WoD
Entering the World of Darkness

The World of Darkness

Codex Noctis — The Complete Compendium

"This world is of blind entropy. The Wyrm's forces march ever-forth, and the leeches feed of man to shackle the beast within, clinging to they're fleeting humanity, our history buried with the bodies it hides. Wreathed in the decaying truth in the labryith of Malfeas. The world is of grutesque deceit, slaughter and massacre, the raging fires burn with... When will you let it out?"

Overview 20th Edition Lore Archive Mythology Dark Ages Fan Projects ⬡ The Oracle
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White Wolf Publishing · Onyx Path Publishing

The World of Darkness

A gothic-punk universe where monsters are real, humanity is fading, and every night could be your last.

"Cities sprawl like infected wounds upon a diseased earth. The wilderness is not safe; the wild is receding. Even the stars seem cold and distant, offering no comfort to those who look up in desperate hope."
— World of Darkness Core Setting Philosophy, White Wolf Publishing
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Vampire: The Masquerade
Play as a Kindred — an immortal predator of the night. Navigate the Jyhad, the eternal war between ancient Methuselahs. Thirteen Clans, the Camarilla, Sabbat, and Anarchs fight for dominance in a world built on a lie.
VtM · V20
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Werewolf: The Apocalypse
Be the Garou — warriors of Gaia. Fight the Wyrm as the Apocalypse draws near. Thirteen Tribes, five Auspices, and a war that spans the physical and spirit worlds.
WtA · W20
Mage: The Ascension
Bend the laws of physics with magick, but beware Paradox. Nine Traditions, the Technocratic Union, and the Nephandi vie to define what is real.
MtA · M20
Hunter: The Reckoning
You were ordinary. Then you saw the truth. The Messengers Imbued you with power to fight back. Navigate your Creed, your Edges, and the desperate war against the supernatural.
HtR · Revised

The Gothic-Punk Setting

The Classic World of Darkness (cWoD) is a shared setting first conceived by Mark Rein-Hagen, published by White Wolf beginning in 1991. The world is recognisably modern but darker — cities are corrupt, nature is retreating, and a hidden supernatural layer overlaps everything mortals see. Kindred rule cities in shadow. Garou patrol the spirit-soaked wilderness. Mages wage a secret war over the definition of reality. Hunters fight back with faith and fury.

After the original line concluded in 2004, Onyx Path Publishing revitalised the property with 20th Anniversary Editions beginning in 2011 — comprehensive hardcovers unifying decades of canon. V20 (2011), W20 (2012), M20 (2015), C20 (2016), and Wraith 20 (2018) are widely considered the pinnacle of Classic WoD design.

The Storyteller System

All Classic WoD games use a dice pool system built on d10s. Players roll Attribute + Ability against a Difficulty (usually 6). Each die meeting or exceeding Difficulty = one success. One success accomplishes the task; more successes = better outcome. A botch (more 1s than successes) = catastrophic failure.

Personal Horror

The scariest thing in WoD is not the monster — it's what the character becomes trying to survive it. Stories explore moral compromise, loss of humanity, and the weight of power. Characters are not heroes — they are monsters trying to remember what humanity means.

Shared Cosmology

All game lines share infrastructure: the physical world (Tellurian), the spirit Umbra, the Underworld (Shadowlands), and various supernatural planes. The Triat — Wyld, Weaver, Wyrm — governs the metaphysical forces shaping existence.

The 20th Anniversary Editions

V20 (2011), W20 (2012), M20 (2015), C20 (2016), Wraith 20 (2018). Each collects all editions' canon into one authoritative volume. Self-contained, non-advancing-metaplot, and comprehensive. The recommended entry point for all Classic WoD play.

Dark Pack Agreement

Paradox Interactive's fan content policy explicitly welcomes fan animations, audio dramas, actual plays, and creative works set in the WoD universe. This enabled Hunter: The Parenting and Norfolk Wizard Game — a contrast to Games Workshop's zero-tolerance policy.

Character Creation

Characters are defined by nine Attributes (Physical/Social/Mental × 3 each), Abilities (Talents/Skills/Knowledges), supernatural powers, Backgrounds, Virtues, and Humanity/morality tracks. 15 Freebie Points allow customisation after the core build.

Onyx Path Publishing · 2011–Present

The 20th Anniversary Editions

Definitive hardcovers representing the pinnacle of Classic World of Darkness design.

Vampire: The Masquerade 20th Anniversary

Released October 2011. 560+ pages. Every clan, bloodline, discipline, and tradition in one definitive tome. The Kickstarter that proved massive demand for Classic WoD still existed.

Overview

V20 presents vampiric existence as personal horror and political intrigue. Each Kindred balances the Beast (predatory, inhuman drive) against whatever Humanity remains. The core tension: how much of yourself will you sacrifice to survive?

The Thirteen Clans

Brujah

Clan of the Rebel · Camarilla

Once philosopher-kings of Carthage, now passionate rebels. Disciplines: Celerity, Potence, Presence. Weakness: fierce temper, difficult Frenzy rolls.

Gangrel

Clan of the Beast · Independent

Feral wanderers. Each Frenzy adds an animal feature permanently. Disciplines: Animalism, Fortitude, Protean.

Malkavian

Clan of the Moon · Camarilla

All are cursed with profound madness, yet share strange insight. Disciplines: Auspex, Dementation, Obfuscate.

Nosferatu

Clan of the Hidden · Camarilla

Hideously deformed, Appearance 0 always. Masters of shadow and secrets. Disciplines: Animalism, Obfuscate, Potence.

Toreador

Clan of the Rose · Camarilla

Aesthetes entranced by beauty — they can freeze when witnessing it. Disciplines: Auspex, Celerity, Presence.

Tremere

Clan of the Usurpers · Camarilla

Mages who stole vampiric immortality. Blood-bound to Clan hierarchy. Disciplines: Auspex, Dominate, Thaumaturgy.

