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Obtenebration 5e

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100% found this document useful (1 vote)
551 views26 pages

Obtenebration 5e

Uploaded by

Shawn Willoughby
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

My name is Isaac Thornlie, CIA special agent, part before finally dying completely. Growing tired of
of task force Delta, on loan to project Firstlight, the repressive glom I ordered the team to ignite a
and if you found this message then I am most couple of flares so we could get a better view of the
likely dead. area.

Before you continue any further, please, make Only two or three seconds passed before the first
sure you lock the doors and keep any source of flare was lit. By the time we could take stock of our
light you have close at hand. The shadows…they situation Ramirez was already gone. There was
are not what they seem. no sound, no signs of struggle, no indication that
he was ever there aside from an abandoned rifle
There were 5 of us. Tanya, Frank, Jonathan,
laying idly on the ground. Concerned I called out
Ramirez and myself. We just concluded an
to him over the radio and heard my own voice
operation in Afghanistan the week prior and were
echo back from somewhere above us.
in Sarajevo for some R & R. Our specialization was
neutralizing targets that posed a risk to national I asked Frank to fire a flare towards the ceiling,
security. Foreign agents, terrorist leaders, and that’s when all hell broke loose. The moment
revolutionaries, drug lords, you get the picture. the shadows parted, Ramirezs’s bloodied corpse
What I’m saying is we were all certified badasses. feel from the ceiling, and I swore I could see a
thin man wreathed in shadows, mouth wet with
The night before our scheduled return to the
crimson, hanging from the walls on what
States there was an urgent communication from
appeared to be a pair of black tentacles. Before I
command. Seems a priority request was issued by
had time to react another black tendril
another agency seeking immediate resources for a
materialized from seemingly nowhere and struck
time sensitive mission.
Frank, point first into the mouth and out through
This wasn’t out of the ordinary as the separate the back of his head, killing him in an instant.
agencies often lent their resources to one another
The rest of the squad needed no order, and we lit
as a show of good faith, all in pursuit of world
up the ceiling in a firestorm of incendiaries.
security…I guess. It came with a fat bonus so I
Caught in the rush of the moment I noted, too
didn’t question it. However, I must admit I never
late by then, that the creature was already gone
heard of any organization called Firstlight
before the first rounds even made contact. It
before.
steeped out from a shadowy corner as the barrage
We landed in Madrid the next day and upon our ceased, raised a hand to the sky and a black
arrival at the black site, we were given the most sphere enveloped Tanya, before they both
basic and odd mission briefing I ever experienced. disappeared without a trace. Jonathan had the
Our squad was to enter an old, abandoned right idea and tossed a flashbang at the creatures
cathedral in the mountains and apprehend, or last location. The sudden burst of light seems to
neutralize, an individual referred to as a blank have done the trick and bought us a small
body. They repeatedly instructed us to disregard window of opportunity as the monster vailed in
kill shots and instead focus on inflicting as much pain.
bodily damage as possible should the encounter
We ran, as fast as we could, for the exit. The
turn violent.
shadows waxed strong around us and several
I thought that the operations leader might have black tentacles shoot out, impaling poor John
been exaggerating their instructions, no doubt where he stood, a clumsy tumble sparring me from
another pencil pusher being jumpy on their first the same fate. It was then I saw a way out.
proper assignment. The sentiment was soon Grabbing my sidearm I squeezed off 3 quick shots
banished as they brought out several different at John’s ammunition belt. The first round went
calibres of dragon fire rounds for our mission. wide, the second ruptured the clip casing and the
third ignited its contents. The detonation ripped
The Catedral De Dias Mas Oscuros, the cathedral through the cathedral with a resounding
of Darker Days, was an imposing structure, one explosion, consuming John and banishing the
that time had failed to humble. Its roof, walls, shadows, if only for a moment
doors, even windows were all intact, so much so I
wondered why they even bothered calling it a Managing to limp my way to the caretaker’s old
ruin in the first place. quarters I barricaded the door as best I could, but
I doubt it will keep the creature out for long.
Progress was slow, despite using our torches the
darkness inside seemingly refused to give way to Tell my wife and kids I love them. Do not stay in
the light. After about 20 minutes of searching the this place after dark and don’t trust the shadows.
torches themselves started to flicker on and off
Isaac Thornlie

2
Credits Special Thanks
Written By: Peter Vulic Kirra-lee Huber (original playtest team and
Developed By: Peter Vulic supportive partner, without who, none of this
Edited By: Peter Vulic would have been possible)
Mike Minford (editorial assistance)
Riot Of The Blood Cast (critical feedback)
Brad Hardwick (critical feedback & advice)

THIS IS A FAN MADE CONTET


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PROPERTY® Copyright© [2023] Paradox Interactive AB (publ). All rights reserved.

3
TABLE OF CONTENTS
How to Use the Document 5
Obtenebration 7
Aegis Of Shadow 8
Eyes Of The Abyss 8
Shadow Play 8
Inner Darkness 8
Dark Whip 9
Arms Of The Abyss 9
Shroud Of Night 10
Night Shade 10
Shadow Shield 10
Shadow Step 11
Shadow Hunter 11
Feed The Darkness 11
Abyssal Surge 12
Black Metamorphosis 12
Tenebrous Form 13
Pierce the Murk 15
Shadow Perspective 15
The Hand That Serves 15
Baltazar’s Revelation 16
The Black Mirror 16
The Silent Heart 17
The Hungry Shade 17
Into The Chasm 17
Oubliette 18
The Cry That Slays The Dawn 18
Shadow Constructs 19
The Shadowlands 22

4
How to use this Document? Tag: All abilities are given a tag. A tag
describes what sort of medium the power uses.
The document should be read just like any other Only those capable of perceiving reality under that
World of Darkness book. You will need the core V5 tag can pick up on its use and even then, it might be
rulebook to understand most of its rules but on the beyond their scope to do so. If a creature is resilient,
following pages you will find rules for an expanded to a single tag the power possesses, but not the
Obtenebration discipline. This includes a re-write of other then it can still be affected as per normal. A
its old powers as well as special and optional rules single power usually will have more than one tag:
to improve your gameplay experience. ▪ Physical: uses and functions through sound,
The powers have been written in a way that is sight, smell, taste, and/or touch.
hopefully clearer than what the main rulebook ▪ Mental: uses and functions through the use of
provides. telepathy or simply in the mind of the creature.
▪ Spiritual: uses the connection through the
Please read the segments on the current and Umbra (or spiritual energy) to function.
following page for a better understanding of how to
use the document. Range & Targets: Describes the range of the
power and how many individuals it impacts. This
The Breakdown will not always be a physically determined range but
can be categorized as Vocal, Visual or Scent range,
Each power is broken up into the following meaning the range extends to how far a character
segments: can see, smell or how many people can hear him.
Description: a quick summary of the power, Conditions: Describes what conditions must be
including some additional information for how it met for the power to work.
functions, impacts the user and what its
effects actually are. The description is generally Risk: Advises primarily how easily another
broken down into italicized text and normal text. individual can perceive the use of this power and
The italicized text is meant more as an how likely it is. This is primarily meant to give the
in-story description of the power or its origins while player an understanding of the risks involved when
the normal text actually advises you on its effects. using this power in public.

