Fall of Carthage v20 for printing - VSIP.INFO (2023)

credits

Special thanks to Hélio Sampaio, my storyteller and friend who taught me how to use my creativity in role-playing games. I wouldn't be here today without him.

Developed By: Chrystian Rissoli Cover Design: Chrystian Rissoli Character Design: Mike Pifano Inside Cover Design: Sam Araya, Mark Kelly and Michael Chaney. Note: No content used in this book is intended to refute, disqualify, or undo other material written by the publisher, it is supplemental only. All non-original artwork and illustrations in the book are in the public domain or belong to the publisher and may be used in other projects based on Vampire: the Masquerade or Dark Ages.

Celly, a great friend and gamer who has always inspired my projects and helped me create the best content with the highest quality. Rô Amadeu, a great friend who gave me wonderful suggestions on how to continue the scenario in accordance with the official books. Francisco Roque, friend of debates and responsible for the best proposals for rules, powers and ideas within the vampire universe. Gabriel "Donor Watches", friend and gamer who shared many valuable ideas with me prior to the publication of this book. Mike Zairos Pifano "the Dwarf" as well as an illustrator of some of the book's arts, a great friend who has been of great help with book suggestions, historical content and studies of Carthage. Filip "Diablerist", Alê "Infernalist", Raphael "Lover", Higor "Cannot be Evil", my players and friends who helped me with rule revisions, scenario ideas and other plugins all the time.

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CHAPTER ONE INTRODUCTION

Table of Contents Chapter One: Introduction 7 Carthage: A Forgotten Realm 7 Mortal Society 8 Carthaginian Families 9 Tribal Society 10 Archaic Carthage 10 The Republic of Strifes 10 The Asphodel 10 The Punic Wars 10 Immortal Families 11 Old Ways Do Not Die 11 Punic Religion 12 How to use this book 13 References 14 Population 14 Mortal Life 15 Hierarchy of Carthage 15 Relatives in Carthage 16 Chapter Two: History of Carthage 18 Background to the Story 18 Cultivating Bonds 19 Troile and Her Lover Tanit 19 Dido's Reign Triad of Kindness

20 20

The Beginning of a Dream 21 Abdosir's Reign 21 The New Triad 22 Justified Violence 22 Political Promises The First Cataclysm The Red Night The First Houses War of Dominance The Vampiric Senate, the Consilium Immortalem Development in Carthage Forbidden to get dirty

22 23 23 24 25

25 26 26

Population Growth 27 Racial Politics 27 Conflicting Ideologies 28 The Monarch 28 Diarchy in Conflict 28 The Silent Strife 29 Victory Belongs to Baal 30 Politics, What for? 30 Expansion of Carthage FALL OF CARTHAGE

31

The Sicilian Wars 31 Magonid Dynasty 32 Blood Rite 32 The Death of Mago I 32 The Tanitbaal-Sahar Philosophy 33 The Pact of Naturalness 33 The Republic of Disputes 34 Divided Senate 34 Helena: The Transformation of Carthage 34 The Redemption of Tanit 35 The Servants of Amun and Ba'al 36 Political Embrace 37 Philosophy in Action 37 The Reign of Hanno II 37 The Republic at Last 38 One Against All 38 The Peloponnesian War 38 Ideological Rise 38 Moloch's Motivations 39 Loss of Control Declining leadership

39 40 3

Political crisis loss of power

40 40

The First Punic War Tanitbaal-Sahar Studies Alliance Between Kings and Shadows The War of the Mercenaries Conquest of Iberia

41 41 41 41 42

The Second Punic War 42 The Ventrue Offensive 42 The Immortal Revolts 43 Delenda est Carthago 43 The Betrayal of Helen 43 The Antediluvian Awakening 44 Alchias, King of Sicily 44 The Third Punic War 45 The Fall of Carthage 45 The Battle of Seventeen Nights 45 Chapters Three : Downtown 47 Silver City 47 Climate 47 Northern Region 47 Southern Region 48 Carthage's Gardens 48 Archaic Carthage 49 The Citadel of Byrsa 49 Dido Square 49 Abdosir I Square 50 The Old Port 50 Carthage's Tombs 50 The Temples 52 Military Camps 52 La Dorada -era 53 The Great Walls of Carthage 53 Armed Forces 53 The Port of Helena 53 Industrial Area 53 Port Market 55 Numu House (Coin) 55 The Senate Palace 56 4th

True Faith in Carthage 57 The Trace of Divinity 57 New City 58 Megara 58 The Agora 59 Philosophical Schools 59 Modern Carthage 59 The Tophet 60 The Amphitheater 60 Palace of the Immortals 60 Chapter Four: The Rules of Carthage 62 The Differences Between Houses and Families 62 Hierarchy of Houses 62 Overlord 63 Brátso 63 Priest 63 Chameleon 63 Advisor 63 Integrated 64 New Traditions 64 Houses of Carthage 65 House of Philosophers 65 House of Craftsmen 65 House of Shadows 65 House of Swords 65 House of Amun 66 House of Beast 66 House of Legacy 66 House of Souls 67 House of Haqim 67 House of Alexandrites 67 House of Baal 67 House of Immortals 67 Immortal Hierarchy 68 Monarch 68 Diskastis 68 Herald 68 Accuser 69 Sage of Coin 71 Numeda 71

CHAPTER ONE INTRODUCTION

Rules and Laws of Carthage 71 Citizenship 71 Senate Debate 71 Elections 71 Dethroning the Enemy 71 The Provisional 71 The Judgment 71 The Fields of Peace: Elysium 71 Immortal Coins 72 Selling the Embrace 72 New Philosophies 73 Philosophy of Ba'al 73 Philosophy of Vitae 74 Philosophy of Sin 75 Philosophy of Numu 76 Rites of Carthage 76 Rite of Immortality 76 Rite of Blood 77 Rite of Fertilization 77 Organization of Families 78 Organization of Sects 78 Consillium Immortalem 79 Guardians of Eshmun 79 Collectoribus Caim 80 Convention of Immortals and Coexistence 80 Aurea Dignitaries 81 Ancestors of Awakening 81 Carthage Origins 82 Status 82 Resources 83 Hoplites (Centurions) 83 Generation 84 Influence 84 Knowledge: Numismatics 84 New Assets and Deficiencies 85 New Bloodlines 89 Akunanse 90 Guruhi 92