Ventrue

Clan of Kings · Camarilla

Blue-blooded aristocrats who lead the Camarilla. Can only feed from one mortal type. Disciplines: Dominate, Fortitude, Presence.

Lasombra

Clan of the Night · Sabbat

Masters of living shadow. Cast no reflection. Disciplines: Dominate, Obtenebration, Potence.

Tzimisce

Clan of the Dragon · Sabbat

Terrifying fleshcrafters. Must sleep in native soil. Disciplines: Animalism, Auspex, Vicissitude.

Assamite

Clan of the Mountain · Independent

Assassins and warriors. Tremere-cursed to crack when drinking Kindred blood. Disciplines: Celerity, Obfuscate, Quietus.

Giovanni

Clan of Death · Independent

Necromantic crime family who consumed the Cappadocians. Disciplines: Dominate, Necromancy, Potence.

Ravnos

Clan of the Trickster · Independent

Wandering illusionists. Nightly compulsion to indulge a vice. Disciplines: Animalism, Chimerstry, Fortitude.

Followers of Set

Serpent Cultists · Independent

Worshippers of the Egyptian god Set. Extra vulnerability to holy light. Disciplines: Obfuscate, Presence, Serpentis.

The Three Sects

The Camarilla — Founded 1486. Seven Clans. Enforces the Masquerade. Hierarchy: Prince → Primogen → Sheriff → Archon → Justicar → Inner Circle. Conservative, self-preserving, politically lethal.

The Sabbat — Violent religious sect. Practices Vaulderie (shared blood loyalty), Paths of Enlightenment (replacing Humanity), and Diablerie openly. Hierarchy: Regent → Cardinals → Archbishops → Bishops → Packs. Believes Kindred should rule openly and prepare to resist Gehenna.

The Anarchs — Self-determination movement. No formal hierarchy. Barons manage Free States. Greatest achievement: the Anarch Free State of California (Los Angeles).

Key Mechanics

Generation & Blood Pool

Generation measures steps from Caine. 3rd = Antediluvians. 13th+ = thin-bloods. Lower generation = larger Blood Pool, more Discipline power. Diablerie (consuming another's soul) lowers Generation at severe moral cost.

Humanity & The Beast

Humanity 1–10. Hierarchy of sins at each level. Failing Degeneration checks costs Humanity permanently. At 0: wassail — total Beast dominance. Frenzy triggered by hunger, anger, fire, sunlight. Rotshreck = terror-frenzy from fire/sun.

The Six Traditions

① Masquerade ② Domain (Prince's law) ③ Progeny (Embrace with permission) ④ Accounting (sires responsible for childer) ⑤ Hospitality (announce to Prince on arrival) ⑥ Destruction (only Prince may order Final Death).

Disciplines Overview

Animalism · Auspex · Celerity · Chimerstry · Dementation · Dominate · Fortitude · Necromancy · Obfuscate · Obtenebration · Potence · Presence · Protean · Quietus · Serpentis · Thaumaturgy · Vicissitude. Each rated 1–5 with Elder powers beyond.

Werewolf: The Apocalypse 20th Anniversary

Released 2012. All thirteen Tribes, five Auspices, full Umbra, and the complete war against the Wyrm in one volume.

Five Auspices

Ragabash

New Moon · Trickster

Scouts, questioners, jesters. Lowest Rage. Challenge the status quo through cunning.

Theurge

Crescent Moon · Spirit-Worker

Shamans and spirit-speakers. Keepers of sacred Rites. Highest Gnosis.

Philodox

Half Moon · Judge

Arbiters of Garou law. Mediators of conflict. Preserve the Litany.

Galliard

Gibbous Moon · Moon Dancer

Lorekeepers and storytellers. Preserve Garou history through song and howl.

Ahroun

Full Moon · Warrior

Maximum Rage. Born to lead the charge. Highest combat potential.

Thirteen Tribes

Black Furies

Gaia's Avengers · Greek

Predominantly female warriors. Protect wild places and the divine feminine. Patron: Pegasus.

Bone Gnawers

Urban Survivors

Scorned by all, know everything. Patron: Rat. Resilient and surprisingly wise.

Children of Gaia

The Peacemakers

Diplomats and healers. Believe internal Garou peace is essential. Patron: Unicorn.

Fianna

Celtic Warriors

Irish/Celtic warriors, poets, drinkers. Patron: Stag. Passionate and musical.

Get of Fenris

Norse Warriors

Value strength above all. Patron: Fenrir. Controversial racist sub-faction: Sword of Heimdall.

Glass Walkers

Corporate Wolves · Urban

Most technologically advanced. Work within human corporate systems. Patron: City Fathers.

Red Talons

Pure Wolf · Lupus-Born

All born wolves. Deeply hostile to humanity. Patron: Griffin. Advocate human extinction.

Shadow Lords

Lords of Thunder

Machiavellian Eastern European nobles. Patron: Grandfather Thunder. Seek to dominate the Nation.

Silent Striders

Cursed Wanderers · Egyptian

Cursed by vampire Sutekh to wander forever. Nomadic lorekeepers. Patron: Owl.

Silver Fangs

Kings of the Nation

Hereditary rulers. Noble and proud but afflicted with deepening hereditary madness. Patron: Falcon.

Stargazers

Eastern Mystics

Buddhist warrior-monks. Left the Nation to join the Hengeyokai in W20. Patron: Chimera.

Uktena

Native American Secret-Keepers

Guard dangerous lore and bind dark powers. Patron: Uktena (great serpent spirit).

Wendigo

Pure Ones · Native American

Most traditionalist Pure Tribe. Hostile to European contamination. Patron: Wendigo.

Five Forms

  • Homid — Full human. No modifiers. Most socially functional.
  • Glabro — Near-human. Str +2, Sta +2, Man –1, App –1.
  • Crinos — War Form. 8–9 feet. Str +4, Dex +1, Sta +3. Triggers the Delirium in mortals. Claws and bite deal Aggravated damage. Silver = Aggravated damage.
  • Hispo — Dire wolf. Str +3, Dex +2, Sta +3. Exceptional speed.
  • Lupus — Full wolf. Str +1, Dex +2, Sta +2. Enhanced senses, stealth, sustained speed.

