that’s how it was until Saulot returned.

Feeling their Founder’s return resonate through their Blood, gave them a sense of hope and joy that they had not been able to feel in literally centuries. They heeded their Founder’s new call, and flocked to Oslo, Norway into the protective arms of Saulot, and a return to the armor that the Warriors would give to them.

After becoming somewhat normalized to having their Founder back, they hearkened to his new instructions, and vowed to not only rebuild their Clan’s numbers, but to repair their Clan’s ruined reputation all while birthing a newer, more robust Clan of Healers into the world. They are using the revelations of their research and learning about Golconda to educate Saulot’s three new childer on this enlightened state. They are dispatching themselves to cities across the globe on diplomatic missions, not only to establish new and permanent Havens in other domains, but to finally refute the lies of the Tremere and to hopefully resume their roles as advisors to Princes and healers of the damned.

While the progress to rebuild their numbers and repair their reputations goes slowly, they realize fhat they have the time to make it happen, eternity if need be, and the Healer Salubri are attacking these challenges with the fervor that only the enlightened could muster.

The Watchers, the Keepers of the Clan

Known as the Wu Zao in the Dark Ages, the Watcher Salubri are a nearly entirely Asian branch of the Clan. Created when Saulot wandered to the Far East seeking enlightenment, the Watchers are infiltrators, thieves, and keepers of secrets.

In Asia, Saulot was known as Zao-lat. While there, as he was learning from the great teachers and mystics of that ancient age, Zao-lat met two individuals. Zao-zei, who was a thief capable of obtaining the secrets of the Thousand Hells; and Zao-xue, a scholar who could decipher those secrets. Their talents and natures became invaluable to Zao-lat, and so he gifted them with the Embrace, thus founding the third arm of the Clan, the Watcher Salubri.
These two new childer of Saulot were tasked with not only building up the Clan’s presence in the East, but also to steal the secrets of the Akuma. And so the three Kindred did just that. They wandered far and wide across the Asian continent, raiding Akuma lairs, stealing their secrets, raiding their libraries, and deciphering the information contained within.

Within the Watchers were two other sub-castes, and the Watchers are unique among the Kindred in their ability to switch between the two castes of thieves and scholars. As the Salubri grew in this new frontier (new for the Kindred at least), the growing Clan took on the role as protectors of the Kindred, protecting them against those who would deny their right to even exist such as the hated Garou and the Wan-Kuei.

In their continuing mission, even after Zao-lat traveled back to the West, the Watchers sought knowledge that would allow the Kindred to survive the turning of the Wheel of Ages, and ultimately Gehenna. So it was, that over the following millennia, the Clan grew and prospered, and amassed a massive library of occult and enlightened secrets and knowledge that would rival the ancient Library of Alexandria.

While the Clan rarely traveled to the West, the ones that did brought back tales of the Tremere campaign against their brethren and the decimation of the rest of their Clan. There were some of the Watchers who desired to travel west to help their brethren survive, but the voices of the Scholar sub-caste won out. The Watchers decided to stay largely in Asia to avoid the slaughter, though they vowed their full protection to any of their brethren whom happened to find their way into the Salubri domains of Asia. Only a small number of Healers knew of their brethren in the East, as Saulot simply never talked about them much to the rest of his Clan. But the ones who knew made the difficult journey East along the old paths of the Silk Road, and they and their childer waited out the centuries until the return of their Founder.

The Watchers only rarely travelled to the West, because their philosophy placed greater value on preserving their progenitor’s wisdom over the preservation of the rest of the Clan. While there is a perceived cruelty in that philosophy, it was the decision and philosophy that was proven to be the correct course of action over the following centuries.

Unbeknownst to the Healers and Warriors taking refuge in Asia, the Watchers knew (through the many Akuma secrets that they plundered) that Saulot would and did win the battle of wills against Tremere the Usurper. They also had a prophecy that alluded to his return, and so they were able to wait out the centuries with a peaceful ambivalence that confounded their Western siblings.

When Saulot did return, the Watchers celebrated it with a silent joy. But because the consensus among the rest of the Kindred was that the Salubri were still all soul-eating infernalists, they sent a large contingent of the Watchers to escort their brethren to Oslo. These contingents moved in small parties and coteries in order to maintain their secrecy, and with the digital age in full swing, they were able to take entire copies of all of their libraries if occult secrets along the journey with them, hidden on tiny thumb drives.

As they journeyed, if they did happen to meet other Kindred, it was easy to masquerade as members of the other Clans, as none of the rest of Kindred society ever thought that so many Salubri had survived the Tremere purges.

Safely within the expanses of Saulot’s new domain of Oslo, the Watchers have decided to stay in both “regions”. While they will still primarily operate out of the Asian continent, they have decided to finally rejoin their siblings and use their special talents and philosophies to not only help the Clan rebuild, but to thrive in ways that it was never able to before the diablerie.

The Watchers are special even among their brethren. Their Clan Disciplines for this caste are Auspex, Obfuscate, and their own special path of Valeren (the Watcher’s Path). This differs from the Warriors who have Auspex, Fortitude, and Valeren (the Warrior’s Path), and the Healers with Auspex, Fortitude, and Obeah.

The Clan weakness for the Watchers is unique to them among their Clan as well. Due to the mystical nature of the order that Saulot gave to the first two Watchers, secret knowledge permeates the Blood of every Watcher. Each one must choose an occult specialty of arcane lore that they devote their unlives to researching. A Willpower roll is necessary to pass up an opportunity to research the subject of their specialty, regardless of how dangerous the situation might be.

But,, as the Salubri rebuild, repopulate, and repair their Clan and reputation, the Watchers have vowed to be the long-missed third leg of the Clan, and to make sure that the Clan makes full use of all of the secrets of the East, as well as the Thaumaturgical secrets of the Tremere that they seize.

And the Keepers of the Salubri vow never to let their Clan fall. Ever again.

The Modern Nights of 2020, and Beyond

As I said earlier in this article, after awakening from Torpor with full control over Tremere’s body, Saulot needed a new place to haven and to start rebuilding his Clan.

After having spent several centuries inside Tremere’s head, having full access to all of his knowledge, skills, and even directly running Clan Tremere from time to time, Saulot made his way to Oslo, Norway. For a plethora of reasons, it fit perfectly within the dual halves of Saulot’s nature, and after only a small exertion of will, he not only hid himself from the local ruling vampires directly, but he set up his own secret power base within the city.

The local Vampires still go on as if nothing was wrong. But their Elders and the Princes of the city were made aware that they rule at the pleasure of an ancient vampire. But as long as they don’t interfere or blow his cover, that “unknown” Ancient will allow them to continue their rule uninhibited. They just had to agree to accept the influx of new vampires that would be taking up residence in the city and surrounding satellite towns.

As for the rest of Saulot’s brood, he has Embraced three new Childer. While their names remain unknown outside of the highest-tiers of the Clan hierarchy, each new childe of Saulot is being groomed to lead the three castes of the Clan.

Malthiel is the name chosen for the future leader of the Warrior Salubri.
Selûne is the name of the childe who will lead and build up His Healers.
Zao-zei and Zao-xue will jointly still lead the Watchers as they help educate their newest siblings.

From their base of power in Norway, the Clan has already begun to bolster their numbers. Choosing new childer from the elite minds of the world-class universities in Oslo, the Salubri have some of the finest examples of humanity to pick from. While the spread of the Clan is slow going now, it is progressing at a relatively rapid pace, and with every year that passes, the Salubri gain ever more of a foothold back onto the world stage.

Plus, there’s a war to fight.

With the full victory of Saulot over Tremere and his awakening and escape from Vienna, the breaking of the Pyramid, and the disappearance of Tremere’s soul in Etrius’s body; the Tremere of 2020 are a broken, disjointed, mess.

The Clan has no Antediluvian, their upper-echelons of the pyramid are missing or in torpor, and the Clan’s three Houses have splintered and pursue their own agendas. Which makes them ripe for the vengeance of the Warrior Salubri.

From Oslo, the Warriors have quickly spread throughout the globe. From their various Havens and bases of operations, they strike out at individual Tremere, and even entire Chantries if enough of them are gathered close enough at once. They aren’t at full strength yet though, so some assaults are victorious, others have the Tremere driving them back, which only makes them regroup and plan for other attempts at later dates. When the Warriors succeed in raiding and conquering a Chantry, they are ruthless. They seize the entirety of the gathered occult and arcane lore from the chantry, and hand it over to the Watchers to be taken back to Oslo, or the nearest Salubri-led domain.

For the Tremere Kindred though, there is no mercy. They hunt through the entire city in question, as well as the surrounding countryside, and slaughter them. No discussions. No negotiations. No monologs. Just Final Death.