Mla Watu Kulu-Zao Salubri (Kriegerkaste)

94 96 98

Chapter Five: Kin Among Us 101 Malek al-Baddour 102 Ba'al Hammon, the Guardian of Carthage 103 Tanit, a Goddess 104 Summoning Ritual 105 Tanitbaal-Sahar 106 Troile, the Founder 107 Troile's Sword 109 Etheyra, the Sage 110 Menele, the Spartans 111 Kritias, the philosopher 113 Ramsena 114 Naarden, the rebel 115 Sardik 116 Amon, the god of light 118 The Book of Amon 119 Diwan, the ruler Najmar, the herbalist Eukarpia, the lover of the seas Odysseu, the humbled Fassil, the beast Lord Abey , the Auric Mihret II Polydora, a numismatist

120 121 122 123 125 126 127 128

Helena "Portia" 129 Eskinder the Collector 130 Sharman the Corrupt 132 Himilcar the Monarch 133 Prias, Helena's Lover 134 Prias' Sword 135 Yoel, the Remnant 135 Hades Court Hall 136 Chapter Six: Power of Blood 139 Supernatural Powers 139 Animalism 139 Swiftness 140 Prowess 140 Concealment 140 Presence 141 Potency 141 Mutable 141 Quietus 142 Temporis 142 Infernalism of Carthage 143 True Names 143 True Name Discovery 144 Daimonion 144 Blood Sorcery 146 Diafiga 146 Striga offiga14 New Sorcery 14: Path of Male

How does it work?

151

New Path of Necromancy: Path of Passion 153 New Disciplines Abombwe Valeren (Warrior) Valeren (Guardian)

155 157 159

Chapter Seven: Narrative 163 Carthage Setting 163 Conflict 163 Kinship Politics 164 Deadly Politics 164 Playing with the Elders 165 The Influence of Religion 166 Carthaginian Cults 167 How Does the Cult Work? 167 The Other Faces of Faith 169 Passive Bonuses 169 Defensive Bonuses 170 Offensive Bonuses 170 Special Bonuses 171 Developing True Faith 172 Entities and Deities 172 Theme 173 Mood 173 Chronicle Ideas 174

New Sorcery: Mysticism of the Abyss 150

Fall of Carthage

5

Introduction "Nature has made man happy and good, but society despises him and makes him unhappy." -Jean-Jacques Rousseau

Carthage: the forgotten kingdom

Legend has it that Dido, the first queen of Carthage, came to the region with the wealth of her late husband Acerbas. It is said that Dido fled after her brother's execution by Pygmalion and so sought new territory.

You probably already knew the name Carthage during your study of history, mainly classical antiquity. You would hardly have heard of its name, after all, Carthage became one of mankind's greatest classical cities, both technologically and socially. It is not to be expected that at that time he became the main enemy of the Roman Republic. Knowing the details of its existence is somewhat difficult, however, as the Roman Empire was determined to erase its record from history. When Carthage was destroyed, civilizations completely forgot about it. Luckily, some "historic traces" could still be found, but before playing in the glorious Carthaginian civilization it's important to know a little about its history. Built in North Africa, Carthage, with its ports directly connected to the Mediterranean Sea, is what we know today as Tunis, the capital of Tunisia. There is no exact date to define where the history of Carthage begins. Sources still contradict each other, although they roughly claim that it was founded nine centuries BC. Historians still maintain that around 825-813 B.C. could have been founded, shortly before the founding of Rome. However, the reasons for its creation are almost a mystery

However, Dido was a very beautiful woman and as soon as she entered this land, she bought it from Iarbas, a local cacique. After the founding of Carthage, Iarbas, struck by Dido's beauty, asked her to marry him. In order not to risk the lives of her people, Dido committed suicide at the stake. There is another version of the legend that Dido committed suicide on the orders of Jupiter after leaving Aeneas, son of Aphrodite and hero of Troy and Rome, also her lover. While such versions of history are not entirely accurate, let us remember that Carthage was a port city and its access to the entire Mediterranean made it one of the largest and most imposing cities of the time. Carthage had easy access to the Middle East and West via the Mediterranean Sea, was independent, and was strategically well-placed for agriculture, fishing, commerce, and military purposes. Unlike Rome, Carthage grew economically and eventually became an empire. Carthage created numerous trade agreements and brought together the alliance of various city-states under his command. These trade agreements turned the Carthaginian civilization into a golden empire,

THE FALL OF CARTHAGE

7

at that time the richest empire in the world. From its first century, the Carthaginian Empire has remained a monarchical kingdom ruled by kings. Carthage only became a military power through its large economy, long before Rome. Their naval power has become unbeatable against opponents. Carthage suffered little from pirate attacks and for a long time the Roman Republic undermined Carthage's land forces to weaken them at sea. Around the fourth century B.C. C. Carthage became a republic and completely changed its government. The Carthaginian Empire recreated political, organizational, and cultural systems and attempted to become the most developed civilization in the world. Cartago gathered the best of each region's cultural knowledge, which it had already acquired economically, to apply to its territories. Apparently, Rome became a clear threat to Carthage and vice versa. When the Roman Republic expanded too much, the Punic Wars arose, initially triggered by territorial disputes over Sicily. The strength of the Carthaginian Republic prevented Rome from growing until the fall of Carthage in 147 BC. Chr. could become the largest empire in the world. The Romans destroyed the entire city and salted their land, leaving no room for planting. The existence of Carthage was intentionally erased from history.

