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The Lost Grimoire

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147 views57 pages

The Lost Grimoire

Uploaded by

nfrelon
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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Lost

The
Grimoire

A SOURCEBOOK FOR VAMPIRE: THE DARK AGES


20TH ANNIVERSARY EDITION
The Lost Grimoire

1
CREDITS:
SPECIAL THANKS:

Written by: D M Hubbard Will, for all the incredible covers you create for me,
Cover Art: Tithi Luadthong - Shutterstock for your input and feedback on everything I write so that
Additional Cover Work: Will Powers it only gets better, and for 25 years of friendship! I can’t
Interior Art: Shutterstock, Creator Resource Art thank you enough. Love you!
Packs – Storyteller’s Vault

The Lost Grimoire: A Sourcebook of Koldunic Sorcery for V20 Dark Ages

2
TABLE OF CONTENTS

Contents
Lost Kraina.............................................................................................................................................................5
New Koldunic Rites .......................................................................................................................................32
Demons of Earth, Sea & Sky ....................................................................................................................41
New Merits & Flaws ........................................................................................................................................49
Apocrypha .............................................................................................................................................................52

The Lost Grimoire

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CHAPTER ONE:

Lost Kraina
INTRODUCTION
The oldest form of vampiric blood magic, LHIANNAN KRAINA
koldunic sorcery or koldunism, was unearthed
(some say created) by the ancients of Clan
Those paths developed by the Lhiannan can
Tzimisce. They discovered that there was power be learned as out-of-Clan Disciplines for
in the very lands they slept in, and that by tapping Tzimisce, the same as their own koldunic paths,
into and channeling that power, they could if one is lucky enough to find a tutor. The
perform many and varied dark miracles related to Tzimisce spends a blood point (unless otherwise
their particular territories. Codifying these powers indicated in the power description) and does not
into groups called kraina, each was based on the require the mortal sacrifice unless such is an
particular features and aspects of the lands a intrinsic part of the power (as stated in the
koldun claimed. Combined with their other gifts power’s description). All Attribute activation
passed on as children of Caine, the Tzimisce rolls remain the same.
became the undisputed masters of their domains,
and their sorcerous skills defended the Clan from
threats both within and without.
Many of the kraina were developed in Anniversary Dark Ages rulebook. To cast the
prehistoric times; the Bronze and Iron Ages saw magic from any particular kraina, the koldunic
great strides in both human technology as well as sorcerer must offer up a point of blood to the land
vampiric magic. The kraina that follow are from (unless otherwise noted) and then roll Attribute +
those ancient times, and while most of the Occult against a difficulty of the power’s level +4.
Tzimisce who practiced koldunism were jealous If the power is within their primary kraina, the
spiteful creatures unwilling to share even a scrap difficulty is reduced by two. The Attribute to be
of knowledge or power with another, some were rolled is specified by the power itself; koldun
much more forthcoming and delighted in sharing always use their raw Attribute, unmodified by the
the powers they had uncovered or created with expenditure of blood, Disciplines, or other
their brethren as well as other Kindred who vampiric magic. A character may have any of the
practiced the ways of the koldun, such as the following kraina as their primary and all of these
Lhiannan bloodline. kraina can be combined with the Genius Loci
These kraina follow the standard rules as kraina as well.
given on page 275 of the Vampire 20th
The Lost Grimoire

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The Annwn Kraina confounded those who became lost within them.
With this power, a Lhiannan can conjure thick
Named for the Welsh Underworld and
mists hiding her from prey or hampering foes’
another kraina developed and practiced by the
ability to find her.
Lhiannan, the powers of this path focus on the
System: The Lhiannan writes the name of
mythological connections of Annwn and the
the local Underworld using letters in Ogham on a
mortal world and the spirits and creatures that are
mortal’s chest in her vitae, spending one blood
said to inhabit the Celtic Underworld. While it
point to do so. She then sacrifices the mortal,
shares some similarities with Necromancy, the
slitting their throat and letting the blood run in
kraina still draws its power from the land and the
rivulets down their chest and over the writing.
people who dwell within it, specifically their
The player makes the activation roll (Attribute:
myths and beliefs about the underworld and the
Wits) and if successful, the Lhiannan may call
heroes who ventured into it on epic quests
upon the confounding mists of the Otherworld
recounted in such works as the Mabinogi and
any time for the remainder of the night.
others. The powers of this kraina tap into the local
At her command, the mists rise from the
myths and legends of the Underworld wherever
ground to a height of roughly ten feet and extend
the Lhiannan dwells, so those of Greece, Gaul,
outward to a radius in yards equal to (5 x dots in
Iberia or Asia Minor will have cosmetic
the kraina). The mists move with the Lhiannan,
differences to the effects, but the core abilities of
and she can dismiss and recall them with her
each power remain the same.
action, once per turn. The mists hide her, granting
her +2 dice to all Stealth rolls. The thick fog
⚫ Eyes of Annwn
confuses all who enter it, mortal or kindred,
The first connection a Lhiannan makes to
causing any other than the Lhiannan who created
the Otherworld is the ability to peer into its depths
the mists to lose two dice from all Wits dice pools
and interact with its denizens. By linking herself
for as long as they remain in the fog.
to the land, she forms a connection to the local
Underworld through her vitae and her undead
⚫⚫⚫ Cloak of Arawn
state.
The ruler of the Welsh Underworld and a
System: For this power, the Lhiannan
figure shrouded in mystery, Arawn was said to
need only spend a blood point mixing it with a
dress in gray, both clothing and cloak, and ride a
handful of soil then uses the mixture to trace the
gray horse. Besides ruling the lands of the dead,
word for the local underworld on her body and the
he was also held purview over revenge, war, and
player makes the activation roll (Attribute:
terror. With this power, the Lhiannan is able to
Perception). With a success, she can see and
wrap herself in the power of Arawn to seek
speak with ghosts and creatures of the
vengeance for a wrongdoing and terrify all those
Underworld for a scene. She must take care to
who see her pass, removing them from her path.
offer the proper respects, else the ghosts become
System: This power requires a scene to
offended at her presumptuous spying; if the
prepare as the Lhiannan removes a mortal’s heart
character fails any Social roll with a ghost or
and burns it in a ritual fire. Once it has been
other underworld denizen, the remainder of her
reduced to ash, she mixes the ashes with a point
Social rolls for the night lose two dice from all
of vitae and marks herself in symbols of
attempts.
vengeance and the name of the one she seeks
revenge against in the Ogham script, then dons a
⚫⚫ Mists of the Otherworld
gray cloak in imitation of the lord of the
Whether called Annwn, Hades, the
underworld. The player makes the activation roll
Otherworld or something else entirely, a common
(Attribute: Charisma), and if successful the
element of such places was their drifting,
vampire gains several abilities as follows: First,
obscuring mists some of which confused and
all who see the Lhiannan must make Courage
rolls (difficulty 7) or flee in fear of her (vampires devouring them on the spot, then will perform a
must check for Rötschreck). Second, the one single task for the Lhiannan to the best of its
whose name is written upon the Lhiannan does ability (which is usually to attack a particular
not flee, but their terror manifests in the loss of enemy). It is still a giant serpent and though it can
two dice from all dice pools against the vampire. understand what the Lhiannan says, the
Lastly, the Lhiannan gains three dice to be used in complexity of the task is limited. If the roll fails,
as many as three rolls of her choice directed the serpent attacks the Lhiannan for her hubris.
against the target of her vengeance; this could be The serpent will find its target and attempt
three dice to an attack or damage roll, or it could to devour it as quickly as possible before
be a bonus to the activation roll for another returning to Annwn; should it be slain, the
Discipline used against the target of her revenge creature dissolves into inky, foul-smelling wisps
Once a die is used, the bonus is gone. The power of thick black smoke leaving no trace of its
fades at the rising of the sun as the Lhiannan presence other than the terror it instilled in those
returns to her rest, whether her vengeance is sated who witnessed its attack.
or not. An average serpent from Annwn
summoned within the lands of Britannia is
⚫⚫⚫⚫ Serpent of the Glass Fortress provided below, but Storyteller’s are free to adjust
Deep within the underworld of Annwn are these stats to best describe the type of creature
creatures that have never seen the light of an that is summoned from the underworld depending
earthly moon: a beast with a hundred heads and a on where the character is within the mortal world;
gaping maw, a black toad with a hundred claws those of Gaul, Greece or Egypt can certainly
and a huge, appear different
mottled serpent and possess
said to torment alternate powers
sinners within than the serpents
the ridges of its of Britannia.
scales. This final
power of the Attributes:
kraina calls forth Strength 4,
one of these Dexterity 6,
great serpents to Stamina 3,
(hopefully) Charisma 0,
attack the Manipulation 0,
Lhiannan’s Appearance 0 (4
enemies and not for purposes of
the vampire herself. Intimidation and Presence powers),
System: The Lhiannan must spend three Perception 5, Intelligence 1, Wits 4
blood points and the player makes the activation Abilities: Alertness 4, Athletics 3,
roll (Attribute: Strength). If successful, a Awareness 3, Brawl 4, Empathy 0 (4 for
monstrous viper slithers out from the nearest purposes of Presence powers),
shadow and the Lhiannan then has one chance to Intimidation 5, Stealth 5, Survival 4
attempt to direct its ire toward her enemies and Equivalent Disciplines: Auspex 1,
away from herself. The player must make a Celerity 3, Fortitude 2, Potence 2,
second roll of (Wits + Occult, difficulty 9); the Presence 3
difficulty is lowered by one for every two mortal Health Levels: OK, OK, -1, -1, -3, -3, -5,
sacrifices the vampire presents to the serpent (to a Incapacitated
minimum difficulty of 4 with 10 sacrifices). If this Willpower: 4
roll is successful, the viper accepts the offerings,
The Lost Grimoire

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⚫⚫⚫⚫⚫ Nimue’s Rebuke the location they find themselves in. Many
Named for Lancelot’s adoptive mother, vampires have the offender brought before them
the Lady of the Lake, connected to the legends of in a preselected location where the new form will
Arthur and his Knights of the Round Table, this not look out of place (and perhaps be part of
power invokes the magic used by Nimue to place additional rebuked individuals).
the wizard Merlin into an eternal slumber to The transformation lasts based on the
escape his amorous advances. Stories paint her as target’s Road rating, as follows:
a powerful fae sorceress or a being from one of
the many Celtic Otherworlds. Some stories say Road Rating Length of Time
she lured Merlin to a cave, others say an ancient
tree was his prison; regardless, the Lhiannan can 10 24 hours
transform and imprison an individual for a time 8-9 1 week
by invoking this power.
System: The vampire needs merely touch 6-7 1 month
her target, which may require a successful attack
roll in combat, and spend a point of Willpower as 4-5 1 year
the player makes the activation roll (Attribute:
2-3 10 years
Manipulation). Mortals cannot resist the effects of
the power, while supernatural opponents can 1 Permanent
make a contested Willpower roll and if they
achieve more successes than the koldun, they
resist the effects. Some powerful koldun have used Nimue’s
If the koldun is successful, she can turn Rebuke to imprison their fellow kindred who have
her target into one of three of inanimate objects fallen to the Beast rather than having them meet
depending on her location and whim. Final Death. Legends surrounding certain strange
❖ The target raises their arms over their head rock formations or particularly ancient trees may
and their entire body begins to lengthen in fact result from use of this power in centuries
and stretch, becoming the trunk of a great past.
tree as their arms become the leafy The new forms have all the properties of
branches overhead. Elongated, vaguely normal trees or stones. Trees continue to grow,
human facial features can be seen within bear fruit (if such is the type of tree), go through
the woodgrain of the tree if one looks seasons as a normal tree, etc. If cut down or
carefully enough. otherwise destroyed, the target bursts forth from
❖ The target hunches over as they grow their wooden prison with a sound like cracking
larger in size, their skin becoming stony timbers to whatever fate awaits them (i.e., if
and rough, colored to match the during daylight and the target was a vampire, they
surrounding rock. The boulder retains a must now contend with the effects of sunlight).
vaguely humanoid appearance in the Those who were turned to boulders or stalagmites
striations and markings as the setting sun are nigh impervious to harm, but natural disasters
hits it at just the right angle. can possibly break their forms (landslides, cave
❖ The target stands and begins to turn to collapses, etc.) and if so the prisoner bursts forth
stone, their form becoming like that of a in a shower of rock and a sound of cracking stone
large stalagmite (usually while deep to whatever fate awaits them (see above for
within a cave). Their features can still be possible sunlight or being trapped in a cave.
seen at certain angles when a light source Targets do not require food, water, air or
is present. other sustenance while imprisoned and do not
The Lhiannan can choose any of the three age.
options in which to imprison her target, based on
THE DECCAN KRAINA he chooses to spend – then the player makes the
activation roll (Attribute: Dexterity). For every
Named for the vast volcanic plateau in
success up to the number of blood points spent,
western central India, Deccan is the anglicized
the koldun gains an additional action per turn that
version of the word Dakkhin in the native
can be used for dodging attacks only. When used
Kannada language which in turn has Sanskrit
on the Deccan Plateau, all dodge actions also have
origins and simply means “south.” The plateau
their difficulties reduced by two for the duration
was formed by ancient volcanic activity and has
of the power.
left behind great rocky outcroppings, rushing
rivers and waterfalls, forests, and savannah in the
⚫⚫⚫ Earth’s Blood
present day. The Deccan has also produced many
Magma is the lifeblood of the earth,
of the most significant dynasties on the Indian
moving slowly but surely beneath its surface.
subcontinent over the centuries. This kraina draws
When it breaks the surface it becomes lava,
upon all of these things and more to create a
destructive and burning everything in its path.
versatile and powerful source of magic for its
With this power, the koldun can draw forth a
koldunic masters.
spray of lava from deep beneath the earth to burn
his foes.
⚫ Armor of Basalt
System: The koldun drips a blood point
The rock brought up from volcanic
onto the ground and the player makes the
activity is some of the hardest and strongest stone
activation roll (Attribute: Strength); if used in the
on earth. The koldun draws upon this strength to
Deccan region no blood is expended. Success
shield himself from the slings and arrows of his
causes a spray of molten rock to erupt anywhere
enemies, as well as their claws and teeth.
within sight of the koldun and target a single
System: The koldun spends a blood point,
victim within 30 yards. The victim can attempt to
dripping it onto the ground and the player makes
dodge the attack with a (Dexterity + Athletics
the activation roll (Attribute: Stamina). If
roll). The lava spray inflicts three levels of
performed in the Deccan region, no blood is
aggravated damage that can be soaked with
required. For each success, the koldun gains a
Fortitude or other supernatural means. A botch
point of armor against all attacks except sunlight;
scorches the koldun for the same damage.
against fire, the armor reduces the soak difficulty
by two (though a check for Rötschreck must still
⚫⚫⚫⚫ Foundations of Dynasty
be made as normal). The koldun’s skin darkens as
The Deccan has seen the rise and fall of
it becomes covered in basalt plates; the armor is
numerous powerful empires on the Indian
stiff and lowers all Dexterity dice pools by two
subcontinent, almost as if the land itself played a
dice. Armor of Basalt lasts for a scene then flakes
part if the formation of these dynasties in some
off harmlessly.
way. The koldun with this power can instill an
area of the land with power such that those he
⚫⚫ Flow with the Godavari
marks can draw upon it to aid them… in
The second longest river on the Indian
exercising his will, of course. This usually
subcontinent, the Godavari travels almost one
manifests by assisting rulers, viziers, and advisors
thousand miles across the Deccan to finally reach
to establish and maintain their power, but it could
the northeastern Indian Ocean. A koldun with this
conceivably be used for other purposes as well.
power harnesses the power of the river to defend
System: The koldun first marks an area up
themselves from assault, flowing away from
to (100 x dots in the kraina square feet) using his
attacks with the ease of the flowing Godavari.
vitae, spending three blood points to do so (if
System: The koldun spends a Willpower
used within the Deccan region, the area is
point and drips a number of blood points onto the
doubled). The Tzimisce then chooses who will be
ground – at least one blood point, but as many as
affected by the power, spending one Willpower
The Lost Grimoire

9
point per individual, and the player makes the enemies are the two main uses of this power. If
activation roll (Attribute: Charisma). For each the koldun botches the activation roll, the damned
success, the target of the power gains an attack him until destroyed. The Damned use the
additional die to all rolls based on the ability following stats (stats in parentheses are for those
empowered by Foundations of Dynasty. The souls summoned from the Deccan Plateau):
effects remain for a number of days equal to the
successes scored. In this way, the koldun can
potentially manipulate the leaders of the kingdom
indirectly through his chosen (usually ghouled)
advisor. This power is effective on mortals and
other kindred alike, and the koldun can designate
multiple beneficiaries each costing a Willpower
point of investment to do so.
Example: The koldun marks the throne
room of a local ruler and decides that the
Seneschal ability will be empowered, then
designates a chosen advisor as the benefactor of
the empowerment. The activation roll scores four
successes, giving the advisor an additional four
dice on all rolls made using the Seneschal ability
for the next four weeks.