Except for the Chantry Regents. The Regents are seized and captured (if possible), and then diablerized by the most senior Warrior involved in the raid. While the Healers abhor this practice, Saulot himself has neither mentioned, nor taken any action whatsoever in regard to the practice. The Warriors claim that they are reclaiming Salubri Blood and legacy, and with no direct refutation from Saulot himself, the Warriors are committed to reclaiming every drop of Blood that they can from the Tremere. While the Warriors are attempting to revive the Code of Samiel, for the time being, they are still creatures of righteous rage.

The Healers are spreading out around the globe as well. As I mentioned in their section, they are attempting to reclaim their old roles as advisors and diplomats to the Princes and Councils around the world. While they are making great headway and rapid progress in Asia, the Indian sub-Continent, and the Middle East, they are having a rough time in both of the America’s. Though it is slow, the Healers are confident that their enlightened philosophies and purer intentions will win out any naysayers and doubters in the end. And so they persevere.

And through all of this, the Watchers act as a watchful older sibling to the other two castes. They have their own secretive domains that they are spreading throughout the globe. From these domains, they assist the Warriors with actionable intelligence of Tremere movements and comings and goins, and assist with recon work of Tremere bases of power. They watch over and assist the Warriors with the protection and advancement of the Healers, and provide those Healers with occult lore that may assist them in performing the tasks that they undertake. But above all, they continue to collect occult and arcane secrets around the globe, and funnel it all back to Saulot’s home in Oslo. But they now get to collect the secrets of Thaumaturgy as well, and as more and more Tremere are defeated, and more and more knowledge is seized, they fully plan on spreading Thaumaturgy throughout the Salubri, adding its mysteries and powers to their already potent mix of Clan Disciplines.

The advancement of the Salubri may be slow going, but the future has never looked brighter for the Clan.

Final Thoughts

The Salubri are an awesome Clan! I’ve always loved their concepts, the depth of the Lore surrounding them, and the fact that the Tremere weren’t actually able to “finish the job”. This has allowed me to not only bring them into my Chronicles, but to also update their Meta in a drastic, yet amazing way.

Again; everything I’ve written above is an exploration into the Lore surrounding this Clan, as well as how I took that Lore, updated the Meta in (what I believe is) a very believable way, and it credibly shakes up Kindred society in multiple significant ways. I love these deep dives, and being able to fully immerse myself in the Lore of these Clans and Bloodlines. There’s such a rich amount of Lore to these games, how could you not get completely immersed and lost in it?

If you like what I wrote and how I use them, then feel free to add any of this into your own Chronicles. Or if you only borrow part of it and then discard the rest, or if you like none of it and want to ignore it all (looking at you, Tremere-lovers… lol), then feel free to do that as well. Whatever makes your game(s) the most fun, do that. I promise, I won’t mind at all.

Thank you for your precious time reading this deep dive, and I hope you’ve had just as much fun exploring the Salubri as I have!

Sincerely,

~ Nox

Lasombra, 5th Gen

Morte Ascendo

(20) The Return of the “Other” Antediluvians

Because 13 Is Not Set In Stone

We all know the base history of the Great Clans. Caine sired three Childer, they in turn sired thirteen Childer of their own, and those thirteen Vampires of the 3rd Generation went on to found the Great Clans that Kindred history has recorded.

However, like so many things revolving around the Kindred, even that “established” history of the Clans is debated and argued even in modern nights.

There are some Kindred historians who say that ample evidence exists that the Antediluvians numbered more than the commonly accepted thirteen. There are historians who argue that evidence exists that there were actually far more Vampires of the 3rd Generation than history alludes to, and that many of those did not sire or found a Clan, but sleep in torpor, play their part(s) in the great Jyhad, awaiting Gehenna when they will ruse once more.

There are historians who argue that some of the Bloodlines that exist in the modern nights, and existed in the Dark Ages, are actually founded by “lost” Antediluvians that have taken great pains to not only keep their Clans sparsely populated, but to also hide themselves from even their own Childer.

Hell, there may be other Antediluvians stalking the nights as I write this.

So in this article I’ll look at expanding and adding to the lore of Vampire: the Masquerade by exploring the “other” Antediluvians that these alternate historical theories allude to. For reference, I’ll include the link to my previous article where I detailed a few of the Antediluvians and how they’re represented in my games and in the meta-plot that im advancing during and after the Week of Nightmares.

If nothing else, these expanded Antediluvian entries can be added to your Stories and Chronicles to enrich your games, their Lore, and the gameplay experiences of the Players you share your game table alongside.

(14) The Return of the Antediluvians

I won’t repeat those Antediluvians in this article. This article is for the other Antediluvians that I didn’t touch on in the previous article.

And we’ll start with my favorite Clan/Bloodline after the Lasombra.

Founder of the Baali

Oh, yes… I’m going there.

From the Lore and legends told in the Dark Ages tome Clanbook: Baali, the first three Baali were created by an unnamed Antediluvian.

Due to the flesh warping and torture of the mortals before being tossed in their own pit, there is ample reason to speculate that Tzimisce itself made the Baali.

However, there is also quite a few documents and Lore to support Saulot as the progenitor of the Baali, from his war-like, aggressive demeanor before he found enlightenment in the Far East.

Indeed, due to the time periods involved in the Baali Lore, one could surmise that the Baali may very well have been the first brood of Vampires embraced by Saulot.

For my games, I go along with an equally plausible, yet unproven by Lore, origin for the Baali.

An unnamed “fourteenth” Antediluvian.

So, with such a mystery surrounding the founder of the Baali, here’s what I have included in my game Meta:

The progenitor of the Baali is indeed an Antediluvian and member of the 3rd Generation. Sired by Irad for whatever reason he could have had (which are nigh unimaginable…), this Antediluvian has been summarily written out of Kindred history for his actions and demeanor during the time of the First City.

*The only reason we know of this Antediluvian’s sire as Irad, is due to a few small fragments from the Cirst City. These fragments tell the lineage that Irad sired the Nameless Antediluvian (the name was so thoroughly scoured from the stone that it was nearly paper thin), but that due to some grave crime, that childe was exiled and purposefully scrubbed from the Kindred geneologies.*

What did he/she do? Well, no one knows… and thats half the fun of the mystery. What did this ancient God do 10,000+ years ago to make all of his siblings and their progeny write it out of existence!?

This unnamed Antediluvian was the one who found the cabal of mortals performing their sacrifices and debaucheries around their carnal pit. This ancient tortured and killed them, fused their bodies together into unholy amalgamations and contortions, threw the few living ones into the pit, and then showered their dying bodies with Its own potent vitae.

It then simply… walked away. The three newly embraced Vampires that survived and clawed their way from the flesh-pit nightmare the following evening are the first Baali.

The ancient never once uttered a word as the carnage unfolded, so even these three Baali know not their Sire’s name.

In the modern nights… I have this Antediluvian slumbering in Torpor. Though like most of Its brethren, it stirs and plays at the Jyhad while sleeping. While the source of the call remains unknown to the Baali at large, they all feel a longing in their very Blood towards the lands of ancient Sumeria.

In their Rituals, the Names they use are being corrected by an inaudible whispering in the backs of their consciousness’. When they play their games of social intrigue and corruption, they receive flashes of insight, fleeting and ephemeral, that helps them corrupt their targets more effectively.

Some… thing, is calling to its Brood. That Ancient has decided that he will not let his line die out, and is working from ever deepening machinations, to help the Baali grow their power and influence every night.

And the Baali, no matter their generation, have nightmares as they sleep the days away. They have visions of an ancient sarcophagus, caked in gore and body parts from mortals of all ages and nationalities.

And though they cannot, and never do, see who or what lay in that sarcophagus, their very Blood tells them in the language that only their subconscious minds can understand, that Ancient is stirring, ready to return to wakefulness at any night.

And for the last five years, the Baali have known both joy and terror every single night when they awake.

Arikel, the Progenitor of the Toreador

Of all of the Antediluvians, Arikel could be considered to be the most active of them all, and rumors of her having direct involvement in the management and operations of the Camarilla abound.

Sired by Enoch for her surpassing beauty, Arikel (also known as Ishtar) is the eldest of all the Antediluvians, sired only slightly before Malkav. It is known that she was an artist favored by Caine; and the tales say that he was so enraptured by her talent and art pieces, that when Caine returned to find the Second Generation slaughtered, she was the one Antediluvian to escape being cursed by him.

I think this is only half true. The Toreador Clan weakness can be equal parts blessing and curse, yet it still exists. Arikel may have received a lesser curse than some of the other Antediluvian, yet she and her progeny bear the mark of Caine’s wrath yet still to this day.

Arikel had been mostly active since the fall of the Second City, taking shorter periods in torpor than her siblings. Due to this frequent activity, Arikel has been secretly, actively, and directly influencing the direction of the Camarilla for most of its existence. She sees the Kindred organization as an artwork in its own right, and strives to make it the most beautiful organization that she can.