Type: All powers have a type attributed to them. Cost: Tells the player what cost must be paid for
These are: the power’s activation.

▪ Abilities: requires the user to actively Test: Advises what test a player must pass for the
deviate that they are using this power. power to activate. The test difficulty will always be a
▪ Reflexive: the ability only becomes number in a bracket ( ). As long as the result is
available if the right circumstance presents equalled or exceeded the power activates. In
themselves during which point a player may circumstances where no test or value is provided the
declare that they are activating the power. power activates automatically.
▪ Upgrade: these powers augment or
permanently enhance the user. They have no Resistance Roll: Describes what values the target
cost and are always active. uses in order to attempt to resist the powers effects
▪ Ritual: these powers require a character's (if any). The difficulty for the Resistance Roll is
attention, ingredients and, usually, a either a pre-determined value ( ) or is simply made
prolonged period of time to perform properly
against the users test result.
but their effects are generally, long lasting and
powerful. Duration: Advises how long the power
remains active for or rather how long its effects
remain active.

5
Values The last two will be new for most players as these
additions do not feature in the main rulebook.
Many of the powers written here will provide you A discipline Bonus is granted to any user of the
with a distance and duration which is slightly ability and generally grows more powerful the more
different from the main book which uses a more dots the player invests in that discipline. The Bonus
open system of play. Treat these more as guidelines is generally a passive one or it augments the powers
to give you a better understanding of the extent of in the Discipline further.
each power and its effects.
A discipline Bane is the inherent danger which
Distance and weight will always be provided in comes from using the discipline. These can vary but
metric followed by imperial measurements in the one rule they all share is that a discipline Bane
brackets. Both are rounded up or down to the only affects those users and clans who do not
closest round number for ease of gameplay. naturally have access to the Discipline to begin with
Duration is always provided in normal time and as part of their Clan (or bloodline) inherent abilities.
game time. Normal time being hours, days, weeks For example, Dominate is a discipline which several
etc. and game time being provided in Actions, clans have access to. So Ventrue and Tremere
Rounds, Scenes and Sessions. Normal time will characters will outright ignore the discipline bane
always be provided in brackets next to Game time. for Dominate. However, a Gangrel who gained
Just like distances these are meant to provide a access to Dominate (by either being taught or as
guideline more than an actual hard rule and are part of their Predator Type) will always be impacted
meant for ease of gameplay. by the discipline Bane as it is not a power his Clan is
naturally accustomed to.
Enhanced Mortals
In either event discipline Banes & Bonuses are
You might often encounter the phrase Enhanced optional rules and most powers work just as easily
Mortal. This is simply a tag given to all creatures without their implementation. So, if you feel like
who are mostly human (or a normal animal) but had they would slow your game feel free to disregard
been altered by scientific or supernatural means to them.
be stronger, faster or more resilient than general
mortals. Ghouls, Flesh Creations, Zombies, Thin- Clan Signature Disciplines
Bloods, Kinfolk etc. can all be considered Enhanced
Mortals. In the current version for V5 most clan signature
disciplines had not made the transition to the new
LARP Friendly rule set. Those that did had been altered or
appropriated by several clans.
Some abilities can be somewhat difficult to
represent in a Live Action Role Play For the purposes of the custom rules found here
(LARP) setting. Due to this the author had Signature Clan Disciplines should only be available
added a symbol of an ankh (such as the to the clan listed below.
one on the right) to all powers which he You can however still mix and match the powers as
personally considers to NOT be LARP friendly. you want as they are still considered optional in
This is simply the authors personal preference and if nature.
you feel like a power can enrich your gaming
experience than by all means use it.
Clans With Access to
Banes & Bonuses Obtenebration:
Before you get into the full explanation of each
power there will be a page which explains the nature
of the discipline at length, how it works, its bonuses
and its banes.

6
OBTENEBRATION Such constructs are extremely durable and highly
resistant to most forms of damage. Skill or brute
Kindred can exhibit many strange and terrifying force can be used to parry strikes from shadow
abilities. From supernatural strength, capable of constructs or to loosen their grip but to have any
ripping a man apart, to bodily mutations that change chance of doing actual damage light needs to be
one into a hulking monstrosity. Yet there are few used. Whether it comes from a flare, lighter, torch
powers that inspire more dread than the shadow or the sun itself, light has the same effect on
manipulating abilities of Obtenebration. shadow constructs as fire has on vampires (page
19).
Its users are capable of bringing shadows to life,
summon tentacles of blackest horror and even Finally, just like Thaumaturgy, Obtenebration has its
transform themselves into an avatar or true own list of unique Blood Sorcery Rituals. These are
darkness. While its physical effects are all too real, treated as normal Blood Sorcery Rituals. However,
its psychological ones are just as undeniable. while these are limited in number, they are only
Obtenebration allows for the manifestation of available to Obtenebration users. Taking these
constructs of actual darkness. These constructs specialized Obtenebration Blood Sorcery Rituals
possess a form of malignant intelligence which both does take up a slot under Blood Sorcery but does
humans and animals can subconsciously sense, not prevent the user from taking other more
reacting with fear when near them. “mainstream” Blood Sorcery Rituals. It merely
opens an additional list of options to its users.
Obtenebration is said to further dam the vampires
who use it, for it removes them further from God's Discipline Bonus
grace and into the dark pull of the Abyss. Proficient
users may manifest physical changes: eyes become ● – Obtenebration effects and constructs are no
pools of utter darkness, shadows move of their own longer disrupted by low ambience light (weak light
accord in their presence, and from time to time, bulbs, candlelight, dimly lit areas).
spontaneous Obtenebration effects may manifest of ●●● – Obtenebration effects and constructs are no
their own accord. longer disrupted by normal ambience light (normal
light bulbs, fireplaces, public lighting).
Its greatest scholars are the followers of the Path of
Night and practitioners of Abyssal Mysticism, which ●●●●● – Obtenebration effects and constructs can
draws on the power of Obtenebration in its rituals. only be disrupted by flashbangs, strong search
lights, direct contact with fire or the sun itself.
Key Test
Discipline Bane
Obtenebration + Resolve
If a 1 is rolled on a Rouse Check than anytime the
Obtenebration Explained user successfully manifests an ability from
Obtenebration it counts as a being a messy critical.
Additionally, the storyteller is allowed to force
Obtenebration takes elements from Oblivion,
random Obtenebration effects to manifest around
Protean, Obfuscate and Blood Sorcery to achieve its
the user based on the characters mental state
effects. It draws from a similar source of power as (without a Rouse Check required). This is to
Oblivion, yet its origin is somewhat different (page simulate the Abyss reacting to its hosts deepest
22). darkest wants and manifesting itself on their behalf,
regardless of the users actual intentions.
All Obtenebration abilities deal with either
manipulating existing shadows or summoning new Effects last until the end of the Session.
ones. Often these abilities lead to the manifestation
of shadow constructs.