⚫⚫⚫⚫⚫ Gates of Naraka


Named for the hell of Hindu scripture and
mythology, the ultimate power of the Deccan
Kraina opens a fiery pit from which burning souls
are summoned to do the koldun’s bidding. He
must take care, however, because if the
summoned damned slip their leash they will
attempt to drag him back to the burning hells with
them instead. Attributes: Strength 2(3), Dexterity 3,
System: The koldun spends a point of Stamina 3(4), Charisma 0, Manipulation 0,
Willpower and drips a number of blood points Appearance 0, Perception 2(3),
onto the ground – at least one blood point, but as Intelligence 1(2), Wits 1(2)
many as he chooses to spend – then the player Abilities: Alertness 3, Athletics 2, Brawl
makes the activation roll (Attribute: 3(4), Intimidation 4(5)
Manipulation). A pit appears at the koldun’s feet, Disciplines: Thaumaturgy - Creatio Ignis
the earth falling away into a yawning portal of 2(3)
fiery damnation. For each success, up to the total Willpower: 5
number of blood points spent, one damned soul Health: 7
crawls forth from the flaming pit at the koldun’s Attack: Fists (Strength +1, lethal) against
feet. The damned souls appear as skeletons Kindred opponents, the damage is
covered in tattered pieces of flesh, wreathed in aggravated.
flames, and dripping sizzling gobbets of fat. They Notes: The damned are quite terrifying to
will perform a single task for the koldun, after behold, requiring mortals and vampires
which they descend back into the pits of torment. alike to make Courage rolls (difficulty 8)
Each skeleton may be given a different task, or flee in fear (or in the case of vampires,
though guarding the koldun and attacking his avoid Rötschreck).
DOMINUS POPULI TERRAE but the koldun can instinctively know the general
direction and distance his new servant is from him
This kraina, Latin for “Master of the
at any time with just a moment’s concentration.
People of the Land,” gives koldun powers over
The koldun can have a number of bound thralls at
the very mortals who dwell within the domains
any given time equal to his (Occult + dots in the
they control. It is similar to the Genius Loci
Kraina).
kraina in that this path can be learned by any
koldun who invests his time and blood into doing
⚫⚫ Haven of the Flesh
so. It allows him to create potent servants beyond
The bond between servant and master
even the ghouls he can create with vitae.
increases with the use of this power, allowing the
This kraina focuses on the people who live
Tzimisce to merge with his ghoul during the day
and work the land over which the Tzimisce lords;
and rest, unaffected by the sun. The
people who become a part of it
koldun can only slumber within his
through literal tears, sweat and
ghoul (though there are rumors of
most importantly blood. By
powerful Auspex devotions that
binding himself with an individual
allow him to perceive and remain
from his chosen land, he can
awake). It is clear to Read the Soul
increasingly exploit that bond to
that something is unusual about the
ultimately devastating effect.
observed ghoul, though unless the
Interestingly, it only works
viewer has seen overlapping auras
on mortals who have a permanent
before they are unlikely to know
residence within the lands the
what it means.
Tzimisce claims; travelers who
System: The koldun must
only stay a few days are not
touch his ghoul and spend a blood
affected by its powers if they are
point (if within the domain he
not permanent residents of the
rules, no blood is required). The
territory claimed by the koldun.
merging process requires three
An individual is considered a
turns to complete. The koldun can
“resident” if they stay at least a
choose to wake up at sunset, or if
lunar month (30 consecutive days)
the ghoul becomes frightened or
within the domain.
suffers damage. Any damage done
to the ghoul while the koldun is
⚫ The Ties That Bind
merged inside is done to him as
The Koldun bonds himself
well, and if the ghoul dies, the
with a mortal who lives within the
koldun is automatically ejected
land he claims as his domain. In
from his thrall’s corpse, coalescing
doing so, he prepares the vessel for
like oil from his skin. Regardless of
additional powers in this kraina
how or why he emerges, the
and as an added bonus, he always
Tzimisce has the option of automatically taking as
knows the general location of the mortal
much of the ghoul’s remaining vitae as he
regardless of distance.
chooses.
System: The koldun spends a point of
While merged, the ghoul remains calm and
vitae, mixing it with a handful of soil from his
in a mildly euphoric state similar to that caused by
homeland and feeds it to the chosen mortal, who
the Kiss when feeding. They suffer a -2 to all dice
must consume it fully; no dice roll is required. If
pools, though they are still able to walk, talk,
he is within his own domain, this power does not
reason and even fight should the need arise. The
cost a blood point. This not only creates a ghoul
ghoul cannot draw on any of the koldun’s vitae
and a level-one blood bond with the new servant,
The Lost Grimoire

11
except that which he already had within him prior
to the merging. ⚫⚫⚫⚫ One Will Undivided
Koldun who master this level of the kraina
⚫⚫⚫ The Ever-Full Chalice can use the bond between themselves and their
With this power, the koldun can freely thrall to transfer their inner strength to the ghoul,
share vitae between themselves and their bound elevating them to superhuman levels of focus and
ghoul servants. This power allows the transfer of concentration; more often, however, they use this
Vitae between the koldun and ghoul, though only power to drain their servants to replenish their
the Kindred half can initiate the transfer process. own flagging reserves, leaving the ghoul an
Koldun use this power to maintain their servants empty, listless husk.
over vast distances, allowing for their plans to be System: This power allows the transfer of
carried out by capable servants no matter the Willpower between the koldun and ghoul, though
miles between regnant and thrall. Alternatively, only the Kindred half can initiate the transfer
should the koldun be in dire need of replenishing process. The koldun spends a blood point and the
lost blood, he can drain his servant dry killing player makes the activation roll (Attribute:
them in the process. Manipulation, see below); if within the traditional
System: The koldun spends a Willpower lands claimed the character, no blood is required.
point and the player makes the activation roll With any number of successes, the koldun can
(Attribute: Strength, see below), though if used transfer a point of Willpower. If draining, the
within his personal domain, no Willpower is ghoul loses a point of Willpower while the koldun
required. For each success the koldun can transfer gains it; if sending, the vampire loses a point
one blood point to or drain one point from a while the ghoul gains it. The table below provides
single bound ghoul, though less than the modifiers for the activation roll based on distance
maximum amount can always be transferred between the two involved in the transfer.
to/from if the vampire desires. Ghouls drained of
all vitae die as any mortal deprived of all their Modifier Situation
blood; conversely, no ghoul can be given more 10
points of vitae. When draining a bound thrall, +1 The ghoul is in sight of her liege.
there is no outward sign the blood is being
- The ghoul is within 100 miles.
drained unless the vampire takes too much, and
the target suddenly goes pale and passes out. As -1 The ghoul is more than 100 miles
an added benefit, the koldun always knows how away.
much vitae his bound thralls have at any given -3 The ghoul is more than 500 miles
time with but a moment’s concentration. away.
-5 The ghoul is more than 1000 miles
Modifier Situation away.

+2 The koldun spends his last point of


Willpower to activate this power.
+1 The ghoul is in sight of her liege.

- The ghoul is within 100 miles.

-1 The ghoul is more than 100 miles


away.
-3 The ghoul is more than 500 miles
away.
-5 The ghoul is more than 1000 miles
away.
⚫⚫⚫⚫⚫ The Fall of Troy the power, regardless of the distance between
As Homer recounts in the Odyssey, the himself and his ghoul servant.
Trojans had held off the Greek armies for a When the koldun decides to activate the
decade before finally falling to an insidious trick: effect, the ghoul goes through a rapid and horrific
the infamous Trojan Horse. The story goes on to transformation that takes two turns to complete.
say that King Agamemnon had a giant wooden In the first turn, bone spurs tear through the
horse constructed so as to be ghoul’s skin all over their
hollow inside, allowing him body forming long, jagged,
and a small group of elite needle-like projections from
soldiers to hide within. The head to toe. On the second
rest of the Grecian army turn the ghoul explodes,
appeared to retreat, sailing flinging the bone spurs
back over the horizon where (among other parts and pieces)
they would not be seen. The in all directions to a distance
Trojans, believing that the of 50 feet. Everyone, Kindred
siege and war were over, and kine alike, suffers an
brought the wooden horse immediate three levels of
inside the city gates. The lethal damage plus a number
hidden soldiers emerged at of dice of lethal damage equal
night after the “victorious” to the points of vitae present
men of Troy were drunk and in the ghoul’s system at the
opened the gates, allowing the time the power was released
Grecian army, who had (max. 10 dice). Damage can
returned under cover of be soaked normally (note that
darkness, to capture the city. without armor, mortals cannot
This macabre and soak lethal damage), and those
terrible power is the with a supernatural trait for
culmination of the kraina, the speed or movement (such as
ultimate bond between Celerity) may be able to
vampiric master and mortal dodge the attack with a
servant, and takes the myth of (Celerity + Dexterity +
the Trojan Horse to a Athletics) roll requiring only a
horrifying and deadly single success to move out of
conclusion. range of the attack in time.
System: The koldun Wise, or particularly cruel,
must spend three blood points koldun use The Ever-Full
and a Willpower point then Chalice (see above) to ensure
the player makes the their sabotaged servant is at
activation roll (Attribute: maximum vitae to inflict the
Stamina); if within the most damage.
koldun’s own traditional A ghoul can of course,
lands, no blood is required. grapple an opponent prior to
With even one success, the thrall is prepared, and this power being activated, and using its innate
the power can lay dormant for up to one week per Potence, can hold a victim prior to detonation. In
success on this initial roll. At any time thereafter, such case, the victim cannot attempt to dodge the
the koldun only need make another (Stamina + attack and can only try and soak the damage, if
Occult) roll and garner a single success to activate applicable.

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13
THE EIREANN KRAINA
Developed and practiced almost
exclusively by the Lhiannan bloodline, this kraina
calls upon the lands of Ireland, the mythology and
the ancient cairns and passage tombs that dot the
island. The powers of the kraina deal in the mists
of mythology as much as the solid earth of Éire to
bring its practitioners closer to the lands they
claim dominion over. Like Ogham, mortal
sacrifices are required to enact the powers of the
kraina, and it can be learned as a secondary path
to Ogham much as the Genius Loci kraina.

⚫ Keening of the Ben Síde


Appearing in Irish folklore as a female
spirit, sometimes young and virginal and at other
times as a bent and haggard crone, the ben síde, or
banshee, was thought to announce a person’s
death by wailing or keening. With this power, the
Lhiannan can emulate the mournful wail,
terrifying mortals and possibly even driving
vampires to Rötschreck.
System: The Lhiannan must have
performed a sacrifice within at least the last 24
hours in order to activate this power (Attribute:
Manipulation). If successful, all mortals who hear
the wailing are frightened and will attempt to flee
the source of the sound. They lose three dice from
all dice pools to perform actions not related to
putting distance between themselves and the
Lhiannan and must spend a Willpower point to
attack her. Kindred who hear the sound are
unnerved and must make a Courage roll
(difficulty 7) to avoid succumbing to Rötschreck
for the scene, fleeing from the Lhiannan
whenever possible (or attacking her, when not).