For the Elders, Methuselah’s, and Ancients of course. The younger members of the Camarilla are merely her playthings and pawns, and their “comfort” in the sect is of no concern to her, aside from ensuring that they play their lesser roles to ensure the Anarch Revolt doesn’t ever happen a second time. Indeed, it is Arikel who is the source of the Camarilla’s official stance that the Antediluvians are nothing more than myth. Stories to scare wayward childer into behaving “correctly”.

While Arikel is still extremely lucid and grounded for a being over ten thousand years old, after the events of the Week of Nightmares, something… changed in Arikel.

While she was supremely proud of, and involved in, building and running the Camarilla from behind the scenes, after the Week of Nightmares, she became “socially militant” is who should share in the benefits and security of her creation.

While she had accepted that higher generations would have their place in the lower rungs of the Camarilla power structure, that changed after the Week. Now she has actively changed the direction of the Camarilla to be subtly aggressive and hostile to any Vampire weaker than the 7th Generation. While her creation has always favored the lower Generations the Camarilla is actively, if not overtly, trying to push out the higher Generation. She has entered the final stages of turning the Camarilla into her ultimate “end vision” for the sect.

Arikel, at the same time, has also taken to speaking to Vampires who simply are not there. Childer of hers and former lovers, well known to have met Final Death already, are ever more frequently spoken to in her conversations, as if they were actually there in person.

While eccentricities of this nature are quite common among Vampires of advanced age, the increasing frequency of these occurrences has become a great worry for Arikel’s closest childer.

Her childer aren’t sure if this is caused by her advanced age, her continuing denial to succumb to Torpor again, or if it is simply due to stress; but the occurrences of her erratic behavior have been increasing of late, and have vastly increased with the sudden loss of contact with all Camarilla members and strongholds in São Paulo, Brazil.

Either way, Arikel is still an Antediluvian, still using her contacts and the progeny closest to her to directly run the Camarilla. No matter the age of her progeny, out of fear and survival instinct, they are loathe to correct her or openly speak out against her.

All they can do is watch her with a wary eye, follow her directions and commands, and try to use her favor to mitigate the worst of her new eccentricities, all while hoping she decides to finally enter the Torpor she so desperately needs.

Absimiliard, Progenitor of the Nosferatu

One cannot have Arikel active in the world, and not also mention the Antediluvian who despises her the most.

Absimiliard has Awoken. The death of Zapathasura, arguably the one Antediluvian with whom he had cordial relations, called to him at the bottom of the Atlantic Ocean.

Awake, and after slaking his thirst on more than a few Rokea and other mythic monsters of the Deep, Absimiliard fully remembered his hatred for his younger brood of progeny, the Clan Nosferatu.

São Paulo, Brazil, is the perfect city for the Nosferatu.

It is a major world metropolis, highly polluted, politically corrupt to its core, and the massive and tightly-packed mortal population meant easy hunting and feeding for the Vampires who call it home. Over the centuries the city has grown by being built on ruins, on top of ruins, on top of ruins. This leaves an enormous number of secret subterranean buildings, tunnels, and catacombs for the Nosferatu to build vast, secure Domains and Havens far, far from the eyes of other Kindred.

For these reasons, the vampires of Clan Nosferatu were not only the most numerous Clan in São Paulo, but held nearly all positions of power in the city. However, this high concentration of their Clan also proved to be their undoing.

Absimiliard heard of all that his hated progeny had accomplished in São Paulo from his spies and his first brood, the Niktuku. And these accomplishments made him hate the Nosferatu even more.

And so he rose. From his temple to himself, hidden deep in an unknown network of caves, deep beneath a mountain in the mid-Atlantic ridge, Absimiliard and his hatred, accompanied by three of his Niktuku, made their subnautical journey to South America’s largest country.

They made “landfall” in the nearby small city of Santos, and made their way up the heavily polluted River to São Paulo, where they entered the Nosferatu mega-Warrens beneath the city.

His appearance was fully grotesque, and the same that he placed inside the head and nightmares of an American author in the 1920’s, Absimiliard-Cthulu erupted from the subterranean inlet and easily slaughtered the Nosferatu tasked with guarding this entrance to their underground realm.

Over the next six hours, with blinding speed and supreme prejudice, Absimiliard and his Niktuku slaughtered all forty-two Nosferatu that called São Paulo home. He and his grotesque progently drank deeply from the font of his hated brood, and of their number, none survived to tell the tale of that night.

Due to the vitae he drank, the knowledge of centuries and technology flowed through his desiccated brain, giving him the knowledge he needed to understand the technology of the mid-2000’s. Armed with this new knowledge, he and his brood spent the next few weeks exploring the modern internet, specifically haunting the deepest, most cryptic corners of the ShrekNet.

Over the next several months and years, he plundered the ShrekNet for all of the knowledge it contained. Both on his hated Second Progeny, as well as the wealth of knowledge they kept on other Kindred worldwide.

During his breaks from raiding the Nosferatu’s dark web, Absimiliard began systematically slaughtering the rest of the Kindred of São Paulo. The Sabbat, by their nature, were fractured and rather easy targets. The Autarkis of the city were loners, and while it was easier for them to hide, the majority of them died while a few others managed to escape the carnage.

The Camarilla though… they were a special treat for it. It took its time with the Camarilla. Stooges of Arikel’s whims. Some did escape, but due to the Ancient’s mastery of Obfuscate, they had no idea what or who was their executioner. They simply knew that death had fallen upon them, and sated its hunger on their vitae.

Now that São Paulo belonged to it, it was time to continue the war upon the rest of his hated second brood. Using the knowledge gleaned from his plundering of the ShrekNet, it knew where the largest warrens of Nosferatu were located, and it has spent the nights since, moving from location to location hunting the Nosferatu.

Where is it now? Currently unknown, but somewhere along the way, word got out among the Nosferatu. It started as a call to alarm on the ShrekNet, but has since moved to word of mouth and text message warnings. The Nosferatu are scrambling. No other city has seen the devastation or the slaughter that silenced São Paulo, but only because the Nosferatu were able to scatter and evacuate just a single step ahead of their progenitor.

Ennoia, the Huntress, Gangrel Progenitor

The Progenitor of Clan Gangrel … is a mystery to all Kindred. While alive, she was gifted the Embrace for being one of, if not the, finest hunters in the world. Ten thousand years of unlike hasn’t changed that.

Never one for social banter or political games, Ennoia’s motivations and goals are nearly unknown, even to her siblings. She fiercely values and defends her freedoms to wander wherever she likes, and her Clan is equally as protective. That the Gangrel as a Clan removed themselves from the restrictive confines of the Camarilla is no surprise. That they were ever a part of it is what didn’t make sense to many Kindred scholars.

Now, individual Gangrel can choose to stay in the Camarilla if they like, though the Clan as a general whole has gone back to being majority Independent/Autarkis.

But what drove the Gangrel to finally leave? Perhaps it was the re-emergence of, and more frequent rumored sightings of Ennoia herself that prompted the exodus from the Camarilla. Ennoia surely wouldn’t have wanted her progeny bound by such restrictions, but then … who is to say whether she cared or not?

But regardless, the first recent sighting was in October 2009 in the Schwarzwald, Germany. In that ancient forest, under its dense canopy, the rumors circulating from a few Gangrel Elders who claim it as Domain, claim to have seen her as she flitted through the trees. Moving nearly impossibly fast, but with the purpose of hunting a prey that they could not fathom. Not even their eyes were what picked her out for what she was. She was moving too fast.

But their Blood knew. And that pull in their Blood raised their Beasts. Not for frenzy nor for fear, but for the spirit of the Hunt.

Since that night, she has been seen, rarely, in forests and plains across the Euro-Asian continent. From forests, plains, and steppes in the Middle East, to the vast plains of Russia, the Steppes of Mongolia, and the mountains in Central Europe and Indo-Asia.

And everywhere she has been seen, there are always between two and twenty Gangrel running with her. The Gangrel of the British Isles and Ireland have taken to calling them Wild Hunts, after the hunts that the Fae would host. And whenever she is near, Gangrel within an undetermined distance from her feel the call for the hunt. To run beside her in with wild abandon, but purpose focused on the prey.

The only truly odd thing is, after a Hunt is done, when the Gangrel wakes up the following evening from their hunt; their belly is full of precious vitae, they have the marks and healing wounds from an altercation during the Hunt, and they know that they went of the wildest hunt of their unlives… but they cannot remember what their prey was. The knowledge of what they were hunting has faded into the mists as if like a dream.