The Litany (Key Laws)

Garou shall not mate with Garou (creates deformed Metis offspring). Combat the Wyrm wherever it dwells. Respect the territory of another. Accept an honourable surrender. Submit to those of higher station. The leader's word is law in times of war.

Mage: The Ascension 20th Anniversary

Released 2015. Over 700 pages — the largest single WoD book ever published. Definitive Mage rules and lore.

Overview

M20 is a game of cosmic ambition and philosophical war. Players are the Awakened — mages whose Will has shattered the shackles of consensus reality. The central question: who gets to define what is real?

The Nine Traditions

Akashic Brotherhood

Do — Eastern Martial Arts

The body as the path to Awakening. Physical discipline as metaphysical mastery.

Celestial Chorus

Song — Unified Faith

All religions worship facets of one divine truth. Power through prayer and sacred song.

Cult of Ecstasy

Senses — Altered States

Sensation, passion, and altered consciousness as enlightenment. Drugs, music, extremity.

Dreamspeakers

Spirit — Shamanism

Indigenous shamans and spirit-workers worldwide. Hold deep Umbral knowledge.

Euthanatos

Entropy — Death Mages

Death as sacred transformation. Misunderstood assassin-healers. Fate as their canvas.

Order of Hermes

Forces — High Magic

Classical European high magic from Alexandria. Formal and theoretical. Tremere's origin.

Sons of Ether

Matter — Mad Science

Aether, phlogiston, steam-punk engineering. Discarded science that still works via belief.

Verbena

Life — Blood Witches

Blood, life-force, and primal cycles. Old Faith pagans and hedge mages.

Virtual Adepts

Correspondence — Hacker Mages

Defected from Technocracy. Code as magic. Digital space as the next mystical frontier.

Nine Spheres of Magick

  • Correspondence — Space, distance, teleportation, wards
  • Entropy — Chaos, fate, decay, unravelling of patterns
  • Forces — Fire, electricity, gravity, kinetic energy, light
  • Life — Biology, healing, transformation of living matter
  • Matter — Physical substances, alchemy, transmutation
  • Mind — Telepathy, illusion, memory, dream-walking
  • Prime — Quintessence (raw magical energy). Required for permanent effects.
  • Spirit — The Umbra, spirits, crossing the Gauntlet
  • Time — Temporal perception, prophecy, time manipulation

Paradox

The universe's immune response to vulgar magic performed in front of Sleepers. Accumulates as a pool. Effects range from botch-additions to Paradox Spirits attacking the mage to catastrophic Backlash and imprisonment in a Paradox Realm. Coincidental magic (looks natural) generates no Paradox.

The Technocracy's Five Conventions

Iteration X (cyborg transhumanism) · New World Order (surveillance and social control) · Progenitors (biological engineering) · Syndicate (economic control) · Void Engineers (space and interdimensional exploration). Not simply villains — they have spent centuries making the world genuinely safer for ordinary humans.

Hunter: The Reckoning

Published 1999 (Revised 2000). The same world as the Big Three — seen from the only angle that matters: ordinary human beings who fight back.

Overview

Hunter begins as a human who witnesses something impossible and, instead of forgetting or going mad, is Imbued by the Messengers — mysterious beings who flood the hunter with supernatural perception and Edges (powers). The Imbuing cannot be reversed. You can never un-see the world as it really is.

The Seven Creeds

Avenger

Zeal · The Driven

Motivated by loss and rage. Hunt to destroy. Danger: become as monstrous as what you hunt.

Defender

Mercy · The Shield

Protect the innocent. Endure what others cannot. Power manifests as shielding.

Innocent

Vision · The Newly Imbued

Recently imbued, still questioning. See clearly but don't always understand what they see.

Judge

Conviction · The Executioners

Apply justice systematically. Some monsters can be redeemed; others must be destroyed. Judges decide.

Martyr

Sacrifice · The Chosen

Believe their suffering powers their purpose. Most dangerous and most tragic Creed.

Redeemer

Redemption · The Hopeful

Believe monsters can be saved. Often naive. Occasionally right. Always controversial.

Wayward

Destruction · The Corrupted

Not a Creed — a fate. Hunters who slip into indiscriminate killing. Monsters in human skin.

The Storyteller System — Full Rules

Building a Dice Pool

Combine Attribute (1–5) + Ability (0–5) for your pool. Roll all dice against Difficulty (usually 6). Each die ≥ Difficulty = one success. 1s subtract successes. One success = task done. More = better. Botch (more 1s than successes) = catastrophic failure.

The Nine Attributes

  • Physical: Strength (brute force) · Dexterity (coordination) · Stamina (endurance)
  • Social: Charisma (force of personality) · Manipulation (subtle influence) · Appearance (physical appeal)
  • Mental: Perception (awareness) · Intelligence (reasoning) · Wits (speed of thought)

Combat Sequence

① Initiative: Dexterity + Wits + d10 roll. ② Declare actions (reverse order). ③ Attack: Dexterity + combat Ability vs. Difficulty 6. ④ Damage: Strength/weapon damage + attack successes vs. Difficulty 6. ⑤ Soak: Stamina vs. Difficulty 6 to reduce damage. Bashing = anyone can soak. Lethal = supernatural toughness required. Aggravated = requires Fortitude or specific powers.

Character Creation Summary

① Concept/Nature/Demeanour ② Attributes: Primary 7 pts / Secondary 5 pts / Tertiary 3 pts ③ Abilities: Primary 13 / Secondary 9 / Tertiary 5 ④ Advantages (powers, Backgrounds) ⑤ Finishing: Humanity usually 7, Willpower from Virtues, 15 Freebie Points (Attribute=5pts, Ability=2pts, Discipline=7pts, Background=1pt, Willpower=1pt).

