The World of Darkness is a multimedia franchise centered around a series of interconnected tabletop role playing games that started in 1991 with Vampires Masquerade. All these games explore a dark urban fantasy world where corporations run everything and politicians are bastards. Except there's additional bonkers reasons for these things such as primordial forces hellbent on destruction and a shadow warp between humans and creatures of the night such as vampires, werewolves, ghosts, and mages. Like the real world, it's a lot more grim than it sounds, and I love it. This whole thing was rebooted in 2004 with the
lesser connected and more loose yet somehow more coherent Chronicles of Darkness and rebooted again in 2018 with fifth edition Worlds of Darkness which picks up where the last one left off kind of. This is the most elementary stuff that needs to be understood before diving into this one. And I'd point anyone looking for a slightly more in-depth overview to Gothicore RPGs in your hometown, an intro to the world of darkness by Alphabusa. The presentation isn't for everybody, but it's kind of appropriate for the subject matter. This iceberg has been brought to us by Bingus T.
Wonker on the White Wolf RPG subreddit, which is mostly unchanged by me. I will occasionally get to two entries when I'm talking about one, so I'll mention the ones I skip over in the description. Entries that are removed are substituted by me on this iceberg, and I've also added a few. If you see an Asterisk next to a topic, that means there's some uncertainty on my part. Now, assuming you can name the sects, clans, tribes, traditions, and conventions, and that those words mean something to you in the context of the world of darkness, I'll get
started with the iceberg. The fifth edition worlds of darkness I mentioned kicked off with vampire the masquerade in 2018. It came with many changes for the changing world such as the government coalition of vampire hunters known as the second Inquisition. The beckoning removing most elder vampires from the plot so they can fight in the Gehenna War. Sabat losing much of their power while being framed as purely antagonists. The descendants of the Cabadosian being united into one clan with the Hakata. Bloodlines just becoming irrelevant. and a change in style geared more towards horror with features such
as messy criticals and bestial failures which can both threaten characters and the masquerade. Some of these things I have no problem with. Others I find confusing, but some who have stuck with the setting for a while generally don't like this take on Vampire the Masquerade. Hunter the Reckoning in 2022 and World of the Apocalypse in 2023 changed even more compared to the original versions. Fifth edition Hunter Reckoning completely omits the imbued featured in the original version in favor of mortal hunters with a book providing little for creating hunts or monsters and organizations are framed as
almost purely antagonistic. Funnily enough, the apostate source book that came out in May of 2025 completely reframes some of the organizations to be more open to interacting with hunters which indicates some reflection on Paradox's part. fifth edition where the apocalypse on the other hand doesn't quite threw out the original premise but it does reboot it into a more hopeless setting. Some cucked opinions on corporations aside get offenders and stargazer tribes are made non-playable which the former are heavily associated with fascism and no particularly compelling way to use them as antagonists. All tribes are stripped of
any cultural heritage which might have been due to reservations about actually being culturally sensitive but now they have almost no history to work with. You can probably just read from my tone and how I feel about these things. I do like some of the changes in fifth edition World of the Apocalypse. I have had a ton of fun playing fifth edition Hunter the Reckoning, but admittedly we have made a lot of house rules to make it more mechanically interesting. Maybe I need to make my own complaining about fifth edition World of Darkness video. But let's
move on. Hunter the Parenting is a web series on YouTube by Ogre Pop and Neck Productions which is headed by Provalfabusa best known for some Warhammer 40k web series that I don't like. Hunter the parenting on the other hand I do like actually it's based on fifth edition Hunter Reckoning kind of and is set in 2004 as we follow family hunters and their misadventures around Norfolk England. many characters were somewhat based on character from the Warhammer web series, but superficially so in most cases. There is a main series with two arcs so far. The first
following the hunt of a Sabbat pack and the second following a debacle with the econom that goes horribly wrong. In between episodes, there are several subchapters that focus on specific characters, explain the setting, and set up future events. LA by Night was an official actual play for Vampire the Masquerade fifth edition running from 2018 to 2022 featuring Jason Carl as a storyteller and Bday Dave Walters, Cincy Marie, Erica Ishi and Alexander Ward as players with Joseph McAdam and Xander Jean Ray later joining as players as well. The chronicle is set in the anarch free states
as Baron Victor Temple and a few trusted associates get to know a fledgling and face the looming threat of the chem at their border. It builds upon the vampires and masquerade bloodlines video game and I did enjoy his actual play especially being a Walter as Victor Temple and Jason Carl storytelling though the chronicle is a bit more forgiving than most might expect and a lot of people found Erica Ishi as enemly annoying not to my feelings but maybe I'm just tolerant in 2022 after the conclusion of Ellie by night New York by night started with
Aria Angar Alexander Ward Joy Rousul and Maya Baron as players for an anarchy and Norah Ibrahim Cincy Marie Xander Jean Ray and Michelle Nu and Bradley and as players for Camilla Codery with Jason Carl once again taking up storytelling. This series takes a bit from the of New York visual novels by draw distance but the actual play itself is about the shenanigans one might expect from code Reads of the two sects as they start to make an unexpected collision course with each other. While I do think New York by Night is somewhere between two and
200 times better than Ellie by Night, it has been on an indefinite hiatus for years now. I'll take the opportunity to recommend Private Nightmares, another actual play which has filled the void left behind by New York Knights with Sabria Angar, Maya Baron, Sander Jean Ray, Luis Caraso, and Gina Devivo as players and Alexander Ward as the storyteller. This actual play follows a cod of sin bloods trying to find their place in the anarch free state while coping with the overwhelming new world around them and the looming curse of vampirism. Mindsize Theater is the rule system
for World of Darkness live action role playing or LAR games which is where the environment and players which can range from parties with a handful of players to well over 100 players are all incorporated into the role playing experience. Yes, it looks funny, but it can also be a blast as you discard your shitty accounting job to be a wizard for a night, even if it's just once a week. The rule system for World of Darkness started in 1993 with Minds Eye Theater: The Masquerade, and several more books followed for all the other game lines.
This era of Mindsize Theater ended with the World of Darkness itself during the time of judgment, which was adapted in Mindsize Theater: Laws of Judgment. Mind size theater was briefly picked up again for the Chronicles of Darkness, though only a core book and books for Vampire the Reququum and Mage Awakening were published. In 2013, by Night Studios became the publishers for Minds Eye Theater books and released a book of LAR Rules based on 20th century Vampire the Masquerade. This would be followed by Minds Eye Theater books for Roy the Apocalypse and Changeling the Dreaming in
2016 and 2020 respectively. This edition of vampires and masquerade lorp would be supported up to 2023 and in the same year mindsize cedar laws of the night was published to update the game to vampire fifth edition. Most of these systems are based on games of rock paper scissors which is modified by character traits. Mindsize Cedar is one of the bigger systems of LAR outside of the fantasy genre. There's some big events hosted by Bite Studios called Darkness Emergent though nothing stops troops from doing their own stuff. I actually know a larer and she's pretty cool.
Though it doesn't call to me as much as the tabletop experience. Mythreakers was a hunter the visual actual play that ran in 2021 with the final part streamed in 2023 featuring Hall life YouTubers Takani Kiara, Ninoma, Amelia Watson, and Gura as players and Moria as storyteller. The premise is that a squadron of oddballs with previous supernatural encounters were somewhat unwittingly brought into a tiny hunter organization to take care of various monster problems. I haven't watched it just because I don't find it very enjoyable, but I did watch a recap the storyteller did prior to the
2023 finale, which is where I'm getting my summary from. So, there's the old World of Darkness, which refers to the first, second, revised, and 20th anniversary editions of Worlds of Darkness. And then there's the first and second editions of Chronicles of Darkness. Chronicles came out not long after The Time of Judgment in 2004. And other than stylistic Differences and the later change of publishers from White Wolf to Onyx Pass in 2012 for the second edition of Chronicles, its most distinct difference is the lack of a primary metapot. For example, the world darkness had the worm,
entropy, oblivion, the winter, and apous as different faces of the same primordial force for different game lines. Chronicles didn't really have anything like that until the god machine chronicle and the contagion chronicle, both of which were supplements. Within isolated game lines, things were also pretty small in scope with no global conspiracies quite like the technocracy or even the Camarilla. While grand conflicts like the Gehenna War or the Apocalypse just weren't part of the setting, Chronicle is also just a lot less comedic and insane in the ways the Old World of Darkness was. Tropy, sure, but
more so to accommodate the ideas one might bring when playing a game about a certain kind of monster and the like. For example, the Urasa werewolves of Forsaken deal with hunting monsters and have no inherent concern for the environment in the way the Guru of Apocalypse do. In fact, the whole environmentalist theme is sheered off and Forsaken to make room for badass monster matches, which personally makes it more cool but far less interesting. And my negative opinion prevails here, but whatever. Things are also less over the top to its detriment if I must say. So
there's almost nothing consistently as vile as bot vampires, black spiral dancers, omori, nefandi, and so on in Chronicles. Lastly, Chronicles introduced several original game lines such as Promeian, Gist, Beast, and Deviant along with very different takes on things such as changelings, hunters, mummies, and demons. Nowadays, Chronicles along with 20th anniversary world of darkness were essentially suffocated by Paradox's fifth edition World of Darkness. Chronicles is succeeded by Onyx pass cursor featuring many of the original talents behind Chronicles of Darkness while bringing the creatures of the night are real idea in a very different direction. Mage the
Ascension features very different and unique powers compared to vampiric disciplines or werewolf gifts with the spheres reflecting understanding the fundamental parts of reality. The better you get it, the more you can do with it. And there aren't necessarily set powers. You can attempt to do something in accordance with your paradigm and apply the amount of dots in the sphere you want to use for that action. The spheres also intentionally overlap and can be combined for more dynamic applications such as using force and matter to vaporize a dumbass neighbor. This does mean that among special flat
powers, it's probably the hardest for a player to wrap their head around. And this is before factoring in Arte, but I'm talking nine spheres of confusion right now. Two other factors to the confusion are how the technocracy largely foregoes this understanding of magic due to their principles rearding reality deviance With one sphere spirit being entirely replaced with dimensional science. Other conventions have different outlooks on the other spheres such as the syndicate viewing the prime sphere as primal utility and progenitors obviously have a very different idea on what the life sphere is for their biotechnology magic.