Now, back in the time after the Inquisition, it was known that a disproportionately small number of Gangrel died during those purges. It is largely suspected that an unknown number of Gangrel Elders escaped the fires of the Inquisition by going into Torpor beneath the earth. Adding credence to those claims, every land and region the Ennoia passes through, more and more Elder Gangrel are awakening from their earthly slumber to join in her Hunts.

And with each night that passes, less and less of them are returning to Torpor as each Hunt is concluded. While this is an occurrence that is still largely unknown among the wider Kindred society, the Gangrel know.

Ennoia is awakening her sleeping progeny, and is calling them to hunt with her, young and old Gangrel alike. What does this mean for the Clan and Kindred society?

None know. But those rumors that the Gangrel are far more numerous than anyone thought, are becoming more and more real every night.

And every night she still Hunts, still moving, and more and more of her children answer the call.

Final Thoughts

Final thoughts

As I alluded to in my intro, these are just a few additional Antediluvians that I like to reference/use in my stories. I like to think, as in my previous post, that these are good updates to bring them into 202 and beyond. As in all things, use what you like, ignore what you don’t. I won’t mind either way, I promise.

The Week of Nightmares had drastic effects on the world of the Kindred, and my two articles about the updates for the Antediluvians tries to not only reflect that, but to also move your V20 game into the present day, and to give you as many story hooks as I can possibly provide.

From my imagination, this is how I envision these powerful ancient beings would be updated, and I think they’re a load of fun to have in any Chronicle. Even if your players never meet them, or don’t realize that they’ve met them.

Either way, use them, ignore them, or modify them to fit your game. Just have fun with it. I know that i do.

~ Nox

Lasombra, 5th Gen

Morte Ascendo.

(19) I Have Not Forgotten Nor Quit

Time Has Not Been My Friend

I would like to take this time to apologize to my dear readers. I haven’t authored an article in quite some time. Between the Covid pandemic, my ongoing education, family matters, and a whole host of other issues, the demands upon my available free time have been nothing short of monumental.

While my self-doubt tells me that no one has missed the absence of my articles, I do have a few readers who’ve privately messaged me to make sure everything was OK.

I am fine, and I deeply appreciate all those who have expressed their concerns for me and my wellbeing. I’ve just been extremely busy taking care of a host of real life issues and necessities.

I want to say that even though the pace of my article publishing has dropped off of a cliff, I am working on new articles as my time allows. I have shiny, brand new copies of Vampire: the Dark Ages 20th Anniversary Edition, Clanbook: Baali, Clanbook: Cappadocian, and a few others currently at the printers from DrivethruRPG. As well as the other books that I am studying all over again from the WoD game library that I am rebuilding.

Once those arrive and I get a few more personal issues worked out, I will be increasing the frequency of my articles back to a somewhat normal pace.

I am still writing and contemplating Vampire, Mage, and the rest of the World of Darkness as a whole, and I will not let this blog fade into obscurity through negligence.

So I also want to thank you all for standing by me, caring for me and the content that I produce, and for reading my past articles while I’ve been away. Your continued support truly does mean the world to me, and im deeply honored that you enjoy the words that I produce.

For the near future, I will be reposting past articles on my various social networking outlets in order to help pass the time until I can get my new material to you all.

So, to close; thank you all for sticking by me and continuing to read my work. I will endure, and this blog will carry on into the unknowable mists of the future.

Until then, be safe, and ill see you all in the Eternal Night.

~ Nox

Lasombra, 5th Gen

Morte Ascendo

(18) Paganism, Polytheism, and the Curse of Caine

Vampirism Among Non-Abrahamic Religions

We all know the creation story of the Vampires. Caine, the third mortal, murdered his brother Abel, was cast out by his father Adam and cursed by the Abrahamic God, and thus Vampires were birthed into the world.

Among the three Abrahamic religions, this creation story works very well. It fits within their socio-religious world view, and to be made a vampire is to share the curse of Caine and be cursed by God yourself.

But, as we know well from the Lore, there is a good population of vampires that hail from regions/countries that had/have strong polytheistic origins. There are many regions and countries in the world that had polytheism before the rise of Christianity/Judaism, and Islam, and are quickly returning to polytheism in the modern nights.

Thus arises the question or situation at the core of this article: what does it mean, and how does an individual cope, when a God that isn’t theirs, curses them in such a manner? How do they handle vampirism from outside of the bounds of their native faith? From a foreign God that is invading their lands and culture?

Paganism in the World of Darkness

To begin, I will state that I am a Pagan in real life. I am Wiccan, I am a Witch, and I worship many God’s and Goddesses, just like the majority of the world does.

For parity, though there are no hard numbers the worldwide estimates place membership claims of at around 1 billion devotees to each of Christianity, Judaism, and Islam. Total, thats around 3.5 billion people. The population of the world is right around 7.7 billion people. That leaves the rest of the world as a mix of polytheistic beliefs and atheistic. So in all, the religions of the world are relatively on an even playing field. And those are numbers in the modern nights.

In the era of the Dark Ages and prior, paganism and polytheism vastly outnumbered the three middle eastern religions, though those faiths held the ruling classes among their number and their very loud and vocal adherents, so the noise they make leads to the illusion that they are the majority population worldwide.

Now that statistics are out of the way…

It has been known among pagan communities and cultures around the world that various deities have power in the lands where they originate and that they claim as their own. But, as the worshippers of various faiths travel the globe, so does the power and influence of those deities spread, whether the worshippers prosthelytise or not.

Where the worshiplers go, so go their Gods.

One of my favorite quotes to illustrate this is from the show ‘Rome’.

The main characters are Roman legionaires in the time of Julius Caesar. In their travels, they found themselves in Egypt, and one character mentions to the other during their travel to Egypt’s capital: “Beware that you dont accidentally desecrate anything. This is the land of their Gods, and their Gods are ancient and powerful”.

The point of that character’s statement is; while they legionnaires fully believed that they were in good standing with their own Gods, the Gods of Egypt are still God’s. Veings of immense power and age, with millions of worshippers. While the Gods of Rome may or may not protect them, Gods and Goddesses are notoriously capricious, and if you commit a wrong against another deity, that deity has the power (especially in their iwn native lands) to place any number and manner of curses or catastrophe upon the offending individual. The fear of deific retribution also plagued the legions as they took Egypt for themselves.

In the same manner in real life, while I fully believe that I am in good standing with my Gods, I still use my magicks to protect myself daily. Why? Because humans are dumb (I am no exception), and I may unwittingly offend a deity in some manner, and my hope is that my magick is strong enough to mitigate the vengeance of the offended, and hope that my deities assist me and take care of the rest.

So, in that regard, its not a foreign or unfamiliar concept among the Pagan peoples of the world to have another God force their malevolence or beneficence upon those who don’t worship them. A God is a Vod is a God after all. Gods are notoriously capricious, whimsical, malevolent, and ambivalent from moment to moment, and sometimes they are all these things at once.

Pagan peoples definitely believe in the efficacy of all deities, whether they worship them or not. And the Curse of Caine holds that same efficacy in their different belief systems, even though a Pagan person may not have ever even heard of this foreign God before their Embrace. That is also part of the personal horror inherent to Vampire, that can be played out among this different religious viewpoint. “What did I do to anger my Gods that they would allow this foreign deity to exert his curse upon me!?”

Which Brings Us Back to the Curse of Caine

The Curse of Caine is a curse of the God of Abraham, even though the curese originates in the Lore long before Abraham ever took his first breath in the world.

But it is this shared God among Christianity, Judaism, and Islam that allows the curse to be rationalized among the adherents of those three religions. All three religions, while similar yet distinct from each other, trace their original back to Abraham and his sons. Christianity and Judaism trace their origins to Abraham’s son Isaac. Islam traces its origins back to Abraham’s other son Ishmael.

So the curse, even though it may originate outside of say… Islam or Judaism, is understood to still originate from the same singular deity.

And as vampires fed, bred, and spread, so to did the curse of their God.

The pagan peoples of Europe, Scandinavia, Asia, Africa, the Americas; even though they did not worship this God from the middle east, he still had power. His curse held power. And through the afflicted, his curse spread among peoples who did not worship or offer their faith to him.

There’s a distinct difference between Belief and Faith that most people I’ve ever talked to fail to grasp. Example: I fully believe that the God if Abraham exists. Three billion worshippers can’t all be wrong. But I do not place my Faith in that God. And while the difference seems trivial, it has vast implications on one’s destination when you pass from this world. The God(s) that have your Faith in life have influence/claim over the Soul in Death.

Because, again, whether you worship them or not, whether you give them your faith or not, Gods still have immense power.

So then, how does a Pagan or atheist rectify the Curse of Caine in their worldview and in their faith?

For the Pagan, it would be seen as a foreign deity expressing their power over you. Which should obviously bring the question, of why have your native Gods allowed this travesty to befall you?

