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World Of Darkness [EXCLUSIVE]


The games in the series have a shared setting, also named the World of Darkness, which is a dark, gothic-punk interpretation of the real world, where supernatural beings such as vampires and werewolves exist in secrecy. The original series' setting has a large focus on lore and overarching narrative, whereas Chronicles of Darkness's setting has no such narrative and presents the details of its setting as optional.




World of Darkness



Whereas the original series has a large focus on lore and background information for its setting,[11] the urban horror Chronicles of Darkness setting does not to the same extent;[6][11][12] it does not have a metaplot, and it presents any setting information as strictly optional to include in campaigns. With its lesser focus on lore and less defined world, Chronicles of Darkness also streamlines the character types, stripping the many vampire clans and werewolf tribes from the original series down to five each.[6]


The Paradox Interactive incarnation of White Wolf Publishing released the fifth edition of Vampire: The Masquerade in 2018, which included references to neo-Nazis and a character interpreted as being a pedophile, leading to accusations that they were catering to neo-Nazi groups. White Wolf Publishing denied that this was their intention, and apologized.[19] Following the use of the real-world anti-gay purges in Chechnya as the backdrop for fictional events in Vampire: The Masquerade sourcebooks, in what Paradox Interactive's vice president of business development described as a "crude and disrespectful" way, Paradox Interactive integrated White Wolf Publishing directly into the parent company, made changes to its leadership, suspended sales and printings of the books, and halted its development and publishing of World of Darkness games.[20] The material was removed from the books, and Vampire: The Masquerade development was moved to the licensee Modiphius Entertainment and collaborators including Onyx Path Publishing.[21][22]


The series' setting, plot, and art direction have been well received,[d] with Rue Morgue describing the series' "fabulous artwork" as one of its major strengths,[72] Fenix praising the series' mood and the quality of the writing,[73] and Realms of Fantasy appreciating the broad scope and the familiarity to players due to being based on the real world.[74][77] Shadis described the setting as "truly unique", bringing something never before seen to games.[78] Some publications found the setting too crowded or defined, however;[6][75] Diehard GameFan thought this took away from opportunities for horror,[75] and Tor.com thought it left little room to tell new stories, often choosing to ignore the metaplot when running games.[6] In his book series Designers & Dragons, Shannon Appelcline considered the series' focus on metaplot to likely be what had caused sales to dwindle prior to the reboot, as players would have stopped playing the games when feeling they could not keep up with the story. Reactions to the Chronicles of Darkness setting have been divided, with some preferring the original series' setting for being more fantastical and grand in scale, and some the reboot's more grounded setting.[3]


Fifth Edition is a return to Vampire's original vision, moving boldly into the 21st century. While the rules have been redesigned, this new edition honors the deep story of the original, advancing the metaplot from where it left off and detailing exactly what has happened in the world of the Kindred up until tonight.Hardcover / PDF / Roll20


The global blood opera of the Camarilla story continues. As the eldest vampires begin to vanish, the Ivory Tower starts to crack under the weight of its own decay.Camarilla sourcebook contains information on the powerful vampire faction and its place in the modern world, as well as ruleset and lore for clan Banu Haqim (formerly known as Assamites).Hardcover / PDF / Roll20


Cults of the Blood Gods introduces the world of twisted beliefs, along with their Loresheets, Rituals and Ceremonies. This sourcebook gives you a vast choice of existing cults, as well as offers you tools to create your own.Learn about Hecata, the newly-assembled Clan of Death, consisting of multiple bloodlines known from previous editions (Giovanni, Samedi, Nagaraja and more).Hardcover Retail / PDF (Renegade) / PDF & PoD (DriveThruRPG)


The world is a reflection of our own: it's still Earth, with the same countries, the same people in power, a Starbucks on every corner. However, it is nonetheless a worse place: people care a little less, the boot on your neck grinds a little deeper. Gargoyles peer down uncaringly from nearly every edifice, even as the skeletal fingers of those skyscrapers stretch further into the heavens. This is the "Gothic" aspect.


Despite this, or perhaps because of it, you fight back. The systems of power are unfair. Hell, the world itself is unfair. So you fight back. Because you can. Because you have no other choice, if you want to survive.