Mortal society Though its history has been lost to time, it is still possible to re-imagine what Carthage was like as a society, based on the accounts that have survived over two thousand years. However, some of the information cannot be proven, only theorized. Carthage was not so different from the cities of the time with its own hierarchical position and social caste. There was that kind of judgment about the people, but different than in other cities. The first fact to consider before describing Cartago's social class is that there were no rights in the city that could not be bought. If your family were rich, you could buy the best possible benefits for every situation. Carthage grew to such an extent that financial thinking even took over the city's politics. Before becoming a republic, Carthage was initially ruled by a monarchy, which obviously made the monarchical families the wealthiest in the city. The monarchy gave way to a Carthaginian senate ruled by dozens of extremely wealthy families. These wealthy families had a large share of the city's privileges with the monarchy 8

because they could buy them. These wealthy families were known as aristocrats, and the aristocrats were part of a group known as the "elite" that lumped the royal families with the aristocracy. Starting with the rich, the aristocrats. The Carthaginian aristocracy was very different from that of other cities, after all, Carthage was the richest city in the world. Unlike in other empires, the aristocrats did not care about land, but about coins and purchased goods. Of course, the land was valuable to the Empire, but not as valuable as it was to the Romans centuries later. It was possible to find an extremely wealthy aristocrat with vast rooms full of gold and silver coins, trophies from other civilizations, and documents denoting facilities under his command, but hardly vast acres of land. The Carthaginians had so much, so much wealth that coins were widely used and reigned as the main currency in the city. Most aristocrats, however, belonged to extremely powerful families, referred to by the Carthaginians as "houses" or in other historical documents as "clans", a modern name. Members of the aristocracy belonging to these families found it very easy to enter the city's Senate, which was long dominated by the wealthiest, especially after the establishment of the Republic. The Republic eliminated the possibility of a monarchy, leaving the Carthaginian Senate entirely at the mercy of the elite, now the aristocrats and priests. The priesthood of Carthage has become very present over the years, almost compared to the clergy of the Catholic Church in the Middle Ages or Middle Ages. The priesthood consisted of men, sometimes warriors, highly educated and loyal to the city's religions. They encouraged festivals, blessed the citizens, and sacrificed animals and even humans in honor of the Punic pantheon. These priests had the support of women, who had less power in the temples. The temples were scattered throughout the city, usually one in each "neighborhood", with each priest in charge of his own temple. Women could only take care of the temple if there was no priest. Not only did the priests belong to the aristocratic castes, but they could also be part of Carthage's political life, voting for the city or religion in the senate. Normally, any citizen could visit the temple to practice their faith. While some of the aristocrats and priests perished in a world of money and politics, most commoners were far from it. In Carthage, commoners were the most widespread social caste, although they could be rich or poor. Every citizen of Carthage was basically male, women had no citizenship and therefore

CHAPTER ONE INTRODUCTION

he could not even take part in Carthaginian politics. Some women even used their husbands' names to try to inject themselves politically. Slaves were at the bottom of the hierarchy. They had no rights, but they could buy them and, in time, become citizens of Carthage. Not all slaves had negative relationships with their masters, and many of them were as wealthy as they could manage their masters' affairs. It is believed that the aristocrats used their slaves as students and apprentices to conduct their business. There were paid slaves who could collect some of their coins for their own use. Unlike all other commoners, slaves had to pay to profess their faith or to visit religious temples, and were not allowed into places frequented by the elite unless permitted by another member of the aristocracy.

Carthaginian Family All Carthaginians were organized into families, the houses mentioned above. Be it the priests, the monarchy, the nobility and the commoners themselves. Each of them had a purpose based on family history and it was very common for example a renowned artisan family to educate their future generations in order to preserve the family heritage. However, there was a difference between the elite, the priesthood, and the commoners. Each of them took care of it

different for the fame and recognition of their families. The monarchy was very concerned about their reputation, and by doing so they used to hold their own in the highest caste of Carthage. The family achievements around the city, the conquests, the wars won were mainly used in debates and ego quarrels. Unlike monarchs, aristocrats cared little about prestige and actually viewed families for value and monetary gain. That is, if he had enough fortune to be considered "someone with respect" by them. The aristocracy preferred financial conditions and only then would they show due respect to other citizens and aristocrats. Although the priests did not have entire families in charge of the temples, they were still very representative. Priesthood votes incorporated much of that family's history in Senate debates. Some men of faith claimed direct descent from the gods and believed that their families were chosen for the religious throne. With so many familiar concepts, citizens certainly could not escape such behavior. Perhaps the most diverse of Carthage, the citizens considered tools of labor, exploits, tradition and family size. It was likely that they would find entire families of craftsmen who, a few decades ago, had great respect for one another.

Fall of Carthage

9

Citizens precisely because they had been doing the best plays lately. Just as it was possible to find military families who had influence over the armies and claimed great victories. The difference was clear to commoners, priests, aristocrats, and monarchs. While for aristocrats monetary conditions were worth more than anything else, for commoners history and ancestry held great sway. Because of this, most citizens worried about knowing their family history, what they did, and how important they were. There were no slave families. Many of the slaves were recognized as servants of the families, whatever they were. Only with citizenship and the appropriate amount could the slaves have families of their own after their liberation. However, such an event was extremely difficult, and many of them preferred to remain famous among the families of their masters. Foreigners could start their families as long as they paid to become citizens of Carthage. From then on they were subject to the same rules as citizens.

The Kindred Society In Carthage, there are three possible scenario variations. However, it is advisable to keep the main setting of 422 BC. to use. All other stories may be set at other times in the city's history. Each implies different challenges, moments, vampires and dilemmas to face.

Primis Capitulum: Arcaic Carthage In Arcaic Carthage, the main drama involves the arrival of vampires in the city, who show mortals their true intentions and try to live in some kind of harmony. This phase is commonly referred to as "The Brujah Dream" and dates back to 677 BC. The Brujah Dream is a primitive scenario of coexistence in which both "races" understand each other's customs. Humans created Qart-Hadasht to hide from vampires, but it seems an impossible mission. Still knowing their limitations against mortals, vampires take on challenges outside of the city by battling would-be adversaries attempting to take over Carthage. The challenge for mortals is to accept the immortality of the men who seem to have come to "take" the city.

involving them in networks of mortal and immortal manipulation. There is tension between the two and between the vampires themselves. The immortals' nightly struggle has continued for several years, while the mortals hesitate to maintain their weakening grip on Carthage. The Punic capital is living through a critical moment of coexistence, when everyone is fed up with the way leadership is exercised in the city. Cartago is a powder keg and eventually it will explode. Inadvertently, Baali influence began to take over the city. After the founder of the Brujah family left, the vampires struggled in their politics to keep the city on "the right path" and grow as big as their dreams showed.