7
Level 1
Aegis Of Shadow Shadow Play
The shadows stick and coil around the Kindred, helping him Shadows seem to take on a mind of their own
blend into the background with surprising ease. when near the user, they shift and twist and often
grow darker or lengthen on the Kindred’s body,
The Kindred adds a 1 dice bonus, per dot he giving them an unsettling appearance.
possesses in Obtenebration, to any Stealth related
roll. The user can manipulate the shadows around them
to alter their shape and form to a minor degree.
❖ Type: Upgrade This grants them a 2 dice bonus for all intimidation
❖ Tag: Physical & Spiritual rolls.
❖ Range & Targets: Targets the Kindred
himself. ❖ Type: Ability
❖ Cost: None ❖ Tag: Physical & Spiritual
❖ Conditions: The bonus only applies in poorly ❖ Range & Targets: Targets the user and all
lit areas. shadows within 5 meters (20 feet) of them.
❖ Risk: None. While the ability is unnatural, it ❖ Cost: None
works with the environment to keep its effects ❖ Conditions: Normal Obtenebration
hidden. limitations when it comes to light.
❖ Test: None ❖ Risk: Moderate. The power can be very
❖ Resistance Roll: None noticeable and can cause a panic.
❖ Duration: Permanent Test: None
❖ Resistance Roll: None
❖ Duration: 1 Scene (10 minutes), until the user
voluntarily ends the ability or is incapacitated.
Eyes Of The Abyss
The user’s eyes turn pitch black in their entirety, giving the
user supernatural sight and making maintaining eye contact Inner Darkness
difficult.
The powers of the Abyss swell within the user and feeds their
The user can see in total darkness, even when it is ego and sense of lethality, while eroding their Humanity.
brought about by supernatural means.
As an added bonus, while the power is active, The Kindred can voluntarily suffer a Stain to their
anyone attempting to target the user with an ability Humanity in order to ignore the effects of terror or
that relies on Eye Contact being made suffers a 1 fear (such as those brought about by presence or
dice penalty to their roll. nightmarish creatures). This ability has no effect
against the fear of fire or sunlight.
❖ Type: Ability
❖ Tag: Physical & Spiritual ❖ Type: Reflexive
❖ Range & Targets: Targets the Kindred ❖ Tag: Mental & Spiritual
himself. ❖ Range & Targets: Targets the Kindred
❖ Cost: None himself.
❖ Conditions: None ❖ Cost: 1 Stain to the users Humanity.
❖ Risk: Moderate. Your eyes become visibly ❖ Conditions: Cannot negate the fear of fire or
unnatural and anyone that makes eye contact sunglight.
will know something is off. ❖ Risk: None. The ability corrupts the user’s
❖ Test: None spirit, but such effects are subtle.
❖ Resistance Roll: None ❖ Test: None
❖ Duration: 1 Scene (1 hour), until the user ❖ Resistance Roll: None
voluntarily ends the ability or is incapacitated. ❖ Duration: 1 Test (1 second)

8
Dark Whip Level 2
The vampire grasps the air and conjures forth a
whip of pure darkness.
Arms Of The Abyss
Dark tentacles sprout from the deepest darkest
The Kindred conjures up a whip made of corners of the room to envelope the victim.
shadow. The weapon uses Dexterity + Melee for its
rolls and causes Superficial Damage with no bonus If successful, the Kindred will manifest
damage points. It can only be destroyed by light or shadow tentacles. Each shadow tentacle
fire as it is considered a shadow construct. has a reach of 10 meters (30 feet) and has the same
It is worth mentioning that as a whip it should be unmodified Dexterity, Strength and Brawl rating as
considered to have a longer reach than most melee the user.
weapons. The tentacles have two modes of attack:
❖ Type: Ability Reactive: the tentacles are reacting to the Kindreds
❖ Tag: Physical & Spiritual subconscious commands and add 1 dice to any
❖ Range & Targets: Targets the Kindred Strength, Dexterity or Brawl related roll, in the same
himself. way as if each tentacle was an ally assisting the user
❖ Cost: None in their actions.
❖ Conditions: Normal Obtenebration Directed: the tenacles are being directly controlled
limitations when it comes to light. by the Kindred. Each tentacle acts based on its own
❖ Risk: High. You are summoning a characteristic however the user needs to otherwise
supernatural weapon out of thin air. skip their Round and they cannot perform any
❖ Test: None actions other than direct the tentacles during this
❖ Resistance Roll: None time as it requires their full focus to command the
❖ Duration: 1 Scene (10 minutes), until the user shadow constructs.
voluntarily ends the ability or is incapacitated.
If the user is disarmed the weapon The Kindred can summon and maintain as many
immediately dissipates. shadow tentacles as he has dots in Obtenebration at,
any one time.
❖ Type: Ability
❖ Tag: Physical & Spiritual
Design Notes ❖ Range & Targets: The tendrils can be
Although all powers written here can be used manifested anywhere within 10 meters (30
feet) of the Kindred in an appropriately dimly
normally in your games, I would advise limiting
lit area. They do not need to all sprout from
them based on your Kindreds Blood Potency the same location. Each tendril has a reach of
using the following. 10 meters (30 feet).
Level 1 Powers – can be manifested by Blood ❖ Cost: 1 Rouse Check
Potency 0 or higher. ❖ Conditions: Normal Obtenebration
limitations when it comes to light. Each
Level 2 Powers – can be manifested by Blood tentacle can be destroyed separately by this
Potency 1 or higher. method and counts as having a single point of
Health.
Level 3 Powers – can be manifested by Blood ❖ Risk: High, you are creating a very telling
Potency 2 or higher. supernatural event.
❖ Test: Obtenebration + Resolve (2 + 1 for
Level 4 Powers – can be manifested by Blood
each shadow tentacle summoned)
Potency 3 or higher.
❖ Resistance Roll: None
Level 5 Powers – can be manifested by Blood ❖ Duration: 1 Scene (10 minutes), until the
Potency 4 or higher. Kindred voluntarily ends the ability, is
incapacitated or the shadow constructs are
destroyed.

9
Shroud Of Night Shadow Shield
The Kindred lowers the luminosity of nearby light The Abyss reacts to protect its host from harm. Shadowy
sources, allowing them to summon their shadow constructs materialize out of the body to deflect incoming
constructs with incredible ease. blows and just as quickly dissipate.
If successful, then all sources of light are reduced in If successful, the Kindred can reduce the total
luminosity. Fireplaces give out as much light as a amount of damage they would receive by 1 point
candle, a torch is no brighter than a phone screen for each dot they have in Obtenebration.
and so on.
❖ Type: Reflexive
❖ Type: Ability ❖ Tag: Physical & Spiritual
❖ Tag: Physical & Spiritual ❖ Range & Targets: Targets the Kindred
❖ Range & Targets: Targets all sources of light himself.
within 100 meters (300 feet) of the user. ❖ Cost: 1 Rouse Check
❖ Cost: 1 Rouse Check ❖ Conditions: Has no effect against Aggravated
❖ Conditions: The ability has no effect on damage, fire damage and sunlight.
raging bonfires, floodlights, flashbangs or the Additionally, it is important to note that the
sun. Such sources are considered too intense user is materializing temporary shadow
for this ability to diminish in any meaningful constructs which means the power can still be
manner. disrupted by intense light.
❖ Risk: Minor. The effects can be covered up as ❖ Risk: Minor. The shadowy constructs only
a simple power failure. materialize for a second or so and can easily
❖ Test: Obtenebration + Resolve (2) be missed.
❖ Resistance Roll: None ❖ Test: Obtenebration + Resolve (2)
❖ Duration: 1 Scene (10 minutes) ❖ Resistance Roll: None
❖ Duration: 1 Attack (a second)