⚫⚫ The Silver Bough


Many Irish legends speak of branches,
usually of apple trees, and their magical
properties. Such branches are usually silver or
white and said to come from one of the many
Otherworlds of Celtic mythology, but a Lhiannan
with this power can create her own magical
branch with very special fruit.
System: The Lhiannan drains a mortal of a
number of blood points – at least one, but as many
as she chooses to take – and marks a branch with alert her should intruders approach. But it also has
the sacrificial blood then the player makes the the following stats and abilities of its own to
activation roll (Attribute: Intelligence). For each attempt to ward away trespassers. Once its duties
success scored, up to a maximum of the blood are complete, it is free to move on to whatever
drained, one blossom appears which opens then awaits it in the afterlife or it can wander the
rapidly withers as a fruit grows from the branch Underworld, as it chooses. If the mortal was
(usually an apple, but it can be any fruit she someone important such as a warrior, noble or
chooses). Mortals who eat one of the fruits other person of some renown, the stats in
become ghouled to the Lhiannan as if they had parenthesis are used:
ingested a point of the vampire’s vitae. The fruit
remains viable for one week before turning to ash; Attributes: Strength 1(2), Dexterity 3,
anytime within that week, it can be eaten to create Stamina 3, Charisma 2, Manipulation 3(4),
or maintain a ghoul. If consumed by a vampire Appearance 1, Perception 2(3),
other than the Lhiannan, the fruit offers no Intelligence 2, Wits 4
sustenance and becomes ash in the mouth; for its Abilities: Alertness 2(3), Athletics 2,
creator, the fruit can restore a single blood point. Brawl 2(3), Empathy 2, Intimidation 2(3),
Subterfuge 3(4),
⚫⚫⚫ Culann’s Watchful Hound Equivalent Disciplines: Chimerstry 2(3),
According to the Red Branch Cycle (also Dementation 2(3), Obtenebration 2(3),
known as the Ulster Cycle), Culann was a Thaumaturgy 2(3) – Creatio Ignis 1(2),
blacksmith whose home was protected by a fierce Potestas Motis 2(3)
hound. The hound was slain by a young man Humanity: 6
named Sétanta, and out of obligation, he offered Willpower: 5
to take the noble hound’s place until a new Passion Pool: 8
guardian could be found. From then on, Sétanta
was called Cú Chulainn meaning “Culann’s ⚫⚫⚫⚫ Flight of the Morrigan
hound.” With this power, the Lhiannan can secure Named for the Celtic goddess of war and
a mortal’s spirit to act as a watchdog of sorts to prophecy said to command flocks of crows,
guard her haven. ravens and other corvids, this power grants the
System: The Lhiannan makes a mortal Lhiannan the ability to disperse her form into that
sacrifice at her haven and then the player makes of a flock of the black birds to escape pursuit, spy
the activation roll on multiple targets
(Attribute: at once, or even
Charisma). If just to terrify
successful, she superstitious
binds the mortal’s mortals into abject
spirit to act as a worship with a
guardian for her display of dark
haven for a power.
number of days System:
equal to the The Lhiannan
successes scored. takes a mortal
The spirit remains sacrifice to a
near the entrance location frequented
to the vampire’s by crows (or
haven day and simply uses
night and can Animalism to
wake or otherwise summon the birds
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15
to her) where she must ritually offer the System: This power takes a full scene to
individual to the birds. Once they have consumed prepare and requires a minimum of one mortal
the offering’s eyes and other choice morsels, the sacrifice. The Lhiannan restrains each sacrifice to
player makes the activation roll (Attribute: Wits) a dolmen she has erected (or found), then opens
and if successful she gains the ability to transform her wrist feeding one blood point to each victim
herself into a flock of crows for the remainder of before slitting each of their throats. The player
the night. then makes the activation roll (Attribute:
The transformation to/from a flock of Strength).
corvids takes one turn as she appears to violently Three successes are the minimum required
explode in a cloud of squawking, screeching, to establish the mystical connection to the land,
beady-eyed, sharp-beaked birds that disperse in and the cairn becomes charged with the spiritual
all directions. The character becomes a number of energy of the sacrifices used in its creation,
birds equal to (Strength + Stamina + Wits + bestowing certain bonuses for its duration. The
successes). For every two birds (rounded up), the table below shows what bonuses can be applied
vampire has one health level which supersedes based on the sacrifices made and the length of
her normal amount for the duration of this power. time the cairn remains viable. Bonuses are
Should she suffer attack, as long as at least two cumulative; if the Lhiannan sacrificed five
birds remain, she can reform herself though she mortals she gains the bonus for one and the bonus
will be sorely wounded and in need of healing. for 5, both of which will remain for a week.
Each bird can act independently of the others, as
the Lhiannan desires; she can perceive through all Sacrifices Bonuses Duration
of them at once without difficulty. Lhiannan so
transformed are unaffected by Animalism powers 1 +1 Alertness, Intimidation and One night
Survival
(which may provide a clue to the Animalism user
that these are not normal avians). While 5 +2 Brawl, Crafts and Hearth One week
Wisdom
transformed, the Lhiannan only has access to
10 Restore 1 Willpower (up to One month
Auspex and Fortitude, if any, and each bird can max rating),
utilize these Disciplines individually; no other +2 Awareness, Expression
Disciplines can be employed while the vampire is 20+ -2 difficulty to all Disciplines One year
dispersed into corvid-form. and Rituals

⚫⚫⚫⚫⚫ Raise the Cairn


As the Thirst of Donn power of Ogham
drains the land of vital energies to replenish the
Lhiannan, this power can create a minor nexus of
spiritual energies at a chosen location, infusing
those who perform rituals there with additional
power. The level of power the cairn exhibits is
directly related to the sacrifices offered to the
land; most Lhiannan are careful to create only
minor places of power for their own use, but
occasionally great nexuses of spiritual energy
have been consecrated by rare gatherings of the
bloodline. Of course, certain other types of
supernaturals are drawn to places of power
(namely mages, shapeshifters, and faeries), and
the greater the power the greater the likelihood
that conflict will arise.
The Hattusan Kraina understand what is being said or pore over ancient
texts from foreign lands with ease.
The Bronze Age city known as Hattusa
System: The koldun spends a blood point
was once the capital of the ancient Hittite Empire
and the player makes the activation roll
which ruled central Anatolia for hundreds of years
(Attribute: Intelligence). If successful, the
beginning around 1650
vampire can understand
BC. By the 15th century,
any language he hears or
the Hittite Empire was a
reads for the remainder
contemporary of and in
of the scene, even if
conflict with both New
multiple different
Kingdom Egypt in the
languages are used, he
south and the Middle
understands them all. He
Assyrian Empire to the
cannot respond in those
east. The Hittites are
languages if he does not
credited with having one
actually know them,
of the oldest Indo-
however. If performed
European languages, as
within central Anatolia,
well as inventing the
the traditional Hittite
chariot for mounted
lands, the koldun can
combat and Anatolia
also speak the language
boasts one of the most
he hears or reads for the
ancient religious
remainder of the scene.
structures ever found,
located at Gobekli Tepe.
⚫⚫ Eyes of
This kraina offers
Kamrušepa
a wide variety of powers
Named for the
based on both the people
Hittite goddess of
of this ancient land, their
medicine and magic,
myths and the natural
Kamrušepa lends her
features of the central
power to those koldun
highlands and forests of
calling upon her to see
Anatolia. Koldun who
magic in all its forms
unearth its secrets wield
from sacred sites and
a potent weapon in the
ritual stones to mortals
Long Night and the War
ensorcelled by fairies or
of Princes.
wizards of all kinds. As
part of the ancient cradle
⚫ The Eldest Tongue
of human civilization,
The Hittite
Anatolia is dotted with
language was one of, if
sites believed to hold
not the, oldest attested
mystical power as well
languages in the world,
as populated by those
and the koldun who
able to utilize such sites.
crafted this kraina began by learning to
System: The koldun spends a blood point
understand any language they could hear spoken
and the player makes the activation roll
or see written. It does not allow the vampire to
(Attribute: Perception); if within the traditional
speak or write a language he does not know, but
lands of the Hittite Empire no blood is required.
he can eavesdrop on any conversation and
Success allows the koldun to detect magic of all
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17
kinds including that of other undead, ghosts, ⚫⚫⚫⚫ Drawing Out Faith
mages, werewolves, fae creatures and any others Central Anatolia is home to some of the
for the scene. He can recognize these phenomena most ancient sacred sites and temples in the world
for what they truly are, provided he has seen and some of these locations may have served as
similar effects before. meeting places for various tribes before being
absorbed into codified religious orders and cults
⚫⚫⚫ Inaras’ Favor over time. The peoples’ faith seeps into the very
The Hittite goddess Inaras, corresponding earth itself, and enterprising koldun have learned
to the Greek Artemis, claimed dominion over how to draw upon that faith to replenish
wild animals and the steppe that covered much of themselves in times of need.
central Asia Minor. This power gives the koldun System: The koldun must be within sight
the ability to utilize an animal’s characteristics to of a ritual space such as standing stones, temple,
temporarily gain bonuses to Attributes and or even burial mound. He spends a blood point,
Abilities associated with that animal, whether the and the player makes the activation roll
association was real or mythological. (Attribute: Charisma); if used within the central
System: The koldun spends a blood point Anatolia lands of the Hittites, no blood is
and the player makes the activation roll required. The total number of successes form a
(Attribute: Stamina). If successful, the koldun special Willpower pool that the koldun can draw
chooses an animal native to the lands he occupies upon just like his normal Willpower for the
and gains the benefits below: remainder of the scene. It does not refill his
• +1 to a single Attribute associated with normal pool, but can be used to activate
the chosen animal. Disciplines, gain bonuses successes on other die
• +2 to a single Ability real or rolls or any other use of Willpower. Once the
mythically associated with the chosen scene has ended, any unused points vanish.
animal.
Examples: ⚫⚫⚫⚫⚫ Stars Fall Like Rain
Falcon - +1 Dexterity, +1 Perception; +2 The Hittites did not smelt iron that was
Alertness or +2 Athletics mined from beneath the earth, but instead,
Fox - +1 Dexterity or +1 Wits; +2 Stealth scavenged meteoric iron with which to create
or +2 Subterfuge some few weapons and many works of art. This
Golden Eagle - +1 Strength or +1 power allows the koldun to call down a shower of
Appearance; +2 Intimidation or +2 Performance small meteors upon his enemies, causing damage
Ibex - +1 Dexterity or +1 Wits; +2 Brawl over an area and displaying his command over the
or +2 Survival very heavens themselves as tiny, blazing stars fall
Lion - +1 Strength or +1 Stamina; +2 to the earth at his bidding.
Leadership or +2 Law System: The koldun must spend a
Owl - +1 Perception or +1 Wits; +2 Willpower point and the usual blood point and the
Awareness or +2 Occult player makes the activation roll (Attribute:
The bonus remains for the scene, and if Manipulation). If used within the lands
performed within the native lands of the Hittite traditionally associated with the Hittites, no blood
Empire, the koldun gains all Attribute and Ability is required. Each success allows the koldun to
bonuses associated with his chosen animal for the either affect a larger area (see below) or prolong
scene. Storytellers are encouraged to work with the meteor shower. Any mortals and all structures
players to design the bonuses for various animals caught within the rain of fiery rocks is subject to
native to other parts of Europe, North Africa, and ten dice of lethal damage each turn they remain in
the Near East. its area of effect. Vampires suffer five dice of
aggravated damage from the flaming stones
falling from the sky. Flammable items and
structures ignite after the first turn of the shower,
potentially causing additional complications for
those within the area. Most homes and simple
structures will be destroyed within two or three
turns, while castles and other sturdier
constructions remain standing, though possible
fires may continue to damage them at the
Storyteller’s discretion.

Successes Area

1 Success One home or a small building;


30 yd. diameter area
2 Successes Several buildings, as many as five;
50 yd. diameter area
3 Successes An entire street in a town or
village; 100 yd diameter area
4 Successes A large structure, such as a castle;
200 yd diameter area
5 Successes An entire village or portion of a
city; 500 yd diameter area.

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19
The Kholat Syakhl however, enterprising koldun can overcome that
limitation, freezing the life-spark to be consumed
Kraina at their leisure.
This kraina, named for a peak in the Ural System: The koldun spends a Willpower
Mountains and translated literally as “Dead point and the player makes the activation roll
Mountain” from the Mansi people relating to the (Attribute: Stamina); if performed within sight of
lack of wild game on the mountain, this kraina the Kholat Syakhl peak, no Willpower is
draws on the powers of earth, wind, and the biting expended. The vampire can preserve a number of
cold prevalent in so much of the region to give its fresh corpses equal to (dots in the kraina x2),
koldun practitioners an edge against their foes in keeping the blood within viable for consumption
the Long Night. Not only were animals scarce in at a later time. Fresh corpses are defined as those
some regions of the Urals, but human prey as that have been dead a number of hours equal to or
well. The koldun of the area developed this kraina less than the koldun’s dots in this kraina.
to assist them in locating prey and even enlisting Those corpses affected by this power
assistance from cursed half-damned creatures to retain usable vitae for a number of days equal to
feed by proxy. (7 + number of successes on the activation roll).
The koldun can extend the preservation with
⚫ Whispers on the Wind another application of the power once the first
The Ural Mountain range is the third expires, otherwise once it has run its course, the
longest range in Asia and sending messengers,
even ghouls, can be a risky endeavor with all the
dangers such a region contains. A koldun begins
this kraina learning to use the spirits of the icy
winds to carry his messages to his intended
recipients.
System: The koldun fixes his intended
recipient in his mind as he slices his wrist and
flings a point of blood into the air and the player
makes the activation roll (Attribute: Wits). The
message to be sent can be a length of up to one
minute per success, regardless of the distance to
the vampire’s recipient. The intended target of the
message hears the vampire’s words as if he were
standing beside him whispering in his ear as a
light breeze ruffles hair and clothing. If used
within sight of the Kholat Syakhl peak, the
message length is doubled (two minutes per
success). The communication is only one-way,
however, there is no reply from the recipient
unless they possess this or a similar power to send
a return message.

⚫⚫ In Blood, Cold
It is a mark of the Curse of Cain that
vampires cannot consume blood from a corpse
more than a few minutes dead. Such vitae is inert,
the necessary spark of life that sustains kindred
having fled with the mortal soul. With this power,
vitae becomes useless and the vampire must find System: The koldun spends a blood point
another source of sustenance. Any vampire can and a Willpower point (if performed within sight
feed on a corpse preserved in this way, and some of the Kholat Syakhl peak, no blood is expended),
more cordial koldun keep larders at the ready to and must touch his target, which may require an
receive their guests. attack roll in combat. The player makes the
activation roll (Attribute: Manipulation); for each
⚫⚫⚫ Nameless Terror success, a mortal victim loses a dot of Dexterity
The slopes of the Dead Mountain are and suffers one level of lethal damage. Each lost
almost devoid of larger prey of any kind; most of dot imposes a -1 penalty to all Dexterity-based
the animals that dwell there are of the small, dice pools and movement; movement penalties
burrowing varieties. With this power, the koldun are the same as those imposed by wound penalties
can instill himself with a nameless terror that beginning at the Injured level (i.e., movement is
affects animals he can see, causing them to flee reduced by half with the loss of one point of
his presence, much as they desert the Dexterity). If reduced to zero or less Dexterity,
mountainsides of Kholat Syakhl. the mortal victim becomes frozen solid and dies
System: The koldun spends a Willpower within one turn.
point and the player makes the activation roll Vampires subjected to this power lose dots
(Attribute: Charisma); (if performed within sight of Celerity first (if any) before losing dots of
of the Kholat Syakhl peak, no Willpower is Dexterity. If reduced to zero Dexterity, they are
expended). A number of normal animals equal to also frozen solid for the remainder of the scene.
the character’s (Willpower + kraina dots) x 2 flee They cannot move but may be able to activate
the koldun’s presence immediately including other Disciplines that do not depend on movement
those being ridden by others such as horses in a or being able to see their target (wise koldun
battle. Animals controlled through the Animalism remain out of their frozen enemies’ line of sight).
Discipline resist by comparing the Animalism
user’s Discipline level + Courage to the koldun’s ⚫⚫⚫⚫⚫ Curse of the Upir
dots in the kraina + Intimidation. “Presence” Many eastern European cultures have had
refers to any animals within 30 yards of the myths of vampire-like creatures since time
character at the time the power is activated and immemorial, and while some were likely a
the remainder of the scene thereafter, moving response to witnessing Kindred activities, others
with the koldun as he moves (a mounted koldun may have been altogether something else. With
can terrify an entire cavalry charge into breaking). prey scarcer than in other locales, resourceful
The power works on all animals present at koldun developed a method to gather the precious
the time of activation, and remains for the scene, vitae they required to sustain themselves. With
potentially affecting additional animals who enter this power, the koldun curses the very earth at a
the koldun’s presence. Those animals who gravesite so that its occupant rises as a sort of
successfully resist are immune to the effects for proto-vampire to stalk its family and friends until
that scene; though if the power is activated at a the bloodthirsty monstrosity is put down. Koldun
later time, they must resist again as normal. are known punish those villages who have
offended them by creating an upir to terrorize the
⚫⚫⚫⚫ Permafrost populace until the creature is destroyed.
Winters in the Urals are brutal, frigid and System: The koldun locates the grave he
seem never-ending so much so that the ground wishes to curse, which can be no older than a
remains permanently frozen year-round with only lunar month (meaning the corpse interred is
a thin layer that thaws in the all-to-brief summers. relatively fresh). The character spends three blood
But there is power in the frozen earth that potent points, and the player makes the activation roll
koldun can use to defend their domains and freeze (Attribute: Charisma). If successful, the corpse
their foes as solid as the soil. will claw its way out of the grave within the scene
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21
and begin to terrorize its former loved ones. The koldun creator when the creature returns to its
vampire has no direct control over the upir, but it grave before dawn; thus, an upir always rises
will not attack its creator. The creature is not hungry and prowls for sustenance every night,
intelligent, but does possess a high level of unknowingly acting to feed its creator. The upir
cunning, capable of stalking its prey and waiting takes only bashing damage from all attacks except
for the right moment to attack. It will return to its fire and sunlight; it restores itself fully each night
grave and burrow back below the soil before as it emerges from its grave if it has not been
dawn each day, and it is the disturbed gravesite reduced to ash via one of those two methods. If
that may give clues as to what has risen to hunt reduced to Incapacitated via lethal damage, the
the living. Once discovered, they seldom last creature collapses as if truly dead for one turn, as
long. The stats for an average upir are given it regains a point of health, then attempts to flee
below, numbers in parenthesis are for an upir the scene and return to its grave. If prevented
created within sight
of the Kholat Syakhl
peak. A koldun can
have a number of
upir active at any
one time equal to his
Charisma score;
wise koldun spread
out the creatures so
as to maximize their
longevity and
capitalize on the
blood they consume
for their masters.