The Nefandi also have their own interpretation of the nine spheres with the Kleposic spheres that function on maming and annihilating reality to make way for their magic. For example, the Kleposic correspondent sphere can be used to rip a hole between two points rather than just creating a hole. It's very important to note that all of this does not bar regular mages from approaching their magic in these ways. But technocratic viewpoints of enlightened science are uncommon within mystic traditions and clipic applications of magic are met with honor by both groups. From vampires masquerades original release in
1991 to the time of recording, the world of darkness has been developed by six different studios. First, you have what I'll call classic White Wolf from 1991 to 2011. Then you have Onyx Path Publishing, which got started in 2011 for 20th anniversary editions and Chronicle of the Darkness. They are still putting out some stuff for you gamewise, but at a significantly slower pace with almost no books. You can blame this on Paradox Interactive, which bought White Wolf Fandas properties in 2015. Onyx kept doing their thing and this new white wolf created fifth edition vampire the
mascre in 2018. This studio was promptly exploded the same year due to controversies of cultural and political sensitivity regarding materials in their First books. So Paradox would develop the World of Darkness brand internally with the help of Renegade Game Studios. In May of 2025, White Wolf will be reformed, let's call the new White Wolf, with greater independence from Paradox with hopes of maintaining cultural sensitivity, accelerating the development of future books, and going beyond the three game lines with Mage, Changeling, and Dark Ages being named as game lines of interest. It's a little too soon to
see whether this holds, but at least the studio is certainly enthusiastic. The big three refers to Vampire the Masquerade, Werewolf the Apocalypse, and Mage the Ascension as the first three game lines for the World of Darkness. They're also the most popular ones in that order by descending popularity. For Paradox, Hunter the Reckoning has taken Mage's place, and I think that's because Mage is going to take some time to unravel for fifth edition's rules and modern considerations on how to move forward with the Ascension War. Gothic punk is the mood the world of darkness games follow
for their shared setting. For the word gothic, the world is often gloomy. Crime is either defined, institutions of authority are rife with corruption, and there are countless secrets one can uncover if they dare to search for them. Well, but now dismal reality contrasts with the unexplainable that is often fantastical and dangerous in equal parts. For the word punk, having the willingness to fight or subvert these elements is always on the table. Players are agents of change, either to save their kind from dangers they are unprepared for or willfully ignore, or to supplant old orders in
favor of something better. Other game lines build off of these themes, such as werewolf focus on human greed and environmental destruction as the reason for their fight against authority. Additionally, storytellers can add their own themes to further flesh out Chronicles mood. For example, the punk element can be challenged by tragedy as players become out of touch or struggle to distinguish themselves from the powers that be. In 2011, Onyx Path Publishing released Vampire the Masquerade 20th anniversary edition. It is the fourth edition of the game and other 20th anniversary editions were made for Vampires: The Dark
Ages, Werewolf including Wild West, Mage including the Temocracy, Wraith, Changeling, and Hunters Hunted. To this day, many regard it as the best edition of The World of Darkness with very expansive books I received, especially by fans of previous editions. This was in part due to the occasional added complexities and by pushing the plots into the modern day while preserving anything that wasn't just insensitive. So, one of the nine mystic traditions is the order of Hermes, which are the classic wizards and towers practicing hereticism and alchemy and all that. Beneath it are several houses which are
sacked within the order with different styles of magic but similar hierarchical structures. One of them was house tremir until 1022. Upon realizing that consensus was starting to choke out their methods of sustaining immortality. One of their oldest members, Goratrix presented vampirism as an avenue investigation into discovering a new method of keeping their immortality. Goratrix along with seven others including the arch mage Tremier himself enacted a ritual to take that immortality while remaining mages. This failed and they would simply become sireless vampires without true magic. The leadership would go on to beef with Zumitzi, turn most
of their own house into vampires, get dunked on by other vampires for being outsider newbies, and in 1133 Shamir diablarized Salot to turn their bloodline into a proper clan. Despite the secrecy of the whole vampire thing, in 1199 the order of Hermes got word from defectors about the corrupted house. And in 1202, House Tremier was banned from the order. Neither vampires were hunted by hermeticists in the first Masasa war. From there, the two factions largely went their own ways, though no cordial relationship is going to open up between hermeticist and a tremier vampire that's sanctioned
by superiors of either group. Orpheus was a game line that would follow up and conclude the metaplot for race oblivion which was among the more unpopular world of darkness games and taking place roughly parallel to the events of the ends of empire book. Instead of only ghosts, players can assume the roles of various projectionists that like the Orpheus and Mist are capable of navigating the underworld while retaining their mortal self in the common world who are also under the sun of the titular Orpheus group, a company that has uncovered these methods of projection to investigate
the underworld. The method of navigating the underworld is known as the Lament with two mortal projectionist options and two ghost options with a further eight different ability options known as shades. The game was released with some limited run of books, each moving the plot forward with the exception of the core rule book. These books were released from September of 2003 to March of 2004, which would make way for Chronicles of Darkness original release as the new World of Darkness later in the same year. While it was a bit of an odd chapter in the classic
World of Darkness along with games like Hunter and Demon, the legacy of Orpheus and the titular Orpheus group persists this day. In 2018, Race Oblivion 20th anniversary edition would feature a section playing Orpheus in its updated rules with a less linear meta plot. In 2023, Hunter the Reckoning Fifth Edition would introduce Orpheus as an org that can complicate things for a cell. Kindred the Embrace was a short-lived TV show aired on Fox in 1996 for only seven episodes. co-created by Mark Rain Hagen, creator of Vampire the Masquerade, and John Leley, who would later go on
to be a writer for the Spawn TV series. Based on Vampires Masquerade and set in San Francisco, it follows a mortal police detective who uncovers the reality of the local vampire court, his complicated relationship with its prince, and the political conflicts the court gets caught up in. General opinion is that it's not very good. Beast of Primordial is one of the stranger Chronicles of Darkness games released since 2016. Players assume the roles of the begotten nightmares made Manifest inhabiting mortal shells that sustain themselves by terrifying actual mortals. Culturally, the begotten do this to teach mortals
lessons which will likely be based on whatever the begotten is a nightmare of. Depths, darkness, despair, ugly ass [ __ ] whatever. The begotten don't choose their family, which is the nightmare they embody. Speaking of family and mothers, beasts believe in the dark mother as a distant ancestor for all monsters, including the ones from other games. And the core book frames them as though they are in generally understanding terms. While the begotten can fight each other plenty, including a few drastic evolutions of the begotten that can prove aggressive and out of control, the main antagonist
for this game is heroes, which are fundamental foils to beasts. They would make sense of the lessons and defeat beasts that went out of control with their supernatural abilities, including the power to impose vulnerabilities. To work as antagonist and be the primordial, they're generally insane, and the ones that aren't are just kind of glossed over. Seriously, in a section about heroes and integrity, it just says to use hunters if you want to use an actually noble hero. Otherwise, heroes are all self- serving and/or delusional. due to edits made for various reasons I'll get into. Several
statements in the book actively contradict one another. Anyways, while I think the begotten make for a genuinely very cool monsters, dare I say they remind me a little bit of the saw lane, but if they were a little cooler. The core book is often a very bizarre read. It is like playing the sawing from a change in the dreaming, but if the authors genuinely believed There was something noble about what they do and talking about them like they're actual minorities. And on a different and probably related note is that the developer, editor, and contributing writer
for the core book, Matthew McFarley, was accused of molesting a teen girl and was fired from Onyx Pass. General consensus is that much of the language in this book that came off as the thoughts of a predator were probably exactly that. The ascension war is the main conflict of mage the ascension as the struggle between mages not only to supplant their paradigm above all others but to reshape consensus entirely. The council of nine mystic traditions want to bring back magic. The technocratic union are trying to annihilate it from consensus for humanity safety and then a
fondi seek to drag reality down to absolute dissension. While in the world of darkness, vampires are human- shaped predators hunting and ruling from the shadows at night. And werewolves are fearsome advastic warriors aligning themselves with the natural world. Mages are not quite the spell-casting wise old wizards one might think of when they hear of a mage. This entry refers to how mages at the simplest are reality warpers. They take reality and twist it to do their stuff. This archetype of wizard is actually split between the order of Hermes and sorcerers who don't quite have their
own game line. Over the years, vampires and mascarade has spoken of many famous people secretly being vampires. Figures such as Helen of Troy, Oscar Wild, and Alistister Crowley are all vampires. And the list goes longer than that, but I don't want to get super bogged down by this entry. Among The mage and incarna is the surfuge, lord of stagnation, apathy and plagues. Nerble basically, but all majun incarna were humans once. And in the second edition book of the worm, the current surfuge is said to have been the chief surgeon in Nazi death camps who continued
his ghastly work in South America. With this talk of a Nazi surgeon doing gassy work that later settled in South America, this does sound an awful lot like Joseph Mangle, the most infamous practitioner of human experiments under the Nazi regime. This background isn't mentioned in the 20th anniversary edition, but it's not rebuffed either. So Jesus was a guy in the world of darkness, and the Dennisens of the setting have some opinions on them. The only group that claims him, however, is the order of Hermes, with the belief that he was a mage. Though the idea
of him being a spirit in human form is more popular, and it wouldn't be surprising if their medicists are just claiming it for mystical bragging rights. In the classic world of darkness, the toan is a term among mages referring to all of reality and both its physical and spiritual components, grouping together spaces like Earth and the umbrellas. Tied to this concept is the tapestry. Another term by mages for the magical force that keeps these things together. Those lay lines converging on quintessent blocks of the tapestry. So for the cosmic odysseies one might get into with
Magic ascension. These two concepts are a bit important to familiarize oneself with in the world of darkness. Forcers are practitioners of reality manipulation that are not awakened. By performing linear magic codified by higher elements of reality, such as the work of awakened mages, spirits, or even gods, they can alter reality through specific methods of activation and within specific limits. Two good comparisons are the differences between following a recipe and being a chef capable of experimenting with ingredients while getting good meals, or following sheep music and being able to compose original pieces. Sorcerers can be found
all across the world of darkness. The kindred have to draw their power either from the potential of their blood which includes blood sorcery and thin blood alchemy or their nature as unended beings such as obtonation, necromancy or oblivion. The guru take gifts from spirits race and master aranoi. There are several mortal groups that are more familiar with sorcery such as the econom and many more cults. Slipnot is a relatively famous American new metal band best known for the album Slipnot Iowa and All Hope Is Gone. I think they're all right. But before their fame, they
had a demo album with a different vocalist from the current one called Mate, Feed, Kill, Repeat. Released in 1996, several songs have clear references to Werewolf the Apocalypse and Vampires Masquerade to a slightly lesser extent. Concepts such as the tri ga and pentik among several others are just name dropped in lyrics. The vocalist of the time Anders Kfanany and percussionist Sean Kran who remains a member of the band to this day had a mutual interest in worlds apocalypse which was put into the lyrics. Demilane is one of those digital resources for TRPGs to have character
sheets, group finders, books and more all on one platform. Its range of supported games is a little limited at the time, but titles include Pathfinder, The Alien RPG, Dagger Heart, and Cyberpunk Red. For the World of Darkness, it supports the fifth editions of Vampire the Masquerade and Hunter Reckoning. In 2006, White Wolf merged with CrowdControl Productions, best known for the MMORPG Eve Online, and they started production on the MMORPG for The World of Darkness. This project was revealed in 2010 for release sometime in 2012. But in 2011, CCP laid off 120 employees to focus on
Eve Online. This event repeated itself a few times with the site of occasionally swapping developers between projects until 2013, CCP canled their World of Darkness game. With Paradox Interactive acquiring White Wolf and its intellectual properties in 2015, whatever was left with the project fell in their arms for use in future projects. As for what we know about the game itself, it would have players taking the roles of Kindred from one of seven clans who would dabble among fellow Kindred players socially or battle with them in designated areas. Maps would be based on real cities which