Night Shade
The shadows encase the user making him seem like
a shadow phantom and obscuring his true identity.
If successful, the Kindred becomes
invisible when in shadowy or low-lit areas. When
moving through areas where the cover of existing
shadows is not provided, but the light is not strong
enough to disrupt his abilities, the user will appear
as a black apparition with his identity completely
hidden.
❖ Type: Ability
❖ Tag: Physical + Spiritual
❖ Range & Targets: Targets the Kindred
himself.
❖ Cost: 1 Rouse Check
❖ Conditions: Normal Obtenebration
limitations when it comes to light.
❖ Risk: Low. The effect can easily be explained
as an overactive imagination.
❖ Test: Obtenebration + Resolve (2)
❖ Resistance Roll: None
❖ Duration: 1 Scene (10 minutes)

10
Level 3
Shadow Step
In the blink of an eye the user merges with the darkness and
reapers in another shadowy corner.
The user can teleport from one shadow to another.
❖ Type: Ability
❖ Tag: Physical + Spiritual
❖ Range & Targets: Targets the user, who
disappears and reapers in the new location.
The point of re-emergence must be within
Visual range and 10 meters (30 feet) of the
user’s initial location.
❖ Cost: 1 Rouse Check
❖ Conditions: The point of re-emergence must
be a shadow as large (or larger) as the user.
❖ Risk: Moderate. The user disappears and
reappears. The power is instantaneous and
usually doesn’t leave observers with a lot of
time for investigation.
❖ Test: Obtenebration + Resolve (3)
❖ Resistance Roll: None
❖ Duration: 1 Round (a few seconds)

Feed The Darkness


Shadow Hunter
As the shadow constructs tear flesh and shred enemies to
The shadows whisper to the Kindred as he hunts his victims, pieces they drink in the spilt blood.
expanding his senses and warning him of dangers.
With this upgrade any spilt blood caused by shadow
The Kindred adds 1 dice to all his Awareness and constructs can voluntarily be instantly absorbed by
Survival rolls per dot he possesses in the shadow construct and transferred to the user.
Obtenebration. To satisfy a point of Hunger the shadow construct
needs to cause Aggravated Damage or kill the
❖ Type: Upgrade target. Resonance bonuses are never gained when
❖ Tag: Mental + Spiritual using this method nor can one properly perform
❖ Range & Targets: Targets the Kindred
diablery through a shadow construct.
himself.
❖ Cost: None ❖ Type: Upgrade
❖ Conditions: The bonus only applies while the ❖ Tag: Physical + Spiritual
Kindred is in a dark (or low lit) and relatively ❖ Range & Targets: Impacts all shadow
silent area. constructs manifested by the user.
❖ Risk: None. The whispers can only really be ❖ Cost: None
heard by Obtenebration users. ❖ Conditions: Must kill the target or cause
❖ Test: None Aggravated damage to satisfy a point of
❖ Resistance Roll: None Hunger.
❖ Duration: Permanent ❖ Risk: High. This power makes the users
existing Obtenebration abilities all the more
terrifying but otherwise no more noticeable.
❖ Test: None
❖ Resistance Roll: None
❖ Duration: Permanent

11
Level 4 Black Metamorphosis
The Kindreds body grows darker and darker until
Abyssal Surge eventually he becomes one with the shadows around
The user gathers the shadows inside himself and releases a him.
surge of Abyssal energy which can short circuits appliances The user counts as a shadow construct. Mundane
and, perhaps most importantly, knocks out artificial sources attacks cannot harm him and he cannot be targeted
of light. by abilities which rely on Eye Contact or Touch.
If successful, the Kindred temporarily knocks out all Additionally, the user also counts as benefiting from
electronic devices within 30 meters (100 feet). the effect of Night Shade.
If he scores double the test requirements than the He will however take Aggravated damage from any
pulse permanently destroys the affected electronic form of fire, sunlight or strong sources of light
devices instead of temporarily knocking them out. (flood lights, flash bangs etc). Additionally, the user
The power has no effect on natural sources of light. cannot use any abilities that require Eye Contact
❖ Type: Ability while the effects of this power last.
❖ Tag: Physical + Spiritual ❖ Type: Ability + Spiritual
❖ Range & Targets: All electronic devices ❖ Tag: Spiritual
within 30 meters (100 feet). ❖ Range & Targets: Targets the Kindred
❖ Cost: 2 Rounds + 1 Rouse Check himself.
❖ Conditions: Must spend 2 Rounds focusing ❖ Cost: 1 Round + 1 Rouse Check
and drawing the Abyssal energies into himself ❖ Conditions: Must perform the ability in a
before unleashing them. Unlike other dark and shadowy area.
Obtenebration abilities, this particular power
❖ Risk: High. Due to the nature of this ability
unleashes a pulse of Abyssal energy which is
the user can easily remain hidden, however if
not disrupted by strong sources of light.
he is ever seen in the open it will immediately
❖ Risk: High. Although the pulse itself trigger a panic.
resembles a momentary wave of shadow it
❖ Test: Obtenebration + Resolve (4)
occurs quickly and is easily missed. The effect
❖ Resistance Roll: None
on local electronics does however cause a
❖ Duration: 1 Round to manifest after which
potential panic as the power is indiscriminate
the ability remains active for 1 Scene (1 hour)
on what items it affects.
or until the user decides to end the ability or is
❖ Test: Obtenebration + Resolve (4)
incapacitated.
❖ Resistance Roll: None
❖ Duration: 2 Rounds (1 minute) to manifest
the ability, after which the affected electronics
are either impacted for the next hour (if the
result is a normal pass) or are permanently
disabled (if the result is double the test
requirement).
The affected equipment can still potentially be
fixed by a suitable expert.

Shadows
By now you would have noticed that Obtenebration is heavily limited by local ambient light. This is done by
design as Obtenebration abilities have few other counters. This means its users need to have a good idea of
where and who they are fighting ahead of time to make the most of their abilities, while those facing an
Obtenebration user best prepare to counter such abilities in a meaningful fashion. It is also advisable that
the storyteller applies this lesson to their games as much as possible when an Obtenebration user is present.