Since Vampire's first edition stood alone, there was no need to have a separate identity for the larger World of Darkness. Indeed, it wasn't until around the release of Mage in 1993 (when Vampire was in its 2nd Edition and Werewolf was a year into its 1st Edition) that a World of Darkness logo was finally created, based on the logo of 1992's A World of Darkness. The focus is clearly on the "world" of the title.


World of Darkness is a world of supernatural horror and intrigue hidden in plain sight. Here, vampires, werewolves, and many other creatures live among us, concealed in the shadows.Learn more >>


In Werewolf: The Apocalypse, you play as the Garou, a creature of flesh and spirit, blessed and cursed with primal rage. Born to fight and die in a desperate war to protect Gaia--the very living earth-- you engage in an unequal battle against the greed and power-hunger of human civilization that has trapped the world in a choking web of technology and corruption.Learn more >>


The dungeon's layout mostly consists of paths made out of dark energy, surrounded by a black void. A natural counterpart to the World of Light, it is the Cloud of Darkness' base of operations and the source of the darkness which broke the balance between the two worlds by starting an invasion.


World of Darkness is a franchise of tabletop roleplaying games, created in 1991 and initially owned by White Wolf Publishing, before being passed on to CCP Games in 2006 and finally to Paradox Interactive in 2016. As the name suggests, its primary focus lies in the dark, gritty interpretation of the real world that serves as the backdrop for all of its installments, framed as an urban-gothic setting where supernatural entities of all kinds roam unseen behind the curtains, usually tied together by some overarching metaplot grounded in extensive amounts of background lore, largely inspired by other horror RPGs of the same ilk, such as Call of Cthulhu.


Werewolf, the Apocalypse: The first of the installments to build upon the world of magic and spirits underlying the one inhabited by humans, Werewolf focuses on the struggles and conflicts of the Garou, a race of people birthed either by wolves or humans, who find themselves locked in an eternal war that extends far beyond their own capacity to comprehend. Gaia, the spirit of the Earth itself and mother of all Garou, lies dying and corrupted, as an hyperdimensional force of decay known as the Wyrm reaches down from the stars and threatens the stability of both the material and spiritual worlds, manifesting both as chaotic spirits that exist as extensions of its will and subtle alterations in the day-to-day dynamics of humanity itself, and it is this war for Gaia's soul, above all, that defines the Garou as a people.


Mage, the Ascension: A gnostic setting where the spirit world becomes the primary focus, protagonized mainly by individuals who "awakened" from the physical, concrete reality which the common people often take for granted, and started to experience a much deeper and more complex world, where thought, perception and belief all shape the Tapestry of existence, and the very Consensus of the masses directs the flow of the universe, currently locked into a science-based status quo by the efforts of the Technocracy, the most dominant faction among the Awakened, whose actions have stamped out all belief in magic from the minds of humans, forcing traditional Magicians to seclude themselves and severely limit the extent of their powers.


At its upper echelons, World of Darkness is rapidly skyrocketed to vastly higher levels, with the spiritual world of the Umbra being home to a variety of higher-dimensional spaces, of which the regular 4-dimensional spacetime inhabited by humans is simply a part, as well as higher realms such as the Astral Umbra, where all mathematically coherent objects and phenomena are instantiated as pseudo-tangible realms, which themselves give way to higher and higher levels of abstraction rising up to infinity, all of which culminate at the Epiphamies, purely abstract domains beyond concrete existence entirely, where all definitions and mappings become trivial and cease to apply entirely.


At some point between Digimon Adventure and Digimon Adventure 02, Ken was transported into this world. When he submerged his Digivice into the Dagomon's Ocean, it changed into a black D-3 and he began his change into the Digimon Kaiser.


In Digimon Adventure 02 - Episode 13, Hikari was transported there. She encountered what first appeared to be Hangyomon lacking diving gear, with Evil Spirals on their person. However, the Evil Spirals did not seem to be controlling them, but instead sapped their energy. They said the god they worshiped had done this to them. Hikari tried removing them, but an Airdramon with an Evil Ring on it attacked the cave. Takeru, Patamon and Tailmon then broke through to this world and helped Hikari destroy a Dark Tower hidden inside a lighthouse and defeat the Airdramon. 041b061a72


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