Experience Costs

  • Attribute: current rating × 4
  • Ability: current rating × 2 (new Ability = 3)
  • In-Clan Discipline: current × 5 | Out-of-Clan: current × 7
  • Garou Gift (Tribal): current level × 3 | Other Tribe: × 5
  • Mage Sphere: current × 7 (Affinity Sphere: current × 6)
  • Willpower: current rating
  • Virtue: current × 2

Complete Lore Archive · All Game Lines

The Lore Archive

Every faction, character, event, and secret of the Classic World of Darkness — exhaustively catalogued.

Vampire: The Masquerade — Full Lore

From Caine's curse to the coming of Gehenna — the complete mythology of the Kindred.

The Creation Myth: Caine & The Book of Nod

The Biblical Cain murdered Abel and was cursed by God: to walk in darkness, burn in sunlight, thirst only for blood, and bear the Mark forever. He wandered to the land of Nod, discovered his immortal curse, and eventually sired three childer (the Second Generation). These three made their own childer — the Antediluvians, founders of the thirteen Clans.

Caine gathered his bloodline in the First City (Enoch). God destroyed it in the Flood. The scattered Kindred began the long game of the Jyhad. The Book of Nod — Kindred apocryphal scripture — contains fragments of prophecy, history, and dark verse attributed to Caine himself. Multiple contested translations exist.

The Three Curses

  • The Sunlight Curse — daylight causes Aggravated damage; full sun exposure = Final Death
  • The Blood Thirst — must feed on living blood to survive
  • The Mark — forever recognisable as Other, drawing instinctive fear and hatred

Gehenna: The Final Nights & Kindred Apocalypse

Gehenna is the prophesied ending — the night the Antediluvians wake from torpor to devour their descendants. Signs: proliferating thin-bloods, awakening elders, darkening stars, the Week of Nightmares (1999) as a preview. V20 deliberately leaves it unresolved — Storytellers choose their own canon.

Published Gehenna scenarios: Wormwood (biblical cataclysm), Fair is Foul (Caine returns), The Crucible of God (mortal judgment), Nightshade (Antediluvians actually feed). Each offers a different answer. Golconda — mythical inner peace, the Beast truly tamed — is the alternative to Gehenna: salvation through enlightenment rather than apocalypse.

The Week of Nightmares (1999): The Ravnos Antediluvian Zapathasura briefly awoke in Bangladesh. Three ancient Ravnos (the Bodhisattvas) sacrificed themselves to help destroy him. Clan Ravnos was nearly annihilated. A devastating preview of full Gehenna.

Kindred Society: Camarilla, Sabbat & Anarchs

The Camarilla was founded 1486. Its Inner Circle — one elder per founding Clan — established the Six Traditions. Princes govern cities. Archons and Justicars enforce law across cities. Conservative, hierarchical, and focused on survival.

The Sabbat emerged as a counter-movement. Practices Vaulderie, Paths of Enlightenment, and open Diablerie. Regent → Cardinals → Archbishops → Bishops → Packs. Believes Kindred are Gods among men who should rule openly and resist the Antediluvians rather than serve them.

The Anarch Movement dates to the 15th-century Anarch Revolt. Modern Anarchs range from idealists to nihilists to opportunists. The Free State of California (Los Angeles) is their greatest achievement — a region with no Prince. Governed by Barons.

Notable Kindred & Famous Cities

Lucita de Aragón (Lasombra) — childe of Archbishop Moncada. Independent Anarch. One of the finest shadow-manipulators alive. Protagonist of Clan Novel: Lasombra trilogy.

Beckett (Gangrel) — Scholar archaeologist obsessed with Gehenna truth. Most well-travelled non-ancient Kindred. Author of Beckett's Jyhad Diary.

Hardestadt (Ventrue) — Camarilla founder. Widely suspected to have been killed and replaced by his own childe impersonating him.

Mithras (Ventrue, 4th Gen) — Ancient Prince of London for centuries. Operated openly during the Roman Empire.

Cities: Chicago (the definitive Kindred city; Menele the 5th-gen Brujah sleeps beneath it), Los Angeles (Anarch Free State), New York City (most contested), London (ancient Camarilla stronghold, home of Mithras), Vienna (Tremere Clan seat, Chantry of Seven Hills), Mexico City (largest Sabbat-controlled city).

Bloodlines & Lost Clans

  • Salubri — Healers with a third eye. Hunted to near-extinction by Tremere after Saulot was diableried. A Warrior sub-lineage exists in the Sabbat.
  • Cappadocians — Death-scholars. Largely consumed by the Giovanni who rose from within them.
  • Harbingers of Skulls — Cappadocian survivors returned from the Shadowlands, hideously scarred, seeking revenge on the Giovanni.
  • Baali — Demon-worshippers. Universally despised. Even the Sabbat destroys them on sight.
  • Daughters of Cacophony — Supernatural singers. Songs can shatter sanity. Possible Malkavian/Toreador crossblood.
  • Samedi — Zombie-aesthetic permanently rotting vampires. Associated with Voodoo. Independent.
  • True Brujah — Claim descent from the real Troile. Masters of Temporis (time manipulation).
  • Tremere antitribu — Sabbat Tremere faction, destroyed by mass curse from Vienna in canonical Revised metaplot.

Werewolf: The Apocalypse — Full Lore

From the Impergium to the edge of the Final Days — the complete mythology of the Garou.

Origins: The Impergium & The War of Rage

The Impergium (~10,000–5,000 BCE) was a period when the Garou actively culled human populations — killing any settlement that grew "too large." This trauma is expressed today as the Delirium (species-level terror response to Crinos form). The Impergium ended when Garou acknowledged humanity as Gaia's chosen tool — but the damage was permanent.

The War of Rage was the Garou's unprovoked assault on the other Fera (Changing Breeds). The werebears, wereravens, werecrocodilians, and others were reduced to scattered remnants. This fractured Gaia's entire defensive network. The Croatan tribe — one of the three Pure Tribes — sacrificed itself entirely to seal a Wyrm entity during the colonisation of the Americas. Their loss echoes through the remaining Pure Tribes (Uktena, Wendigo) to this day.