12
Level 5
Tenebrous Form
The user retreats into a darkened
corner and is seemingly devoured by
the shadows. What re-emerges can
only be described as the stuff of
nightmares.
The user transforms into a creature of
darkness. This ability works exactly the
same way as Black Metamorphosis
with the following exceptions:
The user causes terror to all who lay
eyes upon him. Mortals and Enhanced
mortals will flee the Scene unless they
pass a Willpower test (3), while
Kindred are unaffected.
The users’ limbs and head are replaced
by shadow tentacles. While these do
not give him additional benefits, as
normal shadow tentacles do, they do
extend his physical reach to 10 meters
(30 feet).
The user adds 1 dice to all their
Physical Rolls.
❖ Type: Ability
❖ Tag: Physical + Spiritual
❖ Range & Targets: Targets the
Kindred himself.
❖ Cost: 2 Rouse Checks + 1
Round
❖ Conditions: Must perform the
ability in a dark and shadowy
area.
❖ Risk: High. You are turning into
a creature of nightmares. While
you can still use the darkness to
mask your presence, once seen
in the open you will trigger a
mass panic.
❖ Test: Obtenebration + Resolve
(5)
❖ Resistance Roll: None
❖ Duration: 1 Round to manifest
after which the ability remains
active for 1 Scene (1 hour), until
the user decides to end the
ability or is incapacitated.

13
14
Level 1
Pierce The Murk Shadow Perspective
The mystic creates a black coloured potion. When consumed The user enters a trance to observe the world around him
it allows those who imbued it to see through all forms of through the shadows.
darkness. The Kindred enters a torpor like trance. During the
Those who drink the potion benefit from the Eyes trance they can observe the world around them
Of The Abyss ability. The only downside is that through any shadows.
they cannot voluntarily de-activate the ability as a The range of this ability increases with the number
normal user could. of dots the user has in Obtenebration.

❖ Requirement: Blood from an Obtenebration ● – They can use any shadow within 10 meters (30
user and a piece of glass. feet).
❖ Type: Ritual ●● – They can use any shadow within 100 meters
❖ Tag: Physical + Spiritual (300 feet).
❖ Range & Targets: Targets whoever drinks ●●● – They can use any shadow within 1 kilometre
the potion. The potion can affect Mortals as (half a mile).
well. ●●●● – They can use any shadow within 10
❖ Cost: 1 Scene + 1 Rouse Check kilometres (5 miles).
❖ Conditions: All requirements must be met. ●●●●● – They can use any shadow within 100
❖ Risk: Moderate. The side effect of giving kilometres (50 miles).
those who use it unnatural looking eyes can
quickly become a problem. ❖ Requirement: A personal item that once
❖ Test: None belonged to the target or place they are trying
❖ Resistance Roll: None to spy on.
❖ Duration: 1 Scene, after which the effects ❖ Type: Ritual
dissipate. The potion itself remains potent for ❖ Tag: Physical + Spiritual
up to a month. ❖ Range & Targets: Any appropriate location
within the specified range.
The Hand That Serves ❖ Cost: 1 Scene + 1 Rouse Check
❖ Conditions: All requirements must be met.
The Kindred summons a small diminutive shadow
The user can only observe the world through
minion. particularly dark shadows so they will have no
The user summons a Lesser Shadow access to a well-lit room for instance.
Minion (page 20). The minion must be given simple Any sort of attack or disturbance targeting the
instructions upon its manifestation which it will try user will immediately end the trance and the
ability.
to accomplish during the course of the night.
❖ Risk: Low. Besides the users trance like state
❖ Requirement: An animal sacrifice. nothing seems out of the ordinary.
❖ Type: Ritual ❖ Test: None
❖ Tag: Physical + Spiritual ❖ Resistance Roll: None
❖ Range & Targets: The shadow minion ❖ Duration: 1 Scene (10 minutes) or until the
materializes in the same room as the Ritual. user voluntarily ends the ability or is
❖ Cost: 1 Scene + 1 Rouse Check incapacitated.
❖ Conditions: All requirements must be met. I see what the shadows see.
Only one shadow minion can exist at any one
time, belonging to the Kindred. My eyes are darkness itself.
❖ Risk: Minor. The creature is small and easily
missed. My soul is as black as the deepest pit of the Abyss.
❖ Test: None I am the watcher in the dark.
❖ Resistance Roll: None
❖ Duration: 1 night (12 hours), until the For I am the dark.
creature is destroyed or its task completed.

15
Level 2 The Black Mirror
The user enchants two sets of mirrors, binding
Baltazar’s Revelation them through the Shadowlands.
Baltazar was a Lasombra whose hate for the The Kindred pours his blood over the
Ventrue was legendary. The ritual he crafted surface of a mirror. When the ritual is concluded the
would dam the Kings for their love of money. mirror will turn pitch black and non-reflective.
The user focuses the powers of the Abyss into a Once the Kindred enchants a second mirror with
single coin. If successful he can manifest Shadow the same ritual the two mirrors become linked
Play, Arms Of The Abyss, Shroud Of Night and through mystical means. If a person were to enter
Abyssal Surge through the coin itself. Using the the first mirror, they will re-appear on the side of
location of the coin as the epicentre of the power’s the second one. The connection is one way though
manifestation instead of his own location. so an individual can never step into the second
mirror to re-appear at the first one.
The coin itself automatically acts as an item through The journey itself is instantaneous and takes the
which the effects of Shadow Perspective are traveller, momentarily, through the Shadowlands.
continuously channelled to the user when he tries to Kindred are not affected by the transition.
channel one of the aforementioned abilities. Enhanced mortals arrive incapacitated but
❖ Requirement: A simple coin. otherwise unharmed and Mortals never re-emerge
❖ Type: Ritual (the denizens of the lands of the dead having been
❖ Tag: Physical + Spiritual drawn to their souls as a moth to a flame and
❖ Range & Targets: The user can manifest devoured them in the process).
abilities through the coin as long as he can
❖ Requirement: A mirror which is as large (or
witness events through it.
larger) as the user.
Therefore, the actual range by which the user
❖ Type: Ritual
can use the coin to manifest Obtenebration
❖ Tag: Physical + Spiritual
abilities is equal to the range they would have
if they were manifesting Shadow Perspective. ❖ Range & Targets: As long as the two
mirrors remain undamaged there is no limit to
❖ Cost: 1 Scene + 1 Rouse Check + 1 Rouse
the range of this ability.
Checks each time an ability is channeled
through the coin. ❖ Cost: 1 Scene + 1 Rouse Check
❖ Conditions: All requirements must be met. ❖ Conditions: The ritual must be used on two
The user can only possess one such coin at a separate mirrors to link them. Only two such
time. mirrors, created by the user, may exist at any
one time.
❖ Risk: Moderate. While the abilities themselves
are still noticeable, they are manifested ❖ Risk: High. The mirrors appear strange and
remotely from the user. their supernatural nature can easily be
discovered by accident.
❖ Test: Obtenebration + Resolve (2)
❖ Test: Obtenebration + Resolve (2)
❖ Resistance Roll: None
❖ Resistance Roll: None
❖ Duration: Once the 3rd ability manifested
through the coin dissipates the coin itself ❖ Duration: Until the mirrors are destroyed or
disappears into the Abyss. the user creates a new pair.