But this could also lead to the vampire delving into their native faith. Where did they fall away from their Gods that such a thing could happen or be allowed by their Gods to happen? What must they do to regain the favor of their pantheon of deities?

This, from a Storyteller perspective, could lead directly to many long running game sessions as the pagan vampire not only comes to terms with what has been done to him, but also how to rectify the… issue.

Golconda may not be a myth in this case. It may be that it could be a quest over the course of lifetimes, given by their Gods, in order to save themselves and regain their place in the paradise that their Gods offer.

Simply broadening the scope of what Golconda is or could be, could take a Chronicle in infrequently explored directions.

Or, the pagan vampire could decide to go the other extreme, and use this curse from the foreign deity to enact brutal, visceral vengeance on that deity’s worshipers. Attempt to diminish the power of the deity, and thus the efficacy of the curse, by decreasing the number of worshippers that the deity has.

After all, Hell hath no fury like a vampire scorned.

For the atheists of the world, this could also further explore the very nature of the supernatural versus their belief that there is nothing supernatural in the world, nor any afterlife beyond this life. How do they rectify Vampirism with their science? How do they explain the unexplainable that they are technically dead, yet still up and moving around, acting and reacting in the world even after their physical death?

And if not specifically an afterlife, does the exostence of vampirism in the world also lead to indirect proof of other planes or dimensions of existence? Is there actually some intangible property of existence that does indeed carry on after the physical life ceases? And if so, what has their transformation into one of the undead done to remove them from that passage into one of the other dimensions of existence/reality?

When we broaden our minds beyond the confines of Judeo-Christian belief around Vampires, the opportunities for philosophical reflection in and out of the game truly start to expand the depths of meaning and personal horror that can be brought into every single Story and game session.

Final Thoughts

I feel its sad that I have to say it, but I will just to cover my own ass.

This article wasn’t meant to offend any one religion or another, and it wasn’t meant to try to prove the superiority of one religion over another.

But I do want to increase the scope and breadth of the discussion of faith among the undead and the World of Darkness. Vampires embrace far more people than just Christians, Jews, and Muslims, and those other peoples’ native faiths and religions are going to give them a different outlook on the Curse of Caine, and what that means for their very different worldviews.

While the ideas that I presented above are only a fraction of what is possible under the umbrella of the WoD, even the small number of ideas that I touched upon can vastly broaden any Chronicle, especially as the Players and ST’s delve into the very nature of vampirism, and what it would mean to the roughly half of the world that doesn’t come from one of the big middle eastern religions.

And Faith… faith, belief, and the efficacy of deific power are very much at the core of Vampire, whether your characters and Players dwell on the thoughts and philosophies or not.

Respectfully,

~ Nox

Lasombra, 5th Gen

Morte Ascendo

(17) The Baali

Stare Not O’erlong Into the Abyss...

Infernalists.

Diabolical.

Nihilists.

Among the denizens of the World of Darkness, Vampires are considered the monsters.

For the Garou, they are minor Wyrm servants incarnate (an extremely generalized point of view, but a view of the undead nonetheless).

For Mages, they are a source of the dreaded sacrifice of their Avatars, and a stagnating stasis of Reality itself (sometimes).

For the Fae, the Changelings, they are Banality made manifest (sometimes).

For Wraiths, Vampires are the origin stories for quite a few of the restless dead.

But even these monsters have their nightmares, and the Baali are the embodiment of these nightmares.

While it is assumed by many that the Baali are a Clan/Bloodline of brazen infernalists, that is actually an incorrect assumption. While there are infernalists and demon worshippers in the Baali, as a whole the Bloodline is violently opposed to infernalisim in their ranks, and infernalism actually goes against the wider goals that the Bloodline hopes to achieve.

The Baali are actually nihilists. They know the end times are nigh, and they work incessantly to speed up that end of everything.

“Alfred Pennyworth: With respect Master Wayne, perhaps this is a man that you don’t fully understand, either. A long time ago, I was in Burma. My friends and I were working for the local government. They were trying to buy the loyalty of tribal leaders by bribing them with precious stones. But their caravans were being raided in a forest north of Rangoon by a bandit. So, we went looking for the stones. But in six months, we never met anybody who traded with him. One day, I saw a child playing with a ruby the size of a tangerine. The bandit had been throwing them away.
Bruce Wayne: So why steal them?
Alfred Pennyworth: Well, because he thought it was good sport. Because some men aren’t looking for anything logical, like money. They can’t be bought, bullied, reasoned, or negotiated with. Some men just want to watch the world burn.”

—The Dark Knight (2008)

And that movie quote sums up the Baali quite nicely. Largely a Clan/Bloodline of nihilists, they’re actively working to speed up the apocalypse. Whether its called Gehenna or something else, the Baali know ‘the End of Everything’ is very real, and to an individual, they all work to bring it about as early as possible.

There are, in the community at large, a lot of misconceptions and myopic viewpoints in regard to the Baali. Which is completely understandable given what the Baali are blamed for doing, and actually doing. When studied though, they present a far more complex and intriguing concept than the extremely simplified raving, ravaging force of pure evil out on a very public rampage of destruction and atrocity. In this article, I hope to expel most all of those misconceptions, and open up the depth of potential and wealth of possibilities contained within the Baali. For they are far, far more and more interesting than a lot of people believe them to be.

But before we can dig into the Baali and their presence in a Chronicle or Story and really understand them, we need to know where they come from and their (abrasive) relationship to the rest of the Kindred, and the other denizens of the World of Darkness as well.

The Debated History of the Baali

The Baali date back nearly as far as the recorded history of the Kindred, but the earliest known mentions of the Baali come from the time of the Second City.

Where the Baali come from though is a matter of debate among Noddist scholars.

Some say that the Baali originate from a 4th or 5th Gen Methuselah infernalist who made a pact with the infernal, and became … something else entirely.

Some argue that they were created by Saulot before he went seeking in the East. During this time, it is said that Saulot was among the most devious and brutal participants in the nascent Jyhad, before he found his calm and peaceful philosophies.

Still other Kindred historians place the origins of the Baali with the Cappadocian Clan or the Tzimisce, even the Gangrel have had the finger of blame pointed at them.

Some scholars believe that the Baali originate from a young Coterie of 4th Gen Vampires who were toying with the dark magicks, got in way over their heads, and became possessed by other worldly entities.

Some claim that the Baali progenitor is a proper Antediluvian, sibling to the other 3rd Generation vampires that founded the thirteen Great Clans, and that he dwelled with them in the original cities.

Whatever the true origins of the Baali, what cannot be denied is they have been the monsters that even the monsters fear, and they’ve been haunting the nightmares of the Kindred for nearly ten thousand years.

In fact, the Baali are so feared throughout Kindred society that the thirteen Clans put aside their differences to unite against them in what is now known as The Baali Wars.

The Baali Wars

While some Lore sources place the First Baali War during the time of the First City, the majority of the Lore sources place the first war during the time of the Second City, and the First Baali War took place centuries after Samiel founded the Warrior Salubri (themselves the most fierce opponents of the Baali), which places the timeline more in line with the Second City rather than the first.

Nergal, one of the three Methuselahs credited with founding the Baali Bloodline, had discovered Namtaru – Spreader of Plagues – dormant beneath the city of Mashkan-shapir. Nergal had planned to asaken the sleeping demonic Child through mass sacrifices, but was betrayed by his own ghoul-priests (the D’habi). The Dhabi warned Nergal’s “brother” Moloch, who was the cause of the thirteen Clans to become aware of the Baali and Nergal’s plans.

Upon hearing the news of the infernalist’s plans, Saulot himself sent four scouts to go witness and carry back news of the Baali threat. Only one returned, and had severe physical and mental injuries from the ordeal. The survivor’s tale and news of the Baali plans was so dire, that it is claimed that even Tzimisce was shaken by the depravity (author’s note: I cannot independently verify this. The next time I speak with The Eldest, I’ll let you know what It says about this… now, be a good lad, and keep reading).

Even though Saulot’s pleadings to unify to face the Baali threat went largely rebuffed by the other Antediluvians, eventually they came around. Especially once the Assamites took the threat seriously and helped the Salubri search and purge the Second City itself of any Baali hiding within its walls and surrounding lands. With that proof laid bare before them, the other Clans formed a loose truce and alliance to face the looming threat.