The Triat: Wyld, Weaver & Wyrm

Wyld — Primordial creation, chaos, infinite potential. Generates all new existence. Out of balance: formless madness.

Weaver — Order, pattern, structure. Takes the Wyld's raw creation and gives it form. Now catastrophically broken — obsessively crystallising everything into unchanging Pattern. The Weaver imprisoned the Wyrm in her Pattern Web, snapping her own balance. Modern technology, bureaucracy, and the Technocracy are her expressions. The Gauntlet thickens because of her.

Wyrm — Originally entropy and sacred transformation. Now insane. Imprisoned by the Weaver, it went mad. No longer transforms — corrupts, poisons, and devours. Agents: Pentex Corporation (global megacorp spreading Wyrm-corruption), Banes (corrupt spirits), and the Black Spiral Dancers (Garou corrupted into Wyrm-servants).

The Umbra & The Spirit World

Garou enter the Umbra by "stepping sideways" — passing through the Gauntlet with a Gnosis roll. The Gauntlet's thickness varies: 3 at a powerful Caern, 9 at an airport or corporate HQ. The modern world thickens it everywhere.

Umbral Regions

  • Penumbra / Near Umbra — Spirit reflection of the physical world. Familiar but distorted.
  • Middle Umbra — Distinct Realms: Battleground, Wolfhome, Atrocity Realm, Digital Web, Aetherial Realm (Weaver territory), and many others.
  • Low Umbra / Shadowlands — Realm of death. Wraiths exist here. Accessible via Necromancy.
  • Deep Umbra / Outer Reaches — Beyond the Membrane. Alien and incomprehensible. Where things live that are not spirits in any recognisable sense.

Caerns are sacred sites where the Gauntlet is minimal and Gnosis flows freely. Each has a type (War, Wisdom, Healing) and a totem spirit. Defending Caerns is the central Garou duty.

The Fera & Other Changing Breeds

  • Bastet (werecats) — Nine cat tribes. Secret-keepers and independent hunters.
  • Corax (wereravens) — Scouts of Helios. "See everything, know everything, sell everything."
  • Gurahl (werebears) — Healers and ley-line guardians. Nearly destroyed by Garou. Extraordinary healing Gifts.
  • Mokole (werecrocodilians) — "Memory of Gaia." Living libraries with eidetic recall to the dinosaur age.
  • Nagah (weresnakes) — Secret assassins. Keep their existence hidden from virtually everyone. Execute the corrupt.
  • Nuwisha (werecoyotes) — Tricksters serving Coyote. Long gambits most cannot foresee.
  • Ratkin (wererats) — Bitter enemies of Garou. Urban vermin-warriors. Plague-carriers.
  • Rokea (weresharks) — Ocean guardians. Ancient, alien, rarely involved with land affairs.
  • Ananasi (werespiders) — Serve the Weaver, not Gaia. Multi-form. Alien agenda.

Mage: The Ascension — Full Lore

The Ascension War, the fall of Horizon, and the battle for reality.

The Mythic History of Awakened Magic

In ancient times, mages operated openly — shamans, priests, philosophers, and sorcerers who shaped early human civilisation were often genuinely Awakened. Before consensus reality solidified, vulgar magic was simply how the world worked.

The Order of Reason (predecessor to the Technocracy) rose in the late medieval period, arguing that a single, universal, rational model of reality would protect humanity from unchecked magical predation. They were not wrong. By the Renaissance, the Nine Mystick Traditions had formalised in opposition. The Council of Nine was founded — an uneasy alliance of incompatible worldviews that has been contentious ever since.

The Reckoning (1997, Revised-era metaplot): Nephandi assaulted and destroyed Horizon — the Traditions' Umbral stronghold — scattering and devastating the Council. M20 steps back from this endpoint, treating all eras as equally valid for play.

Nephandi, Marauders & Oracles

Nephandi — Mages whose Avatars have been inverted. They serve the Wyrm, alien Outer Lords in the Deep Umbra, or the abstract principle of Oblivion. Goal: dissolution of the Tellurian — the end of everything. Both Traditions and Technocracy agree they must be destroyed.

Marauders — Awakened mages driven entirely mad. Their Avatars have shattered. They continuously and unconsciously rewrite reality around themselves. Not malevolent — simply catastrophically insane. Encounters are reality-bending disasters.

Oracles — Mages who have achieved Ascension. Transcendent beings of near-omnipotent will. No longer inhabit the physical world in any normal sense. Appear only cryptically, apparently unable or unwilling to directly intervene.

Avatars, Awakening & Ascension

Every human carries an Avatar — a higher spiritual self. Mages are those whose Avatar has burned through the mortal shell in the Awakening — a shattering, irreversible revelation that reality is malleable and subject to Will. Always deeply personal. Always different.

Avatar Types: Dynamic (change and creation), Pattern (structure and order), Primordial (dissolution and return to basics). Type influences magical style and philosophical orientation.

Arete (1–10) — The mage's overall enlightened will. Determines the dice pool for all magical actions. Advancing Arete requires profound in-game experiences and meaningful sacrifice — it cannot simply be purchased with experience points.

Ascension (the endgame) — Full union with the Avatar, perfect understanding of Paradigm, transcendence of physical limitation. What Ascension actually means is one of Mage's great unresolvable questions — different Traditions give fundamentally incompatible answers.

Hunter: The Reckoning — Full Lore

The Imbued, the Messengers, and the war no one asked for.

The Imbuing: How Hunters Are Made

A mortal witnesses something undeniably supernatural — a vampire feeding, a werewolf killing, a mage reshaping reality — and instead of the normal human response (denial, forgetting, madness), the Messengers intervene. Visions flood the hunter. Power flows through them. In a moment of terrible clarity, they see the world as it actually is.