would be split into these social and combat zones, while players would get to develop alliances and territories themselves. Other characters from the World of Darkness, such as werewolves, mages, and hunters, would not be available at launch in favor of NPC Appearances, though featuring them as player options was mentioned as postlaunch possibilities. Vampires and Masquerade Rivals is the card game closest to Paradox's fifth edition, World of Darkness. I'll get to Eternal Struggle in a minute. It gives players command over coderies and pits them against one another to see who comes out on top. It was originally
released in 2021 with vampires from four clans and expansions that have added additional clans while bringing in the hunters and guru from the other fifth edition game lines as playable options. I'm not a card games guy, so I can't make any quality to assessment, but general opinion puts it between mediocre and decent. Flyios Games is a board game design and publishing studio that has released two board games with role playing elements for the World of Darkness. Vampire the masquerade chapters and world the apocalyps retaliation both released in 2024 through crowdfunding campaigns on Kickstarter. Stretch goals
add additional playable clans and tribes new miniatures, quests and peripherals and so on. Chapters is a storyheavy board game where a coder is tasked with investigating rumors of Sabot priest in the midst of camera conspiracies. Retaliation as a dungeon crawler where a pack must recover from a fammor assault and seize their vengeance against the monstrous culprits. I'm also not a board games guy, so I can't make any qualitative assessment, but general opinion is that these games are all right and they were massively successful on Kickstarter. There's also a lot of beautiful miniatures and artwork for
these games that storytellers may be interested in using as supplemental material for the Chronicles. Are the 15 quaries of the fifth edition Hunter Reckoning core book not enough for you? Do you want more [ __ ] to hunt? Do you want to tie in elements from other games? Do you want to get a little weird in a way that kind of makes you realize how little you know and cliche a gun just a little tighter? Give no quarter to the targets of the hunt. A fan-made source book for fifth edition Hunter of the Reckoning featuring
13 Cory's, 10 minor cory suited for one shots or as obstacles while hunting, six storyteller character templates, and nine animal templates. Encounter classic horror such as blackeyed children and a chupacabra. Go guns blazing against a red cap mercenary or [ __ ] around with Fino the devil clown. I wouldn't advise it, but it could prove enlightening. Bring down an marauding black spiral dancer. Deal with duplicitus wishing well. Fight Slender Man. And most importantly, have fun while hunting with targets of the hunt. Available in Drivey RPG and Storytellers Vault for 350 USD. Meet Sam, the ultimate
badass. Gau kinfolk, head magician, skin dancer, supernatural terrorist. From his humble beginnings as a werewolf wannabe in the Velcinberg Foundation, he rises in power and guile to become the most dangerous mortal on the planet. Samuel Haye is a bonkers ass edge lord character initially introduced in the Vulcanberg Foundation Chronicle book for Werewolf with the Apocalypse first edition. He was initially a kin folk who envied the powers of the guru that passed over him. In search of workarounds, he killed a tremir and poked around his archives, finding the ritual of sacred reapers. To fulfill it, he
killed a guru and stripped the mother pel to become the first skin dancer, a Werewolf, but not a guru. As an antagonist in the Vulenberg Foundation book, he's made more dangerous by his skills as a hunter guru and his indulgence in Vite to further enhance his abilities. He later appears briefly in the storytellers handbook to Sabot and gets a greater appearance in Rage Across the Amazon. So with the aid of Robert Alred, a Pentax executive, he's arrived in the Amazon rainforest and stole an artifact called the concisador sword from one of the guru, which allows
him to steal the powers of his slain foes. At the cost of the concisador sword, he kills a local dream speaker to get some mage power. And in the book of chantries, he slaughters a verbana chantry with help some black splancers. I should really mention that his antics have gone and weren't tainted. And here he discovers a new relic, the staff of the world tree, to further his pseudo mage powers. He later makes another brief appearance in New Orleans by Night and in a short story part of a larger anthology. But he made his last
living appearance in Chaos Factor, a story book meant to kill Samuel once and for all in his quest to steal the power of Musula. In the story, he's either killed by the Methusela or a paradox explosion as he pushes the staff of the world tree to its limits. Afterwards, he did find himself in the underworld and was promptly turned into a soul forged ashtray by the Grim Legion, now resting on some lowly administrative desk for eternity. The legend of this ashtray was swirled around in the future mentions of the Skinner. But the legacy of the
skin dancers persists through books such as the outcast book for vampire, werewolf, and mage. All about the outcast elements of the groups, including skin dancers And skinners, a story book for Werewolf: The Apocalypse 20th anniversary edition, where one of his followers not only continues to follow in his footsteps and amass more followers, but works with a spirit that seemingly replaces his memories with those of the infamous skin dancer. For better or for worse, in fifth edition world the apocalypse, the stolen moons are the modern incarnation of the skin dancers and specifically in the worm tide
source book, it is heavily implied that the hate we all know and have opinions on is still out there with the lore sheer being a survivor of the Skinner who perfectly replicates the abilities of those he skins and has had alleged encounters with other supernatural creatures that he has also stolen powers from. Given the rather loaded topic, I don't mind that it's left open to bring back the classic Samuel Hate or an alternate take on the most infamous skin dancer/ stolen moon. Last thing to say about the guy is that according to Phil Bcado, who
worked on Werewolf and Rage, he was always supposed to be a joke character, but I just do not believe in him or at least not completely. my rage across the Amazon. Yes, I do think for getting intentionally a little over the top and his reign of terror was only for around two years. Also, Phil Bcado is Phil Bcado, so I'm inclined to not value his words very much. Dark Ages refers to a series of secondary game lines set between the 9th and 14th centuries for vampire, werewolf, mage, changing, and hunters hunted. These games generally aim
for periods before the extremely important events in the timelines which I'll specify really quick. In Vampire the Dark Ages, the Geommani clan don't exist yet and in their place is the Capidosian clan. The Bali haven't totally retreat into the shadows and remain a menace. The Treere are fresh off the Diablo of Salot. So most clans view them with higher and none of the effects exist in favor of separation between high clans and low clans. In dark ages mage, the council of nine mystic traditions nor the technocracy exist yet, but the major factions for mages do
present predecessors to the celestial chorus, dream speakers, sons of ether, and verbana, while the order of Hermes is at the height of its power. Paradox is less of a threat, though consensus still has its rules depending on the use of magic and location. Due to this, the factions observe their magic abilities within the disciplines of pillars rather than the domains of spheres. also take the time to mention the Sorcerers Crusade, a sequel of sorts where the nine mythic traditions now exist and battle the Order of Reason. The traditions and conventions are a little different, but
it's a more familiar battle. In Dark Ages Inquisitor, you play as blessed mortals hunting the forces of darkness. The analoges to the modern world of darkness are less clear as it takes place just before even the society of labels exist. But there are similar orders of both religious institutions and secret societies. In Dark Agees werewolf, the focus is on the European werewolf, which means the stargazers, Utenna, and Wendigo tribes are omitted. I don't actually have much to say about this one. In Dark Agees Fay, the setting exists before the shattering, which means you don't have
to exclusively play as changelings. The seely and unseely courts don't exist yet, but there are seasonal courts. The Veorians aren't in power, but the winter fay are the current menace, and while the shattering is yet to occur, it's only on the horizon, and the Thundering has become possible to ignore. General opinion is that it's actually extremely underrated. In recent times, Dark Ages Vampire would get a reboot for 20th anniversary edition, and there were talks of rebooting the Dark Ages setting for fifth edition World of Darkness. Chronicles of Darkness also had its dark era setting, though
these were far more rot, ranging from 5,000 B.CE to the 1970s. In Vampires: The Masquerade Bloodlines, the player can go around LA with help of a kindred cab driver with an utterly bizarre presence, even when compared to the other kindred you meet. It is generally believed that the taxi driver is in fact Kane for the following reasons. Firstly, he's referred to as Kane within the game files. Secondly, the dark aura that surrounds him in his final appearance with smiling Jack likely draws reference to the same observed on Kane by Lilis. Thirdly, the fear on the
Santa Monica beach makes the following prophecy. Why is he smiling? It's the father. Is Is it the father behind him? This is likely in reference to most of the endings which will show a smiling Jack with the cab driver, the father behind him. Firstly, though potentially the least reliable point is that a Mavian player character will go into a panic during their final meeting with The taxi driver. The ensuing dialogue also seems to reference the antidolovian diablarizing the second generation, though this comes through reading between the lines of it. Fifthly, in the final night's novel,
Smiling Jack references not only the events of Bloodlines, but also says that he met with Kane. The kindredy tells us to be is pretty skeptical. But if there was any pair of points to tie things together and claim that the captur was Kane, it's this. And the second point also, and perhaps most importantly, there's also this video. Now, I'm guilty of this, too. In Bloodlines, there were the cab driver's name was Kane. But to be fair, that's part Kane exists in the Bloodlines universe, and we never come right out and say it's Kane. In my
research, I have heard several claims that there was some official debunking of the theory, but I can't seem to find it. And as a 40k fan, people making [ __ ] up like this would be unsurprising. The Gehenna book gives four different possibilities for what's up with Kane. And as far as the game is concerned, there was a fifth possibility, and that's Kane being the taxi driver in LA circuit 2004. Your chronicle may be different, and considering the time of judgment probably isn't a factor. Any chronicle set in the modern day, might as well play
with the idea of Kane being a taxi driver, though, with the appropriate caution of mentioning that Kane was activating a chronicle in the first place so that it doesn't come off as unearned. In 2003, the action horror film Underworld was the subject of a lawsuit from Whitewolf and Nancy A. Collins, author of the Assange Blue novels, which Were of concern in the lawsuit due to claims of 17 counts of copyright infringement, along with claiming over 60 points of unique similarity. For those unfamiliar, Underworld is about a secret war between vampires and werewolves and the escalation
of that conflict after a mortal becomes targeted for his potential to become a hybrid between these two types of monsters. The sue against the creators was settled confidentially. And I can't speak for the Sanja Blue series because I can't read. But between me and several other World of Darkness fans at the time and in the modern day, there was probably an influence but not a lawsuit worthy one. The following is an excerpt from the fifth edition Vampires and Masquerade Camela source book published in 2018. The recurring international controversy over the persecution of homosexuals is a
clever media manipulation designed to keep the focus on Shria law away from the true inner workings of the republic. While homosexuals are indeed held in detention facilities for days and humiliated, starved, tortured, and eventually fed upon and killed. This is not the point. The point is to distract from the truth of what Chetchnney has become. That said, even among the kindred, any kind of homosexual behavior is punished harshly. Chachchna is a Republic of Russia and through its independent authority, his government works around Russia's laws regarding homosexuality to persecute queer people with extreme prejudice. In 2017,
this systemic violence made headlines after reports of concentration camps being used for the purposes of conversion therapy supplemented by kidnapping and torture. In spite of international condemnation and sanctions, the persecution persists to this day. In what was perhaps an attempt to exemplify how monstrous a kindred can be at the expense of real people while ignoring the real motivations of this Violence, the Camela source book had a section about the independent vampire state of Abre and the excerpt I read is from the perspective of a vampire researching this dangerous territory. There was also discussion of Ramsan
Kariov, the head of the Cheshan Republic, who is portrayed as a thin blood puppet of the Abre. The controversy resulted in an apology from White Wolf, followed by firing a few of the heads of development and absorbing the studio at the Paradox Interactive with the passage I read being axe from future PDF copies. This isn't unprecedented for the world of darkness as there were plenty of pre20th anniversary edition books that pinned responsibility of real historical events on fictional things such as vampires. But there was a change in direction for these matters after the Toronto houses
of Europe, a book I'll get to another time. Supernatural forces such as vampires and baines are by and large vultures feasting upon benal human folly. There have been claims including by Martin Ericson who was the lead storyteller at the time. what that position entails is anyone's guess that the controversy shine light on the persecution for those unfamiliar with the situation. But I find this extremely hard to believe with the relative obscurity vampire the masquerade has in the modern day. True faith is a rare power among mortals and a few supernaturals to exert their will and
devotion with such power to have tangible effects in the real world. or at least this is the most common explanation given that there is no explanation of its origin. It is bound to no single face and though some mages Believe that it comes from an external source, it is often described as a wholly internal power of the will. I suppose it's not unlike the powers of a mage, the label such as sorcery and true magic don't quite apply with true face. It just kind of happens and develops with the face of one with this power.