Upir
Attributes:
Strength
3(4),
Dexterity 3,
Stamina 4(5), Charisma 0, Manipulation 0, from retuning to its own grave, the creature turns
Appearance 0, Perception 2, Intelligence to ash as the sun rises, even if not exposed to
0(1), Wits 3(4) sunlight (i.e., being chained to a wall, caged, or
Abilities: Alertness 2, Athletics 2, Brawl otherwise restrained).
3(4), Intimidation 3, Stealth 3(4), Survival
3(4) *The use of the Abombwe Discipline represents
Equivalent Disciplines: Abombwe 1*, the upir’s connection to its purely predatory
Celerity 1, Fortitude 1, Potence 1 nature; if the Storyteller does not wish to use this
Humanity: 0 power, it can be replaced with Auspex 1 instead
Health Levels: OK, -1, -1, -1, -3, -5, representing heightened predatory senses.
Incapacitated
Willpower: 4 (5)
Attacks: Claws (Strength +1 lethal), Bite
(Strength lethal + blood drain, 1pt. max 5)
Notes: Each blood point the upir takes
from a victim is mystically transferred to its
The Nav Kraina defeat; they can only make half-hearted attempts
taking most any action, just without any of their
Named after the Slavic term for the
usual focus and passion.
Underworld, Nav or sometimes Nawia, this kraina
System: The koldun must make eye
draws upon the myths and folklore of many
contact with his target and spend a Willpower
Eastern European cultures to harness belief into
point with the player making the activation roll
power. By invoking the various deities related to
(Attribute: Perception). The target cannot spend
misfortune, death, starvation, misery and even
Willpower points to activate Disciplines or gain
bitterness the koldun can bring those dismal
automatic successes on dice pools for one turn per
powers down upon the heads of his enemies.
success scored by the koldun. At the Storyteller’s
Whether the gods actually hear and attend the
discretion, the target may also lose any strong
petitioning koldun or the malign spirits of the
motivations for the duration of the power.
firmament answer his summons is a matter for
scholarly debate; the effects of this kraina are
⚫⚫ Krivda’s Insults
proof that something answers the sorcerer,
Almost any koldun worth his salt can spit
however.
a scathing insult, but with this power, the sorcerer
Note: This kraina is somewhat different
invokes Krivda, goddess of hatred and bitterness,
from the typical Tzimisce sorceries, as it is not
to sure that his remarks not only offend but
tied directly to a specific land the way most kraina
potentially incite his target to frenzy. In the early
are. Instead, perhaps taking a lesson from their
nights of the Tremere conflict, koldun carried
Lhiannan cousins, this kraina is tied to a
Krivda on their tongues, preferring instead to face
collection of beliefs so that wherever those beliefs
the fangs of their opponent rather than their
are held at least somewhat strongly, the powers of
sorcerous Thaumaturgy. While dangerous,
the kraina are in turn stronger. In game terms, this
Krivda’s Insults can unbalance an opponent who
means that when these powers are performed in
might possess powerful Disciplines but is
Slavic lands where the figures were worshipped,
physically weak and more than one koldun has
the kraina is more powerful, granting the koldun
merely embarrassed a rival by making them
two additional dice for the activation roll. “Slavic
frenzy in public.
Lands” refers to an area from Greece in the south
System: The koldun spends a Willpower
to the Baltic Sea in the north and from the western
point and the player makes the activation roll
edge of Germany to the Ural Mountains in the
(Attribute: Manipulation) and if successful the
east.
target (if mortal) flies into an uncontrollable rage,
Lastly, invoking forgotten deities of loss
assaulting the koldun. Kindred targets must
and death requires a certain propriety. If called
immediately roll to resist frenzy (difficulty 5 + the
upon flippantly or without the proper rituals and
number of successes on the activation roll) or
procedures, the spirits turn against the koldun;
attack the koldun.
should the activation roll result in a botch, the
koldun suffers the effects of the power himself as
⚫⚫⚫ Kruchina’s Weeping
if he scored five successes. With the coming of
With but a glance a koldun wielding the
Christianity, the invoking of elder gods has
power of the goddess of sorrow, Kruchina, can
become even an even more perilous undertaking.
cause a target to become so overwhelmed with
sadness they can do little else but sob, wail and
⚫ Nestrecha’s Frustrations
gnash their teeth.
The goddess of failure and grief,
System: The koldun spends a point of
Nestrecha lends the koldun her power allowing
Willpower and the player makes the activation
the sorcerer to sap an opponent’s resolve. The
roll (Attribute: Wits); targets can make a
koldun’s stare drains his opponent’s will, leaving
Willpower roll to resist difficulty (5 + number of
them resigned and pessimistic with feelings of
successes the koldun scored). If the target fails to
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23
cry uncontrollably for one turn per success; any
actions requiring concentration are impossible
during this time and even defensive actions are
penalized by two dice. In addition, Cainite victims
of Kruchina lose one blood point per turn as
copious amounts if vitae stream from their eyes.

⚫⚫⚫⚫ Chernogolov’s Misfortune


Named for the silver-mustached god of
misfortune, this power directs the deity’s baleful
gaze upon an opponent by declaring they are
doomed to fail in all their endeavors. Should the
target indeed fail, they do so in spectacular
fashion.
System: The koldun spends a Willpower
point and the player makes the activation roll
(Attribute: Charisma). For one turn per success,
the target automatically loses two successes, not
dice, from every roll attempted. A botch occurring
under the effects of this power should be
especially dangerous and Storytellers are
encouraged to be very creative in these
catastrophes.

⚫⚫⚫⚫⚫ Marena’s Starvation


As if invoking the name of the demon
Kupala weren’t hazardous enough, koldun
employing the Nav Kraina have learned to
beseech the demon’s wife, Marena, the goddess of
cold and starvation, to blast their foe with an icy
gale leaving them shivering and emaciated as if
having just survived a particularly harsh winter.
System: The koldun spends a point of
Willpower and the player makes the activation
roll (Attribute: Stamina). A freezing gust of wind
blasts the target, leaving them emaciated and
frostbitten, suffering two levels of bashing
damage per success scored on the activation roll
(soaked normally). Cainite targets also lost two
blood points per success as healthy prey was
scarce in the vicious Eastern European winters.

resist, they are overcome with intense misery and


The Pripet Kraina divine his answers and the player makes the
activation roll (Attribute: Intelligence). If used
One of the largest wetland areas of
within the boundaries of the Pripet Marshes, no
Europe, the Pripet Marshes are unsurprisingly
blood is expended. For each success gained, the
found along a stretch of the Pripet River and its
koldun may ask the spirits of the waters one
many tributaries which carry large amounts of
question that can be answered yes or no as if he
water down from the Belarusian highlands into
possessed the Common Sense Merit. Spirits are
the swamps below. Covering an area over
known to adhere to the word of the question
100,000 square miles, a third of that area is
rather than the spirit or intent; wise koldun ask
forested with spruce, oak, alder, birch, pine and
accordingly.
more which in turn supports a wide variety of
fauna such as boar, elk, wolf, fox and lynx and
⚫⚫⚫ Grasp of Dead Waters
many others. This kraina taps into the diversity
While Necromancy is not an art most
and unique features of marshes, swamps, bogs,
koldun are familiar with, sometimes the powers of
and fens the world over and the koldun who dwell
koldunic sorcery can call upon specific departed
within these places make good use of its dark
souls within their territories to obey their
magics in defense of their havens.
commands. This is one of those powers, allowing
the Tzimisce to summon the spirits of those who
⚫ Waters of Illusion
have ever died within the marshes to attack his
Spirits of water the world over have been
enemies.
recounted as offering aid to travelers, death to the
System: The koldun spends a blood point,
unwary and even swords to kings. With this
dripping it into the water, and the player makes
power, the koldun of the marshes can create a
the activation roll (Attribute: Manipulation). If
three-dimensional illusion along the surface of the
used within the boundaries of the Pripet Marshes,
water. It can speak and move but cannot leave the
no blood is expended. Success calls forth the
boundaries of the water source.
grasping arms of the dead from beneath the
System: The koldun spends a blood point,
waters to drag the koldun’s enemies under and
dripping it into the water, and the player makes
join their ranks. Each success on the activation
the activation roll (Attribute: Wits). If used within
roll traps the victim under the water for one turn;
the boundaries of the Pripet Marshes, no blood is
those requiring air suffer one level of lethal
expended. If successful, the koldun can fashion
damage per turn from drowning, those that don’t
the illusion, moving it and making it speak as he
breathe are merely restrained. To break free
likes. It always appears intangible and translucent,
requires a successful Strength roll on the part of
more ghostly than solid, and will remain for a
the victim (difficulty 8) and requires five
number of turns equal to the koldun’s (Occult +
successes on an extended test. Potence or similar
dots in this kraina) before fading away.
powers add to this test as normal.
⚫⚫ Waters of the Seer
⚫⚫⚫⚫ Labyrinthine Waters
Water has been used as a divination source
Perhaps nothing is more treacherous,
for thousands of years and for just as long, the
confusing, and potentially deadly than navigating
idea that the spirits of the dead could provide
a swamp at night. With this power, the koldun can
advice from beyond have motivated humans to
call upon the malevolent spirits of the mire to lead
find all sorts of ways to try and communicate with
his enemies astray and into greater dangers,
their ancestors. A koldun with the Pripet Kraina
dividing them for him to conquer at his leisure.
can do both of these tasks to seek answers to a
System: The koldun spends a point of
particular question.
Willpower and a blood point and the player
System: The koldun spends a blood point,
makes the activation roll (Attribute: Wits). If
dripping it into the water he intends to use to
performed within the Pripet Marshes, no blood is
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25
required. For every success the koldun can target point, but as many as he chooses to spend – then
a single individual within line of sight who must the player makes the activation roll (Attribute:
make a Willpower roll (difficulty 8) or be lured Manipulation). For each success, up to the total
away from their companions (assuming they number of blood points spent, one spirit rises
aren’t already alone, in which case they become from the murky waters. The drowned appear as
more lost). Each target suffers a -2 penalty to all corpses in various states of decay: some are more
dice pools, including attacks, from the akin to bog mummies with dark, sepia-stained
disorientation, which remains for a scene. Victims skin pulled tight over bones, while others are
of this power will wander aimlessly through the more like bloated, blue-green corpses with algae
area, calling out to friends and allies and only and mossy patches across their skin. They will
receiving faint replies as if they are a great perform a single task for the koldun, after which
distance away as sound seems to be swallowed up they descend back into the boggy waters. Each
by the primordial bog. Small faerie lights seem to corpse may be given a different task, though
flicker and bob just out of sight of the victim, guarding the koldun and attacking his enemies are
leading him deeper into the mire to become easy the two main uses of this power. The Drowned
prey for the koldun. use the following stats (stats in parentheses are for
those vodnik summoned
from the Pripet Marshes
themselves):

