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I feel I should clarify one thing, concerning what I said yesterday:
You will often hear people claim cross-over games can ruin the mood.
I feel, however, that games where everyone is Samuel Haight, or where the Shadows become both known and trusted will spoil the creeping horror (…but I personally remember fondly a Chronicle from decades ago where our Storyteller injected a recurring bizarre Sci-Fi, self styled "four-color superhero" werewolf into our paranoid, backstabbing, literally politically cannibalistic Kindred story, as a contrast to the shamanistic savage and already incomprehensible Lupines we usually dealt with, but never got to know individually…). This is what ruins the mood, not interacting with the Alien, the Other, and the strange: the apostate Unbeliever and the misinformed Heretic; those build the mood.

Players grabbing various Powers, from myriad Sources, who never seem to demand a Price, but instead predictably provide every possible, thematically inconsistent ability that would be most useful can ruin the mood; Player Characters who always seem to feel safe and secure due to their Player's absolute conviction of "who the good-guys are," and total comprehension of their motives are rightfuly trusting and seem to have nothing at stake. The current state of the World of Darkness offers far too many conflicting possibilities and uncertainties to ever get truly lost in this desert…maybe what you believed was the default society of the Damned was a World dominating Belial's Brood and they are the ONLY "vampires" not directly controlled by necromancers besides a few scattered Nomads and the shape-changers are all Skin-Changers and Night Horrors…maybe even what you "remember" as IN-GAME "facts," rather than out-of-character knowledge gleaned from Rulebooks is less trustworthy than you think. The Mythologies should NEVER conclusively line up, even though the Powers are much easier to compare, now.
Mood is preserved by preserving the sense of the Other, and the Unknown, and even if you FEEL you understand the motivations of your own group, the Other should still be a frightening Unknown…which makes it all the more horrifying when your own group turns out to be different than you think: your "Fetch" was real after all, and you are only a errant Dream-Demon who stole this, now crumbling identity to hide Ministry of the God Machine and their Beastial Enforcers; ALL of your Magic comes from Signing your soul over to the Abyss who seeks to overthrow the Sane World…
A large number of different groups, who can't all exist together, but any of which could provide protagonist seeking Truth, any could be either diabolical or sympathetic Adversaries who must be opposed at all cost, even though none of them will ever, ultimately, see the complete picture, and the Players should never be completely certain which possible, conflicting version of the Group that they are actually in, or allied with.

It is a deadly mistake to assume that THESE "werewolves" are even the same type of creature you got to know before, let alone have the same goals and beliefs; how can you ever really be sure of the Other when you, yourself, might not be what you have been taught that you are?

by Name (guest), 31 Jul 2017 15:09

…just think about how much fans liked the Night Horrors format, and thought it could be tweaked just a bit, and better marketed as a "Grey Book" core World of Darkness optional plug-in, like Armory hopefully combined with the Hunter foe-books… The World of Darkness format's future is in "axis" books being designed to go with any of the Settings:
"We don't need to get into details about the Carpathans struggle against the Invidicus, when we only care about these "Catholic vampires" and whether we can really trust the Lucifuge not to turn traitor and side with them, against Mother Church," or "In this Book, Storytellers will find all they need to bring to life the Court of Sorrow's King, who's various sinister members could be a tricky and dangerous foe for any Mortal or Supernatura group, and who's long-term plans will bring them into conflict with all the Groups in the shadows of the World of Darkness. Usable with any game line, this book only requires the Core World of Darkness rulebook, but Storytellers might find the Guide to Spirts, book useful for additional material, as well as the Core-books from Werewolf and Changeling, as well as their Supplements War Against the Pure and Winter's Darkness."
Picture it.

by Name (guest), 31 Jul 2017 03:59

I like how you think, and would like to see you develop a few of these ideas more, but you have missed some inspiration and possibility here.
Much of the popular narratives playing with these themes lately have been "cross-over games,"…fans are STILL talking about a cable series from a few years back that focused mainly on Vampires and their mortal associates…but half of those mortals had what would be considered "minor templates" in the nWoD (in otherwords, usually a Merit, no "Power Stat.") which drew the major characters into the intrigues of the associated "Major Splat" (with its own equivalent "Power Stat." and Powers and 10 pnts. of storage capacity, etc.) who would often provide major story arcs and enemies; several "Hunters"-type series that are either still running or cast very long shadows on the genre either absorbed dubious allies and sympathetic monsters as regulars or else had most of the recurring cast pick up "Major Templates" as the seasons drew on (and starting those supposedly more powerful creatures as the sort of "true newbies" some of the "Shards" or "Guides" books touch on, rather than the only-weak-compared-to-their-elders sort of beings the default rules outline, running with very experienced "normals," did much to flatten out the power curve).
This doesn't even touch on the literature most of these stories were inspired by; Urban Fantasy is, to the shock of some aficionados, usually correctly stereotyped as hard to pick-up mid-series due to collecting new wainscot-societies of the Night each book, each with their own complex social structure (and potential lovers of the main character) making the evolving, compounded alliances and conflicts too arcane for new readers.

Some Compacts and Conspiracies, not necessarily hunters, would naturally be made up of several different "types," like the Invidicus and Arisen Houses finding long-term common purpose at Bilderburg Group meetings, or the various "types" all implied to be native to Mummy:the Arisen's Cult level play (and you could easily throw-in Second Sight and Inferno in with the living, dead, and walking-dead forms of Mummy's Cultists…maybe borrowing some rules from Giest and Damnation City to form a evocative "Cults" setting…maybe a long chronicle starting at a street-level could climax in the most epic strata of Mage).
So many alliances could either make compelling Player parties…or terrifying opponents, so many groups in need of a modular Setting book.
Not even necessarily as formal groups, either; why should the City-wide social interactions represented by Requiem Merit (Vampire Storytellers Guide) be limited to the Damned when the Lost also hide as Artistes and hunt as Beasts and must negotiate and fight for the same territories and prey (and somehow purchase the same new identities from desperate Fallen and Purified)?