Tertiu Capitulum: The Asphodel It is said that the immortals have triumphed. Obviously, no vampire can "play fair" with mortals. 320 BC BC, the Baali are almost done. The city was filled with the religious blindness imposed by centuries of manipulation. Everything works exactly as the Brujah dreamed it would, but in an unorthodox way. Mortals feast with immortals, infernal rites are common in Carthage, there is no greater power than the Punic deities. The immortals know the fate of the city. With the Founder and Baal-Hammon lost consciousness of the Beast due to the great blood festival, the vampires now struggle to maintain power and influence. The weakening of Carthage's two powerful figures, Troile and Moloch, is worrying. The question that extends to all is: "Who will be in power?".

Quartum Capitulum: The Punic Wars Every story has a beginning, middle and end. Carthage attracted enough attention to anger many opponents, including the Romans. The Punic Wars are divided into three chapters: The First Punic War, the Second, and the Third Punic War.

Chapter Two: The War Republic

Chapter One: 265 BC the Carthaginian expansion reached the Mediterranean Sea. The discovery of Sicily would guarantee the Carthaginians control of the great sea separating Europe from Africa. However, the Cainites believe there are superior forces in Sicily, and the Ventrue stood ready to defend their territory.

Known as the Republic of Strifes, this scenario is recommended for playing your chronicle. Cartago is only a few steps away from its peak of population, technology and expansion. Perhaps it is one of the most important political moments for the citizens of the city,

Chapter Two: After 220 B.C. C., the second chapter examines military expeditions. Losing the war and control of Sicily, the Carthaginian vampires sent Hannibal Barca to Hispania for an expedition that could conquer Rome by land. The vampires decide to really get involved in the war.

10

CHAPTER ONE INTRODUCTION

and begin to escort the expeditions while the most diplomatic find ways to support Carthage with so much military spending. However, Rome makes an unexpected offensive. Rome attacks Carthage with over a hundred thousand men. Chapter Three: Carthage Rebels. Roman sanctions, not even penalties received, are acceptable. Accusing the Carthaginians of being infernal, the Ventrue band together to assault the world's best-defended city. Helen's treachery is still unknown, but it is the main reason for the Roman victory. The showdown will be bloody, but the Carthaginian vampires will never give up their dream of making Carthage great again. Finally, in 149 B.C. BC, Rome surrounds Carthage and spends three years preparing for the final confrontation. The Punic Wars is a long scenario that, well explored, can evoke many emotions within a chronicle full of political upheavals. Both Carthage and Rome are actively trying to fight and see who will prevail. The strategies of direct and indirect confrontation are surprising and care must be taken not to make the slightest mistake.

Immortal Families Although Carthage is known as the "City of Dreams", the dangers of being a vampire are not absent. All vampires are always in danger, but in Carthage, mortals are aware of their existence and coexist with them on many occasions. Mainly because of the political and aristocratic involvement of vampires in the city's affairs. There is no scenario where vampires are not in danger. Also in the third chapter, vampires can be the subject of fanaticism, leading to their ultimate death. If mortals aren't the danger then other vampires are. Of course, the Cainites settled in the city and established their own houses. The division of families, known as vampire clans in the Middle Ages, is not as important as it was for the Carthaginian Cainites. In reality, in Carthage it is the house to which one belongs that counts. Intelligent vampires have created huge bloodlines belonging to a single house, but it is difficult to maintain other "clans" in the city, after all it is necessary to preserve "pure blood". Of course, such tribes are not always full of vampires, but of demons and mortals. The Cainites use their houses to infiltrate the Carthaginian Senate, following the same rules as mortals, trying to prove that "there is no difference between them and mortals". Vampires made their homes just like mortals. Unlike the Romans, who treated families as "clan" names, in Carthage vampires treated families as a lineage or group of people.

Vampires or not living together. It is possible for a Cainite member to come to town asking for help but not receive it because it is not of his house. Members began to form family lines within the city, with their respective meanings, traditions, rules, and behaviors. However, vampires never reveal their traditions to mortals, which are described in the Librorum Sanguine, later known as the Book of Nod. The relationship is one of pure coexistence and an attempt at harmony, but with some secrets still being kept under wraps. In short, the houses are nothing more than brotherhoods, associations of vampires who believe in an ideal and are in the Carthaginian Senate to defend that ideal.

Old Behaviors Don't Die Vampires coexist with mortals. True, but no mortal interferes in the Cainite Senate. The traditions still exist, but have been slightly adapted to the city's behavior. Positions of power were created in Carthage, and other knowledge of the children of Cain remains hazy. Even vampires do not accept any form of interference, although there are some meetings between vampires attended by mortals who are able to hear the agendas but never make any suggestions or decisions unless asked. In Carthage, the vampires created their own positions with their different hierarchical levels of power and relevance. Relatives never allow the presence of mortals to directly interfere with their duties unless those mortals agree to an agreement to communicate with the vampires. Most of the outposts that mortals could intervene in were established after the uprisings of the Warring Republic period. Just to calm the "spirits" of the people. Regardless of mortals' little interaction with Kindred Society, it should be made clear that mortals do not even have historical knowledge of the Families, the Second City, the Autarkis, and others. Sharing this knowledge with mortals in the city is strictly forbidden. Mortals think that Cainites are immortal beings blessed with immortality by the gods. All vampires cannot tolerate their knowledge being shared lightly for no reason. Mortals are aware of vampires' immortality and blood requirements, although they do not classify them the way the Romans classify them: Striges. Normally, when referring to vampires, mortals prefer to quote their house names and position, if any. Vampires try to do the same, although they often err on the side of arrogance. Agendas discussed by vampires in the Consilium Immortalem (Kind Senate) are passed briefly to mortals, who usually have a representative monarch,

Fall of Carthage

11

a royal position. There are strict conditions for mortals to hold positions such as Cainites, but they are still treated not as equals but as "respectable ghouls". Those more involved in the supernatural life can even earn respect among the vampires at great expense. While this has been difficult to take as reality, each of the 13 families detailed in Vampire: The Classical Era, 20th Anniversary Edition exists in Carthage and may be part of the houses. Some of them, like the Ventrue, are often abused by other vampires, or, like in other cities, the Malkavians are not even listened to. New rules for each of the houses and behaviors have also been added.