The Imbuing cannot be reversed. The hunter can never forget what they now know. The Messengers continue to communicate only through visions, compulsions, and the Edges they grant. The hunter has been drafted into a war they didn't choose, armed with weapons they don't fully understand, against enemies older, stronger, and better organised. They are expendable soldiers in a war they barely understand — and the Messengers never explain themselves fully.

The Messengers & Their True Nature

The Messengers' true nature is one of Hunter's great deliberately unresolved mysteries. Multiple interpretations are supported by canon:

  • Angels / Divine Emissaries — Acting on God's behalf as divine justice against supernatural predators.
  • Ancient Human Spirits — Humanity's collective spiritual self generating defenders through urgent need.
  • The Collective Unconscious — Not beings at all but the psychic gestalt of all humanity manifesting protectors.
  • Something Genuinely Alien — Entities outside known WoD cosmological categories with an entirely opaque agenda.

What the game makes clear: the Messengers cannot (or will not) directly intervene. They appear to be experimenting. Hunters are their instrument. Instruments are expendable.

Edges, Vigil & Mortal Organisations

Edges are the supernatural powers granted by the Messengers, organised by Creed: Vengeance (Avenger), Defense (Defender), Innocence (Innocent), Judgment (Judge), Martyrdom (Martyr), Redemption (Redeemer). Rated 1–5. Range from perceiving the supernatural to actively harming monsters to protecting bystanders.

The Vigil is the ongoing commitment to keep fighting — a sacred duty and psychological need. Unlike the Garou's grand cosmic war or the Kindred's eternal politics, the Hunter's fight is deeply personal, triggered by witnessing the supernatural harm someone they cared about.

The Arcanum is a mortal scholarly society that studies the supernatural without the Imbuing. Ancient, cautious, information-focused. They know far more than most hunters but are far less capable of direct action. True Faith is a non-Imbued power available to mortals of genuine, absolute belief — capable of harming vampires and repelling supernatural evil. It is real, rare, and unpredictable.

Crossover Lore — How the Game Lines Interact

The Tremere Problem

The most celebrated crossover. Tremere himself was the founder of the Order of Hermes' House Tremere — a genuine mage. Seeking immortality in the 10th century, his Order diableried the Salubri Antediluvian Saulot, transforming themselves into vampires. This crime against both supernatural orders defines Tremere's place in WoD: universally despised, politically powerful, and uniquely vulnerable to anyone with a grudge from either side of the supernatural divide.

Garou vs. Kindred

Fundamentally incompatible. Vampires register as Wyrm-tainted to Garou spiritual senses — the Beast within is a Wyrm-aligned spirit. Most Garou kill vampires on sight. Vampires find werewolves extravagantly dangerous animals. Cooperation against greater threats (Nephandi, major Wyrm entities) happens but trust never comes easily.

Mage vs. Everyone

Mages are potentially the most powerful WoD entities individually but crippled by Paradox and mortal bodies. Garou see mages as "Namebreakers" — violators of Gaia's natural order. Hunters with sufficient experience sometimes encounter mages and must decide whether they're threats.

Samuel Haight — The Cautionary Tale

The most notorious crossover character. A Kinfolk who stole Garou skins to become a werewolf, then became a Ghoul and independent mage. A cautionary tale about crossover power creep. White Wolf killed him and had his soul soulforged into an ashtray in the Underworld. His resurrection as a normal werewolf is an optional arc in the W20 adventure "Skinner."

The Shared Cosmological Infrastructure

All WoD game lines share the Umbra, Tellurian, and Triat. From Mage's perspective, the Gauntlet is a magical barrier through the Spirit Sphere. From Werewolf's, it's the membrane between worlds. From Vampire's, it's barely relevant — but elders with sufficient Occult may be aware. The Shadowlands (Wraith's setting) interpenetrate both physical and Umbral worlds. The Dreaming (Changeling's realm) touches and diverges from the Umbra in complicated ways.

Shared Cosmology · All Game Lines

The Mythology of Darkness

The metaphysical architecture underlying every horror — from the Triat to the Tellurian.

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The Wyld

Primordial creation, chaos, and infinite potential. Generates all new existence. Out of balance: formless madness and dissolution. Its realm is the deep, primal Umbral wilderness.

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The Weaver

Order, pattern, and structure. Now catastrophically broken — obsessively crystallising everything into unchanging Pattern. Technology and bureaucracy are her expressions. She trapped the Wyrm, breaking the balance of all things.

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The Wyrm

Originally entropy and sacred transformation. Now insane, imprisoned by the Weaver. No longer transforms — corrupts, poisons, devours. The great existential threat of the World of Darkness.

The Tellurian & Umbral Architecture

The Tellurian is the complete structure of existence — the physical world, all spirit worlds, the Underworld, the Dreaming, and everything between. In Mage cosmology, the Tellurian is the sum total of what is and could be. The Tapestry is its physical expression — all Patterns (matter, energy, spirit, mind, time, space) woven together into the fabric of reality.

The Gauntlet

The barrier between the physical world and the spiritual Umbra. Strength varies by location: weakest at sacred sites, Caerns, and old wilderness; thickest in hyper-urban, technological environments. Thicker in the modern age than at any previous point — a direct result of the Technocracy's success in establishing consensus materialism.

Umbral Regions

Closest to the physical world: the Penumbra — the spirit-shadow of physical locations. Further in: the Middle Umbra with distinct Realms (Battleground, Atrocity Realm, Digital Web, Aetherial Realm, Wolfhome). At the edge: the Deep Umbra — beyond the Membrane, where alien entities exist in the space between star systems. Below: the Shadowlands — the realm of the dead.

Quintessence & The Tapestry

Quintessence is the raw energy of magic — the fundamental substrate of reality as understood by Mage. Every magical action costs Quintessence. Nodes are places where it accumulates naturally. Garou call the equivalent energy Gnosis. The Tapestry is the sum of all Patterns woven together — and magick is the art of pulling threads and rearranging them according to the mage's will.