At every level there are a host of opportunities, allready implied in the established default setting, even just as a minor addition to the X or Y axis of character creation, like the lich-Legacy blood-drinking ghost-Mage revenants who the Prince can see as anything but Damned, or the Forsaken's scattered envoys to other Shamans who patrol the Border-Marches, who were all taught their form of Skin-Changing by Created wanderer. It is hard to imagine that niether the Lance or some Circle is represented in the loose network of Spirt Slayers who cast their rituals by being ridden by their higher powers, so why not other overlapping groups who need an optional write- up.

What I'm saying, is, "I like your ideas, and hope you develope some, deeper."

by Name (guest), 31 Jul 2017 03:33

Maybe this is a dumb question, but I need to ask: Is this a canon source information or a homebrew game? Either way, it's very impressive. I like the way you had constructed the wiki lines between the pages and this is the first page I have ever seen with any information about the Dharkaani Empire since I jumped to Eberron. I came here after (while) reading the storm dragon and while I have all the splatbooks from 3.5 and 4th edition, I'm always looking for more explanations and trivia's. Right now I'm new in here, but I was so well surprised by the well of information that I needed to become a member of the site. I made my account, but how do I become a member?

Have a nice day.

The Dhakaani Empire, cultural predecessor to modern Darguun, existed in Khorvaire from 15,000 to 5,000 years ago, covering areas claimed today by Breland, Zilargo, Thrane, Darguun, Cyre, Valenar, the Talenta Plains, and Karrnath. It was a heavily class-based society with the goblinoid races at the top and subject races, including orcs, dragonborn, halflings, and gnomes, lower down the social ladder. The Dhakaani empire existed for many thousands of years until it was attacked by the daelkyr armies of Xoriat which pushed the culture past the point of recovery. Some historians speculate that the goblinoids could have recovered from this eventually, in fact were on the path to recovery, but the arrival of humans from Sarlona prevented their rebirth and changed the rule of Khorvaire.

The Dhakaani Empire by Mephit JamesMephit James, 04 Apr 2012 01:55

A major trading hub in the Lhazaar Principalities, Port Verge has been an important stronghold since before the founding of the Kingdom of Galifar. Though it was originally founded as an outpost during Lhazaar's famed expedition from Sarlona that brought the first human settlers to Khorvaire, Port Verge was later destroyed during naval skirmishes with the fledgling kingdom of Galifar I. It has been rebuilt over the centuries and today stands as the capital of the Diresharks Principality and ruled by Prince Kolberkon. It is regarded as one of the safer and more civilized settlements in the Principalities, but this is far from saying it is an orderly place to visit.

The island of Stormhome is a long, scimitar-shaped piece of land with a narrow spine of highlands running up its center. They are not quite tall enough to be mountains, but these steep hills are enough to block the fierce winds blowing east down the Icehorn Mountains and across the waves to the island crouched against Aundair's northern shore. Built against a bluff overlooking the Bitter Sea on the island's east side is the city of Stormhome, House Lyrandar's ancestral home and principal base of operations. Because of the powers of Lyrandar weather mages, the climate around the city is balmy and unusually nice for such northern waters. As such, there is a strong divide between the snowy west side and the comfortable east side of Stormhome Island's central hills.

Cragwar is heavily fortified, with thick stone walls that give the settlement its epithet. Though the city saw its fair share of fighting during the Last War, changing hands several times between Aundair and Breland, the walls have always been a necessity in Cragwar. The city was built to take advantage of the convenient border crossing from Breland to Aundair, the most traversable pass between the Blackcaps to the west and the thick, undaunted forests to the east, and Cragwar also benefits from the rich mineral deposits in the mountains. Walls make the city secure, keeping both travelers and ore inside until the authorities release them, and also keep threats out. Even during the Last War, the most common threats remained monsters, both the goliath and orc tribes of the mountains and fouler monsters from the infamous Black Pit somewhere among the storm-lashed peaks. Cragwar is a dour place, though with so many forces pressing on it one can hardly fault its people, but it is also a place of opportunity where many plans are building to a head away from the controlling grasp of governments.

Cragwar: The Stone City by Mephit JamesMephit James, 04 Apr 2012 01:51

The city of Fairhaven is the capital of Aundair, but it is so much more than that. Before the Last War, the city had a complex reputation as a place of knowledge, magic, secrets, riches, and trade. Named for the brilliant crystalline lamps which line its glittering streets, the City of Lights was the first to introduce these innovations and other magical wonders dreamed up by the mages at Arcanix. Today, this reputation for inquisitiveness and trade has been twisted into a reputation for secrets and smuggling, but there are many who remember the place Fairhaven once held for the people of Khorvaire and, now that peace has arrived, the place it may hold again.
If Fairhaven is to become once more the place of learning and freedom that it held before the war, however, it needs strong heroes to defend it and to foil those that would threaten the peace of the Five Nations. There are plenty arrayed against peace, from Eldeen separatists and cunning street gangs to Liotian liberators and kalashtar terrorists. Morality may be more grey in Fairhaven, but the definition of a hero is still very clear and there are many with the gold to pay handsomely for a job well done.

Fairhaven: City of Lights by Mephit JamesMephit James, 04 Apr 2012 01:49
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