Religion Punic polytheism is the main religion in the city of Carthage, where deities such as Tanít, Ba'al Hamon, Demeter and Koré occupied the Carthaginian heads. There is no exact record of the appearance or origin of Punic polytheism, but it is known that the pantheon of Carthage arose from the mixture of Phoenician, Greek, and Egyptian deities. Adding to the difficulty in discovering its origin is the influence of other regions on the city, which brought other gods such as Isis, Eshmun, Amon and Demeter.

In the city, the main deity and protector of the Carthaginians is Tanít, mother goddess and protector of the Punians, who collaborated with Ba'al Hamon, father of all gods and the most powerful. Both ruled the Carthaginian lands and gave blessings, gains and victories to the inhabitants of Carthage. Along with Tanit and Ba'al Hamon, Eshmun was another important deity. Eshmun is known as the god of healing, responsible for keeping the Punians healthy, protecting them from disease and curses, and being the patron saint of Carthage. Amun, known throughout most of North Africa, became the god of sun and fire to the Carthaginians. Demeter and Kore became deities of fertility and harvest. The Carthaginians regularly worshiped such deities, prioritizing Tanít, Ba'al Hamon, and Eshmun as the main deities who would offer all protection and benefit to the inhabitants. However, there were some significant heroes, legends, stories, and tales of the exploits of such deities that have been lost over time. Unlike modern times, where some religions associate Ba'al with pagan or devilish cults, this was not a reality in Carthage. The commoners didn't even see their actions as a symbol of evil and performed their rites because they believed their beliefs to be right. During the

Greek gods

Phoenician gods

title of God

Zeus

Baal-Hammon

The king of the gods, god of the weather

Hera

Tanit

The Lady of Carthage, goddess of fertility and regeneration

Apollo

Resef the Amon

God of fire, war and plague

Aphrodite

Astarte

Goddess of fertility, sex and war

Hercules

Melkart

King of the underworld, protector of the universe

Naturally

Ashmun

god of healing

Ares

Ba'al-Shammen

Lord of the skies, god of war

Poseidon

Baal Safon

king of the oceans

demeter

demeter

God of agriculture and fertility

personal

none

Queen of the Underworld

12

CHAPTER ONE INTRODUCTION

Throughout the history of the world there have been religions of various kinds that have caused the greatest atrocities, and they would be no different. In Carthage, no one saw themselves as a magician, pagan, infernalist or any other association and adjective given to them, although some other cities already considered their practices completely insane, such as human sacrifices, especially of children.

How to use this book Vampire, the Classical Age: The Fall of Carthage is an unforgettable setting and contains everything you need to know about the city. Each chapter describes different city features and how they can be used, how they are related and what there is to know. The second chapter delves into the historical records of the city of Carthage, getting as close as possible to what actually happened, but with Kindred's involvement in the plot. In addition to the story, the involvement of vampires in the city itself is also explored. The third chapter examines the region, geography, neighborhoods, places of influence, and how the city functions. Functional descriptions and how city areas are treated within the game are included in the chapter to help storytellers and players with their timeline. The fourth chapter describes the customs, the Cainite traditions, the rules, the laws of Carthage, the vampiric houses and the involvement of each family within the city, and the new legacies and lines. The fifth chapter brings new items, characters that you can use in your chronicles with all their history, secrets, character sheets and other important descriptions. Other important and well-known characters like Helena, Prias, Moloch, Critias and even Troile are also described in this chapter. The sixth chapter attempts to complement some discipline ideas already developed in the core book, creating new blood sorceries such as Abyss Mysticism, Necromancy, and Striga. New disciplines were also created and added to the stage. The final chapter brings ideas for chronicles to be told in Carthage, descriptions of how to tell a chronicle in the city.

References Narratives in a city with so few historical resources may require some knowledge and exploration of the area. The content listed below was also helpful in writing this book. Carthage: The Roman Holocaust (2004) by Joseph Maxell. Fall of Carthage

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Excellent documentary on the fall of Carthage, including Roman strategies against civilization. Carthage Must Be Destroyed: The Rise and Fall of an Ancient (2012) by Richard Miles. Great book detailing the history of Carthage from its creation to its fall. Carthage: Equals and Rivals of Rome (2004), by Richard Miles. Another excellent documentary depicting the events that led Rome to turn against Carthage. Encyclopedia of Ancient History (antiguo.eu). A brilliant encyclopedia that not only describes Carthage but also covers much of the ancient civilisation. Constantinople by Night (1997), Jerusalem by Night (1999) published by White Wolf. The most brilliant books in terms of history and structural organization were used as great inspiration for this book.

The people of Carthage The times of Carthage were formative factors for the population. As the richest city in the world, Carthage was constantly visited by aristocrats from all over the world to invest in the city. Eventually, over the centuries, slaves, Phoenicians from other regions, and many foreigners filled the empty spaces of the city. The challenges of the time forced the vampires to become more populous than usual. The Second City had "recently" fallen and a phase of vampiric resettlement began in the ancient world. Carthage probably had one of the largest vampire populations in the world at its peak. Initially, when Carthage was founded, its population was not to number much more than 10,000 mortal inhabitants. The first vampires to arrive in the city, most likely accompanied by Troile, were also the main pillars in bolstering the city's economy and population. It was also likely that there were no more than five vampires in town. In the year 677 BC BC, where the first chapter takes place, where the dream of Brujah takes place, Carthage would probably be two hundred years old, with a population of almost 100,000. The vampire population followed the deadly growth in the same way, probably spawning between fifteen and twenty vampires at the time, barring visitors as members of the Toreador, who completely changed the beautification of the Brujah capital. It can be said that the Kindred themselves, through presence, dominance, and other means, forced human procreation and considerably more than doubled the population. Besides having better hiding tactics in a crowded city, it was also a reason to have more food. 14

The Republican period, considered a period of utmost importance for the city, may have brought many more residents than usual. The movement in the city bombarded it with merchants who believed in the potential of the richest city in the world. Carthage could then have more than 300,000 inhabitants. However, the vampires were becoming more numerous, with nearly 30 known vampires in town from various families. The number of hidden vampires can no longer be counted. Near the height of Carthage, 422 AD allowed the city to reach 500-600 thousand inhabitants. The vampire population was already well above average. Carthage was already an empire that, along with the Iberian Peninsula, ruled almost all of North Africa. There was not a ship on the seas that did not find ships from Carthage. The vampires were well over 75 years old, accompanied by a couple of ghouls under their command. However, the Punic Wars were a time of decline in the Carthaginian population, leading to an incredibly rapid decline. The wars against the Roman Republic claimed the lives of thousands of Carthaginians, including Kindred, who went to war to help the mortals in their city. Carthage lost more than 100,000 men in the Punic Wars and by the end of the empire there were 70,000 people left, 50,000 of whom were enslaved by the Romans.