16
The Silent Heart Level 3
The Kindred summons a humanoid shadow
minion.
The Hungry Shade
The user summons an Exalted shadow The Kindred summons a large shadow beast.
Minion (page 20). The minion must be given The user summons a Greater Shadow
instructions upon its manifestation which it will try Minion (page 20). The minion must be
to accomplish during the course of the night. given simple instructions upon its manifestation
❖ Requirement: A human sacrifice. which it will try to accomplish during the course of
❖ Type: Ritual the night.
❖ Tag: Physical + Spiritual ❖ Requirement: A Kindred sacrifice.
❖ Range & Targets: The shadow minion ❖ Type: Ritual
materializes in the same room as the Ritual. ❖ Tag: Physical + Spiritual
❖ Cost: 1 Scene + 1 Rouse Check ❖ Range & Targets: The shadow minion
❖ Conditions: All requirements must be met. materializes in the same room as the Ritual.
Only one shadow minion can exist at any one ❖ Cost: 1 Scene + 1 Rouse Check
time, belonging to the Kindred. ❖ Conditions: All requirements must be met.
❖ Risk: Moderate. The creature is humanoid but Only one shadow minion can exist at any one
intelligent enough to remain hidden for the time, belonging to the Kindred.
most part. ❖ Risk: Very High. The creature is bestial in
❖ Test: Obtenebration + Resolve (2) nature and while it possesses a low cunning it
❖ Resistance Roll: None will not shy away from open conflict.
❖ Duration: 1 night (12 hours) or until the ❖ Test: Obtenebration + Resolve (3)
creature is destroyed or its task completed. ❖ Resistance Roll: None
❖ Duration: 1 night (12 hours) or until the
creature is destroyed or its task completed.
Into The Chasm
The Kindred breaks through the barrier between
the physical world and the shadowlands to travel
through them to their new destination.
The Kindred enters the Shadowlands (page 22).
❖ Requirement: Death of a mortal, ghoul or
Kindred (animal sacrifices will not suffice).
❖ Type: Ritual
❖ Tag: Physical + Spiritual
❖ Range & Targets: Targets the Kindred and
anyone he drags into the portal with them.
❖ Cost: 1 Rouse Check (if the veil between the
world of dead and the living is thing then no
Rouse check is required).
❖ Conditions: All requirements must be met.
❖ Risk: Very High. You are tearing apart the
barrier between the world of the living and the
dead.
❖ Test: Obtenebration + Resolve (3)
❖ Resistance Roll: None
❖ Duration: The portal only remains open for 2
Rounds. After which the user’s re-emergence
depends on his travels.

17
Level 4 Level 5
Oubliette The Cry That Slays The
The Kindred banishes their captives to a hidden Dawn
location in the Abyss. The Kindred performs a large ritual sacrifice. The
A black sphere engulfs the target and following day black clouds will gather above the
banishes them to a hidden pocket of the Abyss. city plunging it into an early night.
Only the user himself and those capable of traveling If successful the user extends the night cycle of the
the Shadowlands have any hope of finding the local city by 1 hour both at dusk and dawn,
location of the prison. While the captive is in total effectively giving Kindred 2 more hours of activity
darkness and isolation, he will remain unharmed. Be than they would normally have. This ability does
mindful as food and water will not reach the captive affect the normal bane of Kindred being forced to
until they are released back onto the mortal plane. rest based on the time of the day regardless of the
❖ Requirement: A mortal sacrifice and a bound weather.
captive. ❖ Requirement: 13 mortal sacrifices (animals
❖ Type: Ritual will not suffice).
❖ Tag: Physical + Spiritual ❖ Type: Ritual
❖ Range & Targets: Targets a single restrained ❖ Tag: Physical + Spiritual
or incapacitated individual. ❖ Range & Targets: Affects an entire large
❖ Cost: 1 Scene + 1 Rouse Check city.
❖ Conditions: All requirements must be met. ❖ Cost: 1 Scene + 2 Rouse Check
❖ Risk: High. The ritual manifests as a large ❖ Conditions: All requirements must be met.
black orb which swallows the victim and ❖ Risk: Very High. The ritual manifests as a
disappears. thick eerie cloud cover or eclipse. Those who
❖ Test: Obtenebration + Resolve (4) hunt the supernatural will know it is not a
❖ Resistance Roll: None normal weather phenomenon.
❖ Duration: Until the ritual is reversed, the ❖ Test: Obtenebration + Resolve (5)
target expires or the victim is somehow found ❖ Resistance Roll: None
and freed within the Shadowlands. ❖ Duration: The ritual extends the night cycle
by 2 hours (1 hour at dusk and dawn) and
lasts for the entire night.

18
19
Shadow Construct is a common term used to refer Constructs. Instead, a skilled Auspex user will
to all stable physical manifestations of the Abyss. be better off trying to use Heightened Senses to
They are objects or creatures made from pure pick up on the minute differences between
shadow and given a form of unnatural solidity shadows or by looking for emotional
through the powers of the Abyss. Regardless of resonances/auras given the Shadow Constructs
their origin all Shadow Constructs have the unique spiritual signature.
Shadow Constructs emanate negative energy in
following points in common:
the form of a spiritual resonance which can be
❖ Creation: Shadow Constructs can only be described, at best as predatory, and at worse as
created in areas which are poorly lit or, at the sadistic. This resonance can be subconsciously
very least, have a number of darkened corners sensed by most animals and mortals when near
for the Kindred to exploit. such entities.
Areas which are completely devoid of all light The most useful abilities for finding Shadow
can be used but manifestation might be less Constructs are those that can pierce the
predictable as the user is still limited by his darkness with ease. Powers such as Eyes Of The
normal senses. If he cannot see what he is Beast or Eyes Of the Abyss are perfectly
manifesting chances are it will not have the tailored for picking up on shadow constructs.
desired effect. Powers such as Eyes Of The ❖ Free Hand: All the minute details on shadow
Abyss, Pierce The Murk and Baltazar’s constructs are hard to sometimes remember and
Revelation help the user overcome these the rules provided may not give an answer for
circumstances. every circumstance. In such instances the
❖ Durability: All Shadow Constructs are Storyteller is allowed to make their own
extremely durable. Mundane physical assaults interpretation.
will cause no damage to them.
Supernatural strength can be used to break the
hold a shadow construct has, and normal brawl
or melee skills can be employed to parry blows
from Shadow Constructs but can never
physically do them any harm.
Strong light can disrupt Shadow Constructs and
cause them to dissipate. Exactly what level of
luminosity is needed for this effect to work is
dependent on the number of dots the user has
in Obtenebration (if you are using the Discipline
Bonus). Generally, any strong floodlight, flare or
flashbang can disrupt shadow constructs.
Fire and sunlight are two of the best weapons to
use against Shadow Constructs, either of which Shadow Minions
will cause Aggravated Damage to such
manifestations or (in cases where the construct What are Shadow Minions?
does not have a health track) will cause them to
either immediately dissipate or never materialize Shadow Minions are physical manifestations of the
to begin with. Abyss in the form of creatures made of pure
❖ Visibility: Constructs are generally invisible shadow. Unlike other constructs they possess a
while in natural shadows or at the least form of intelligence and can act independently from
extremely hard to pick out. Auspex users might their master in a limited fashion.
be able to see shadow constructs due to their
unique abilities, but it is important to make the Shadow Minion Biology
following distinction:
Shadow constructs are physical manifestations. Although they can easily hide in existing shadows
They are not spirits which hide behind some and are summoned from another plane of existence,
supernatural veil, rather their obfuscation is Shadow Minions are not considered spirits but
more due to a form of physical camouflage. To physical creatures, if in a limited sense. Just like
this end using Sense The Unseen on its own will other shadow constructs they are extremely resilient
not be enough to see hidden Shadow to all forms of physical damage and can be nearly