Those with true faith can repel monsters occasionally with religious symbols, resist powers of mental manipulation, inflict agonizing guilt, cut off unnatural powers, and far more. It really depends on the powers at work, the faith applied, and how much of that faith the bearer has. There is also CRG, which is a bit more like hedge magic and animism, and it's a bit more diverse in capabilities, but it is often rooted in Jewish mysticism and angelology. There are elements of spiritual enlightenment, rituals, and communion with the divine. Whether seer just gets their powers from real angels, spirits
claiming to be angels, or if this is just a discipline form of true faith is unclear, which is why it's met with a lot of skepticism among institutions familiar with it, such as the society of St. Leopold. It's been a long while since Yuri has been mentioned, but there is an edge in Hunter the Reckoning fifth edition for hunters that are getting some kind of guidance and benefits that might be from some external presence, which is kind of spooky, but leaves room for those with mysterious patrons. Now, I'm pretty sure the nature of True Face
is left vague on purpose, partially due to the can of worms unleash depending on whether or not you run with the nod lore that comes with vampires. If so, maybe some god or divine spirit is bestowing a power which works with any premise of immortal suddenly getting their power of faith in a time of peril. If not, there's always the agnostic approach of the power coming from within. But this would mean the bearer would have always been faithful. It's not really this clearcut, but storytellers might want to answer some questions for themselves before a true
face shows up in a chronicle or just don't think about it too hard. In Mage the Ascension, the tense sphere is a hypothetical magic sphere above all the others and according to those who believe in it, the domain of ascension, requiring a great deal of enlightenment with the other nice spheres to even remotely grasp. Given the diversity of paradigms, there are different interpretations of what the tense sphere is. And as I'm not the best at grasping the more esoteric elements of mage, I won't go into this at risk of making a fool of myself. How
much of some of the prevailing ones such as the fear of unity believed by some of the council, the grand unification theory by the technocracy and the absolute of the defandi that will harness the abyssal force before things like entropy even existed. The time of judgment book for maj ascension introduced telos as the tense fear over judgment which is thematically appropriate but probably not a fitting answer for most chronicles. The flexibility of the tense fear is intentional for the same reason there's no hard mechanics for achieving ascension. Ever since Chronicle of Darkness debuted as the
New World of Darkness back in 2004, the God Machine Chronicle was the default setting for the game, which later got a dedicated source book in the God Machine Chronicle released in 2013 and a dedicated game line with Demons of Sent released in 2014. The God machine itself is an Eldrich entity looming over the world, executing its agenda through angel servtors and infrastructure to cement its influence. Its origins, nature, and motivations are left to the storyteller to figure out, though not without direction, of course, as when it was introduced, uncovering the mystery as a bunch of
lowly mortals was the entire appeal. The one thing that is kind of fundamental is that while it's not malicious, it has no ethics and can negatively interfere with mortals, which is why the players step in to do something. Given that lowly mortals can also seriously wreck some of the god machines projects, it's not a being of absolute power, just an overwhelming amount, and most forces intertwined with the supernatural rarely interact with the god machine. For example, there was a hunter conspiracy created through the interference of the god machine. There's also the hedge, which exists entirely
without influence. And there are other little overlaps. Unless you're playing demon ascent, you can ignore the god machine in your chronicle without missing anything important. In changeling the lost, the nature of the true fay is left extremely ambiguous. And one of the unclear matters is how they reproduce, if at all. It is clear that they can't reproduce through copulating with one another or with mortals. But we do have something to go off in as introduced in the Equinox Road Source book which is all about climax and endgame material. A system is introduced for change links
that reach weird 10 while having zero clarity. So maximum attunement to the powers of the fay and no grip on reality As they will be single-mindedly drawn to Arcadia. Once they get there, they'll become one of the true fay and that's what this entry is referring to. This raises a chicken and egg question as to where the first true fay came from. But the gentry are nothing if not enigmatic. So I wouldn't be surprised if this isn't the only way they reproduce. Mummy was a game line for the classic World of Darkness introduced in 1992
where players assume the roles of immortal mummies from ancient Egypt fighting a war against the forces of the all-consuming evil Apovus. Its plot is based on Egyptian mythology while intersecting with vampire the masquerade and worlds the apocalypse. It got a second edition which brought in some elements for race to oblivion and a third edition 2001 with mummies resurrection which incorporated some aspects of the ongoing setup to kill the world of darkness most importantly with the sixth grade mastrom threatening the old mummies. The spell of life that granted them their powers of immortality got an upgrade
but it required them to work with the souls of modern mortals which is how we get the Aventi the newest protagonist for resurrection. This book would also introduce the Wuian of China and the Capakochi of South America, which would also be introduced as other groups of active mummies. This game line does stand out not just because it hinges a lot on knowing the other game lines to make sense, but it existed a little bit under the radar compared to the other games. It was originally released as supplement for vampire. Didn't get a dark ages book
and resurrection caves towards the end of the setting along with hunter the reckoning and demon the fallen which was an odd time for the whole setting. Worst of all is that you don't actually play as the bandage rap mies you see in Spirit Halloween but you can still curse people and [ __ ] so I guess that's fine. Prior to whitewolf publishing there was the whitewolf magazine a self-published gaming magazine that was started in 1986. In 1990, it would merge with the publishing company Lion Rampant, which was in part founded by Mark Reinhagen, who would
create Vampire the Masquerade in 1991. This magazine would go on to be a place to promote the World Darkness books, though not solely, as many independent role playing games would be promoted as well. This magazine would be discontinued in 1995 with its 57th issue. Among the playable character types across both the World Darkness and Chronicles of Darkness, many will tell you that given enough preparation, mages can do just about anything which makes them the strongest. Certain arcana and spheres will make sure that a mage is never caught off guard and can get them wherever they
need once they're put in danger, including just pulling them out of danger. Paradox does limit what a mage can do, but this can eventually be negated for increasing a mage's power and is nowhere near the threat of other beings such as sunlight, silver, or cold iron, which can be pretty easily exploited. Even with only three spheres or a fifth dot in an arcum, mages are extremely powerful or can at least consistently get themselves out of trouble from non- mages. And that's the greatest catch to the power of mages. They'll most often have conflict with other
mages and they still need to figure out the strange worlds around them. A mage that doesn't know what a nefondi is will be in for a hell of a time once they encounter one and the abyss is as fun as it sounds. In 2002, High Voltage Software released an official hacken slash video game based on Hunter Reckoning just called Hunter the Reckoning. Players would pick one of the four imbued characters to take into battle against hordes of undead monsters awakened by a rave at haunted prison, occasionally encountering other creatures of night, such as vampires and
werewolves. It's a little light on elements such as the messengers, but edges are present as special abilities with each playable character coming from a different creed. It was received positively and would receive two sequels, Wayward and Redeemer, which were both released in 2003. Now, this is definitely a weird one, but I guess there's two things I can talk about here. Firstly is that labyrinths of liinal spaces inhabited by serial monsters absolutely have a place in the world darkness as well as chronicle darkness. There's a null zone from beyond the barriers book of worlds for mage
ascension and the empty room from the mysterious places book for chronicle darkness. Both of which are similar, but they obviously have their differences from the back rooms mainly because they existed before them. You can also run with the Enigma, such as the non-existent 13th's floors, which is a very Chronicles of Darkness kind of plot hook. Other interpretations from the community also mention the idea of using as a basis for a paradox realm or a location in the near dreaming, which I think is fitting, but specifically regarding the idea of humans turning the Yumbra into the
back rooms. This is here as an off-hand comment when this iceberg was being created. Regardless, I guess there's four ways I listed if you want to feature something like or identical to the back rooms in your chronicles. Hint marks with HIT being an acronym for hyper intelligence technologies followed by mark to designate the model while mage 20th anniversary edition issued the Formal name of hyper intelligent tactical unit though everyone still calls them hit marks are a series of artificial soldiers used by the technocracy. They originate from early automata with constructed as far back as 1523
being red truck to be classified as the hit mark 1. The order of reasons hit marks would often resemble classic automato rather than steel and in 1984 iteration X and the preenders collaborated with a hit mark 5 which resembled Terminator style cyborgs because this whole thing is just a Terminator reference. It makes for a good infiltrator, but as magical creations, enough damage and the robotic construction is exposed, which isn't good for tetoxy teranorming. And older models were particularly susceptible to paradox. The only problem when trying to damage them is that they're extremely good as killing
machines, with mini guns being part of the standard arsenal, and later models made use of nanotech or even bigger guns. Truth be told, hit marks freak out technocrats almost as much as they freak out mystic mages. Though that's probably the appropriate emotional response. Before digging into this one, I'll mention that I'm not talking about the biblical King David. I'm talking about the city high king David of Housewidian from Changeling the Dreaming. He once ruled over the high kingdom of Concordia, wielded the treasure sword of Caliburn, which may or may not be Excalibur, and was very
wellliked among his people, with some calling him the commoner's king. In 1998, he would marry his fellow Cassain Fairless, and during a tour so that his people could meet his wife. He would inexplicably vanish as detailed in the Kingdom of Willows book. The subsequent chaos and fingerpointing destroyed the reigning institutions over Concordia. And while the time of judgment book ushers in the endless winter not long afterwards, the 20th anniversary book for a changing of dreaming would bring back King David having been found by the issue safe under circumstances he wished to keep a secret and