The Life of Mortals The life of Carthage might be considered one of the best. Although the city's citizens did not have the same financial status as the aristocrats, they were able to live well there. In both scenarios, the inhabitants of Carthage must be portrayed as loyal to their place of birth. Perhaps most great civilizations have inherited a taste for their history, and with Carthage, history doesn't change. The citizens of Cartago are happy to invest in the city. They are naturally proud of what they do and are not afraid to say they are Carthaginians. The history of the city and the fact that it is the richest city in the world probably inflates the egos of the mortals who live there. While not constantly at war with other civilizations, the mortals of Carthage still beat their chests to say where they belong. Their family, business, history and even ancestry are used as a trophy to tell you where they come from. Such behavior fully helps the development of the city, after all, everything that is produced for the city itself is done really carefully and without fear. Mortals like to know that they belong and contribute to the history of the city.

CHAPTER ONE INTRODUCTION

Services in Cartago are constant and there is no shortage of work. The city's production area is well developed and always has room for an additional worker. Even mortals in the Carthaginian Senate like to brag about their positions.

Hierarchy in Carthage The Carthaginian Senate is one of the most important parts of the city and defines almost all directions not only for Carthage but for the empire itself. It is like in the Roman Senate where the laws are not only for the city but for the whole republic or the kingdom to be defined. The senatorial position in Carthage was constantly dominated by the elite. First with the presence of monarchical and aristocratic families, then only with the presence of aristocrats and priests. The Carthaginians held positions within the Senate divided into three sections: military, judiciary, and political. At the beginning of the Carthaginian Empire, the position of monarch was elected or passed down from generation to generation as chief magistrate, with greater power in the senate, equivalent to the Roman consul. A monarch was the "King of Carthage" who was responsible for defining and approving most of the decisions proposed by the entire Senate. Over time this position was transformed into a suffete, which had the same duties but the Senate itself could elect one in times of need. After the growth of Carthage, two suffixes were needed to cover the republic, one military and one economic. Suffeten were generally elected annually after votes by the Senate. In times of monarchy, the Suffete was the king's advisor. It was common for some chokers that made the right decisions to be chosen several years in a row. The Carthaginian Senate consisted of two to three hundred elite citizens. They all had the responsibility of creating votes and participating in decisions that would be approved by the Suffixes, however a large proportion of decisions could be approved by the Senate itself. The Senate was almost always responsible for decisions that Suffete did not have to worry about. Passing laws without constitutional amendments, accepting or rejecting requests for military aid, requests for new buildings in Cartago, proposals for peace or war, etc. Normally, the Suffete could convene the Senate when there were doubts about the decisions to be made regarding the city were. It was common for there to be an agreement between both parties, but when common sense failed, the people were responsible for the decision. Thus, the citizens of Cartago could vote through the popular assembly. Although the People's Assembly was not part of the Senate, they could define who the participants would be

in the Senate. The elections for suffixes, members of the senate, high officials, state treasurers, generals and priests were entirely in the hands of the Carthaginian citizens, unless the senate decided. Only citizens born in Carthage could vote, never slaves, foreigners or women. It can be said that this was perhaps the greatest power of the People's Assembly, after all they could achieve great results if they knew who to vote for. The People's Assembly was also responsible for deciding what the Senate and Sufete could not achieve by mutual agreement. High-ranking officers were deployed in the lands of Carthage. Usually five officers were appointed to act as judges in the Carthaginian court. In addition to them, another ten officers would be selected to be in charge of the religious temples, generally priests, and another thirty men would be selected to administer fees, taxes levied for the city, and administrative purposes. The treasury would be under the responsibility of a single official who could enlist the help of other trusted citizens for the correct calculations. In addition, there were officers who were responsible for military orders, heeded decisions, and referred such decisions to the Senate. During the Republican period more than two hundred men worked for Carthage in various positions to maintain the entire structure created within the city and all the enclosed areas.

Relatives in Carthage Although the founding family of Carthage are the Brujah, vampires are divided into houses. As described above, the houses are brotherhoods represented by shared ideologies represented by vampires who view their leader as the overlord, usually the elder of the house. Vampires take part in the Carthaginian senates when they want, manipulating what they want, engaging in dirty politics to prevent mortals from knowing their true intentions, at least until the third chapter, Asphodel. However, the Vampire Senate known as the Consilium Immortalem is active and many of the Cainites appear on their nights with proposals, plans, and other matters that need to be resolved. After all, it's not because the vampires managed to get involved with mortals who don't have problems in the city in this way. The "democracy" created by vampires allows mortals to participate only when the issues discussed directly affect them. In order not to create too conspicuous differentiation, their houses and names are used to represent ideologies. It would be possible to find a toreador, member and

Fall of Carthage

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Representative of the House of Immortals who contests the place of an armory directly with a mortal who is the leader of the House of Wardens. These debates are often judged by Kindred judges. In times when there is no choice and vampires don't play dirty with their disciplines, everyone's needs are shared equally. Carthage is ruled by a vampire monarch who acts as a prince. However, the city has two important locations, Diskastís and Herald. Of course, they become leaders of the city, one with legal skills, the other traditional. Just like people were inspired by suffixes.

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The most important decisions for the city's vampires rest in the hands of these two, who have the final say in almost everything, provided the monarch does not interfere in the affairs of the Consilium Immortalem. The vampires of Carthage live a much more consistent politics than the vampires of Rome. After all, in Carthage you don't only fight with immortals, but also with humans. There is always a constant conflict of interest with everyone defending their point tooth and nail. Sometimes conflicts spiral out of control and lead to disasters.