United in their (very) loose alliance, the Clans crushed the Baali, destroyed Mashkan-shapir, and Lasombra priests of the goddess Ereshkigal are said to have obliterated Nergal himself by summoning the manifest power of the Abyss itself to consume him. However, it is also noted that the united forces of the Clans also suffered heavy losses with many Methuselahs, vampires, demons, etc. meeting their Final Death that night. Unconfirmed rumors that even some before unknown and unnamed Antideluvians perished during the battle, but this may be just idle rumor and speculation of Kindred historians, as there are no Noddite or other Kindred historical records to point conclusively to the existence or deaths of any more Antideluvians than the original thirteen. (Source: VTDA Dark Ages Companion, p. 170)

Other Lore sources claim that Shaitan was/is actually an Antediluvian and that the Baali are a full Clan along with the others, and that he dwelled in the Second City alongside his siblings. He grew violently jealous of the beauty of Caine’s wife Zillah and the other Antediluvians, and raised an infernal army against the City, the Second Generation, and even Caine himself. It is said in this version that Caine smote down Shaitan, but couldn’t bring himself to kill his grandchilde, instead stripping him of his power and cursing him with a Visage to match his twisted heart. Exiled from the Second City, Shaitan is further said to have called out to the darkness, and made a pact with the entities that answered him. Those spirits empowered him with a demonic appearance in exchange for servitude, and he dispatched his followers from the other Clans to infiltrate their bloodlines and continue his work by corrupting from within. (Source: the Dark Ages Companion, p. 173)

Yet still other sources name Baal the Destroyer as the progenitor of the Baali, and after his forces are routed during the War, the Baali fade into relative obscurity for thousands of years.

The Second Baali War is much more documented, and is said to have taken place about 3500 years ago. In these tales, Shaitan is the definitive head of the Baali, though those tales differ on whether Shaitan was a Methuselah of the 4th Generation or an actual Antediluvian.

Either way, Shaitan appeared before the rest of the Baali in the city of Ashur, where the Clan had its main stronghold. He claimed to be the sire of both Nergal and Moloch, and easily gained the support of the orphaned Baali who had been followers of Nergal.

More and more Baali flocked to his side and cause in the ensuing nights and years, all except for Moloch’s dwindling brood.

But, ever the schemers, it came out that Shaitan was actually Nergal all along. He had orchestrated the First Baali War in its entirety, including having some of his brood masquerade as the Lasombra priests that “destroyed” him, in order to hide from the other Clans and Moloch, and work in seclusion to free Namtaru. Namtaru was actually sleeping under Chorazin, and Nergal had built a vast fortress there, but its also been described as a vast sepulcher or acropolis.

In this fortress, he finally unearthed the sleeping Child, and took it to his haven in the labyrinths beneath Knossis on the island of Crete. With Nergal’s influence, and the presence of the Child, the Minoans spread throughout the region demanding tribute and sacrifices for Nergal.

These circumstances, with his plan set in full motion, drew attention to him. This time, all thirteen Clans United strongly against the Baali and waged war. Legendary vampires from across the known world showed up to fight in the battles to come. Among them were the Brujah Menele, the Malkavian known only as The Dionysian, Balthazar the Ventrue, and a cabal of Setite sorcerers led by the Antediluvian Set himself.

Unfortunately, the Salubri were weakened when Saulot slipped into torpor, but the gathered vampires battled on, but couldnt breach the fortresses defenses even after nine days and nights of seige. Getting creative since they couldn’t break through into Nregal’s lair underneath the island, they caused the nearby volcano on Thera to erupt, and Knossis was buried beneath a layer of volcanic ash, destroying the stronghold.

Nergal/Shaitan lay trapped in his own lair, unable to free himself or turn the situation to his benefit, and there he is trapped in the modern nights. The Baali Wars were finished.

Now that we know the abbreviated history of the Clan/Bloodline, let’s look at how they could fit into a VtM Chronicle, or any Chronicle in the WoD in a myriad of ways.

Baali as the Villains: the Cliché

Having the Baali as the “infernalist super-edgy-evil villain” is easy. They’re pretty much a cliché when portrayed in this manner, but this is the most simple method that many people use to portray them.

Have them in service to some super-dark demonic power, whether its the Wyrm, Weaver, or something out of the deepest reaches of the Umbra. Let them run around and commit atrocity on top of atrocity, the worst stuff you can imagine, then made worse, and throw your Players at them.

Easy, clean, and waaaaaay overdone to the point of being trite. But, it still works in a pinch when you need a campy super-evil villain for your Story.

See, the problem with this trope about the Baali, is that according to the Lore and from the Baali’s own philosophies, they aren’t really… into infernalism.

The Baali are nihilists through and through, and any deals they make with other worldly entities is made with the knowledge that 1) they fully well know they’re making deals rather they won’t even try to uphold on their end, and 2) the deals they’re making are for power. The power and abilities/favors that they make give them the edge they need to keep the power without having to fear the repercussions of violating their deals and pacts.

The Baali dont want to serve infernal outside entities. They want to become such entities in their own right, to transcend the limits of their vampiric natures and to seize even more very real power than they already possess.

And what are they wanting to do with all of that power? I mean, power itself isn’t an end-mean. Power is a tool towards an end, but its not the end goal in itself. Power, once achieved, must be used for something.

And the Baali know what they’re amassing power of all types for.

While the specifics vary from individual Baali to individual Baali, they all uniformly have one driving goal: the end of everything through initiation of the apocalypse.

The Baali are rivaled by nearly no one in their dark occult research. They’ve seen the most forbidden tomes, scrolls, temples, and carvings. They’ve studied the ancient manuscripts and listened intently to the whispered gibberish madnesses that exist in the darkest, deepest reaches of the Umbra and “other” realms. They know full well that Apocalypse is a very real event, and they look to speed it up, start it early, and guide the destruction and obliteration it causes.

All this, in service to attaining their own power through their rituals and actions using the highly-diluted names of the Children of the Night.

See, the problem with the super-evil-hail-Satan Baali, is that they’re just… out there, blatantly performing their deeds, being as cliché-evil as is possible. Even the Lore in the Baali’s own general Clan view is that the Infernalist Baali are the idiots, and they also happen to be the ones that don’t live to see fifty years undead, much less a century or more. They out themselves pretty quickly, and the rest of the Kindred around them close ranks and destroy the Baali, and usually before he can cause too much damage.

For the above reason and more, the majority of thr Baali are violently against infernalism in their ranks, and they cull these idiots from their number before they expose the rest of them.

As noted in the Character section of the Baali entry in the V20 Corebook, the Baali embrace from the extremely intelligent. Doctors, professors, priests, etc., and those with education or experience in the occult. They want/need the extremely intelligent individuals, as they’re not only working to bring about the end of everything, but they need to do it without the rest of Kindred society (and the world) taking notice until its far too late to stop their plans.

Because, even though the Baali are nihilists, they also know they’re vampires.

They’re immortal.

They know they have centuries and millennia to work towards their goals. The Baali, the intelligent ones at keast, are playing the very, very long game. They’ve got the time to be patient. To plot. To scheme within a scheme within a scheme. The cliché Baali dont have that 1000-year vision or patience.

The evil of the Baali is far, far more subtle than most people ever give them the imagination to be. There’s a myopic, super-limited view of the Baali, that simply doesn’t do them justice for the insidiousness of their potential as villains.

Will Baali perform the most extraordinarily debased acts of cruelty, violence, sacrifice, and viewers that stretches the bounds of the imagination? Yes, but only if it fits within and is necessary for their individual, specific plan to speed up the apocalypse. Those types of acts, while sometimes necessary, carry far greater risk of discovery and ensuing destruction than the more patient, insidious method of corrupting someone else into doing it in their stead. It still serves the goal(s) of the Baali, but it carries the insurance policy that, if the corrupted individual is discovered, then it doesn’t tie directly back to the Baali, thus safety is greater ensured, and the risk of discovery is greatly lowered.

When using the Baali as villains, try to stay away from the cliché. If you can, dear reader, then I think you’ll find not only a much more engaging villain with serious depth can be created, but that same villain will last for much, much longer in your Chronicle, and able to harass your Players with far more efficacy. They have far more depth of potential than the myopic generalizations that the majority of people attribute to them.

The Baali as Player Characters

I swear I just heard a third of you cringe out loud at the thought of Baali Player Characters.

I will start by saying, not only is it very possible, but its very rewarding and cathartic to let your dark side out to play every so often, and Baali PC’s allow for that.

That said, Baali as Player Characters should probably be limited to veterans of not only TTRPG’s, but veterans of the World of Darkness at large. They’re extremely difficult to pull off, require far more planning and backstory than … pretty much any other character concept you’ll ever come up with, and there’s a level of cleverness, wit, and intelligence required in the roleplaying of them that most new Players simply haven’t perfected yet.

For my first point about Baali PC’s, probably the easiest way to do this is to have a whole Coterie of Baali. As per their Clan description, they typically gather in Broods of 3 – 13 individuals, so having an entire Coterie of them fits well within the Lore.

Now, despite what you might think, Baali Coterie’s are no more or less dysfunctional than any other Coterie. While they will all most likely be working on their own individual evil schemes, they do also share a loosely defined common goal. So unless one Player specifically works to impede the plans of another Player, they typically work together just fine.