return him to Concordia. Unfortunately, the high king the cassain of Concordia once knew was no more and he left the throne to someone else. So the circumstances of his disappearance were left open 20th anniversary edition. Though before that he was poisoned and set into a delusional state which would also leave him unfit to rule. This is still a possibility just not the only one. In the first edition version of the book of madness for mage the ascension one Mr. Nicholas is featured as a marauder of the butcher tree regulars which is just a group of
marauders. Mr. Nicholas's madness manifests to the belief that the world is not just a good and happy place but the best possible world. He's described as a jolly plump old man with a white beard and a familiarity with driving a sleigh. So is the Santa Claus? Not necessarily, but he's pretty damn close and intentionally so with the name and the attitude. In my research, I couldn't find a house sess. But I did find a house Shaa and it sounds very similar to what the person who suggested this topic was talking about. House Sha existed long
before the order of Hermes with its roots in ancient Egypt. In fact, many were priests of the Egyptian goddess Isis, which is also why it's predominantly the female house, but they joined the order of Hermes in 1412. It places a great Value on linguistics for their magic and they have a reputation as archavists. They were also pretty obscure in spite of their importance and briefly left the order for me in 1982, but were brought back in because of that underappreciated importance. Before the technocratic union, there was the order of reason. Some hermeticists were sick of
the word of Hermes and their apathy towards the matter of sleepers. So they went rogue and became the craftmasons, rallying the physical over the mystical in their magic. In 1325, after killing a powerful hermeticist, they rallied several like-minded factions for the convention of the white tower, where the order of reason was formerly established. The order of reason was a bit more diverse than the technocratic union with groups such as the distinctly pious coal pure thought. While the predecessor to the void engineers, the celestial masters and the void seekers were two different groups. They also used
to call their members datalins a title stemming from the mythical Greek figure datalus who made the labyrinth and ship. As mentioned before, they would be the technocracy from Maine to source crusade and would transform this to the technocratic union in 1851 with the Albertan Reformation under the real life Prince Albert. Speaking of the Order of Reason, the Resplant Maxim were the masters of this faction. The Maxi were made up of 14 individuals from the different conventions and they generally kept to themselves with a hands-off approach for leadership, only stepping in when necessary. Whatever happened to
the maxim after the order of reason became the technocratic union isn't specified prior to time of judgment ascension. But that but brings us the idea that the Maxim merged into one singular inhuman entity in the form of control. But control has always been such an enigmatic entity that other interpretations have worked just fine. Speaking of control, the top administration for the technocratic union is given a name but less mysterious to both technocrats and storytellers. There is the legend of highranking members from the later years of the Order of Reason who went into distant pocket dimensions
and have been conducting their operations from there ever since. And that's what control is. But it's been centuries since this event happened. What remains of them nowadays is unclear. And it's entirely possible that the leadership in one way or another has become something utterly unrecognizable or even just unhuman. Out of touch is an understatement and the technocrats beneath control don't have much reverence for them, but they won't say that out loud nor question any orders that supposedly come from control. Matt Stormcrow is a relatively well-known influencer within the online World of Darkness community. He does
YouTube videos, Twitch streams, professional storytelling on start playing games, love events, and developed a pair of games available on drive-through RPG. Chicago by Night was the first source book for Vampire the Masquerade released in 1991. It featured a timeline of events in the city, notable figures and landmarks and several encounters of storyteller can fit into their chronicle. In 1993, this book would be updated for a second edition and fitted into a crossover with the Apocalypse's own Chicago ccentric source book under a blood red moon. These books would lay the groundwork for several more city Books
such as Milwaukee by Night, Berlin by Night, New Orleans by Night, Los Angeles by Night, and so on with setting books for other game lines such as Rage Across Books for World Apocalypse. For fifth edition Vampire the Masquerade, Chicago by Night would get an update under Onyx Path Publishing supplemented by two other books, The Chicago Folios and Let the Street Runs Red. The book would also add details in the Camela Lombra introduced in fifth edition vampire along with lore sheets. It's actually commonly referred to as one of the best fifth edition vampires the masquerade source
books. While Vampire Victorian age existed during the classic World of Darkness, Victorian age mage is actually an invention of 20th anniversary edition and released in 2023. Naturally set in the 19th century, the Order of Reason is yet to spread its consensus, but the Council of Nine Mystic Traditions is a tradition short and in disarray unprepared for the coming struggle. The Victorian age carries the implication of a European focus, but the rest of the world is no less important as these areas are untouched by the Order of Reason, for now at least. Systems are presented for
how magic works differently in this era and gives plenty of information on the settings, people, and tools of Victorian age. Set roughly in the same time period as the Victorian age games, Werewolves of Wild West is a rule book released in 1997 for playing Guru in the American frontier. With no Garu nation, conflict between tribes is worse than usual, especially with the tribes that already consider the Americas her home. That being the Utenna and Wendigo. In spite of the fighting between Guru, an ancient and powerful Bane known as the storm meter looms large over the
frontier, Sending forth its bond to terrorize the world. Additionally, the enlightened society of the weeping moon is a powerful secret society active in the frontier that is unknowingly in service to the worm, a kind of protoentex for a world where that doesn't exist yet. An update to this book, the werewolf 20th anniversary Wild West expansion pack was released in 2014 and as the name suggests, it's a lot smaller. The legacy of the game persistent fifth edition werewolf as legendary rights invoke the battles between the guru and the storm eater while the enlightened society's weeping moon
is reborn by descendants of the original members. To wrap up the classic world of darkness, the time of judgment books were published between August of 2003 and March of 2004. Before kicking up properly, 2003's books would set up the coming disaster with Lair of the Hidden, a vampires masquerade source book on the Enkanu, a secret sect that seems to reserve kindred Kind in the face of Gehenna while keeping a lookout for signs of the long prophesized event. The Red Sign, a source book for Vampire the Masquerade and Mage the Ascension about the conspiracies and drama
surrounding a process that turns Kindred into kind, the so-called ritual of the red sign. Demon Day of the Fire, a source book for Demon the Fallen. It is best compared to The Book of Nod, with most of the book giving both history of the fallen and prophecies for future events, supposedly written by Lucifer himself, but now translated and released by academics. It ends with reports from an SAD agent who investigates a book after someone sends a message to him with lines from the book arranged in a way to spell out his name. 2004's books would
sing the axe for the classic world darkness game lines with time of judgment gehenna a source book for vampires of masquerade with four scenarios for ending vampires Metaplot scenarios range from god unleashing a fog to wipe out all kindred with a single church being the refuge for the last vampires deemed worthy of redemption and after 40 nights confined to his church those kindred will become mortal again to a battle between vampires and what's left of this meaty antidolivian in the middle of New York City the resulting battle destroys the masquerade while the player code tries
to stop Khenna in the midst of the resulting chaos. Time of Judgment Apocalypse, a source book for Royals the Apocalypse with four scenarios for ending werewolf metaplot. Scenarios range from the weaver ascending and unleashing its power upon the guru in hopes of merging the physical world and the umbra to the worm bringing down a tainted meteorite that wipes out nearly all life on Earth for a final battle on a dying world. Time of Judgment Ascension, a source book for Mage ascension with five scenarios for ending Mage's metapot. Scenarios range from the Nefandi going all out
to bring their Armageddon for a hopeless steam rule against the Delorean to a slow death of all magic at the hands of extradimensional aliens harvesting all the avatars. World of Darkness: Time of Judgment is a source book for Kindred of the East, Changeling the Dreaming, Bummy the Resurrection, Hunter the Reckoning, and Demon of Fallen to end their metaplots. Changeling gets four scenarios ranging from the dreaming itself threatening to wither away under the weight to benality to an exodus for all fake kind back into the dreaming. Demon gets three scenarios ranging from mass onslaught unleashed by
the earthbounds threatening to destroy the world unless stopped to Lucifer Launching a crusade on all demons with the help of a mortal army. Hunter gets three scenarios ranging from an allout war between desperate monsters and humans that collapse the society to the imbued receiving the ability to restore once mortal monsters back into their natural forms. Kindred of the East gets four scenarios ranging from a shadow war between Quan and Kindred to [Music] look. Kindred of the East doesn't come out much in the Typesbury, which is good because I don't know [ __ ] about this
game. I've got Lochi and [ __ ] I'm sorry. Mummy gets four scenarios ranging from a powerful race becoming the champion for Apopus who tries to destroy the shroud and unleash the archy's power upon the mortal world to a sector of the teal Mali detonating an arcane explosion in the middle of Sa Paulo that also threatens to destroy the shroud. Minds Eye seeder would get a book for depicting the time of judgment in the LAR setting while vampire werewolf and mage would get novels based around their time of judgment books with gehenna the final night
the last battle and judgment day for those settings respectively. In Mage of the Ascension, Witter Slates are humans born with the inverted avatars harbored by the Nfandi, but released on the damned mage's death to inhabit someone else via reincarnation. This person is the Witter Slate. This is why Nephandis is supposed to have its soul destroyed in the process of defeating them without a great deal of intervention. Witters are at best cal sociopaths, but more often the worst humanity has to offer even before their Awakening. The range between those two points can be pretty broad. Like
who knows what a winter sling descending from a dead kalashia is supposed to be like. Once they do awaken, they are essentially pre-cooked. No call needed and are naturally more adept with kosic magic. Tradition mages do pick up the occasional wither sling to steer them on the right path and as awak individuals, they are still powerful. Players can play as a witter sling through the taint of corruption flaw in the book of secrets. though role playing advice for having an inverted avatar isn't specified and this flaw can represent other conditions beyond being a witter slanted.