CHAPTER ONE INTRODUCTION

Jo

CHAPTER HISTORY OF CARTHAGE "Besides, I believe that Carthage must be destroyed" - Cato, the Elder

Historical background All cities have a history, beginning with where they were founded step by step. But Carthage No. This city was a long-held dream, planned from the start. Just as the Assamite Kindred had long sought a convenient location for Alamut, so Carthage was a long-cherished dream and had to be conquered. The fall of the Second City was a stake driven into the heart of all the vampires fighting to keep it. Indeed, the loss of the second home of all Cainites, where they were worshiped as deities, might bring them a terror, a terror to warn them that the world was no longer the same. All the families left the areas cursed by the fire of the infernal Baali devastated. Troile, a dreamer, felt

is no different. Some believe Carthage was a complete failure to begin with, but I would say it has become a failure over time. The blame? Troile. Its history is the basis for the existence of all of Carthage. Troile, the Parricide, traveled with some of the Brujah who chose to follow him after the fall of the Second City. A small group, maybe five other younger vampires. Troile wandered the Middle East, meeting his peers and their children. Lacking a sire to teach him his concepts of power weighed heavily on Troile's mind, who had less than half the power of the true Antediluvian. After all, Troile cowardly destroyed his own maker to usurp his throne. Understood. There is no exact date of how far Troile went or when Second City fell. The information is a bit confusing, but the ones that saved Troile from his agony, the

Chronological order 2100 BC The antediluvian was still fully impulsive. His few children followed him faithfully, even during his tantrums.

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1500 BC Tire was already founded. By chance, Troile meets Moloch and Tanit, his son. Moloch pays attention to Troile, and as monarch of Tyre, the Toreador introduces Troile to Tanit as his son.

THE FALL OF CARTHAGE

Drawn from the sea of ​​ignorance, he was known as Tanit. The Toreador members are disgusted that Tanit is nothing more than an inconsequential impostor who is only embraced for her beauty. It didn't look like it. Introduced by his father Moloch, the Toreador showed great wisdom towards the Brujah, who fell in love with his way of thinking. How did the antediluvian man fall in love? I don't know how to answer. Someone so old and powerful allowed himself to be bound by passion... Pathetic. Speaking to Etheyra, the first of his children, Troile's concern at not having a source of knowledge like the one he had in the Second City became apparent. Not that Troile would take it out on Etheyra, but that his outbursts of anger showed his utterly disgusted side at not living up to his own expectations. Frustrated, Troile saw inspiration in Tanit. In the city of Tire, Brujah re-learned countless concepts about his powers that his own master had not taught him. Troile used the newly established city of Tire to sire new offspring along with Tanit. The beautiful woman over time became Brujah's mistress, studied alongside him in Tire, and built the ideal of a new city, the Third City. Brujah developed a huge Third City project. Although this project no longer exists, the Antediluvian is said to have spent over a hundred years before finally leaving Tire and travelling. Perhaps influenced by Toreador, the antediluvian Brujah indulged in the syndrome of perfectionism, often dreaming in his own mind of what the "perfect city" would be like. When the Brujah's most awaited moment came, the Antediluvian, along with Tanít, met with other Brujah and Toreador Cainites, who followed in the beautiful lover's footsteps and traveled in search of the perfect place to build the city .

Cultivating Links (969-783 BC) Although some may think the journey is to find

Troile and her beloved Tanit

The Brujah's love for Tanit is unclear, but both Cainites spent much time together. Their relationship was often one of love and hate, after all Brujah needed to control his impulses and Tanit often tested him with personal challenges. The surprising fact was that Brujah saw Tanit not only as a lover but as a protector. Though younger, Tanit was highly educated by her master, and the Brujah regarded that wisdom as admirable. Some members of the Brujah family believe that it was nothing more than his blood connection to Tanit that inadvertently held him captive.

The best work was quick, actually it was the other way around. Haqim, the antediluvian Assamite, spent decades, perhaps centuries, or more than a millennium searching for the perfect spot for Alamut. It took Troile three centuries to find the "golden territory". Some accounts state that Troile lived with the Brujah in Greece for a time before migrating to QartHadasht (nominee for 'New Town'). Brujah Antediluvian created the first concepts of philosophy with his family, warned and ruled, but was not yet satisfied. Arriving in the areas where he would found the Third City, he found the small town of Qart-Hadasht, better known as Carthage. Troile was possessed. Some believe he was distraught, upset at the creation of a Third City he didn't even want to look elsewhere for. Almost like a "belief" in the origins of the city, Troile was convinced it was the perfect place. The other Brujah suggested taking the city for themselves along with the Toreador, but the

Chronological order 1102 BC Chr. Troile leaves Tire with Tanít ​​in search of the perfect land on which to build the Third City. 814 BC Carthage is founded by a group of mortals fleeing the vampiric domain of Tyre.

783 BC The Brujah find Carthage and meet with mortals. None of the mortals want the presence of vampires in the city and the first challenge is to gain their trust. The climate of tension is constant.

Fall of Carthage

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Antediluvian did not want such slaughter to take place. The Autarki Troile believed that taking the city by force would simply turn it into a ghoul camp, not unlike the Second City. Troile wanted to conquer mortals. Their ideal was coexistence through acceptance. Troile always showed impatience, and such behavior was new even to his offspring. It was as if his fixation, his disruption in creating the Third City, prevented him from banal uncontrollability. Thus Brujah entered the gates of Carthage, utterly without weapons or protection, ready to speak to the local chief and propose his blueprint.

Dido's Reign (814-759 BC) Although Dido was mortal and compared to Brujah's age, it was clear that she posed no threat to the Antediluvians, but Dido surprised Brujah. That was better than a threat. The queen proved to be one of the few examples of brilliant mortals with great charisma and excellent diplomacy. With her words, Dido convinced Brujah to come to terms with the mortals in the city. Not that he was up to physical challenges, but Troile delighted in the way he looked at Carthage. Dido's reign was "fair game" with Troile. The Antediluvian knew the city's dependencies on Tire without even asking. Dido revealed the political problems Carthage had with other nations and in return asked for help from the vampires, referred to as "immortals" by the Carthaginians. The Brujah family often tells the rest of the world that Dido died of natural causes. Perhaps in order not to reveal weaknesses. However, mortals say it was suicide. There was

Payment Service Rumor has it that Brujah came in very calm and compassionate. Your little kids would never dare snoop around back then, so it's hard to know exactly what happened. It is believed that the first pact made with Dido was that of violence against Carthage's enemies. Invaders, bandits, thieves, and even other soldiers would be driven out by the vampires, and in return the Carthaginians would not seek repression. Troile found a way to get the Brujah to vent their anger on something.