It is, after all, them against the world.

Literally.

As far as the morals and morality of the Baali, they’re no less moral than any other Kindred. Their morals are twisted, and bent severely towards their nihilism, but they still have a moral code that they each follow, twisted as they may be.

Most Baali do eschew Humanity, obviously, in favor of the alternate Paths of Enlightenment. The ones who do keep to Humanity are playing a very dangerous game with their Beasts and the Wassail. These “humane” Baali almost universally have Humanity scores hovering consistently right around 2 – 3, the score necessary to commit their acts and murders without even so much as an eye twitch.

But for the vast majority of the rest of the Clan, Humanity as a moral philosophy is usually beaten out of them very early in their unlives, and alternate moral paths are adopted.

Despite what you may think, Baali actually can fit within most of the alternate Paths. The Path of Caine, Power and the Inner Voice, Path of Night (obviously), the Path of Blood, the Path of Typhon… all of these and more are present among the Baali. And all of these Paths, along with their own intelligence and cunning, allow them to not only survive and hide for centuries and millennia, but to give them guidance as they slowly advance their plans.

For Storytelling an all-Baali Chronicle, you just have to run a game that is a mirror-opposite of your usual content. Cities, regions, and the world can still be set up as normal, but in these games, the Players are simply trying to throw it all into chaos and disarray. The “villains” are the entire rest of the Kindred society around them, and they’ve got to figure out ways, methods, and means to not only worm their way inside; but to corrupt individuals and groups within these societal monoliths, lead them to perform the acts and tasks that the Balli Kindred need performed to advance their goals, erode the structure of the Kindred society as a whole, and ultimately get the Kindred of a city to eat each other and foment a full-scale societal collapse.

Keep in mind for character creation, the Baali vastly and heavily favor highly educated individuals who preferably have some experience in the occult already. Ever constant seekers of lore and forbidden knowledge, Baali havens tend to be in Universities, huge Libraries, and places where they can have access to old manuscripts, books, and treatises on the occult and forbidden occult knowledge. These are all important to not only keeping themselves hidden and alive, but to also study the nature of reality and the multiverse, its denizens and horrors, and to improve themselves mystically in order to hasten the apocalypse.

And they have to do all of this, all of it,, completely undiscovered, otherwise they face lasting Blood Hunts and sure destruction from a litany of beings who would rather see then as ash on the wind.

To me, for those who want to have a Session/Story/Chronicle where they let their dark side out to play for a bit, the potential for deep, engaging role-playing is monumental in this scenario. If it intrigues you, I urge you to try it out with your group. It can be amazingly fun!

Baali PC’s mixed in with “Other” Vampire Coteries

This one is the super-challenge for a group of veteran role-players, but it is definitely possible and rewarding to have Baali PC’s mixed in with a group of more “regular” character Clans.

Obviously the Baali Player will be masquerading inside of the Masquerade, concealing his true Clan from the other PC’s. Monitoring out of game information, if the other characters know what the Baali are, then having one in their Coterie would lead to an internal fight or PC death.

And thats another thing I want to touch on really quick. If you have a Player who wants to play a Baali in your Chronicle, they Player as well as the ST need to be fully aware and comfortable with the risk that the Baali’s plans could all go to shit, he could be discovered, and the other Players may kill off his character. As long as that’s a well understood and accepted risk the Baali Player is willing to take, then I would personally permit it.

Besides, that kind of deep character interactions amongst a Coterie can lead to some absolutely fantastic role-playing!

As an example; we’ve had a Player as a Baali in our Chronicle for (literally) years in real time. Its that subtle, creeping evil and corruption that I mentioned earlier.

This Baali character and the associated game sessions have been insanely fun, and through some brilliant RP (again, over the course of years), has even managed to send most of our party into their own downward spirals through his corruption. He’s used regular, normal RP and discussion around the table to normalize the Coterie to his acts of atrocity, increasing in magnitude by the smallest of margins, over the course of hundreds of game sessions, and even been able to get them to commit ever more depraved acts of their own through that same normalization.

He’s been able to get two of our Coterie to abandon Humanity for various Paths of Enlightenment, and he’s working on the third one currently. One of the vampires on an alternate Path has even found out the the Player is a Baali, and not the Toreador he masquerades as, but his character has fallen so far into his own corruption, (from his own choices and under his own power and cognizance, as the Baali pointed out to him after the fact) and so doesn’t really care that the player is a Baali. Enough psychological conditioning, and the normalization takes hold.

And there have only been a few times that the Baali character has ever had to use any of the blatant, overt, and cliché methods that were mentioned in the A-typical Baali trope I mentioned above, nor has there ever been any need for them.

He’s used a clever and creative combination of Daimoinion, Presence, and Obfuscate, a little Dominate when absolutely necessary, to accomplish all of these goals. But the majority of the corruption was done through brilliant RP rather than Discipline use. And all without flashy effects or being a walking demon.

And that brings us back to the aforementioned cookie-cutter builds and myopic idea that places preconceived limits on what a Baali can be, and how a Baali is “supposed to be played”.

Even the Players who have had their characters corrupted over time, have had a blast in this Chronicle, and we keep extending it because its a massive amount of fun, with truly quality character depth and RP.

Even with all of this put together, the Chronicle is all still deeply tied to the themes of personal horror, as the characters are all really corrupting themselves, and the Baali is merely acting as a nihilistic tour guide on their trip down their own corruption spirals.

Baali can easily work themselves with and within any normal Coterie, and the games don’t have to suffer for it. But in order for that to be even remotely possible, you have to have a Player mature enough, smart enough, and patient enough to play one the way they’re meant to be played.

Adding in some healthy real-world philosophical reflection on the very nature of what evil and corruption really are doesnt hurt in any way either, and will only assist in the best portrayal of the Baali that is possible.

Sure they’re all nihilists, but there’s nigh-infinite paths to get to that destination.

As far as the mechanics and interactions, the game sessions run like any other normal game session would. While the Baali in these situations are always striving to speed up the end of everything, even they realize that other things need to be accomplished as well. If not for keeping a tight lid on their cover, then because they need resources, contacts, allies, etc. to accomplish their goals as well.

The Baali are not an island. They need the same resources and tools to survive the Eternal Night just as any other Vampire does. Even moreso because the literally the entire rest of the World of Xarkness is arrayed against them, and the slightest slip-up could spell absolute disaster.

Another concept for a Baali mixed into a regular Coterie is one where the Coterue is merely camouflage for the Baali.

This concept has no direct plans, and no desire to corrupt the Coterie he’s a member of. In fact, this concept really doesn’t care about any causes that the Coterie finds important, they are quite literally, there to add depth and realism to the Baali’s personal masquerade.

Now, this doesn’t mean that the Baali is just going to be a cold, sociopathic “extra body” in the Coterie, far from it. As I said, Baali need resources and tools to survive jist like any othrr Kindred does. In this regard, he’ll be an active and “good” member of the Coterie. He’ll help them achieve their common goals, he’ll help them win their fights (physical, social, and mental) against their opponents, and he’ll help them secure their domain(s) and standing in Kindred society. All while masquerading as one of the other Clans, and all while securing his share of the same things, which ultimately puts the Baali in a much better and more secure position to advance his own goals.

In the Coterie’s downtime, when the Players are RP’ing with the ST through their individual character goals, the Baali would use this time away from the Coterie to further his own nihilistic plans.

As a character concept, this one is actually the easiest to work into a standing Coterie of mixed other Clans. And its not that the Baali would pass up the chance to corrupt them, but he would only risk his cover that their very existence offers if its important to his goals, or if the perfect opportunity were to fall into his lap to do so. Outside of that, this concept believes that since the Coterie’s corruotion won’t help his plans, why waste the resource expenditure to corrupt them for no gain for himself? They’re better for him as they are, and for the walking disguises that they offer themselves to be.

A third concept, is the dark protector of reality. This is a character that was embraced as a Baali, but they weren’t able to break him. He’s witnessed all of the atrocities that the Clan stands for, and he rejects their nihilism. He still delves into the dark arts, Daimoinion, thaumaturgy and necromancy, summons extra-dimensional beings, and makes deals and pacts. But he does so because he’s aware of the horrors that lurk just under the skin of reality. He’s aware of the Wyrm spirits, Demons, Nephandi, Elder Gods, and horrors that the human mind cannot comprehend.

This concept commits atrocities, sacrifices, and depravities not to further the end of the world, but to prevent it. He realizes that the beings that feed off of the energies of these acts are merely sleeping. His philosophy is such that, he will take these “sins” upon himself so that the rest of the world can be spared from committing them. He will perform them, he will be the devil’s advocate, all to keep these being appeased and satiated. There’s even a not-insignificant number of Baali Anti-tribue in the True Black Hand working towards this very goal.