Norfolk wizard game is an actual play for Miy Ascension 20th anniversary edition featuring Speaker D as a storyteller and Hokei Crow Erno Our Roshi and Frederick Nutson as players. The premise is currently unclear as we really only have four newly awakened mages under a scrunia of various groups ranging from the technography to his emits vampire who have been rounded up by Marvolo of her medicines who hopes to induct them into the nine mystery traditions. It is set in the same world as Hunter the parenting though meaningful connections are yet to be revealed. It started in
September of 2023 and only seven parts have been released so far, four of which are player awakenings with the last episode released in July of 2025. I'm inclined to say it's more promising than good because there's not much to say about the story, but it's undoubtedly enjoyable and everyone here is doing an incredible job. I talked a bit about kposic spheres earlier and that they maim and dilate reality to make way for their magic such as how the kosic correspondence sphere Can be used to rip a hole between two points rather than just creating one.
Everything gets a little entropic flare and I mentioned that it is merely unapproached magic which means non-defontic mages can learn it though the nefondi can't not use them. Additionally, paradox hits users of cliposic magic harder than usual, which is part of why all the nefandi are at least insidious. The word itself, clipos, is taken from Jewish mysticism, where it refers to shells or husk representative of evil forces. In mage, this definition isn't too far off here, as clip boss, refers to incomplete, perhaps past versions of the universe, rotting and inhabited by viable alien forces. Within
the Kipos are 10 realms, each referred to as a Kipa. And the Nandi have for some reason modeled their understanding based on the Cabala from Jewish mysticism. Take that as you will, but it's similar to how some mages associate the spheres with planets. Curse is a TTRPG from Onyx Path Publishing where players assume the roles of various monsters ranging from vampires to demons brought into a world of intrigue and terror where they are far from the strangest things that go bump in the night. In 2024, the game was put on Kickstarter for crowdfunding, and it
is being developed by a lot of people who were originally working on Chronicle of Darkness and 20th anniversary edition. With the premise in mind, this actually means it's all through games, if you know what I mean. With one book, you'll have plenty of information for playing a character from any of the lineages, primary monster type such as a vampire and family, secondary monster type such as high status vampire. And with that one book, a group can hail from all sorts of lineages and families. This game takes a lot of influence from modern urban legends as
well. Limitinal spaces, creep pastas, and all that. While players have to survive, investigate or repel these problems. Cursorn is yet to be fully released, and at the time of recording, a limited edition is available for purchase, and the full version is available for pre-order. Vampire: The Eternal Struggle is a trading card game based on Vampire the Masquerade. Originally released in 1994 by Wizards of the Coast under the name Jiad with a whiteness. Wizards dropped in 1996. White picked it back up in 2000, dropped in 2010, picked it back up briefly for a limited release in
2017, and a fan coalition formed Black Chance reproductions in 2018 to continue publishing it with a fifth edition release in 2020. Anyways, players take the role of Missulus scheming against one another through their minion proxies, which is what most of the cards represent. Other cards can represent locations, items, actions, and so on. No need to repeat what I said about rivals, but the general opinion is a bit more favorable for this one, and it's actually a little venerable among trading card games. Is the lack of bloodlines and fifth edition vampires masquerade buming you out? Do
you really want to lean into the reputation of your clan and explore their themes, not just through your character, but through your chronicle? Are you yearning for those classic clan books? And do you mind some tasteful references? Behold the gray gecko clan books for fifth edition vampire the masquerade. There are currently three clan books for the bestial gangril peaceful toridor and even the diabolical Bali with a loambra clan book in the works as well. Build new discipline powers and execute new rituals. Explore new bloodlines such as the noble gangrell within the regal knights of Avalon
or the inveralist mitzi or the flesh of shernob. Visit a very legitimate oult bookstore or get to the bottom of some very serious accusations in a kindred run black market. It's all backed up by finely detailed lore and various tools for players and storytellers alike. Get wild, twisted, and adventurous with the great Gecko clan books available on drive-through RPG and storytellers vault. The Groo clan book cost $6.99 and the other two cost $9.99 with free limited versions available for all three clan books. I must disclose that I am followed by the Great Gecko games account
on Twitter and Blue Sky, but that's because they know it's good and so do I. Before there was the World of Darkness, there was RS Magika. Released in 1987 and designed by Mark Rainhagen along with Jonathan Tweet, who co-founded Lion Rampage with Marine Hagen, which I talked about in the White Wolf magazine section. Ars Magika is set in a slightly fantastical medieval Europe where magic and folklore is real. Players primarily assume the role of mages working for the order of Hermes which is split into 12 houses while non-magical companions are presented as a secondary option
and grog servants would later become a tertiary option. In the original editions, each Player would also control multiple characters including the companions and grogs while later additions would make role playing all these characters optional. RS Magika, in comparison to Mage ascension, has a similarly open magic system where players match an intent with a target and see if they're capable of fulfilling that intent through their art level. There are also several realms that interact with the physical, such as the realm of magic and the fairy realm. There was once the realm of reason that was anti-agic,
but it only appeared in 1992 edition of Earth Magika. This idea, among several other obvious ones, reappeared in Mage ascension. The game was moved from Lying Rampant to White Wolf to Wizard of the Coast and finally to Atlas Games, which produces the 2004 fifth edition to this day. The online opinion is that it's good, but a little loaded and slow as far as TTRPGs go, though fans acknowledge that this is by design rather than error. Exalted is a TTRPG from White Wolf, originally released in 2001. Set in a high fantasy world, though distinctly lacking in
Tolken influences in favor of anime and pulp fiction stories such as Conan the Barbarian, players assume the roles of the exalted individuals empowered by blessings from ancient gods or elemental dragons. It's crazy even compared to the classic roles of darkness with a whole system that incentivizes over-the-top actions. There are parallels between the two settings, such as an ocean of pure chaos known as the wild, the ununderworld extremely similar to the underworld depicted in race to oblivion, a hell world called Mafius, and a machine world called Autocasonia. Some exalted have similarities to character options in the
World of darkness, such as the solar exalted and the imbued. The game was originally promoted at being properly tied to the world of darkness. However, this idea was quickly trashed after it publishing, and there are no parallels between Exalted and The Chronicles of Darkness. Exalted has definitely grown into its own thing now. It got a third edition in 2016 from Onyx Path Publishing and a streamline version called Exalted Essence in 2021, which is supported to this day. Black Dog Game refers to Black Dog Games Factory, which originally appeared as a Pentax front in the first
book of the worm as a parody of White Wolf that makes evil TTRPGs. This name would later be used as a publishing label reserved for any books handling particularly mature topics. Books published under the Black Dog Games Factory label include the Giovani Chronicles, Montreal by Night, a Bali clan book for Vampire the Dark Ages, a guide for playing Fore Magic for Mage ascension, the Charal Houses of Europe for race which talks about the Holocaust effects in the Shadowlands and Creed book Wayward for the most extreme creed of the imbued. The Black Dog Label was also
used to publish Human Occupy Landfill, a game with a rule book that is entirely handwritten and based around trying to survive on a penal quality that doubles as a waste dump. Black Dog eventually fizzled out, not because of changing sensitivities, as one might assume, but because White Wolf and Onyx Past stopped assuming that their games were being played by immature audiences and that self-censoring was unnecessary. The settings also became a little less over the top. So something like Freak Legion: A Player's Guide to Famorei felt distinctly out of place, and future books didn't hesitate to
tackle mature and extremely graphic subject matter. Published in 1994, Street Fighter, the storytelling game, is a TTRPG based on the Street Fighter video games using the storytelling system. Rules are given for playing as some of the games fighters along with rules for their fighting styles. I'm not much of a fighting games guy, let alone a Street Fighter guy. But to tie this back into the World of Darkness, because this isn't the white publishing iceberg, many of the systems introduced in the Street Fighter role playing game were later brought into the World Darkness in World of
Darkness Combat, a book that introduced dynamic fighting styles. Then people say they aren't quite spirits like we know them, but they're I guess a different kind of spirit, maybe. So, we got a low umbra and the rest of the umbra. The low umbra has the ghost of humans. The middle umbra has the spirits of things such as specific animals. It's not unreasonable to classify ghosts, referring to race and specters and plasmics as a type of spirit, but they are spirits of the low umbra. When the world of darkness talks spirits, it's often referring to beings
of the umbra, implicitly excluding the low umbra. In short, all ghosts are spirits, but not all spirits are ghosts. That idea is as ridiculous in real folklore as it is in the world of darkness. Released in 1994, World of Darkness: Gypsy presented the Romani as a distinct supernatural category. Perhaps not in The same way vampires were, but more like the mummies pre- mummies of resurrection. I guess to quote from the book itself, the Romani inhabiting the world of darkness bear a resemblance to the gypsies of our world, but they are a different breed. Much of
the persecution inflicted upon them is the same as that inflicted upon the gypsies of our world. Similarly, the Romani words and general philosophy on life found within this book echo the philosophies and language of our world's gypsies. However, the gypsies described within this book have stepped through the looking glass and have been transformed in the process. Some parts of their lives have been magnified a thousandfold while others have been stripped away altogether or nearly so. Persecution in the world of darkness is perhaps a bit worse if that is possible. And the magic that forms the