Attributes: Strength 4(5),


Dexterity 3, Stamina 4(5),
Charisma 0, Manipulation
0, Appearance 0,
Perception 1, Intelligence 0,
Wits 1(2)
Abilities: Alertness
2(3), Athletics 2, Brawl
3(4), Intimidation 2, Melee
2, Stealth 2(3)
Disciplines:
Fortitude 1(2), (Potence 1)
Willpower: 5
Health: 7
Attack: Fists (Strength +2,
bashing), Grapple (Strength
+4, bashing), bloated and/or
wet flesh gives +2 dice to
soak rolls including against fire.
⚫⚫⚫⚫⚫ Call the Drowned Dead Notes: These servants commonly have a
Not content to merely grapple their reserve of five blood points and dissolve
opponents with the arms of drowned victims, the into a putrid mass of flesh and bone after
koldun with mastery of the Pripet Kraina can call exhausting them.
forth the spirits of those who perished within the
marshes, sometimes called vodnik or topnik, to
rise and defend their master once more.
System: The koldun drips his blood upon
the surface of the marsh water – at least one blood
The Sarmatian Kraina origin to their destination rapidly, appearing to
those with normal senses as some rushing
Named for a Scythian people who
whirlwind or other phenomena. With Auspex, the
controlled the lands between the Don River and
koldun can be seen flashing past at incredible
Ural Mountains north of the Black Sea and east to
speeds.
the Caspian Sea, this kraina focuses on the vast
and rugged steppes as well as the nomads and the
⚫⚫ Haven Beneath the Sky
creatures who made them their home, including
The steppe is vast and largely empty of
the spirits of those lands. Koldun with mastery of
structures; those that are present are almost
this kraina need never fear being caught out in the
always temporary, built by the nomadic peoples
open at dawn or starving on the steppe.
to be easily broken down and transported. The
early koldun were impressed by the resilience of
⚫ Racing to the Horizon
the Anda bloodline and their nomadic unlives.
The steppe was rarely broken by trees or
Lacking easy access to the Protean Discipline,
rocky outcrops; a seemingly endless sea of
these sorcerers
grasses that stretched
nevertheless created
to the horizon on all
a power to allow
sides. The nomadic
them to sleep beneath
peoples of the steppe
the soil of the steppes
were able to traverse
and remain hidden
the great distances
from their enemies.
on horseback,
System: To
seeming to fly across
enter the earth, the
the grasses from
koldun spends a
camp to camp. In
blood point and the
times of war, they
player makes the
had the ability to
activation roll
make lightning
(Attribute:
strikes against their
Manipulation); if
enemies and vanish
used within the
to the horizon. This
traditional lands of
power allows the
the Sarmatians
koldun to take
between the Don and
advantage of this
Urals, no blood is
ability to allow the
required. With a
koldun to travel
single success, the vampire sinks into the earth
swiftly from place to place within his domain.
much like the Protean power Earth Meld. Unlike
System: The koldun spends a blood point,
that power, however, while the vampire remains
dripping his vitae onto the ground in offering, and
interred in the earth, they are unaware of their
the player makes the activation roll (Attribute:
surroundings above unless they possess additional
Dexterity). If used within the traditional lands of
powers that would grant them such. They are safe
the Sarmatians between the Don and Urals, no
from most dangers during the day, although the
blood is required. For each success the vampire
area around their resting place often exhibits
can travel to the horizon in a straight line
unusual changes such as wilted or discolored
(approximately three miles/five kilometers); so,
vegetation and dead insects which may provide
with three successes, a character could travel nine
clues to what lies beneath for particularly
miles in one direction. They don’t teleport, but
observant foes.
actually traverse the space between their point of
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27
⚫⚫⚫ A Thousand Blades ⚫⚫⚫⚫⚫ Breaking the Bridge
The steppe is largely a type of grassland, The Scythian king Scopasis defeated the
broken by scrub and trees in places, but grass is Ionian allies of Darius I of Persia at the Danube
the predominant flora. Many types can actually River, destroying the floating “bridge” made of
cut flesh if mishandled and are called “saw boats that would have allowed Darius to escape
grasses” for a very obvious reason. This power the battle, resulting in his defeat and death ending
calls upon the spiteful spirits of the steppe grasses the Persian invasion of Sarmatia. With this power,
to attack the koldun’s enemies with their thousand the koldun breaks the “bridge” between life and
tiny blades. death, or in the case of Kindred, life and undeath.
System: The koldun spends a blood point System: The koldun spends a Willpower
and the player makes the activation roll point and three blood points and the player makes
(Attribute: Strength); if used within the traditional the activation roll (Attribute: Wits); if used within
lands of the Sarmatians between the Don and the traditional lands of the Sarmatians between
Urals, the damaged is increased by +1. Each the Don and Urals, no blood is required. The
success inflicts a point of lethal damage to all target of Breaking the Bridge must be within sight
targets within line of sight to a maximum number of the koldun and no further away than 30 yards.
of victims equal to the koldun’s (Strength + dots Success on the activation roll “breaks the bridge”
in this kraina). The grass and other plant life cuts between life and death, causing a mortal’s spirit to
the targets as surely as any metal blade; armor separate from their body and hover nearby,
does protect against the damage and it can be intangibly. The koldun can then have the body
soaked normally, but the attack cannot be dodged. possessed by another spirit for the next 24 hours,
if he so desires, perhaps one it has made a deal
⚫⚫⚫⚫ Blood on the Steppe with. Otherwise, the body lies catatonic and
The Sarmatian steppes have seen immobile for 24 hours before the spirit returns. If
innumerable battles and not just between mortal the body is damaged during this time, it retains
tribes competing for territory and resources. such damage after the spirit is restored and if the
Animals of all kinds have lived and died; killed body is killed or destroyed, the spirit becomes a
and bred upon the steppes, from wolves and deer ghost fettered to the location of its death.
to falcons and waterfowl. All that blood soaks Against a Kindred opponent, this power is
into the earth and a koldun with this power has potentially even more deadly, as the “bridge” in
learned how to pull it from its eternal rest to question is the one that connects the vampire to
replenish his own flagging stores in times of need. their cursed vitae. The target is allowed a
System: The koldun spends a point of resistance roll of Willpower (difficulty 8) needing
Willpower and the player makes the activation at least as many successes as the koldun scored on
roll (Attribute: Stamina). For each success, the the activation roll for this power. If the target fails
character gains one blood point up to his to resist, the mystical link between vitae and
maximum blood pool, based on his Generation. If vampire is severed and the target cannot spend
used within the traditional lands of the Sarmatians blood points for a number of turns equal to
between the Don and Urals, no Willpower is (successes + dots in this kraina). The target cannot
required. The koldun can drink from the steppes heal, boost attributes and perhaps most
only once per night. If used on an area where the importantly, activate Disciplines that require
previous power A Thousand Blades has been vitae. Those that cost Willpower only or have no
employed, the vampire regains additional blood, cost can still be activated and expending
for a total of 2 points per success, up to his Willpower for other efforts is not affected.
maximum.
The Thar Kraina Dexterity). Moreover, he can move through the
sands at his full movement rate, and if he has the
The Thar Desert is found in northwestern
first level power Blood on the Wind active, he can
India covering over 77,000 square miles that
track a source of blood while buried beneath the
includes thorn scrub forest in scattered pockets
surface and potentially surprise his prey, bursting
across the landscape, and a large salt marsh
from the sands to attack. A buried character
known as the Rann of Kutch. Despite its apparent
imposes a -2 penalty on all Perception checks to
barrenness, there are many animals and even
notice his presence. The power lasts a scene.
people who dwell within the Thar Desert;
enterprising koldun have learned to tap into these
⚫⚫⚫ Desiccating Winds
seemingly inhospitable lands to give themselves
The desert winds are hot and dry, seeming
an edge against their enemies in any environment.
to suck the moisture from plants and animals.
With this power, a koldun can do more than
⚫ Blood on the Wind
siphon moisture; he can drain the lifeblood from
Much like sharks can locate a few drops of
his targets to replenish his vitae.
blood in the wide ocean, a koldun who begins
System: The koldun spends a blood point
mastering the Thar Kraina can home in on sources
and the player makes the activation roll
of blood in the expansive dessert, a necessary
(Attribute: Manipulation); if used within the Thar
ability for survival in such harsh environments.
Desert no blood is expended. Success allows the
System: The koldun scatters a blood point
koldun to blast a single target within fifty feet
on the wind and the player makes the activation
with hot winds that drain one blood point per
roll (Attribute: Perception); if used within the
success from a mortal or Cainite target. Mortals
Thar itself, no blood is required. With a success,
also suffer one point of lethal damage per success,
the koldun can detect the largest quantity of blood
though vampires are immune other than the loss
within a number of miles equal to (10 x dots in
of vitae. All vitae siphoned in this way is
the kraina). The definition of “largest quantity” is
transferred to the koldun and is considered neutral
left to the Storyteller’s discretion but generally
in terms of forming a blood bond. Mortals slain
will point to a herd of gazelle or a village if such
with this power appear as mummified corpses,
is within range; otherwise, a lone traveler or
their muscles and organs withered away as their
larger animal can be detected. This power does
skin is drawn taught across bones that crumble
not detect creatures without blood or those who
with a touch.
individually contain less than one blood point.
The power remains active for a scene, allowing
⚫⚫⚫⚫ Hidden Reserves
the koldun to travel and maintain his tracking.
Many plants and animals within the desert
are capable of surviving due to their ability to
⚫⚫ Swim the Sands
store the most precious of resources: water. Cacti
Many of the smaller animals of the Thar
retain moisture within their thick, fleshy bodies
burrow into the sands to escape the blistering heat
while camels store the liquid in the form of fatty
of the day, emerging after sunset to find
deposits within their familiar humps. A powerful
sustenance. Koldun with this kraina can do the
koldun can increase their stores of vitae for a
same, digging deep under the sands for protection
time, ensuring their survival in the harshest
from the sun and even to escape foes or ambush
environments.
prey.
System: The koldun spends a Willpower
System: The koldun spends a blood point
point and makes the activation roll (Attribute:
onto the sands and makes the activation roll
Stamina); if used within the Thar Desert no
(Attribute: Dexterity); if used within the Thar no
Willpower is required. For each success, the
blood is required. With a success, the koldun can
koldun can store an additional blood point above
burrow under the sands as fast as he can jog (12 +
and beyond his normal generational maximum.
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29
This extra vitae can remain stored for a number of using Desiccating Winds, see below), which
nights equal to the successes scored before it is cannot be dodged but can be soaked normally.
vomited up and rendered inert and unusable. It The koldun is immune to all normal attacks
can be used just like any other vitae to power including fire; attacks with a magical component
Disciplines, rise each night, heal, or boost and sunlight affect him normally. All those within
Attributes as well as be fed to ghouls. A koldun the storm also suffer a +2 difficulty to all
can have only one application of this power active Perception checks; a +2 difficulty to ranged
at any given time and all additional vitae stored attacks; weapon ranges are halved and victims in
must be spent or rendered useless before another the storm must make a Dexterity check (difficulty
activation can be performed. 6) each turn to remain standing. All normal fires
up to a campfire are extinguished without harm to
⚫⚫⚫⚫⚫ One with the Sandstorm the vampire; larger fires are dimmed to campfire
At this size without any
level, the koldun harm to the koldun
has mastered the (though they are
power within the not extinguished as
desert landscape so such).
that he may The koldun
transform into a receives the
raging sandstorm. benefits of the first
Sweeping across level power, Blood
the land in the dead on the Wind, at no
of night, he can cost for the
quickly scour duration of the
entire villages from storm and can
the face of the activate the third
earth and turn his level power
enemies into Desiccating Winds
desiccated husks as with an additional
dry as the desert blood point (no
sands he has activation roll need
become. be made). The
System: character must
The koldun drips score a minimum
four blood points of three successes
onto the sands and on the activation
spends a point of roll in order to use
Willpower and the any other
player makes the Disciplines that do
activation roll not require sight or
(Attribute: Wits). If successful, his body and all speech to perform; otherwise, no other powers
his possessions worn or carried discorporate over can be employed while the koldun is an unliving
four turns into a volume of wind and sand of sirocco. The storm form can be maintained for a
approximately 50 cubic yards. The storm form scene; if the koldun spends four more blood
has the following abilities: points he can continue for another scene, and so
All those within the sandstorm suffer two on. If used within the Thar Desert the duration is
levels of bashing damage per turn of exposure doubled in length for each four blood points
automatically (in addition to any blood loss from spent.
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31
CHAPTER TWO:

New Koldunic
Rites
sincere prayer in the sorcerer’s name. Those
INTRODUCTION simply uttering his name or making passing
reference to him does not transmit any
Koldun have had thousands of years to conversation. What constitutes sincerity is left to
create and perfect rituals and rites that bestow the Storyteller’s discretion, but ghouls and mortal
powerful effects on themselves and their territories. followers and herd can certainly invoke their lord
The following new rites follow the same rules as and master with a devout prayer.
presented in the Tome of Secrets, pp. 48-49. Each
rite generally bestows a permanent effect, until a Sense the Betrayer
sacrifice is made or the koldun chooses to end the Level One Rite – The Dominus Populi Terrae
effects through force of will or their Final Death. Kraina – Attribute: Perception
All rites must be learned from a Cainite tutor, spirit As a ruler knows the hearts of his subjects,
mentor or demon and require the vampire learning so does a koldun know the loyalties of the kine
the rite to possess the same level in the Koldunic who live and die within his lands.
Sorcery Discipline and the rite’s affiliated kraina.
System: Once the rite has been completed,
the koldun can determine if any mortal within his
Hear the Cries of the Faithful domain has a blood oath to a vampire other than
Level One Rite – The Hattusan Kraina – himself. The koldun must touch the target, and if
Attribute: Perception the target possesses a blood oath of any degree to
The rulers of Hattusa, much like other any other vampire the sorcerer is immediately
ancient cities and empires of the Fertile Crescent, aware that the mortal is not a loyal servant and
were priests and kings both, accepting the worship what level of bond exists. The power does not
and sacrifice of their mortal flock in exchange for reveal the identity of the vampire to whom the
protection. mortal is bound, however. What the character does
System: When this rite is complete, the with this knowledge is entirely up to them; some
koldun can hear the prayers of his faithful koldun execute the “traitorous” kine on the spot as
worshippers. This roughly translates into a an example while others continue to observe the
minute’s worth of words that immediately follow a
potential spy to gather more information. The rite rolls. The rite lasts until the koldun is submerged in
concludes when the koldun leaves her territory. a body of water at least to the waist or drenched in
a downpour.
Silence of Death
Level One Rite – The Kholat Syakhl Kraina – Cloak of Veles
Attribute: Intelligence Level Two Rite – The Nav Kraina –
There is a quietness in death that is absent Attribute: Charisma
in the cacophonous din of life that few ever A trickster and guardian of the wild places,
experience. Koldun with this rite carry that blessed darkness, chaos and other things, Veles
silence with them wherever they go. (pronounced Vey-less) is the counterpart to the sun
System: The koldun is surrounded by a god Perun in Slavic cosmology. This rite bestows
zone of complete silence to a radius of 10 feet in one of the powers associated with the god onto the
large space or it simply fills the room, hall, or other koldun who practices the Nav Kraina.
enclosure the character is in (unless it is larger than System: This rite enchants an article of
approximately 20 by 20 feet). No sounds clothing, not necessarily a cloak, that the koldun
originating from the koldun can be heard by those then wears. At any time thereafter, the koldun need
outside this zone unless the koldun wills it (thus only touch a target (possibly requiring an attack
speech is possible but should the koldun wish to roll in combat) to curse the individual with bad
remain silent and smash a window, none outside luck. The next roll the target makes within the
the 10-foot zone would hear a thing). Sounds same scene will result in a failure. An individual
originating outside the area of effect may be heard can only be affected by this power once per scene.
by anyone inside it. The rite lasts until the koldun The rite concludes when the article of
enters torpor for any reason or length of time. clothing is destroyed (note, most cloth items have
one or two health levels at most).
Viper’s Senses
Level One Rite – The Thar Kraina – Curse of Dousing Words
Attribute: Perception Level Two Rite – The Pripet Kraina –
Many desert predators rely not only on Attribute: Wits
smell, sight and sound to hunt their prey but also Fire is arguably the deadliest weapon a
on the vibrations the prey makes as it moves across vampire can face in the Dark Medieval, as it is
the sand. Much like a spider in its web, a koldun readily available to almost everyone. But with a
with this power can sense the approach of others dismissive hiss or a spat curse, the koldun can
easily. extinguish nearby fires instantly.
System: Once the rite is completed the System: The flames must be within line of
koldun is able to sense vibrations in the earth that sight and no further than 30 yards distant. Small
indicate the approach of creatures larger than a fires up to the size of a campfire (see
housecat. While he does not know what the Thaumaturgy, Creatio Ignis, p. 297 of the
creature is necessarily, it does mean that he cannot Twentieth Anniversary Edition Vampire The Dark
be surprised by mundane means and creatures. Ages) are snuffed out instantly, while large blazes
Against those employing supernatural take an additional one or two turns based on their
means of stealth such as Obfuscate the koldun size (bonfire or inferno). Larger blazes can be
knows something is there but cannot see through extinguished over a number of turns as decided by
the magic without additional powers (such as the Storyteller; the koldun simply need continue
higher levels of Auspex). Due to this rite, he does cursing the flames until they have been
enjoy a 2-die bonus to all dice pools to avoid an extinguished. This rite remains until the koldun
ambush or other surprise attack including Dodge suffers at least one point of damage from fire.
The Lost Grimoire