20
invisible when hiding in existing shadows. They Types Of Shadow Minions
share the weaknesses of other shadow constructs
when it comes to fire, sunlight, and strong sources
of light.
MINOR SHADOW MINION
Shadow Minions move as any living creature but
seem to be exceedingly fast when amongst shadows A minor shadow minion is a diminutive and small
and can quickly cover great distances in low lit areas. creature. It has limited intellect and is generally not
They are usually silent when they move but they can a physical threat. It does however possess a low
displace water, dirt or trash with their steps which cunning allowing it to perform its task below the
can give away their location. notice of most individuals.
Although they possess a form of intelligence, they
❖ Attributes: All 1.
are completely immune to mental manipulation, fear
❖ Skills: Stealth & Awareness 3. All others 0.
and are incapable of speech.
❖ Health: 1.
Regardless of the Shadow Minions location their
❖ Intellect: The creature can understand simple
forms will dissipate and return to the Abyss once commands similar to a well-trained dog.
dawn breaks.

Controlling Shadow Minions EXALTED SHADOW MINION


Although they have a limited form of intelligence An exalted shadow minion is greatly prized for its
Shadow Minions lack any form of motivation intellect. It appears as a humanoid shadow with
beyond their predatory nature. When they are first unnaturally long limbs and a featureless face.
manifested, they need to be given a task by the
summoner. ❖ Attributes: All 2.
The task is limited by the creature’s intelligence and ❖ Skills: Stealth & Awareness 2. All others 1.
to a single evening (as dawn will inevitably destroy ❖ Health: 2.
the creature). ❖ Intellect: The creature can understand complex
Fortunately for the user the minion will never attack commands and can even use items, albeit in a
the summoner and the instructions it receives from very limited sense.
its master are imprinted through a combination of
vocal and mental communication. GREATER SHADOW MINION
The user can simply say “kill the witness” or “bring
back what’s mine”. He does not need to vocally Large and terrifying the greater shadow minion is an
specify who or what the target is, merely the task. apex predator amongst its kind and prized for its
Information on the target is instead provided murderous potential.
telepathically as the creatures is momentarily linked
❖ Attributes: All 3.
to the summoner through the Abyss, when first
❖ Skills: Brawl 3. Stealth & Awareness 3.
created, and is capable of reading the Kindred’s
❖ Health: 4.
mind. The user needs to have a mental image of the ❖ Intellect: The creature needs a target to hunt
target for the command to work so they cannot ask and murder. Anything else will go against its
the minion to target a person they never met, an bestial nature.
item they never saw or a place they never been to. ❖ Beast Of War: The Shadow minion always
Pictures can sometimes work if the user can counts as having 2 Shadow Tentacles sprouting
ascertain the target’s location through them but from its back which increase the range of its
previous firsthand interactions work best. attacks to 10 meters (30 feet) and grant a 2 dice
Once the order is given the creature will do its best bonus to its Brawl rolls.
to see its command fulfilled. Additionally, they are a terrifying and alien sight
If no task is given the creature will attack the nearest so any Mortal or Enhanced Mortal exposed to
individual it can find and go on a rampage. It will them must pass a Willpower test (3) or flee the
avoid other Obtenebration users unless commanded area.
to do them harm as it senses a form of kinship with
them.

21
22
The Shadowlands, or the lands of the dead, is a layer Nature Of The Shadowlands
of the underworld. It is most commonly associated
with Wraith: The Oblivion and Geist: The Sin The make-up of spiritual realms in World Of
Eaters line of books. In this section we will discuss Darkness is as intricate as it is complex. It would be
the nature of the Shadowlands, its mechanics and best to describe the Shadowlands as the upper tier
clarify the concept of Oblivion and the Abyss. What of the lands of the dead that wraps the physical
follows will be an adaptation of the main rule set world. This is where the restless dead keep their
which is meant to make Obtenebration, Oblivion, kingdoms and this is where most spirits of those
Abyssal Mysticism and Necromancy more who were unwilling, or unable, to move on reside.
applicable to the V5 rule set. It is by no means
The Shadowlands are a dark and foreboding place.
meant a complete picture of the true nature of the
In many ways they are a bleak copy of our world
Shadowlands, merely a rough guide for Storytellers
although one that can be just as twisted and
to use.
maddening as it can be appealing and curious. It is
Death governed by its own laws and its own nature.
Memories form the foundation in the Shadowlands
Dying in the World Of Darkness can be
and are the only form of solidity in it. The spirits
complicated to say the least. When most creatures
that dwell here only really have memories of their
draw their last breath, they sink into the cold
lives to take with them and so the world is shaped
embrace of death never to be seen or heard from
by such laws.
again. This is what one can consider natural. You
are born, you live your life, as fully as you can, and Structures, ideas, knowledge and items that no
then you die. Yet sadly things are not always this longer exist in the physical world can still be found
straight forward. Some people die only to be re- in the Shadowlands. This alone makes the
animated as Kindred, others like Garou or Mages Shadowlands appealing to many who can travel its
have spirits which are part of an eternal cycle and dark paths and return to the land of the living.
are reincarnated time and time again and some
people die with so many unresolved issues that they The Shadowlands can also be used as a form of
simply refuse to pass on. travel. The barrier between the physical world and
It would be more accurate to say that everyone in the Shadowlands can sometimes thin. Theoretically
the world of darkness has two forms of death. Their a skilled traveler could enter through one of these
first death and their final death. For most these two points, only to re-emerge at another weak point,
happen simultaneously and the spirit moves on somewhere else in the physical world. Sadly, both
while the body rots away in the dirt, yet there are practices are fraught with danger.
exceptions to this this rule. Entering the Shadowland is much like entering the
For Kindred it is speculated that the human spirit depths of a bottomless frozen lake.
had moved on and what Vampires are is nothing Spend too long in the lake and you will freeze to
more than a human shell clinging to its past life, death. Lose your way and you may never find your
trying desperately to maintain its sense of identity way out. Swim to deep and who knows just what
while hosting the Beast. type of predators lurk in the lakes murky depts.
For ghost, spirits of the dead and wraiths, it is the
reverse. The body had long since rotted away to To further complicate matters travel is not always
nothing yet the spirit is unwilling or incapable of linear or easy to anticipate. Sometimes far off places
moving on. The list of possibilities goes on so it is can be reached with a brisk walk, while a caffe just
probably easier to simplify it into a few brief lines. around the corner in the real world can take days of
difficult navigation to reach. The landscape itself
All natural creatures will, inevitably die. For most can also be dotted with hidden dangers, landmarks
their first death will also be their last. that no longer existing and shifting geographic
Kindred & Ghosts had suffered their first death features.
already and as a result lost something that made
them human. While oimmortal such creatures can In other words, travel through the Shadowlands is
still be destroyed and so fear their final death just as extremely dangerous and difficult for the
much as they did their first one, if not more so. uninitiated.