framework of their lives is more than the magic of the road. It is the magic of the blood. So contrary to how some people talk about this book online, it isn't written in genuine ignorance of the existence of the Romani people, but the deliberate choice to ignore the reality of them in favor of the myth of them. They get a mystical history, quote, unusual racial powers and sheer a strangeness and get tied to existing games through the Rapnos clan and the side of striders tribe. There are even skills for swindling, drinking, and fortunetelling exclusive to
the Romani people. [Music] This book is worth a video. It preferably made by someone more familiar with the mechanics and style of the classic world darkness than I am or just someone other than myself. This book was delisted from drive-through RPG in 2022 and elements from other game lines such as Rabnos's clan and sus riders were divorced from this fantastical depiction of the Romani people. In the first edition book for hunter vigil, aus kaikodu, a hunter conspiracy gets a bit of artwork in the form of Dante from Devil May Cry 3 with a rifle and
a shirt. I don't know who did this, if they actually got punished, and if there were any legal ramifications for using this art for commercial purposes, because I mostly found online hearsay about this. All I know is that the agas kaidoru do not appear in the second edition book for Hunter the vigil. It seems that the world has quite quickly moved on from Dante Devil May Cry inexplicably appearing in Hunter the vigil. Introduced in the first edition book of the wild, the cow is a gorgon, a wild version of Morg basically that is immortal, can
instantly step sideways into the umbra and looks like a benign cow. The book provides a few legends such as a bone chasing the cow and collapsing in exhaustion in their futile pursuit. Apparently, most legends regarding the cow quote like this, and they go as far back as the 6th century BCE. To quote the book, "A cow is either the most important thing in the world or it's a joke. Nobody knows. The cow is Not telling." There is a significant mention of a cow in World: The Apocalypse: Book of Hungry Names, but in my research without
playing the game, I do not believe it is related. I won't elaborate at the risk of spoiling the game, but I also want to make sure that no one gets into the game expecting the cow I'm talking about to show up. So, one of the stranger pills to swallow with Mage's Ascension is that outer space past the asteroid belt is actually the physical manifestation of the deep umbra where paradox doesn't exist. This means that it's a pretty good space to work in for the awakened, in particular, arch mages who can no longer reside in regular
reality due to their power and the void engineers whose paradigms and missions concern this distant realm. Werewolf the Apocalypse: The Heart of Gaia was a canceled game for the PC developed by Dream Forge Entertainment and to be published by ASC Games. It was to be an action game following a Garu fresh off his first change in his battle against the Worm Servants. Typical stuff except for the fact that he's actually a descendant of the White Howlers. Less typical stuff. While initially slated to come out in 1999, ASC Games went under in 2000 and White Wolf
struggled to find another publisher. ultimately abandoning the project. A few trailers were made and a few cinematics persist which can be found on YouTube. It is likely that this game was quite far ahead in its development, but without the heart of Gaia, I guess we can try to enjoy yours blood. Scarred Lands is one of those topics that would better fit in a White Wolf and its path publishing iceberg. So, I'll go through it quickly. Scar Land is a D20based TTRPG released in 2000 from Sword and Sorcery, White Wolf's imprint for D20based games. It is
set in the post-apocalyptic fantasy world in the aftermath of a divine rebellion. And in 2017, it was picked up by Onyx Path, which updated the game's rule for 5e. So, there's one that's all like the antidus are coming to kill us, so we should do something about it. And there's another sect that's like, "Cool story, bro." That's the Sabbat and the Cameilla, but there are a lot of important differences I left out so you can understand the idea that the Sabbath are actually the good guys, quote unquote. Like the most compelling factions in fiction, they're
allowed to be right about a few important things and wrong in ways that make sense with what they're right about. The value the Camela places upon order is both why they're successful and why they can't just say that ancient vampires are a credible threat to all kindred. The Sabat Mass embraces and loss of humanity are believed to be necessary measures for the coming Gehenna war. However, they also work as an easy means to control lesser members and their loss of humanity is reflected through their edge lord behavior that is functionally meaningless compared to the poor
black spiral dancer or in a fondest. But it does establish the premacy over the kind and lesser canites which is the important other half of the Sabbath ideology. Referring to the classic iteration of the kinfolk, their supernatural elements are quite faint existing within their blood. They are not immune to the more powerful supernatural influences such as an awakening, an embrace, though not all embraces of kinfolk prove successful or going through the crystis to become a changeling. For the kinfolk, being a changeling isn't the worst thing in the world, but it carried the suspicions of being
entangled in unfamiliar supernatural affairs. I don't know why the iceberg calls it the protocols of Damian when it's actually called the precepts of Damian. Wow. Anyways, the precepts of Damian is a code followed by technocracy ever since his overhaul from the order of reason. Not much is known about the man himself, Damian, but he was an enlightened scientist that wrinkled the conventions into a unified mission guided by six precepts which was necessary for becoming the technocratic union we all know today. The precepts are one bring stasis and order to the universe. Predictability brings safety. Once
all is discovered and all is known, unity will be one. Two, convince the masses of the benevolence of science, commerce, politics, and the power of rationality. Conflict and suffering will be eliminated in our utopia. Three, preserves the gauntlet and the horizon. Chaotic individuals who open gateways with impunity threaten the stability of our world. Uncontrolled portals also allow outside forces such as Nefandi access to our world. This must never happen. Four, define the nature of the universe. Knowledge must be absolute or chaos will envelop all. The elemental forces of the universe must not be left to
the caprices of the unknown. Five, destroy reality deviants. The recklessness threatens our security and our progress toward unity. Six, shepherd the masses. Protect them from themselves and others. The Invictus is among the most powerful covenants presented in Vampire the Reququum. For masquerade enthusiasts, they can be compared to the Camerella. However, Invictus differs in being less influential in mortal culture, less centralized, and it's more exclusive. They keep the aristocratic flare and are more serious about control than the other covenants. It has been around since ancient Rome and came to power in the aftermath of Reququum's Camela's
downfall. Another unique part of this covenant is its use of blood o comparable to boons for masquerade enthusiasts. When originally introduced back in 2005 in the mage the awakening core book, Atlantis was framed as a core part of mage history, a civilization where mages were supreme and concepts such as the exarks, the celestial ladder and a few other orders were inextricably tied to this past location. This unified past not only diverged greatly from Mazens's diversity of magical paradigms in a way that alienated fans of that game from what was sold to them as a successor
to a now dead game, but it was also a lot less open-ended than expected for the Chronicles of Darkness. Something I Didn't read but sort of stood out to me is that the Atlantis myth feels like a slight retread of Pangia from Werewolf the forsaken substituting the pure tribe with the years of the throne among a few other little parallels. Later supplements would explicitly cast doubt on the narrative around Atlantis. And in 2014, an article was published on the Onyx Pass publishing website titled The Fate of Adlantis. Author Dave Brookshaw would lay out Onyx Pass's
awareness of the criticism. Additionally acknowledging the antiquated, somewhat racist roots of the occultist fascination with Atlantis, and more importantly that it's hard to take seriously for a lot of readers. Atlantis would be converted into a more ambiguous awakened city from the distant past with specifics of the city including the name varying between cultures and factions. Atlantis remains among the common names for the awakened city. Sasha Vos is a signature character in Vampire the Masquerade. A Zitzi with the prestigious rank of chief torturer within the spot. So what? Who cares? Just another [ __ ] up
androgynous emiti. That's half the clan. Well, in the Ziti clan books, Fashia at the time of going by the original name of Micah was at the convention of thorns and threw their penis at Heartstrat the Younger over a difference of opinions. According to Becca's Jihad diary, Rafael deosan is rumored to have it framed on a wall. That's kind of it. That's not even The worst thing that happened to Hard Strat at a gathering of kindred. The name given to the topic might not be entirely accurate, but I'll explain it as best I can, which can
be found in the sorcerer book from Ascension and the Ascension Time of Judgment book. The Star Council was the minor society of sorcerers all about UFOs that got their start by stealing [ __ ] from Area 51 circa in 1969. Their interest led them to meeting another sorcerer faction called the Salhun. The Saul Hun are sorcerers claiming to practice an alien arcana by manipulating something called Saul. The Saul Hun claimed to have gotten their power from the teachings of an alien called Guvon. And this is where the psychops come in. If you know what a
psychop is in folklore, that's not entirely far off. Mage ascension uses the term psychop to refer to a kind of spirit that brought avatars to mages that haven't been seen since the 15th century. In Time of Judgment: Ascension, the scenario, a whimper, not a bang, puts this whole UFO conspiracy not just to the forefront, but confirms some parts of it. Kufon is made real, but unfortunately it kind of wants to steal all the avatars which threatens all the awakened and the sol proved to be a handy horde of helpers for it. Kuon's relation with the
psychops comes from their exceptional ability to manipulate avatars though this is more of a reasonable suspicion than a hard fact. This entry was recommended by the same person who recommended the last one. Definitely a sorcerer enthusiast. Firstly, I must explain the ancient order of the Aeon rights, which is a sorcerer society that seeks the Aon rights, a series of rituals gifted to Mankind by God that were split into fragments across the cult texts and lesser rituals. Among their ranks are the secret watchers, once mortal members that ascended to become spirits that guard the fragments of
the rituals that have been discovered so far and guide less enlightened members. Oracles were mages of mist that supposedly forego the path to ascension in favor of aiding budding mages on their own journey. The parallels are clear, though I wasn't able to pick up on any hinted ties between the two. Perhaps they've been grouped together as they are superficially similar. I don't know, but that's what I've got. Race: The Great War is a setting book for race to oblivion for chronicles the midst or after World War I. The conflict set off the fourth great maelstrom.