33
Scent the Prey Shadow of Death
Level Two Rite – The Level Two Rite – The
Sarmatian Kraina – Kholat Syakhl Kraina –
Attribute: Perception Attribute: Charisma
The steppe is This rite infuses the
vast and locating an koldun’s shadow with the
individual in such a power of the Dead
landscape can be next to Mountain itself. When his
impossible. With this shadow falls upon living
rite, a koldun can things plants wither and
always track a particular insects die, small animals
individual no matter become sickly and often
how far away they are. expire, while larger
System: The animals and people feel
koldun must have a weak and overcome with
small piece of the sudden fatigue or illness.
individual he wishes to System: If the
locate (lock of hair, koldun casts a shadow that
fingernail clippings, then falls upon anything
blood) or a personal living, they feel the chill of
item or portion thereof. death sweep over them and
No matter the distance, are affected as follows:
the koldun can always small plants and insects
know the direction of wither and die
the target and a rough immediately; small
idea of the distance animals up to the size of a
between the target and housecat become ill and
himself. seek to escape the shadow,
When the target dying if they remain for
uses a power that masks more than a few turns;
their presence or larger animals including
location, such as humans are overcome with
Obfuscate, can weakness as
confound this rite’s they feel the unnatural pall
powers until the pass over them, suffering a
obscuring power is two-die penalty to all
removed at which point physical dice pools as long
the rite reasserts itself as they remain in the
and locates the target. It koldun’s shadow and for
ends when the koldun one turn after leaving it.
physically sees his The rite remains active
target within line of until the koldun is touched
sight. by sunlight.
Aqueous Passage Mask of the Fair Ones
Level Three Rite – The Pripet Kraina – Level Three Rite – The Eireann Kraina –
Attribute: Stamina Attribute: Appearance
Water has always been seen as a portal to It can be beneficial on occasion to not
other place and even times. With this rite, a koldun appear as a blood-sucking creature of darkness, but
can capitalize on that in a literal sense, stepping rather a beautiful (though no less terrifying)
into a body of water and emerging from another member of the Good Folk. This rite bestows that
within his domain. grace upon the Lhiannan, for good or ill.
System: At the edge of one a body of water System: If the rite is a success, the
where the rite is concluded, the koldun can enter Lhiannan will not only register to all senses as if
the water deep enough to submerge himself in. He alive (warm to the touch, appears to breathe,
may then exit a body of water at least as large heartbeat etc.), but her aura will appear for all
within the same domain. Many koldun with this intents and purposes as that of a fae (as per Auspex
rite keep a pool within their havens for easy use ⚫⚫, Read the Soul, p. 196 of Twentieth
and emerging from the wells in village centers is a Anniversary Edition Vampire The Dark Ages). All
common means those employing powers to determine whether she
of not only terrorizing the villagers but hunting as is undead see instead a living, breathing fae
well. The rite ends when a priest of any faith creature. While this rite is active, the Lhiannan
performs a blessing ritual on a body of water the enjoys a +2 bonus to all Social rolls where being
koldun has stepped into that night. fae would be a positive (including Intimidation
attempts). Of course, hunters likely don’t
Arawn’s Grasp discriminate between vampires and fair folk. The
rite lasts until she is touched by a true fae creature
Level Three Rite – The Annwn Kraina –
of any kind.
Attribute: Strength
Lhiannan invoking the gifts provided by the Scythian Prowess
Lord of the Underworld can call upon this rite to
Level Three Rite – The Sarmatian Kraina –
allow them to grasp ghostly objects and manipulate
them in the lands of the dead while remaining Attribute: Intelligence
relatively safe in the mortal world. The Scythian peoples were amazing
System: Success of the rite allows the warriors, fighting from horseback with bow, sword
Lhiannan to interact with ghosts and objects in the and spear and defeating such powerful enemies as
Underworld and they can interact with her. This the Persians and the Greeks among others. Both
may appear confusing to living onlookers who may men and women battled to protect their grassland
see the vampire engaged in battle with an invisible homes, and both also lead various tribes. This rite
foe or manipulating invisible items as if her hands bestows some of that legendary prowess upon the
we empty. The rite is broken if the Lhiannan enters koldun.
torpor for any reason. System: Once the rite is completed, the
koldun gains 6 Ability points to add to any of the
following (to a maximum rating of 6 in any one
Ability): Athletics, Archery, Leadership, Melee,
Ride and/or Survival. Once placed, the points
cannot be adjusted without a new version of the
rite being performed, which removes any previous
points (only one application can be active at a time
on the same koldun). The rite persists until the
koldun is beaten in a contest involving one of the
above Abilities.
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The doorway to the Underworld remains
Barrow-walker active until the next new moon. Only the vampire
Level Four Rite – The Eireann Kraina – who created the door may utilize it, though certain
Attribute: Manipulation ghostly magics may be able to usurp the doorway
Lhiannan often deal with ghosts more than for entry into the physical world.
most others who practice koldunic sorcery. They
regularly sacrifice mortals to power Ogham and Blood of the Deep Earth
other magics and can often bind the spirits of the Level Four Rite – The Deccan Kraina –
deceased into services with additional magic. This Attribute: Strength
rite allows the Lhiannan to enter the Underworld With this rite, the koldun gains a measure
physically. of protection against the possibility of diablerie. As
System: First, the character must find and more and more neonates with thinner blood are
enter a burial mound, like the ones found across made, many look with hungry eyes upon their
most of Britannia elders
especially Ireland,
Scotland, and Wales. and the power contained
Second, she must mark within their vitae. Woe be
the entrance with her to the youngling who
vitae (costing two blood sups from a koldun
points) and the player protected by this rite.
makes the activation roll. System: When the
If successful, the rite is complete, the
character can enter the koldun’s blood takes on
burial mound and pass fiery properties;
into the Underworld. specifically, should
While in the another Cainite attempt to
Underworld she appears drink from the koldun,
as a particularly slid they instead receive three
ghost. She can be injured, levels of aggravated
but only by things that damage for each blood
would inflict aggravated point they ingest as fiery
damage to a ghost, such magma fills their mouths
as the soul-forged blades instead. Vampires slain
wielded by the dead or by this power are burned
certain spectral magics. to ash in moments. Any
Once within the vitae that leaves the
Underworld, she can pass through solid objects in vampire’s body bursts into flame (though it does
the living world at the cost of one lethal health not harm the koldun). A character striking the
level. She can remain in the Underworld as long as koldun with an edged weapon or claws/teeth must
she desires, but without additional powers she has make a Dexterity roll (difficulty 8) and if it fails,
no way of replenishing her blood pool. If she runs they receive 3 dice of aggravated damage as the
out of vitae or is otherwise placed in torpor she is fiery blood spurts onto them.
trapped in the Underworld until such time as she The drawback to this rite is that it prevents
can be rescued. If slain within the Underworld, her the koldun from feeding any ghouls he may have
soul is swallowed by the Void and gone forever; no (who would also suffer damage should they
magic or necromancy can reach her. attempt to imbibe their regnant’s vitae). The rite
ends when the vampire spends all of his blood
points or is otherwise emptied of vitae, whether or • She gains +4 dice to resist all types of
not he enters torpor. magic that attacks the subject’s
soul/spirit including, but not limited to,
Cobra’s Countenance powers of the Spirit and Death mage
Level Four Rite – The Thar Kraina – spheres, certain shapeshifter Gifts,
Attribute: Dexterity various Necromancy Discipline powers,
the Numina of spirits/ghosts that target
The king cobra, the longest venomous
her and any others the Storyteller deems
snake in the world, is undoubtedly the reptilian
appropriate. For powers that do not
ruler of India. This rite bestows some of the
normally have a resistance roll, she can
properties of the regal serpent upon the koldun
make a roll of (Wits + Annwn Kraina +
who has learned the Thar Kraina.
4) to avoid any deleterious effects.
System: When the rite completes, the
The rite concludes when the woad is
koldun gains the ability to perform a sort of “threat
washed off by the Lhiannan being in the rain for
display” which makes him seem larger and more
one or more turns or if she suffers five or more
imposing than normal, providing +2 dice to all
levels of lethal damage in a single attack (the
Intimidation and Expression dice pools. The
spilled blood washes enough of the woad away to
enhanced serpentine senses provide +2 dice to
cancel the rite’s effects).
Alertness dice pools, and +2 dice to all Stealth dice
pools.
Cowl of Marena
In addition, the koldun develops hollow
fangs capable of injecting a potent venom with a Level Five Rite – The Nav Kraina –
successful bite attack and the expenditure of a Attribute: Stamina
Willpower point. Anyone bitten by the koldun, The wife of the demon Kupala holds
whether mortal or Cainite, must make a Stamina + dominion over the cyclical nature of the seasons:
Fortitude roll (difficulty 8) or suffer four levels of life, death and rebirth. With this rite, a koldun can
lethal damage (in addition to whatever damage the prepare himself for a rebirth of sorts should he
bite may have caused). Mortals slain by this power meet his Final Death.
exhibit all the signs of a snakebite victim, except System: Once the rite has been successfully
perhaps for where the bite is located and the size of performed the power remains dormant until such
the puncture wounds. The rite concludes if the time as the koldun is about to meet Final Death.
koldun enters torpor for any reason. Regardless of how it transpires, at the moment the
koldun is to become ash, the magic is activated.
Spirit Woad The vampire appears to disintegrate into a pile of
Level Four Rite – The Annwn Kraina – ashes that is swept up on a chill wind and scattered
like chaff. On the night of the next new moon,
Attribute: Wits
somewhere within the koldun’s domain, the same
After spending a scene covering her body wind swirls together the scattered ashes and the
in Ogham symbols of protection with a woad made vampire reforms whole and complete with all
of crushed chalk and lavender, the Lhiannan gains health levels restored and a single blood point of
a measure of protection against spirits and certain vitae.
other magics.
The koldun must immediately check for
System: After completing the rite, the hunger frenzy upon reforming. All knowledge of
Lhiannan gains the following benefits: this rite vanishes once it has been used
• She possesses +4 additional soak dice successfully, and the koldun must spend the time
against the physical attacks of ghosts and resources necessary relearning it in order to
and spirits. enact it again. Whatever has transpired in the time

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between the character’s death and rebirth is up to those who would attempt to be contrary
the Storyteller and the player to determine. to the koldun or attack him to make a
Courage toll (difficulty 9) to make the
Drink of Faith attempt and even if successful, all dice
Level Five Rite – The Hattusan Kraina – pools that oppose the vampire are
Attribute: Charisma penalized by three dice.
For koldun using the Hattusan kraina, faith • All Intimidation dice pools gain 2
can be more than just an abstract concept it can automatic successes against any target,
become literal sustenance. Many of these sorcerers mortal or Cainite, within the area of
reign over their subjects as unliving gods, much as effect.
the priest-kings of Mesopotamia did over a • Those within the aura of fear cannot
thousand years ago. spend Willpower to overcome the
System: The koldun must officiate or be effects as long as they remain within 50
the lead in a worship service dedicated to himself yards of the koldun.
as a god on earth (even if only a minor one). The Love
player makes a roll of Charisma + Performance • The koldun is surrounded by an aura of
(difficulty 7) at the climax or height of the liturgy. tranquility and love that affects all
Each success milks a point of faith from the mortals within 50 yards who can see or
congregation (which must be a minimum of ten hear him. All those within the area
individuals) that can be ingested just as if it were a adore the koldun and clamber for his
point of vitae. This “refined faith” can be used just attention. To act contrary to his wishes
like normal vitae to awaken, power Disciplines, requires the subject succeed at a Self-
heal, boost physical attributes, etc. Each group of Control roll (difficulty 9) and even if
worshippers can only be the target of this power successful, all dice pools that oppose
once per week, so wise koldun limit their services the vampire are penalized by three dice.
and attendance accordingly. The rite lasts until the • All Empathy dice pools gain 2
vampire enters torpor for any reason. automatic successes against any target,
mortal or Cainite, within the area of
The Greater of Two Crowns effect.
Level Five Rite – The Dominus Populi Kraina – • All those within the area of effect feel
Attribute: Charisma calm, and difficulties to frenzy for any
Long before Machiavelli was born, the reason are increased by two (maximum
Tzimisce debated the concept of ruling through difficulty 10). Those who enter the aura
love or fear, and which was the best method. This while in a state of frenzy immediately
rite bestows one or the other of those two “crowns” check again with a -2 difficulty and if
upon the koldun, giving him powerful tools to successful, the frenzy ends
manage his domain accordingly. immediately.
System: The koldun chooses which crown The rite is concluded if the koldun changes
he will wear at the rite’s completion; only one crowns by casting the rite a second time or
application of the rite can be active at a time on the if is successfully struck by someone in
same sorcerer. The koldun gains the following combat while either effect if active,
benefits for the crown chosen. overcoming the effects of love or fear to
Fear successfully thwart the sorcerer.
• The koldun is shrouded in an aura of
fear that affects all mortals within 50
yards who can see or hear him. All
Heart of Basalt incapable of using the Empathy Talent or Animal
Level Five Rite – The Deccan Kraina – Ken Skill in any dice pools, including Discipline-
Attribute: Manipulation based dice pools, pool for as long as the rite lasts.
Volcanic stone is one of the hardest In addition, the character must spend an extra
substances: if it can withstand the pressures and blood point each night upon rising to get his stone
heat of the earth, it can weather anything. A koldun heart to awaken. The rite ends when the koldun
with a heart of basalt can protect himself is ways enters torpor for any reason or length of time.
his peers cannot.
System: When the rite concludes, the
koldun’s heart literally becomes a stone within his
chest. While this does not hamper his undead
existence in terms of spending vitae, it does have
several effects. The first benefit the koldun gains
from this rite is an immunity to being staked, as the
stone heart turns aside or shatters all wooden
objects that attempt to penetrate it. Secondly, the
koldun becomes immune to all Presence powers of
level six and below as virtually nothing but the
most intense emotion from a powerful elder can
sway him. The drawbacks to this rite include the
lack of emotion which renders the koldun

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CHAPTER THREE:

Demons of
Earth, Sea & Sky
chaotic. Cyclical, of course, but those cycles
INTRODUCTION produce varying degrees and levels of chaos, at
least to the perspective of humanity and the
Koldunic sorcerers did not come by their creatures who stalk humanity’s nights.
powers easily or cheaply; each of their kraina was It is to these impossibly ancient creatures
hard won from the chaotic spirits of the world that many koldun look when attempting to learn
around them. Sometimes it was bargained for, with new kraina or kraina rites. Whether elemental or
the vampire offering up something the spirits demon, these beings are powerful and clever, and
wanted in exchange for being given the ability to woe be to the koldun who expects to flaunt his
manipulate some aspect of the world that the spirit “power” to impress such a creature in hopes of
controlled such as the wind, water, earth, or other cowing it into submission and teach him its secrets.
more esoteric things. Other times there was open Most young koldun are tutored at the feet of their
warfare, the koldun using the Gifts of Cain against sire or another vampiric master of sorcery; it is
the spirit’s mystical powers, armies of lesser spirits only once they have learned all they can from these
meeting those of ghouls and other creatures on the sources that older, and presumably wiser and more
field of battle until a winner was finally declared powerful, koldun seek out the primordial beings of
and the spoils of war divided. the world to gleam even deeper secrets.
Many spirits are relatively young, as a While each being certainly has its own
green sapling begins its life or a new stream personality, quirks, desires, and prejudices there
bubbles its way up from the depths to break the are some generalizations that can be made. There is
surface and become a river. Others, however, are a hierarchy to both demons and elementals, with
primordial beings having been birthed when the the least being little more than unintelligent minor
world was all crashing waves, heaving earth, forces, and the greatest being impossibly ancient
howling winds and storms of fire. Though they powers with agendas and goals beyond mortal (and
appear vastly different from one another and have immortal) ken.
varying motives and goals, one common thread
runs through them all: chaos. Nature is at its core,

