THE WORLD OF DARKNESS


Notre Dame

What is the World of Darkness?

The World of Darkness is a roleplaying game, utilizing all the games created by White Wolf. Vampire: The Masquerade, Werewolf: The Apoclypse, Mage: The Ascension, Wraith: The Obivion, and Changeling: The Dreaming. They are beautifully illustrated, hardcover books that detail the passions and powers of mythic vampires, werewolves, mages, wraiths, and faeries. They also give you rules for creating your own characters, and describe the dark and compelling world in which your character exists.
Although it may be hauntingly familar, the World of Darkness is not our world. It is the here and now, but blighted with age-old malignancies and lengthened, creeping shadows. In the World of Darkness, our worst fears and nightmares walk among us.
Here rain, sharp with acid, bites the skin. Here darkness draws deep around those who walk the crumbling streets of the cities. Here it is heroic (and perhaps futile) to perform acts of simple kindness. Suicide hotlines ring without answer. Polluted blood races through bloated veins, carrying drugs to deaden, degenerate and delude. Children vanish without warning and are never seen or heard from again.
Pain is welcome, for it confirms that you're still alive, still fighting, still moving. And pain is available in innumerable forms - indeed, some seek out pain and pay for the privilege of being hurt or hurting others. What happens next is up to you.


Vampire: The Masquerade
Werewolf: The Apoclypse

Mage: The Ascension
Wraith: The Oblivion

Changeling: The Dreaming
Elder Wars: A World of Darkness Online Campaign




The Characters in The World of Darkness

Vampires (Kindred)

To understand Vampire, you must be able to savor its mood. It is stark and brooding, but with an underlying sensuality. It is an exotic and sonorous nightmare, in which reason does not always play a role. It is a neo-gothic vision of romance laid atop today’s hyper-kinetic MTV world.
This romance is evoked by the pathos of it all. In Vampire, characters are almost certainly doomed from the moment they are Embraced. Though they are powerful beyond imagination, they are also cursed. No matter what they do, they remain monsters, with a horrible, unquenchable thirst. The stories in Vampire are unique because they all have this element of tragedy. The traditional tragedy of the theater, the tragedy of Aeschylus and Shakespeare, involves a hero coming to a great and horrible demise, as he was fated to from the very beginning. Because of who and what the hero is, because of the very virtues of the hero, the tragedy is inevitable from the very first act - and the audience knows it. The characters in Vampire are almost certainly doomed from the first moment they drink from their first victim - and the players should know it.
Paradoxically, these characters, who are the paragons of tragic evil, have the potential to become heroes of uncommon valor. They are evil, not because of who they are but because of what they are. As drinkers of blood, they possess the taint of evil. They are tragic because they care about their evil but can ultimately do nothing about it. The characters in Vampire are expected to be heroes - they must care about what they have become and about what they may soon be.
Justice is only served if the good overcomes the evil - the monsters must lose. Thus, for the vampire characters to find some way to "win," they must somehow become heroic. They must defeat the monster within be exerting self-restraint, nurturing the impulses of human virtue, and displaying genuine courage. Sometimes the tragedy of Final Death is a vampire’s only hope of heroic escape.
There is a slim possibility that the characters may find a way to escape the curse and become mortal once again. Not all characters will seek this, but for a majority it will be their overwhelming motivation, their all-consuming drive, especially as the steady loss of Humanity takes its toll.
Other vampires will seek Golconda, the plateau of control that some of the Kindred manage to reach, where their basic drives and instincts do not control them so strongly. This is even more difficult to attain than the escape from the curse of the undeath, but it is sought after at least as much.
The characters spend much of their time combating evil, but instead of fighting diabolists or evil scientists or monsters, they are combating that which is inside of themselves, the bestial impulses which make them evil. These conflicts in Vampire are ultimately internal; they are about you.


Werewolves (Garou)

