Dark Ages Introduction
Dark Ages Introduction
PRIORITY
Our priority is to build a game that is player driven and totally unique upon
itself. We are delving into uncharted territory as we build the largest dark ages
campaign ever. We are excited to see where it goes. Below is the foundation for
which we will start building our adventure.
STRUCTURE
For this chronicle, the goal is to focus on the story and player agency. National
will monitor overall progress, run conventions, and make rules calls. Factions will
deal with plots, help move plots around, and support the Venue Style Sheets. The
local level is where we want to see the stories and fun come from. Our goal is to give
STs a diverse set of tools, as well as help build a community of stories. Below is an
outline of some of the things we have in store.
BASE RULES
We will be using BNS 2.0 rules, with adjustments for Dark Ages
Highlights of changes include a zero cost for the main roads (paths) &
adjustments to their beast traits
Adjustment to the Dark Ages magics: including Thaumaturgy & Necromancy
New Lore tags and learning trees that are tied to both PCs and Factions
Adjustments to Merits
Adjustments to Generation and Status
PENDULUM
To track national, regional and local plots we will be using a system called the
Pendulum. As the pendulum swings from one extreme to another, there are markers
that show progress of the worlds events, as well as help dictate how some of the
objectives are achieved. Player action and influence is a high priority of this game and
the accumulated effect of the characters move the pendulum between very different
outcomes. Overall there will be three pendulums; one for national, factional, and
local. There are many ways in which players can affect the movement of plots,
including actions, events, and influences. If the pendulum is moved enough in the
right (or wrong) direction, different milestones can be achieved with potentially far
reaching outcomes.
CLANS
Clan availability will depend on two things: faction and VSS. Factions have
different availability of Clans, and at VSS setup each domain can opt to make some
more rare than others to fit their own style. There will be 15 clans available to play,
and their Clan Guides will be coming out prior to June.
Assamite
Brujah
Cappadocian
Followers of Set
Gangrel
Lasombra
Lhiannan
Malkavian
Nosferatu
Ravnos
Salubri
Toreador
Tremere
Tzimisce
Ventrue
FACTIONS
Before the Camarilla, Anarchs and Sabbat had asserted their dominance over
the world, there were 9 factions. Each faction has a range of cultures, locations, clan
availability, and court systems. Each VSS will chooses a faction at creation.
Baronies of Avalon (Brown) - Courtly manners, hierarchy, & high politics
Courts of Love (Magenta) – Humanity, chivalry, & intrigue
Sea of Shadows (Green) – Politics, feudalism, & machinations
Fiefs of the Black Cross (Purple) – Nobility, order, & manipulation
Voivodate (Orange) – Power, tradition, & knowledge
Byzantium (Blue) – Belief, hope, & betrayal
Ashirra (Yellow) – Faith, culture, & strategy
Einherjar (Lt. Blue) – Honor, spirituality, & adventure
Courts of Fire and Dream {Setite} (Red) – Knowledge, corruption, & decadence
MORTAL HERITAGES
As a vampire becomes undead, he leaves his family behind...or does he? Some
kindred embrace randomly while others prefer to cultivate a mortal heritage from
which to embrace from. Those kindred that come from these heritages will start with a
small advantage, be it a dot of some background or other skill. This will also lead to
different clans pulling from the same families, adding to the already complicated
politics of the time. Storytellers will also be providing additional plot through these
interactions.
VAMPIRIC GUILDS
A new background will be created called Guilds. Each dot spent on this
background will allow access to some predefined advantages. Some guilds will be
more localized to a faction while others might span larger territories. PCs are
encouraged to create their own guilds, or join larger ones. Each guild will have its
own culture and interactions to look forward to. You will only be able to be a member
of one guild so choose carefully!
BESTIARY
We have a whole document to discuss creatures and things that existed in the
dark ages. This is pulled from both setting and what we have in the books, but also
real folklore from the dark ages. This is a tool for players and STs to build a very
creative and in-depth world for everyone to play in. Many superstitions, fairytales and
myths can come alive through this compilation.
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