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Elementals drink in exchange for small tokens tossed into its
Various cultures divided the world into depths.
basic elements such as the classical air, earth, fire, As a result of Judeo-Christian beliefs
and water of Western philosophy and the coming to dominate most of Europe, many spirits
traditional Eastern elements or phases consisting of and elemental creatures are simply “demons” in the
fire, water, wood, metal, and earth. Despite eyes of the Church and its believers. In some
humanity’s need to categorize and classify these places, this belief has actually warped the former
things, the spirits who inhabited the world around being’s appearance and even powers to the point
them didn’t always fit neatly into these ordered that these creatures might as well be native hell-
groups. There were elementals of lightning, of spawn. This effect usually occurs nearest large
darkness and light, and each type of plant and tree population centers with a strong Christian
had its own spirit making for a vast and varied presence; in more remote locations where the
collection of entities human and undead sorcerers populace still venerates the old, pagan ways,
could encounter and deal with. elementals and spirits retain the traditional forms
The majority of elemental spirits are associated with those ancient beliefs.
reclusive by nature, preferring to stay away from
urban areas and human contact. In the early days of Elementals and Kraina
humanity, this was much easier as bands of Outside of vampiric tutors and the
humans were small and their encampments occasional dust-covered tome, the most common
relatively scattered. As time wore on, however, way for koldun to learn the powers of kraina
camps became villages, villages became cities and including rites is to find an elemental and either
cities became metropolises and the spirits who had bargain for secrets or force it to divulge its
dwelled in such areas moved to more remote knowledge. Not every elemental who dwells within
locations. Since it was only a scant few humans a specific territory knows all the secrets of a given
who had the ability to perceive and communicate kraina, however, making learning these powers and
with such creatures, they largely remained the rites that accompany them a tedious process but
dormant, only occasionally mustering the energy to one that can tip the balance of power for Kindred
interact with humanity when called by a sorcerer or in the War of Princes. Those elementals who
when a particularly special mortal strayed near regularly deal with koldun are generally well
their domains. known in sorcerous circles of a given area and
By the Dark Medieval, most elementals can newcomers might consider bringing gifts and
only be found in remote locations such as deep flattery to the local voivode in order to learn the
forests, the headwaters of large rivers, or isolated location of such a creature and perhaps any tricks
mountains. Those that remained within the or tips in haggling with it. This is a double-edged
burgeoning cities of mankind were either sword, however: it provides ready access to a
destroyed, fell into a deep slumber, or were greatly source of mystic knowledge, but the elemental in
diminished in power making bargains with question is very accustomed to dealing with
individuals to sustain themselves without drawing vampires and is likely skilled at gaining the upper
too much attention to their presences. Some hand in negotiations.
elementals changed as humanity’s thoughts and The longer an elemental has dwelt within a
beliefs created new spiritual ideals. A spirit of fire given area can directly relate to the number of
might become the spirit of a forge, aiding in powers within a given kraina it may know. This
crafting masterwork weapons and tools, while the also means that such creatures are usually older
spirit of a stream might become the spirit of a well, and more powerful, easily the equal of many
granting minor healing properties to those who koldun. Many of the creatures know bits and pieces
of kraina lore from multiple paths that are directly
related to the elemental’s purview. For example, an point with which to observe the lands around it.
elemental with affinity for air that roams the That Preferring isolation, it can still be a good
Desert’s remote corners might know the first, third conversationalist provided those with whom it
and fifth level powers of the Thar Kraina because speaks don’t flee at the sight of it.
they all deal with wind. The even-numbered Attributes: Strength 4/2, Dexterity 2/4,
powers, second and fourth levels, would have to be Stamina 4/2, Charisma 0, Manipulation 0,
learned from another source as they do not relate to Appearance 0, Perception 2/4, Intelligence 2, Wits
the ai elemental’s purview. This can create all sorts 2/4
of opportunities for both players and Storytellers Abilities: Alertness 3/4, Athletics 3, Brawl
for role-playing as well as favors and 4/3, Hearth Wisdom 3, Intimidation 3/0, Stealth
complications to the storyline and both are 3/5, Subterfuge 3, Survival 3
encouraged to create interesting opportunities and Disciplines: Fortitude 2, Potence
challenges for koldun characters. 3/Celerity 2, Potestas Tempestatum 4
Willpower: 5
Example Elementals and Health: 10/7
Suggested Kraina Attack: Fists (Strength +4/+2, bashing), Grapple
(Strength +4/+2, bashing)
Swamp Guardian (Water Elemental) Kraina Known: Kholat Syakhl, Nav
Rising from a fetid pool the
creature who has claimed this
swamp since it was formed has only
a vaguely human semblance: a face,
two arms and torso. Water weeds
and floating plants make up its
“hair” while its lower body
vanishes into the depths. It has
preyed upon mortals for centuries,
but also bestows gifts to those who
pay proper respect.
Attributes: Strength 4,
Dexterity 4, Stamina 4, Charisma
0, Manipulation 0, Appearance 0,
Perception 3, Intelligence 2, Wits 4
Abilities: Alertness 3,
Athletics 3, Brawl 3, Occult 3, Stealth 4, *Note: Numbers or values before the /
Subterfuge 4, Survival 3 represent the earth elemental, after the /
Disciplines: Chimerstry 4, Fortitude 2 represent the air elemental.
Willpower: 5
Health: 7
Heart of the Volcano (Fire Elemental)
Attack: Fists (Strength +2, bashing), Grapple
(Strength +4, bashing + drowning) Fire and brimstone with a temper to match
any true child of Hell, this elemental resides in a
Kraina Known: Annwn, Pripet
fissure near a (currently) dormant volcano. Local
lore tells of a creature that has appeared to holy
Mountain Watcher (Earth/Air Elemental) men and lone wanderers that seems to be made of
Whether a massive living boulder perched molten rocks and flame. The same tales say that
on a cliff’s edge or a gusting breeze that skirts the the creature has as often shared esoteric lore as it
mountaintop, the Watcher has the perfect vantage
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has charred the bodies to cinders of those seeking Barrow Warden
that lore. Mankind has always tried to protect his
Attributes: Strength 4, Dexterity 4, final resting places with spells, charms, amulets,
Stamina 4, Charisma 0, Manipulation 0, and guardians. Most of the time these things have
Appearance 0, Perception 3, Intelligence 2, Wits 4 no power, and the tombs are desecrated and
Abilities: Alertness 4, Athletics 3, Brawl denuded of their treasures. But on occasion, a
4, Intimidation 5, Performance 3, Subterfuge 2, spirit can come to protect a tomb or barrow
Survival 3 mound. As time passes, it may even choose to
Disciplines: Celerity 2, Creatio Ignis 5 converse with those who do not seek to defile its
Willpower: 7 charge and pass on arcane secrets.
Health: 10 Attributes: Strength 3, Dexterity 2,
Attack: Fists (Strength +2, lethal/aggravated vs. Stamina 4, Charisma 2, Manipulation 2,
vampires) Appearance 2, Perception 3, Intelligence 3, Wits 3
Kraina Known: Deccan Abilities: Alertness 3, Athletics 2, Brawl
3, Empathy 2, Intimidation 3, Melee 4,
Subterfuge 3, Survival 2
Disciplines: Chimerstry 3, Dementation 3,
Other Spirits and Suggested
Obfuscate 3
Kraina
Willpower: 6
Health: 7
Spirit of the Plains Attack: Fists (Strength +2, bashing), Grapple
Much like the Scythian people, this spirit (Strength +4, bashing), Sword (Strength +2,
races across the grasslands of Sarmatia lethal)
embodying the ideals of the nomads. Those Kraina Known: Annwn, Eireann, Nav
wishing to learn from it must first best it in a
contest of skill; those who fail often find their
blood watering the grasses of the plains. Those
who succeed in the contest are gifted with bits of
A NOTE ON GHOSTS
knowledge, such that each such bit must be won
with ever more difficult competitions.
Attributes: Strength 2, Dexterity 4,
Most vampires outside of the Clans who
Stamina 3, Charisma 2, Manipulation 2, regularly practice Necromancy (Cappadocian,
Appearance 3, Perception 3, Intelligence 2, Wits 3 Giovanni, Nagaraja, etc.) rarely have dealings
Abilities: Alertness 4, Animal Ken 3, with the spirits of deceased mortals. A few
Archery 4, Athletics 4, Brawl 3, Stealth 3, kraina deal with ghosts and as such, some
Survival 4 ghosts have knowledge of these ancient
Disciplines: Celerity 1, Fortitude 1, sorceries and can pass on this knowledge to
Potence 1 those vampires able to contact them and force
Willpower: 5 or bargain for the information. They are the
Health: 7 least common, but can prove to be a quite
Attack: Fists (Strength +2, bashing), Grapple powerful, source of kraina knowledge.
(Strength +4, bashing)
Kraina Known: Sarmatian
Capricious Genie
Whether a whirling dervish djinn,
fiery-tempered ifrit or murky marid, the
spirits collectively known as genies have
existed alongside and alternately aided
or tormented mankind since the earliest
of days. These beings delight in causing
mischief and are notorious for their deals
wherein unsuspecting mortals (and not a
few vampires) have gotten far more than
they bargained for as the genies are
master manipulators in getting the upper
hand in deals of all kinds. Often, once a
genie has been dealt with once, it will
continue to pester its new ‘friend’ for
years or decades to come.
Attributes: Strength 2, Dexterity
4, Stamina 3, Charisma 4, Manipulation
4, Appearance 3, Perception 3,
Intelligence 3, Wits 5
Abilities: Alertness 3, Athletics
2, Brawl 3, Empathy 3, Expression 4,
Intimidation 3, Melee 4, Occult 4,
Subterfuge 5, Survival 2
Disciplines:
Chimerstry 5, Obfuscate 4,
Thaumaturgy 4 (Creatio Ignis,
Potestas Motus, Potestas
Tempestatum)
Willpower: 7
Health: 10
Attack: Fists (Strength +2, bashing),
Grapple (Strength +4, bashing), Sword
(Strength +2, lethal)
Kraina Known: Dominus Populi,
Hattusan, Thar

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Demons earthbound demon by meditating deep within the
The creatures known to most as “demons” forests of Transylvania, as long as one can avoid
have existed as long as mankind has walked the roving packs of garou and the spies of the
upright, and likely even longer. Whether part of voivode masters of the lands there.
the Fallen Host condemned to Hell for their war
against the Christian God, or asuras forever Demons and Kraina
locked in battle against the more-benevolent All but the most minor demons are likely to
devas of Hindu and Buddhist scriptures, these know something of the kraina of the world and
creatures are found the world over. While much their accompanying rites. Depending on their
less common than the elemental spirits, they are original function in the celestial hierarchy, a
perhaps even more knowledgeable when it comes particular demon may have access to a few or
to secrets of an esoteric nature. Having existed many kraina. The most powerful, known as
since the birth of the world it is possible for Earthbound, had large expansive cults in the
particularly powerful demons to impart the earliest days of human civilization and would
knowledge of most any kraina and its attendant undoubtedly possess the knowledge of many
rites to a koldun, for a price of course. kraina and rites (among other forbidden sorcerous
In the Judeo-Christian tradition, demons apocrypha). Such entities would require slavish
are tempters and debasers of mankind, offering devotion and acts of dedication before sharing any
indulgent and forbidden pleasures and knowledge scraps of information with koldun and their cults,
in exchange for the individual’s soul. While this many still active during the Dark Medieval, just
may seem like a great deal for a vampire (many of hidden or insinuated into more legitimate
whom do not believe they have a soul left after organizations, would also prove to be a potent
the Embrace), the fact that demons often readily obstacle to even the most powerful of sorcerers.
accept the offer should lend more credence to the Often, a lower ranking demon begins by offering
existence of an immortal soul even amongst the bits of kraina knowledge to a prospective koldun,
Damned. Often, the Flaw: Demonic Debt (see careful to doll out only just enough crumbs that
Chapter Four) is incurred when a koldun attempts keep the vampire asking for more. After a time, the
to bargain with a demon to obtain knowledge of demon “graduates” the koldun to a more powerful
kraina and kraina rites. Ambitious koldun should member of the hellish host, and as the power flows,
be warned that most demons are far craftier and so too do the acts of infernal evil.
cleverer than elemental spirits when it comes to It’s worth noting that while koldun are not
bargaining for knowledge; woe be to the koldun
averse to dealing with demons (both actual demons
whose pride gets in his way, as demons are quick
and those spirits labeled as such by the Church),
to seize on any weakness and gain the upper hand.
they do not suffer infernalists among their ranks.
Perhaps the most infamous demon many
Working with demons is not the same as working
Tzimisce koldun have at least heard of, if not
for demons; a clear relationship should be
dealt with directly, is the creature held captive
established with the koldun in charge and never the
beneath the Carpathian Mountains known as
other way around. Should a koldun fall to the
Kupala. While this being has and continues to
infernal, they can expect their final nights to be
make deals with prospective koldun, gaining
numbered; very few things can unite the disparate
access to the demon can prove difficult if nigh
and aggressive Tzimisce, but infernalists in their
impossible as it lies beneath the holdings of old
midst is one sure way that grudges and feuds are
and powerful members of the Clan who do not
set aside until the demonic taint is dealt with by
share their knowledge readily, especially not with
having the guilty parties staked for the sunrise.
neonates who lack the focus and dedication to
become true koldunic masters. Of course, it is
possible to commune with the ancient
Example Demons and Suggested
Kraina

Mischievous Imp
Attributes: Strength 1, Dexterity 2,
Stamina 2, Charisma 1, Manipulation 3,
Appearance 2, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 3, Athletics 2, Brawl
2, Empathy 3, Occult 3, Subterfuge 4
Disciplines: Chimerstry 2, Daimonion 2,
Dementation 1
Willpower: 4
Health: 5
Attack: Fists (Strength +1, bashing)
Kraina Known: Any up to level 2, up to level 1
rites