They’re “good

And he further believes, as long as the beings are satisfied, then they will keep sleeping, or will otherwise keep their attention diverted, and by his actions the apocalypse will be delayed.

It is this notion of infernal yet noble self-sacrifice that drives him. He will do these things, because no one else can, and yet these things still must be done. And if he must sacrifice his one soul to save billions of others, then that makes his sacrifice all the more worthwhile.

These are all character concepts, ideologies, and philosophies that are not only contained withing the variety of people that become Baali, but also allow them to take a roll in the game as far more than just the “quick villain”.

Finally, Some Final Thoughts

Holy shit I wrote a lot…

But, the Baali deserved it. I hope I was able to broaden the perspectives around the Baali, their sheer depth of potential, and helped dispell the cliché misconceptions about what and who the Baali are.

Yes, they are monstrous. They are dark, horrific, and evil, but they are no more so than the World of Darkness allows them to be.

Its a darker, vastly more horrific and evil world than our own, and the Baali are meant to reach the bottom of that cesspool of evil, and to revel and bask in that evil.

But even with such depths of evil, there is not only room for lethally intelligent subtlety, but there are many, many different magnitudes of subtlety that are used by and across the entire spectrum of Baali potential.

I implore you to give the Baali another chance, and to really study them and consider their potential. While they are fantastically deep villains to add to any Chronicle, it does them a disservice to be relegated to only being villains. When a Player who knows the full potential of the Baali has their hands at the helm of such a character, truly fantastic things and events can take place in your Chronicles and Stories.

Thank you for reading, I appreciate your support, and I hope i entertained you for a bit.

~ Nox

Lasombra, 5th Gen

Morte Ascendo

(M1) My Awakening to Mage: the Ascension

Mage: the Ascension 20th Anniversary Edition

I started my three-decade romance (29 years to be exact) with the World of Darkness waaaaay back in 1991 with the first edition of ‘Vampire: the Masquerade’. Vampire is, definitely, my first love, and it will always hold that prime position in my heart of hearts.

When the original WoD game lines ended through the late 90’s and early 00’s, I was bereft, but I still had that massive collection of core and supplemental books that we all can attest to.

Despite buying the books, I never more than lightly read Mage: the Ascension. That’s my own fault.

When the 20th Anniversay esitions if the World of Darkness games were announced, I was, of course, excited like I was a teenager all over again.

I eagerly bought the premium color copies of all five core games as they released, devoured the new updates to Vampire, and gave them all the choicest of new homes on my bookshelf.

Now, back in the swingin’ 90’s, I had a couple of friends who really enjoyed Mage, but they never ran even a single session of it, so I never got to play the game. But I always play the Wizard in high-fantasy games like D&D, so i saw my copy of Mage 20 (M20) sitting there all perfect and flawless on its shelf, and I decided “What the hell. Let’s go for it”.

So now I’m hooked reading about this game!

Author’s note: As of the writing of this article, I am a little over halfway through the book. So as my understanding of the game improves, expect more articles about Mage to be mixed in with my articles about Vampire. Youve now been warned.

First Impressions

The first impression you get when looking at the M20 core book, is that this fucker has some heft! Pardon the language, buts it’s actually quite a large book. I mean, I’m not intimidated in any way by depth and volume of content, quite the opposite! The more Lore, background material, character customization, and fluff you can throw into a TTRPG, alk the better in my opinion.

I think it weighs in at a hefty 200-250 lbs. or so, but thats just my guesstimate. The cover is a beautiful royal purple, and designed with a ruffled silk cloth appearance. Contrasted by the striking gold lettering, and even just the outward appearance is a thing of beauty in itself.

Cracking the book open feels like you’re about to dive into a tome from Gandalf’s private library, which is an awesome feel all alone. The pages are wonderfully designed, with beautiful borders, gorgeous illustrations on the pages that compliment the subject matter thoroughly. On every page.

In all my years, rarely have I seen a core book for any TTRPG that’s as beautiful, well coordinated, and laid out as M20 is.

As I’ve said, I’m only a bit over halfway through the content, but I’m loving what I’m reading.

The World of Darkness, in all of its gritty, evil, darker-version-of-our-real-world glory, is maintained and wonderfully represented as it is in the other World of Darkness games like Vampire and Werewolf. If you’re at all familiar with Werewolf, then you’ll quickly recognize a bit of the topography of the game.

I love the descriptions and explanations to the Umbra as a whole and its various “levels”. I love the descriptions of the umbral realms, deep umbra, and all of the various… planes(?) of the multiverse that are described within. Theres so much depth of lore already, and then the authors and designers go on to hint at Realms yet undiscovered, and the hints at the Realms even farther out past what is known by Mages… really there is that aire of “infinite possibility” within these pages.

The Traditions

Similarly to how Vampires or Werewolves are grouped into Clans and Tribes (respectively), Mages are grouped into Traditions. Each Tradition seems to be more of a philisophical and intellectual grouping more than a hard “you are this” grouping like you have with the Clans and Bloodlines in Vampire. I assume that if a Mage wanted to change or abandon the Tradition(s), one definitely could. (Of course, as i said, im still very new to this particular section of the WoD, so if I’m wrong, I’m sure I’ll be corrected. 😁)

Out of the Traditions I can remember off the top of my head, the Verbena stick out to me nearly immediately. As a Wiccan and Witch in real life, there seems to be a sort of kindred-spirit there. But then, the Sons of Ether and the Hermetics also intrigue me, so there’s that.

Forgive me if I am brief on any if these topics. Im still learning the game, and diving in with only Vampire as a good reference point, so there’s a ton of knowledge I haven’t been exposed to yet, but I do know that Mage fits very well into the rest if the WoD, and I’m excited to keep exploring it.

Overall, (and my memory is failing me as I write this in some free time at my mundane job) I love what I’ve read so far.

I knew that M20 would be packed with Lore. All of the 20th anniversary games are.l, but I was unprepared for the volume of Lore waiting for me. Out of all of the games, Vampire is the one I know that has as much Lore behind it, and I’m loving the deep dive into it. I can tell already that it will take me quite a while to learn Mage as I have done with Vampire over the years, but this book has me intrigued and excited enough to do just that.

And sure, I know it sounds like I’ve been a gushing fan-boy for most of this article, and in a way, I am. But the book is worth it in my opinion, and I’m sure I’ll love the game even more as I continue to read and absorb the knowledge.

Personally, I’m really looking forward to reading about the specific rules and systems of the WoD as they pertain to Mage, and the Spheres and their myriad possibilities to reshape reality itself.

I’m excited to dig into … everything to do with Avatars, Paradox, Oracles, the Technocracy, etc. Just the promise that it all holds is wonderful and new right now, and I have to remind myself that I have to put the book down every so often.

Final Thoughts

I’ve got a lot more to read, and I definitely look forward to it. In much the same manner that Vampire captured my heart and imagination back in the early 90’s, Mage is bringing all those “good feels” right back again as I delve into it in 2020.

I feel that I cheated myself by only lightly reading about Mage during its heyday, but I have the opportunity to rectify that now.

One thing I do love about all of the 20th Anniversary game editions, is the cleaned up rules for cross-overs between the different games. The ability to cross and mix the different games into one another only deepens and enriches the World of Darkness, and I can easily see Mage being the easiest of the five to mix in with the other four. And I do have a brief, shallow base of knowledge of Mage already from my past, but I realize upon really diving into the game, that my knowledge was like one snowflake on an iceberg of a game. And the promise of that much more game really excites me.

I can’t wait to keep reading and studying Mage for years to come. I know I’ll be able to do the Mages justice when I mix them into my Vampire Chronicle (when the Story needs it, of course).

But I also hope that I do get to play Mage. As I’ve said, I love Vampire. But Vampire is a game that I love, but don’t get to play, as I’m usually the one Storytelling and running Vampire. I know I’m light-years away from ever ST’ing a Mage game, and while the thought intrigues me, I think I’d much rather be a Player in a Mage game.

But I love what I’m reading, and I’ll reiterate that Mage has definitely become the strongest “second love” of the WoD for me.

I fully plan on buying the ‘Gods & Monsters’ title, as well as ‘Book of the Fallen’ in the near future, and delving into those to further increase my understanding of Mage and all of its infinite possibilities.

The title and core idea behind this blog is “Nocturnal Gods”, and how the powers of Vampires really do make them akin to God’s if the night. But just based off of what I’ve read so far, Mages easily fit within that ideology as well.

So, as I keep reading and learning, expect more articles about Mage to be liberally mixed in with my articles espousing my sickeningly cloying love of Vampire.

I know I’m definitively excited for this journey, and I hope I can entertain you with it along the way.

Until then, I’ve got a book to continue reading.

~Nox

Lasombra, 7th Gen (and now also an initiate into the world of Mage)

Morte Ascendo