So it's a time of exceptional terror and the battle isn't much better in the shadowlands between the dark kingdoms and the hordes of specters spawned by the great war. There's new aranoid powers, locations of interest, and rules for real warfare on air, sea, and land. Bonker stuff, but awesome. And it's viewed favorably by the few people that have managed to get a game of Race: The Great War going. Monty Cook is a relatively prolific game designer with a portfolio including Dungeons and Dragons between the years of 1997 and 2001 along with several games from his
own studio established in 2012 putting out TTRPGs such as Numanara, The Strange, and the Old Gods of Appalachia role playing game. He's a bit before my time, so I can't say I'm familiar, but he had the reputation to stick his name on something and there would be some real enthusiasm behind it. Enter Monty Cook's World of Darkness, a D20based role playing game released in 2007 set in a supernatural post-apocalyptic world. A bunch of monsters from beyond called the Aondu ripped a hole in the middle of the United States and tried to eat the world, but
they were beaten back. The effects of their attack linger through eerie phenomena and an infestation of monsters such as vampires, werewolves, demons, and mages. These monsters are loosely based on their equivalent in the Chronicles of Darkness, but they're all playable. Plus, the awakened guys with strong will basically general opinion is that it's somewhere between mediocre and awful. Picked it up for a five out of con. Kept on a coffee table as a threat whenever anyone complained about the rules. I will note that some of the most charged critiques seem upset with the lack of fidelity
to the source material, which would generally be easy to dismiss, but more importantly, I couldn't find any positive opinions on the game. Going beyond the boundaries of being a K-9 beast of rage, the changing breeds are an alternate option for playing werewolf games as shape shifters other than the Gau or Uratha. I'll first go for werewolf the Apocalypse. Apocalypse Changing Breeds were originally made available in breed books and 20th anniversary compiled them all into a single book called Changing Breeds referred to as the Farah. They were creations of Gaia meant to fulfill different purposes in
cooperation with the Guru. Unfortunately, the Guru distrusted them all and the whole war of rage thing happened which rendered many Of the Farah endangered and a few extinct. Naturally, the descendants of the Farah distrust the Guru, but they're fighting the same war, or at least they should. There's a lot of love in the community for the changing breed, so it's kind of unfortunate that fifth edition doesn't do them justice at all. Regardless, the surviving changing breeds include where hyenas, were spiders, were cats, were ravens, were bears, were foxes, were crocodiles, were snakes, were coyotes, were
rats, and were sharks. The extinct changing breeds include were bats, which were actually killed during the colonization of the Americas instead of the war rage, and were boars. Even the surviving changing breeds suffer permanent losses from the war of rage such as the wererats losing an entire opice. For Segan's changing breeds are the ferals with rules outlined in the war against the pure and worlds of darkness changing breeds. I was going to write about the feral with a bit more detail, but the the changing breeds book is genuinely difficult to read. I can't think of
a book that makes me react this way. It was a worse experience than reading Beast to Primordial because at least that book has some interesting ideas. World Darkness Heating Breed to simply put it is insufferable. You do not need to know about this and I'll get to why in a different entry. But if you remember when I gave away a bit of my animosity for Phil Brucado, this book is part of that reason. The war against the pure gives a more simple overview for non-ura shape shifters, though these are more mysterious than the ferals with
their origins left up to the storytellers. As in Nefandis, you have many choices of patrons dwelling within the Klepos or similarly horrific realms. The Kalashia, the classically and truly elders sect of Nefandi, don't always rever deities, but the ones that do often make parlay or devotees themselves to the outer lords. The general idea of these mal deities has switched up a few times over many centurions history. in the first edition book of madness and its discussion of the things the fondi can serve. It talks about things dwelling within the deepest reaches of the umbra that
the book just says that for depicting them the storytellers can look to various deities of the cthulu mythos. In revised edition they're given the name the lords of the outer dark along with the abbreviated name of the outer lords. There was a saying in the same book where in a fond the incursion into the underworld discovered that the entities they serve these outer lords were nothing more than the dreams of neverborn malfians but that's a plot hook for a storyteller consideration rather than need to know stuff for depicting the fondi and more importantly that's stupid
in the 20th anniversary book of the fallen the outer lords go back to their original ambiguity there may be as many outer lords as there are kasha and it's not easy to sell a strange elric deity by explaining it. Nor would that be relevant when the players are dealing with their Kasha followers. So, it's better to focus on the individuals. Amanda Johnson is a recurring character in Mage Ascension, a regular assassin turned magical assassin with the sanatory. She has the avatar of a Nephus, but isn't actually a witter slate because the mage that killed that
Nefandis successfully reshaped the inverted avatar before it got away. Her Adventures were written by Kathleen Ryan, a longtime contributor to the classic World of Darkness, and have been told from the first Mage Sension core book to Time of Judgment: Descension. I also hear that the intended story for Amanda is actually incomplete due to the old Time of Judgment saying to the disappointment of some as the World of Darkness explores folklore, legends, and superstitions that we might dismiss as nothing more than irrational. Psychotronics or psionics are as real here as the vampires and werewolves. They're nothing
crazy, often narrow in their capabilities and difficult to control. But with the threads lurking in the shadows, who can say no to some numina? In no setting is there a definite origin for these powers. So I'll focus on where you can read up on this numina. In the classic world of darkness, psychic can be found among the ranks of the technocratic union, the sad, leanum, and pantex's project odyssey. This one specifically has a distinctly wormish origin. Their powers are detailed in the hunter hunted books, the sorcerers books, and the project twilight book. A lot of
powers are also placed in books for different games as they become relevant. For example, you can find the classic powers of mediums in these books or in the quick and the dead, a source book for race oblivion. Kinfolk also get some psychic powers with a more animistic style appropriate to their setting in Werewolf. In Chronicles of Darkness, psychic powers are extensively detailed in the second site, a source book for mystics and psychics alike, with some parts of it being implemented in the second edition core rule book. In fifth edition world of darkness, the endowment edges
of Hunter the Reckoning are Intentionally loose enough to depict psychics and such individuals are also given as an antagonist option for vampires masquerade in the second Inquisition source book. Turns out the coalition, primarily First Light and the Ace direction, have psychic development labs and have been sending out their best to hunt blank bodies. The Desperate Alliance is an overarching mage organization introduced in the 20th anniversary edition of Mage Ascension, which is composed of all the minor mage crafts, more or less unaffiliated with the Ascension War, only held together by the technocracy oppression and dissatisfaction with
the nine traditions. It has only existed since the 1990s, and it really is as disperate as the name implies, but it's given as an underdog option with five main groups and six aligned groups, which weirdly includes orphans. However, that's for game reasons that get bludgeoned into narrative ones. It's not quite the Hakata of Mage, but that's not a bad way to understand it. I'm a bit iffy with the idea several others are as well, even if we all kind of understand why it was introduced. The book definitely frames them as more virtuous than traditions in
a very heavy-handed way, and their alliance is hard to believe, even with the circumstances the book puts them in. In Mage, the Ascension, minor spheres are aspects of one of the nine spheres that a mage can focus on. For example, fire can be a minor sphere of forces, terror can be a minor sphere of mind, healing can be a minor sphere of life, and so on. It has always been an optional system and it didn't quite catch on in 20th anniversary, but it was also very flexible for storyteller and player use. It's a bit missed.
However, There is the book of fragments on storytellers vault which has a lot of materials for minor spheres in 20th anniversary edition. In changelings of dreaming, there are 82 different kisss of changelings. For comparison, the second largest spread of supernatural subcategories is the kindred bloodlines, which number at 41 if you count all the anti-tribu distinct bloodlines. These are split into categories with the big ones being the 10 European Cassain, 11 Gain, which are outsiders to the Cassain, and the 19 Solen Kiss. For the lesserknown kiss, you have 14 Nunehei of North America, five African kiss,
five South American kiss, four jin of the Middle East, four men hun of Polynia, which are the many islands of the Pacific Ocean, four spirit beings of Australia, and six in anime which are the elementals of the dreaming kind of a lot of these were introduced in 20th anniversary edition or were expanded in it. But yeah, it's kind of nuts. Leaders of the world, I am Sarvarco, master scientist. I am here to demand the surrender of your national powers into my hands. For too long, you have misused your powers, making war when you should have
made peace. Your arsenal weaponry has grown too large and too dangerous. As a scientist, I claim the right by way of superior knowledge to rule the world in your place. Where you were foolhardy, I shall be wise. Where you are weak, I shall be strong. I am Undeadly earnest, and I do not recommend that you test my patience. I await your answers. You have 3 hours to decide. Vargo Zamrietta, or Andreas Fargo, the books have given contradictory names, was once an etherite and outspoken in his opposition towards the development of war machines as the world
entered the 20th century. These beliefs could not be reconciled with the Easter's continued weapons research and he left the tradition in 1909. On 24th of July 1914, only weeks after the assassination of Archduke France Ferdinand and as Europe was facing the resulting political unrest, he reemerged calling himself Thar Vargo and was accompanied by a fleet of airships that were suddenly stationed around major cities across the globe. He gave the ultimatum I just read and was quickly met with retaliation from the world's militaries which failed miserably. The technocracy came up next and would go on to
defeat Vargo. But how they did it depends on the book you crack open. In the first edition Sons of Esther tradition book published in 1994, the progenitor sent mutant soldiers against him and as Vargo's ideals didn't allow him to kill these attackers, he fled and never appeared again. In Masters of the Art, which was published in 1997, the real life electrochemist and physicist Michael Faraday dealt with Zar Vargo personally. This book also explains that he was quote arguably the most powerful highest scientist of forces, which is also why he shows up several decades after his
real deaths. In these two cases, the technocracy covered up the whole thing as they do. In some ways, aided by the paradox backlash caused not just by Zar Vargo's appearance, but because of the technography's retaliation. According to the hidden lore source book, there's actually some sighting of Zar Vargo's fleet in the deep umbra. So, who knows what's up with that? During the time of judgment, White Wolf's website had something called WTOJ, which gave spooky apocalyptic news from various world darkness settings. One of the messages from WTOJ reads as follows. Paris, France. A massive metal zeppelin
appeared above the city this morning, transmitting messages to every radio, television, and computer screen in the region. From a man calling himself Vargo, master of the world. In what he claimed was his final message, the Vargo offered immigration to a new world of technological wonders for those who accepted his terms. You denied my overtures for peace at the beginning of the last century. Now is your last chance. Accept Universal Brotherhood and join our hidden utopia. Reject it and you reap the ruin of your own unreason. Abominations are any member of the changing breed that has
been embraced by a vampire. This can go a lot of ways depending on the fair in question. Some die the next sunrise, die immediately, quickly lose their mind, and some are just immune to the embrace. The only ones that can at least become cunning monsters are the werewolves and the wear hyenas. But literally no one likes them because they're violent monsters with no regard for the masquerade and on the wrong side of the fight to push back the apocalypse. Abominations can use discipline powers and worm gifts, but are now beholden to the hierarchy of worm
taint, a passive enlightenment system for abominations, which if strayed from, turns the abomination into a devoted servant of the worm. Most Miserably fail to follow this path or joined up with [ __ ] like the Sabot or the Black Spiral dancers. Well, that's the first half of the iceberg. Hope you had some fun with that. And I learned a bit from the last iceberg. So, the script for the next tier is already done. I'll be taking care of the final two tiers while I can while continuing to work on the script for the next 40k
ice per video. Because of this new method, it will take longer to come out than expected, but the rest of the parts should come out faster. I'm also working on an unofficial source book for fifth edition Hunter for the Reckoning, which is going to keep me a bit occupied, and I'll probably share something once it's published. But it's nice to get back into the YouTube groove, even if it's in the style far past its prime. I've also got a few ideas for spooky stories once BookTober comes around, so stay tuned for that. And if you
play fifth edition, Vampire, or Hunter, please check out the source books I promoted in this video. Thank you for watching, and may the night treat you right.