Knowing Tempter
Attributes: Strength 2, Dexterity 2,
Stamina 3, Charisma 3, Manipulation 4,
Appearance 3, Perception 3, Intelligence 3, Wits 3
Abilities: Alertness 3, Athletics 2, Brawl
2, Empathy 4, Expression 4, Occult 3, Subterfuge Master of Sin
5 Attributes: Strength 4, Dexterity 4,
Disciplines: Auspex, 2, Chimerstry 3, Stamina 4, Charisma 4, Manipulation 5,
Daimonion 3 Appearance 5/0, Perception 4, Intelligence 4, Wits
Willpower: 6 4
Health: 7 Abilities: Alertness 4, Athletics 4, Brawl
Attack: Fists (Strength +2, bashing) 5, Empathy 5, Expression 5, Melee 4, Occult 5,
Kraina Known: Any up to level 4, up to level 3 Subterfuge 5
rites Disciplines: Auspex, 4, Chimerstry 4,
Daimonion 5, Dementation 4, Thaumaturgy 5
(Creatio Ignis, Potestas Exsecrabilis)
Willpower: 8
Health: 12
Attack: Fists (Strength +2, bashing)
Kraina Known: Any up to level 5, up to level 5+
rites

The Lost Grimoire

47
CHAPTER FOUR:

New Merits &


Flaws
powers that deal with that element across all
ELEMENTAL AFFINITY (4+ kraina they know. This translates to a +4 dice to
POINT MERIT) all rolls for koldunic sorcery powers that deal
Koldun derive their powers from the with the chosen element. This Merit is mutually
elements of nature: earth, fire, water, air etc. exclusive with Elemental Attunement for the
While most sorcerers are content to master the same element and the bonuses do not stack.
kraina and occasionally their associated rites,
some koldun feel a pull toward one or more Rite Master/Mistress (2-
specific elements and learn to align their vitae and or 4-point Merit)
energies with their chosen element. When a
Prerequisites: 8+ Kraina Rites known
character first purchases this Merit, they must
The koldun is a master of enacting the
select an element (consult your Storyteller for
rites of the kraina and can impart some of this
available elements). Thereafter, the koldun gains
expertise by being present in a group to cast more
+2 dice to all rolls for koldunic sorcery powers
powerful rites. For 2 points, the character can
that deal with the chosen element. The bonus will
reduce the required number of successes to
rarely apply to an entire kraina (element: water
complete a kraina rite by one; for the 4-point
with the Black Sea kraina would be one
version, this reduction is two successes.
exception), but it will apply to every power across
all kraina (not rituals) they know that utilize the
chosen element. Each time this Merit is Spirit Prestige (4 Point
purchased, the cost in points is doubled, and a merit)
new element must be chosen. The koldun is known to use the proper
etiquette and protocols when dealing with spirits
Elemental Focus (6 Point and elementals, and this reputation has spread so
Merit) that he receives a more favorable reaction when
he attempts to learn new kraina and kraina rites
Some koldun take their studies of the
from a spirit or elemental. This Merit reduces the
elemental forces even further than their brethren
Willpower cost to learn a new kraina rite by one
and focus solely on a specific element. In so
point (to a minimum of 1 Willpower point).
doing, they gain greater mastery over kraina
Should the koldun ever abuse or harm a spirit
(except in self-defense), the Storyteller may Mark of Chaos (1-, 2- or
suspend this Merit until sufficient atonement has
been made.
4-Point Flaw)
The spirits with whom the koldun deal
with all bear a mark of the primordial chaos that
Demonic Debt (1 to 5 birthed the world. Sometimes, through time,
Point Flaw) frequency, curse, or just ill luck a koldun will
Demons can teach kraina to those koldun begin to manifest this same chaos when he uses
brave or foolish enough to bargain with them in kraina. The Flaw manifests in strange quirks of
exchange for such power. While most elder magic or the environment related to the kraina
koldun avoid bargaining in favor of subjugation, used such as a light breeze for an air power, or
neonates are not as experienced and often want a ripples in nearby water for a water-based power.
quick route to power. This Flaw represents favors At 1-point, the effects are minor and go unnoticed
owed to the demonic tutor in exchange for the the majority of the time except by the most astute
knowledge of a specific kraina. Each point of this observers. For 2 points, the effects become more
flaw represents the difficulty and intensity of the noticeable: a breeze that knocks objects off tables
favor owed as well as the rating in the specific or whips the clothing of the koldun about
kraina the koldun sought tutelage in. Some koldun furiously, or nearby sources of flame roar and
may choose only a point or two of debt to learn flare up as if devilish imps danced within the
the rudiments of a kraina, while others believe the fires, causing a -1 penalty to all Social dice pools.
old adage “in for a penny, in for a pound,” and At the 4-point level, the displays of chaos
become truly burdened with the price of power become extreme: fierce winds, just shy of storm
owed to their demonic instructors. force, whipping clothing and knocking objects
Storytellers are encouraged to incorporate about and terrifying people and animals; minor
this flaw into their stories to provide ample earth tremors that rattle buildings (doing no
opportunities to attempt to corrupt players who damage) and terrify those present; candle flames
choose the quick and easy route to power. A one- roaring to the size of torches in the presence of
dot debt might be as simple as offering up a truly the koldun, etc. imposing a -3 to all Social dice
innocent sacrifice to the demon while a five-dot pools.
debt might be twenty Kindred souls…leading to In addition, when the koldun uses kraina
interesting discourse as to the existence of a or rites, unpredictable side effects can occur. The
vampiric soul, not to mention a series of Storyteller should roll a d10 and on a result of 1,
unfortunate accidents aimed at collecting the final should create an unexpected consequence of the
soul from the koldun himself sooner rather than chaos in action. Perhaps additional fires spring up
later. Of course, it goes without saying that the in places, or a river overflows its banks flooding
looming threat of a demon calling in its debt at nearby areas in several inches of water. The
any time can provide endless entertainment… for chaotic effects are meant more for storytelling
the demon (and Storyteller) anyway. purposes rather than a means of directly damaging
the vampire’s surroundings (thought obviously
fires and floods are damaging). Other effects are
certainly possible, and Storytellers are encouraged
to create unique effects for their players based on
the various kraina they have learned and the
creatures from whom they learned them.
CHAPTER FIVE:

Apocrypha
W hile nearly all kraina deal with the from a settlement suffer a -4-die penalty to all
manipulation of properties of the land, nature, and activation rolls. For a koldun to bind himself to a
aspects thereof, one obscure (and some say particular city he must perform a level one rite
heretical) kraina exists that utilizes the mystical that links his spirit to the specific location (see
and symbolic connections between a city and its below); powers and rites performed in a city other
architecture, monuments, and layout to create than the one to which he is bound suffer a -2-die
effects that can hinder a koldun’s foes or aid his penalty to activation rolls. When the koldun
travel among other things. While cities in the performs powers in this kraina within the city to
Dark Medieval are far from the great metropolises which he is bound, all activation rolls gain a +2
they will later become, there are still plenty of bonus; multiple koldun can bind themselves to the
uses for such magic. As many vampires become same city.
increasingly dependent on cities and their higher The pair of Cainites combined their
concentrations of human prey, the powers such as knowledge of the monumental structures of the
this kraina offers can be an invaluable tool for ancient world, such as the Pyramids of Giza,
survival as well as besting one’s rivals. Babylon and the Acropolis in Athens and the
spirits that inhabit such things and locations to
The Key to the cage craft this unusual kraina.
Euphemistically named, this obscure ⚫ Impede the Traveler
kraina was created through the efforts of two very The first thing the koldun learns to do is
different Kindred from two very different clans: impede the travel of a target, causing them to
Tzimisce and Followers of Set. Also known as Al delay or become lost for a short time, causing
Miftah ala Qafas in Arabic, the “Cage” is the city, them to miss important appointments or allow the
and the “Key” is the mystical understanding of koldun the opportunity to catch prey he would
geometry and architecture that allows the otherwise be unable to.
practitioner to enact the powers of the kraina. System: The target of this power must be
Unlike the majority of kraina that gain their within the same city as the koldun, and the koldun
greatest powers while within a specific region, the must designate a particular area of the city (about
Key and the Cage gains its most potent effects 100 yards square) where the target will be
when performed within a city to which the koldun impeded in their travels. The character spends a
has bound himself; outside of a city or town, the blood point, and the player makes the activation
powers wane, as it was not meant for rural and roll (Attribute: Manipulation). The target is
wild places like more traditional kraina. Powers in allowed to roll their (Wits) with every success
this kraina that are attempted more than a mile
canceling one of the koldun’s successes. For each of the power a structure holds over those who
remaining success on the koldun’s part, the target view it.
finds their journey takes an additional 25% more System: The character spends a blood
time to complete. Seemingly random events point, and the player makes the activation roll
conspire to delay the target whether it be their (Attribute: Charisma). For each success, one
horse suddenly has a lame foot to their carriage bonus die is gained to all Social rolls that involve
having a mysterious broken wheel spoke or even the same emotion or premise that the structure
a mob blocking the road ahead. This power can invokes. A castle might grant Leadership or
only be used on the same target once and must Seneschal bonuses while a cathedral or great
wear off (i.e., the target finally reaches their temple (even a ruined one) might grant bonuses to
destination) before another casting can be done. Theology or Law, and a bureaucratic building
might grant bonuses to Law or Politics. The
effects last a scene and only as long as the
structure the koldun links himself to remains
within his line of sight. To change to a different
building requires a new application of the power,
removing any previous bonuses.

⚫⚫⚫ Pharoah’s All-Seeing Eye


One reason why monuments and large
structures are so powerful is because they can be
seen from almost anywhere, and that creates a
mystical correspondence effect related to
perception. A koldun who activates this power
gains sensory powers of a specific building he
chooses.
System: The character spends a Willpower
point and the player makes the activation roll
(Attribute: Perception). Success allows the koldun
to see and hear everything that transpires within
the chosen structure, from the softest whispers
between two lovers to the rats eating grain stored
in a pantry. If the koldun possess Auspex, he may
also use its powers through this connection as
well, potentially revealing auras and other details
and possibly even piercing Obfuscate and/or
Chimerstry effects active within the building.
While the koldun is focused on a particular
building, he is deaf and blind to events in his
physical presence. Physical contact of any kind
⚫⚫ Master Mason’s Aura with the projecting koldun brings his senses back
Great architecture can inspire great to his body instantly. The character need not
emotions in those who view it; from the pyramids specify where his broadcast senses actually lie in
of Giza to the Colosseum of Rome to Stonehenge a structure; he’s aware of everything that goes on
in Britannia, these structures and more can evoke inside and can filter it down to a single spectacle
awe, reverence, and even fear in onlookers. With or one spoken word. Events outside of the
this power, the koldun imbues himself with a bit building cannot be perceived through windows,
however.
⚫⚫⚫⚫ Lock the Cage ⚫⚫⚫⚫⚫ Traverse Ley Lines
Drawing on a city’s sacred geometry and There is a sacredness in the geometry of
layout, the koldun targets a foe who is then cities and while the oldest cities such as Babylon,
prevented from leaving the city but any means for Alexandria, London, and others arguably have
a time. Regardless of whether they walk, ride, or “more” than newer cities, a powerful koldun can
attempt magical transportation, the target always nonetheless tap into the sympathetic magic that
finds themselves back in the city; “all roads lead resonates within all cities when activating this
to Rome,” no matter how hard the target tries to power. Using this geometry and the power of ley
leave they find their efforts stymied every way lines that crisscross cities, the character can
possible to the point that superstitious individuals instantly move from one location to another
may suspect some sort of supernatural within the same city.
intervention, though there is no proof of such to System: The koldun spends a Willpower
be found. point and a blood point as he opens himself to his
System: The character need only spend a city’s monuments and architecture and the player
point of Willpower and the player make the makes the activation roll (Attribute: Intelligence).
activation roll (Attribute: Wits) while the target Success allows the koldun to disappear from his
makes a resistance roll of (Wits + Awareness) current location and instantly reappear at another
with each success on the resistance roll removing within the same city. He must have visited the
one from the koldun’s activation roll. If the target new site previously. Only items that are worn or
removes all activation successes, the power fails. can be held in the hand go with the koldun; no
As long as the koldun achieves at least one one else can be brought along nor can items that
success the power will function as follows: Each cannot be held or lifted. This power is not
success blocks the target from leaving the city by inhibited by the previous power, Lock the Cage,
mundane means for 24 hours. The target is as the vampire is still within the confines of the
unaware of the power active on them and does not same city.
know why their existence has suddenly become so
difficult.
If the target possesses supernatural or
extraordinary means of travel or escape (i.e.,
magic, Disciplines, etc.), the power will block one
use of such a power per net success on the
koldun’s activation roll. For example, if a target
has the ability to teleport themselves to any
location, and the koldun garnered three successes
on the activation roll, three attempts of the escape
power (teleportation) fail. The fourth time the
target attempts the escape power it functions
normally, and they may leave the city. The use of
Celerity to move quickly to escape a city does not
qualify as “extraordinary.”
One with the City System: A successful application of this
Level One Rite – The Key to the Cage Kraina – rite allows the koldun to travel within a specific
Attribute: Stamina city much faster than normal, reducing travel time
This first rite is what allows the koldun to by 50% of normal. The rite doesn’t make the
connect his spirit with that of the city in which he koldun move physically faster (that is the
wants to employ the powers of The Key and the province of Celerity), but it provides an innate
Cage kraina. sense of the fastest route between two points. The
System: The koldun must sleep one full koldun instinctively avoids obstacles and finds
day within a building within the city (inside or “shortcuts” to reach his destinations. Conceivably
beneath) and upon first rising, enacts the ritual. It a koldun with Traveler’s Boon could drive a horse
remains in effect until he chooses to bind himself drawn carriage and all those within would have a
to a new city; the vampire can only be bound to a speedier journey to their destination. The rite
single city at any given time. remains active until the character is forcibly
restrained somehow (i.e., locked into a prison cell,
Shepherd’s Call chained to a chair, etc.).
Level Two Rite – The Key to the Cage Kraina –
Attribute: Charisma
Well planned cities not only allow for
citizens to move smoothly through its streets, but
the architecture actually guides and influences
that movement. By calling on the power of his
city’s architecture, the koldun can gather his
followers quickly.
System: Once this rite is completed, the
koldun need only spend a turn in concentration to
summon any and all members of his Herd to his
current location. Only mortals are affected by this
rite; ghouls, vampires and others are not called to
attend the koldun even if they are his
ghouls/childer. The Herd arrives within the scene,
though this rite does not impart any sort of control
over those summoned. Generally, the koldun can
use this to quickly feed without having to hunt for
prey, but other uses are possible given player
creativity and imagination along with Storyteller
approval. The rite concludes if the vampire enters
torpor for any length of time. “Herd” is defined as
individuals that the koldun has fed from more
than once and represented by the Herd
Background.

Travelers Boon
Level Three Rite – The Key to the Cage Kraina –
Attribute: Dexterity
Knowing the geometry of a city and how
the ley lines flow across it allows a koldun to
move swiftly from one place to another.
The
Lost Grimoire
Koldunic sorcery is the most ancient
form of Kindred blood magic, and as
such, both Tzimisce and Lhiannan
have had thousands of years to exert
their dominance over the spirits of
the earth, wind and sea to create
numerous paths of power.

Inside you will find:

 New kraina crafted in diverse


regions from the Artic Circle to Asia
Minor, drawing on the land, people,
and the myths of both to create
unique and powerful effects.
 New Merits and Flaws for
aspiring koldun.
 A discussion of the
“demonic” spirits of the earth that
the original Tzimisce and Lhiannan
bargained with for the power of the
kraina.

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