WoD Timeline

Before Recorded History
The Garou Created & The Impergium
Gaia creates the Garou as her warriors. The Impergium begins — Garou cull human populations. The War of Rage decimates the Fera. The first Caerns established.
Mythic Past
Caine's Curse & The First City
Caine kills Abel, becomes the First Vampire. Creates three childer. The First City (Enoch) rises and falls in the Flood. The Antediluvians begin their eternal sleep and manipulation.
Ancient World
Egypt, Carthage & The Age of Sorcerers
Followers of Set established in Egypt. Silent Striders cursed by Sutekh. The Brujah utopia of Carthage rises and falls (aided by Rome and the Ventrue). Mages of antiquity work openly.
~1000 CE
House Tremere Becomes Vampire
House Tremere (mages) diablerises the Salubri Antediluvian Saulot, transforming themselves into vampires. The Order of Reason's precursors begin organising.
1230 CE
The Dark Ages Setting
Cappadocians still active. Salubri still walking. High/Low Clan feudal division. Mongol invasions disrupt Eastern European Kindred territory.
1486 CE
The Camarilla Founded
In response to the Inquisition, the major Clans establish the Camarilla and the Masquerade. The Anarch Revolt partially suppressed. The Tremere join the Camarilla.
1493 CE
The Sorcerers Crusade — Ascension War Begins
The Order of Reason formally challenges the Traditions. Columbus's voyage signals the assault on New World magical traditions. The Traditions will ultimately lose this war.
1997 CE
The Reckoning — Horizon Destroyed
Nephandi assault and destroy Horizon, the Traditions' Umbral stronghold. The Ascension War reaches a critical turning point. A precursor tremor of catastrophe felt across all game lines.
1999 CE
The Week of Nightmares
The Ravnos Antediluvian Zapathasura briefly wakes in Bangladesh. Three Bodhisattvas sacrifice themselves. Most of Clan Ravnos is destroyed. A devastating preview of Gehenna.
2006 CE
Hunter: The Parenting Setting
Norfolk, UK. Big-D and his family against the Camarilla's expansion into Norfolk. The events of the animated series.
"The Now" — V20/W20/M20 Era
The Present
Gehenna looms but has not arrived. The Garou fight a desperate war against the Wyrm. The Traditions rebuild. Hunters multiply. The world grows darker — but the fight continues.

Historical Settings · Dark Ages Line

The Dark Ages

When the Masquerade was thinner and the world was stranger — historical World of Darkness settings.

Dark Ages: Vampire

Originally Vampire: The Dark Ages (1996), revised 2002. Set in 1230 CE — medieval Europe at the height of feudal splendour and spiritual terror.

The Setting

Before the Masquerade's full establishment, Kindred interacted far more openly with the mortal world — serving as feudal lords, court advisors, and Church patrons. The Inquisition was not yet the institutionalised force it would become, though genuine witch-hunters with True Faith made the nights dangerous. The Crusades opened trade and predation routes that Kindred exploited ruthlessly.

High Clans & Low Clans

High Clans (powerful, prestigious): Brujah (as scholar-lords), Cappadocian, Gangrel, Lasombra, Toreador (Troubadours), Tremere (newly vampiric), Tzimisce, Ventrue.
Low Clans (marginalised, feared): Assamites, Followers of Set, Giovanni (rising), Malkavian, Nosferatu, Ravnos, Salubri (still extant — Tremere hasn't finished their genocide yet).

Roads — Medieval Morality Frameworks

Roads replace modern Paths of Enlightenment. More communal and culturally embedded: Road of Heaven (Christian piety), Road of the Beast (animalism), Road of Bones (death-study), Road of Sin (hedonism), Road of Kings (lordship and leadership), and others.

Key Historical Events in Dark Ages Canon

The Mongol Invasion (1241) disrupts Tzimisce and Assamite territories. The Crusades function as vampire political theatre — every faction exploits the chaos. The Tremere Clan is insecure and new, not yet the political force it will become. The Giovanni are beginning their long plot against the Cappadocians. The Black Death (1347–1351) has not yet struck — but its seeds are being sown by supernatural forces.

Werewolf: The Dark Ages & The Wild West

The medieval Garou world and 19th-century America — two eras of the Garou's long war.

Werewolf: The Dark Ages (1996)

Same 1230 CE period as Dark Ages: Vampire. The Gauntlet is thinner, Caerns more numerous, the Umbra more accessible. The Apocalypse is a distant prophecy rather than immediate reality. The Croatan still exist in the Americas. The Garou Nation is at a higher-water mark. Yet the seeds of future disaster are already being sown: the Order of Reason's precursors begin their work, Eastern Church and Western Church conflict disrupts the spirit world, and the first great Wyrm-taint incidents appear in the East.

Werewolf: The Wild West (1997)

Set in 1881 post-Civil War America. The Pure Tribes (Uktena, Wendigo) face European Garou Tribes as westward expansion devours Native American sacred lands and Caerns. A setting of grief, displacement, and desperate last stands. The Croatan's sacrifice echoes everywhere. One of the most emotionally powerful WoD historical settings — the Apocalypse is not cosmic here but intensely human and political.

Other Historical Settings

Mage: The Sorcerers Crusade (1998)

Set in 1493 CE — the Renaissance. The Order of Reason formally declares war on the Traditions. Columbus's "discovery" of the Americas signals the assault on New World magical traditions. The Traditions will ultimately lose this war — the Sorcerers Crusade shows the opening moves. Bittersweet and historically rich. Uses different mechanics (Houses of the Order of Hermes, Sahajiya, Wu-Keng, etc.) reflecting the pre-Tradition-unification magical world.

Victorian Age: Vampire (2002)

Set in 1886 London. Gaslit gothic. Kindred navigate industrialisation and the scientific revolution (a Technocratic advance) while maintaining the Masquerade through fog and propriety. Jack the Ripper, Oscar Wilde, and the gaslit streets of London provide backdrop for ancient blood games. Kindred structures begin approaching their modern form.