What does it mean to be a Werewolf? This is a subject not easily understood by the Garou themselves, because it is simply what they are. Werewolves are not human, but neither are they wolves - they are something in between. They are a unique race of creatures in and of themselves.
In their human form they are enough like us that we can describe them using the same rules and traits that describe humans; it is only when they become a wolf that new features must be added: for example, to portray the Werewolf’s lightning speed, or its terrible claws and fangs, or the incredible strength and tenacity that is posses when enraged. This game is about people, all kinds of people, who do their best to make their way through life after the revelation of the truth about their existence: that they are not the normal humans (or wolves) which they up until recently believed they were. Instead they are Garou - outsiders, shapeshifters, Werewolves, the last dying remnants of Earth’s protectors against a terrible force that grows stronger by the day, a world that is dying.
This is the world of the Apocalypse; the end is not coming it is here. Gaia - the earth - is doomed, and the fault lies with its guardians, the Garou themselves. The evil force known as the Wyrm is rising once more to consume Gaia, and the eons-old battle fought by the Garou against the horror is slowly but surely being lost. The characters may decide to struggle to slow the approaching doom, or they may decide to reveal as best they can in the last days, but the one thing they can never forget is the Apocalypse.
The stories in Werewolf are unique because they all contain some element of impending horror. Not only is the end coming, but the characters are in some way the cause of it themselves. The Wyrm resides within them, just as it is found across Gaia; indeed, many of the Garou themselves have given up the struggle to join the enemy in treacherous alliance. The very Rage that gives the Garou so much power is in itself the taint of the Wyrm. In fact the Garou’s 1000-year oppression of the humans may well have warped them into causing so much harm upon Gaia. The truth will never be known, but that does not prevent blame being shed.
However, these characters, who are so stained with evil, may also become heroes of uncommon valor and virtue. The characters in Werewolf are expected to be heroes - they must care about what they have become and about what they may soon be.
Justice is only served if the good overcomes the evil - the monsters must lose. Thus, for the Werewolf character to find some way to "win," they must somehow become heroic. They must defeat the monster within be exerting self-restraint, nurturing the impulses of human virtue, and displaying genuine courage.


Mages (Wizards)

Lurking between the gleaming towers of glass and the crumbling industrial parks is a secret society of wizards and sorcerers. Powerful beyond human ken and part of a tradition older than recorded history, these mages seldom concern themselves with mundane prestige or wealth. They seek a greater power, a power over reality itself.
Mages are, in some ways, bridges between the mudane and supernatural worlds. While they are ordinary humans in mind and body, they have been Awakened to their magickal powers. Though they are born from human stock and will somedaydie of old age, they possess a special gift. This gift grants them fundamental control over the laws of reality, and the ability to range farther afield into its wondrous depths.


Changelings (Fae)

You lead a double life, alternating between reality and fantasy. Caught in the middle ground between dream and wakefulness, you are neither wholly fae nor wholly mortal, but burdened with the cares of both. Finding a happy medium between the wild and insane world of the fae and the deadening, banal world of humanity is essential if you are to remain whole.
Such a synthesis is by no means easy. Mortal affairs seem so ephemeral and so trivial when you stand amid the ageless magnificence of the Seelie Court. When you don garments spun on pure moonlight and drink wine distilled from mountain mists, how can you go back to polyester and soda pop?
Alas, you have no choice. Although your faerie self is ageless and eternal, you mortal body and mind grow older and less resilient as you move through life. Sooner or later, nearly all changelings succumb to one of two equally terrifying conditions: Banality, the loss of their faerie magic; or Bedlam, the loss of their mortal reason.
But is this fate inevitable? Can you retain you childlike wonder while fighting against the frigid Banality that seeks to numb your mind and steal your past? Can you ride the currents of the Dreaming without being swept away in the maelstrom of Bedlam?
Tragically, you are alone in the mundane world. No mortal will ever understand the depth of your alienation, strangeness and uniqueness. Though you may try to communicate your condition through art (and may have tried and failed), only those with faerie blood will see, understand and appreciate what you are.


Wraith (Ghosts)

Though death terrifies us, it also fascinates us. Throughout history, man has glorified death, wrapping his fear in a rich tapestry of rite, pageantry and destruction. Science strives to stay the Reaper’s hand, while art and faith seek to draw back his awful hood and touch his pallid face. Death, in Wraith, is not an ending; the moment of death is simply the end of one journey and the beginning of another. The majority of souls pass on quickly, presumably into either Transcendence or total Oblivion. Wraiths, however, are the spirits of the dead who have tragically lost their way on that road. They are mired in their pasts, their memories, and their unfulfilled deeds. Wraiths’ overpowering Passions allow them to cheat death. Indeed, they forbid them from the final sleep. Some wraiths are driven by a longing for fulfillment denied them in life, while others cling to the Earth in terror of what might wait beyond. These Restless find themselves trapped in the Underworld, a spiritual half-world between the living lands and an unknown eternity. Here, they are surrounded by a persistent vision of decay. Though wraiths may temporarily manifest themselves in the physical world, or even possess mortals, they are doomed to wander forever, fettered to the world they left behind. Many wraiths are the products of sudden, violent or cruel deaths, deaths that came before they had a chance to resolve important life issues. Such wraiths may dwell briefly in the Underworld before they accept death and pass on. Player character wraiths, however, have profound Passions and Fetters that bind them to their lost lives, and are likely to remain in the Underworld for a long time.




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Copyright © 1996 - 1997
Created by Wolf Pack Inc, Friday, August 29, 1997
Most recent revision Thursday, September 25, 1997