23
Denizens Of The Shadowlands ❖ Spirits: As the Shadowlands are a place of
spirits the veil between the spiritual and physical
The Shadowlands are primarily inhabited by spirits plane is not present. This means all spirits are
of the dead. These spirits often form intricate fully visible even to normal mortals.
civilizations of their own and there exist a myriad of ❖ Woe to the living: Beings of flesh and blood
kingdom in the Shadowlands. Some of these spirits are considered a high commodity in the
are welcoming, many closely guard their domains Shadowlands and the dead crave their bodies
but are willing to barter with a traveler, most are and souls. The more civilized spirits might be
less inclined to outright hurt the traveler, while
outright hostile. Civilization is common enough in
older and more bestial entities will not hesitate
the Shadowlands just like in the real world but it is
to devour their prey whole.
far from the norm. The further one strays into the
depths of the Shadowlands, the more likely it is that
they will encounter more bestial, older and far
deadlier entities. Oblivion & The Abyss
Exactly what form or nature such entities have is There are some concepts that remain relevant even
left to the discretion of the storyteller. after death. Some ideas which even the dead cannot
shake. Some terrors even those who seemingly lost
everything fear.

Traveling Through The One of these concepts is Oblivion, the other is the
Abyss.
Shadowlands
When traveling through the Shadowlands always
apply the following points: Oblivion – The end of all things

❖ Entry: The Shadowlands can only be entered In the centre of the Shadowlands, in its deepest
through a Ritual (such as Into The Chasm) twisted paths, one will find a great cosmic
which creates or exploits a breach between the whirlpool. This is the physical manifestation of
physical world and the Shadowlands. Oblivion and it is the end of creation.
❖ Exit: One can only exit the Shadowlands Oblivion devours all; souls, matter, memories,
through a breach into the physical world. thoughts. It is the cosmic point of non-existence
❖ Linked: Two points can be mystically linked and the embodiment of the end. None can say what
through the Shadowlands allowing the user happens to those who enter its depths for none are
almost instantaneous travel between the two
ever seen again. Due to this there had been many
locations. This type of travel still exposes the
theories put forward by the living and the dead on
traveler to the Shadowlands and its denizens, if
for only a few seconds. its true nature.
❖ Visibility: The Shadowlands have no natural Some believe it is a cosmic destroyer and will one
sunlight; they instead range from gloomy low-lit day devour the universe. Others see it as a curious
areas to regions where light is but a memory. and dangerous feature of the Shadowlands, perhaps
Generally supernatural sight is needed to a natural response to prevent an overpopulation of
successfully navigate its depths. spirits. Many see Oblivion as the final step before
❖ Survival: The Shadowlands are not kind to true rebirth and many more see it as an entrance to
living things. The air is thin, making breathing another universe. Each theory always adding more
hard, the cold is always present and there is no questions than answers to its enigmatic nature.
sustenance for the living. Mortals will quickly In its purest form Oblivion is merely the
expire due to these effects, Enhanced Mortals embodiment of the end. It is neither evil, nor
(Ghouls) can generally remain active for up to malignant, nor does it have an agenda. It simply
an hour and Kindred are usually able to operate
exists as an inevitability of the end of everything.
for prolonged periods but struggle to satisfy
their hunger.

24
Oblivion Users - Necromancers more intensely humans experience fear or some
other unknowable reason is a mystery but it explains
Those who make use of Oblivion hold a powerful
why the Abyss prefers to target creatures with a
bargaining chip over the denizens of the
higher thought capacity.
Shadowlands. Regardless of the age or might of a
spirit all of them shudder at the mere mention of Of course, all of these might simply be the
Oblivion and the thought of its bottomless depts unfounded theories of those trying to rationalize
consuming what little is left of their existence. their fears. For its part the nature of the Abyss
remains purposefully elusive.
Necromancers use their connection to Oblivion to
channel the energies of the Shadowlands towards
their own means. Many of them becoming arrogant
Obtenebration Users – Abyssal Mystics
and cruel in the process as their abilities allow them
to manipulate spirits to do their bidding, whether it Those who use the Abyss take a portion of it into
is manifesting in the physical world, animating the their very soul, in essence becoming part of the
bodies of the dead or imparting ancient secrets. Abyss. This is why its users are viewed with
Necromancers do need to maintain a high level of suspicion or fear by spirits, for such entities
composure when using their powers. Oblivion can subconsciously recognize the user’s familiarity with
only be directed and its destructive force cares not a formidable predator from Shadowlands. Using the
for who it devours, be it its intended target or its Abyss as a weapon does, without a doubt, make its
supposed master. users more formidable in the Shadowlands for its
abilities have the power to equally impact the
physical and the spiritual world.
Abyss – The living darkness
Unlike the relationship Oblivion users have with
The Abyss is a malignant force in the Shadowlands their source of power, those who make use of the
and grows strong wherever fear holds sway. It Abyss have at best a symbiotic or at worse a
becomes particularly common when one nears parasitic relationship with their font of power. The
Oblivion itself, for the subconscious terror of one’s Abyss is always willing to do what it takes to bask in
demises empower it. fear. Sometimes it can extract such fear from its
supposed master, but that generally leads to the
If one were to say Oblivion is a physical
hosts destruction and the fragment of the Abyss
representation of true death than the Abyss is the
being banished back to the Shadowlands. So
embodiment of fear itself.
instead, the Abyss will generally grant its user a
At first the idea seems hard to grasp unless one portion of its power, while motivating them to use
looks at the Abyss through a wider lens. their newfound abilities more frequently. This
inevitably changes the user, draining their humanity
The oldest fear humans have is that of the dark. It is and causing them to become more reliant on their
not a taught behaviour, rather it is instinctual. shadow manipulating capabilities. Due to this its
So, it makes sense why, to most intelligent beings, practitioners need to show a high level of resolve to
the Abyss manifests itself as a living shadow. maintain control over their shadowy abilities.
The most enduring fear humans have is a fear of
dying, or more precisely the fear of the unknown The Shadowlands
that happens after death.
This would explain why the Abyss exists primarily Veteran players of V5 and Wraith, will notice
in the Shadowlands and why it seems to be so that I left the Shadowlands and its denizens
closely tied to Oblivion, one of the greatest purposefully vague. This is done so not to
mysteries of the universe. temper with to many established story elements
of World of Darkness, while providing the
Finally, unlike Oblivion, which is indifferent of its player with a rough guide they can easily make
victims, the Abyss seems to prefer intelligent use of. Feel free to use your own interpretation
creatures as its prey and possesses a sadistic nature. of the idea discussed in this segment.
Whether this has something to do with how much

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PART OF THE SHADOWFALL
COLLECTION
This Document is part of the Shadowfall expanded universe.

26

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