Dark Ages: Mage (2002)

Set in 1230 CE. The unified Tradition structure does not yet exist — instead, disparate magical lineages operate independently: Order of Hermes in its prime, Christian thaumaturges, Islamic scholars, Norse vitkar, Celtic druids. The Consensus is looser, meaning less Paradox but also less protection from the worst abuses of power. Uses Pillars rather than Spheres, reflecting the era's different magical paradigm.

Dark Ages: Inquisitor

Mortal inquisitors with True Faith hunting the supernatural — a precursor in spirit to Hunter: The Reckoning. Reveals that not all Inquisitors were wrong about the supernatural. Some of them were fighting real monsters, with real divine power, and winning.

Ogre Popennang Productions · Bruva Alfabusa

Fan Projects

Created under Paradox Interactive's Dark Pack Agreement — extraordinary fan works that brought the World of Darkness to a new generation.

"Big-D and his sons tour a Norfolk ghost trail, stumbling headfirst into a World of Darkness."
— Hunter: The Parenting, Episode 1 Description
Animated Series · Audio Dramas · Fan Project · Dark Pack

Hunter: The Parenting

Created by Bruva Alfabusa and team (Ogre Popennang Productions) — spiritual successor to If the Emperor Had a Text-to-Speech Device (Warhammer 40K fan series). After Games Workshop's 2021 zero-tolerance policy ended TTS, Alfabusa chose WoD specifically because Paradox Interactive's Dark Pack Agreement explicitly welcomes fan creativity.

Set in the latter half of 2006 in Norfolk, UK. A Camarilla vampire clan has moved into Norfolk. Big-D and his family are the primary opposition.

Main Characters

  • Big-D — Veteran Imbued Hunter. Wildly eccentric, deeply experienced, secretive. Decades of hunting. Creed deliberately unspecified.
  • Marckus — Big-D's son. Recently exposed to the supernatural. Reckless, capable. Contains callbacks to Magnus the Red from TTS (deliberate in-joke).
  • Kitten — Marckus's fiancée. Studious and methodical. The most academically prepared.
  • Door — Big-D's reliable partner. Inflexible and traditional.
  • Boy — Door's son. The audience's terror-surrogate. Perpetually terrified.
  • Kevin (Herbertus) — Tremere vampire. Former accountant. Embraced and enslaved as the Regent's financial manager, then abandoned for correctly noting that mind-controlled employees who starve to death attract tax investigations. Now assists the hunters for protection. Has a cat named Mr. Smerples.

Format & Release

Two formats: fully animated episodes + audio dramas published between episodes. First episode: December 18, 2021. Planned: 15 animated episodes total.

WoD Lore Accuracy

Remarkably accurate to WoD canon: correct Camarilla/Sabbat political structures, Tremere clan dynamics, and Hunter: The Reckoning mechanics. Features Black Shuck (lupus-born Garou with folkloric roots in Norfolk legend), the Prince of Norfolk (6th-gen Ventrue obsessed with Boudica and Iron Age Iceni), and the Regent of Great Yarmouth as antagonists. The Binham Priory tunnel network features as a location with genuine archaeological grounding.

Watch on YouTube ↗ Patreon ↗
Actual Play Podcast · Mage: The Ascension · Dark Pack

Norfolk Wizard Game

A Mage: The Ascension actual-play podcast by the same Ogre Popennang Productions team, set in the same WoD continuity as Hunter: The Parenting — but in Norfolk, Virginia (the naming is deliberately parallel to UK Norfolk). Storyteller: SpeakerD — also the writer for HTP. Published to Spotify from September 2023.

Each player character was introduced through their own individual "Awakening" episode — four separate, deeply personal accounts of how each mage discovered their power. Appropriate to Mage's core ethos: every Awakening is unique and irreversible.

The Mages of Norfolk, Virginia

  • Bill Morgan — Blue-collar journalist. Discovers conspiracy theories are real and stranger than imagined. Awakening: the Great Dismal Swamp.
  • Parker Knickerbocker — Archaeologist running his father's antique store. An eccentric customer triggers his Awakening — discovering "a clandestine cruelty."
  • Unnamed artist — Gallery showing destroyed by supernatural darkness, transforming them utterly.
  • Fourth mage — Awakening episode available on Spotify.

Continuity with HTP

Explicitly set in the same WoD continuity as Hunter: The Parenting, allowing future crossover possibilities between the Norfolk UK hunters and the Norfolk Virginia mages — a rich narrative possibility the series has begun to explore.

Listen on Spotify ↗

The Dark Pack Agreement

Paradox Interactive's Dark Pack Agreement is the fan content policy that makes both projects possible. Unlike Games Workshop's zero-tolerance policy that ended TTS, Paradox explicitly encourages fan creativity: non-commercial fan animations, audio dramas, actual plays, fan fiction, and artwork set in the WoD universe are all permitted under the Agreement's guidelines (no commercial exploitation, no harmful misrepresentation of the setting's themes, include the Dark Pack disclaimer).

Paradox has actively promoted fan projects like Hunter: The Parenting on their official social media — treating fan creators as community ambassadors rather than IP threats. Alfabusa has cited the Dark Pack Agreement directly as a primary reason for choosing World of Darkness: not just that it fit narratively, but that Paradox actively wanted his team's creativity in their universe.

The Oracle
Offline Knowledge Engine · No Account Required · Free Forever
✦ The Oracle contains deep built-in knowledge of every World of Darkness game line — lore, rules, mythology, fan projects, clans, tribes, traditions, history, and more. No internet connection, no account, no cost. Ask freely. ✦
The Oracle speaks:

Welcome, seeker. I am the Oracle — a built-in repository of all knowledge pertaining to the World of Darkness. I carry the complete lore of the Kindred, the Garou, the Awakened Mages, the Imbued Hunters, the Dark Ages, and the fan works of Bruva Alfabusa.

I require no key, no account, and no payment. Ask me anything — I will search my depths and return what I find.

What do you wish to know?
The Oracle consults the darkness...