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actually no direct influence. Dido jumped onto a pyre when she found out that Tanit was manipulating her all along and that she would be forced to marry a tribal chief from the region in order to bring peace between Carthage and the small surrounding towns. Dido preferred suicide to an abusive association. The vampires say they were offered the chance to embrace, but the first queen of Carthage always chose mortality. She didn't even want to become a ghoul and the Cainite blood hadn't fully touched her yet. No vampire ever touched Dido in any way, even when she was hungry. If Troile respected her, everyone would "respect" her too.

Coexistence Triad The first agreement between Dido and Brujah, referred to as the Coexistence Triad, was written in stone. Accordingly, at Dido's command, the mortals built a public square in Horna. Tanít's influence somehow taught Brujah to control his egocentric impulses in the pursuit of sleep. All vampires must abide by such rules, otherwise they will be severely punished by Brujah and Tanit. The first treaty only had three very restrictive laws on vampires. Thankfully, for the good of the Carthaginian people, the vampires honored the agreement for fifty years, until the Second Amendment. Defense: Every immortal, resident and citizen of the city of Carthage has a duty to protect it from invading enemies. Permission: Every resident of Cartago is holy. Immortals must ask permission before feeding. The Stay: Vampires cannot stay more than three nights in a row. Your stay must be three nights, with a break of an additional six nights.

CHAPTER TWO: HISTORY OF CARTHAGE

Chronological order 759 BC BC Dido, Queen of Carthage, dies an unknown death. Rumor has it it was pure love. The agreement between the Brujah and the mortals is weakening.

The Beginning of a Dream (782-759 BC) Much as Carthaginian mortals detested the presence of the Cainites there, the vampires signed a treaty with Dido, the first queen of Carthage. There were some specific laws that both vampires and mortals had to follow in order to get multiple help. Though mortals did not know the true origins of the Cainites, inwardly they felt they were monsters in sheep's clothing. After the meeting, Dido devised a plan with the vampires. They would not inhabit the city, but they would defend it for a few years to build trust with the people of Carthage. The Cainites swore to mortals in a public square in honor of the stone-slab monument and its laws. Only thirty years later, vampires were admitted as residents of the city and could take part in the construction of Carthage. At first, the Brujah dream moved slowly. However, from a vampiric point of view, thirty years is nothing. This was the argument used by vampires to keep their kind quiet towards humans. Troile allowed no rule to be broken, and kept his own intertwined in his command. The Cainites only stayed in the city for a short time before establishing their own sanctuaries. They defended the territories of Carthage from any other threat and, like a wolf surrounding sheep, gained enough confidence to invade the city. The city has evolved with the help of the vampires, mostly with the politics and structure, much inspired by the project that Troile developed in Greece centuries ago. Originally the wooden stockades were the walls of Carthage, but thirty years later they were already made of rough stone. Vampires weren't tired at all and could carry a lot of weight without hurting themselves at all. In addition, years of experience made it possible to transmit Greek philosophy to mortals. Gradually, the Cainites became common in the city, but they were not accepted. Time doesn't matter

758 BC The first debate about the choice of the next king takes place. After this, Carthage begins to hold elections. The Carthaginian Senate begins to develop along with its laws during the next reign.

And place, mortals have always been afraid of vampires. Carthage was no different. Many mortals knew that the trend was towards normalizing the presence of immortals in the city, and as such they treat the vampires who live there with fear.

Reign of Abdosir (758-744 BC) Abdosir I the Greedy took over the kingdom soon after Dido's death. The agreement made between the vampires and Dido years ago has become brittle. The mortals began to call for the destruction of the vampires. Abdosir spent his first three years trying to control popular emotions. Increasingly, requests came to the king to turn against the immortals and try to destroy them. The brute strength an immortal could have when carrying stones weighing more than half a ton on his back was terrifying. Aside from protecting vampiric ideals for fear of reprisals, Abdosir, shocked by Dido's untimely death, did not accept the notion that her death would soon be knocking on his door. His worst enemy would never have been the Kindred of Carthage, but his own mind. Abdosir became obsessed with the idea of ​​immortality, although he did not openly voice it. When he took office, the king was only 22 years old. Abdosir then kept some political agreements, including paying taxes to Tyre. There is clear evidence that Tanit was the main tool to achieve this, since her sire Moloch was the monarch of Tyre. Abdosir had been chosen after a debate among the Carthaginians themselves. Dido had no heirs. There were no heirs to the throne, and Abdosir managed to use his charisma to win debate votes in the Senate. The young man remained in power for eleven years, always seeing how beautiful, strong and healthy the vampires were. Envy her for her immortality, strength and incredible abilities. Although he feared the presence of immortals, he admired them as idols.

Fall of Carthage

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The New Triad (747-744 BC) Influenced by Tanit, Brujah allowed the vampires to propose a new deal. Tired of obedience, Troile continued to lose the support of his allies, though none claimed it. Abdosir missed opportunities when the vampires expressed their desire for a new business. This time the deal had not been made by the antediluvian but by his beloved. The agreement would allow the vampires to live together in the city, be recognized as citizens of Carthage, and have the right to their own families, the homes. That way the vampires would be in the Senate too. Abdosir, nothing stupid allowed only vampires to live in the city, but never get involved in politics. At most, the immortals guess. Poor Abdosir who thought he could manipulate vampires. It was difficult to do business when Troile preferred to keep peace with mortals. His desire for a perfect city always spoke louder than his impulses. There were reprisals for the proposed ideas. The mortals swelled in fear, and then in anger. Although there were laws, the laws did not equate to protection from immortals. If they could hold rocks by a ton, what could they do with those same mortals?

Political Promises Incredibly, the Antediluvian had no interest in Carthage's politics. Human conflict was boring, tiring, and the trauma of replicating the Second City was greater. Brujah always let Tanit handle the politics. Little by little, Troile became more and more absent-minded, always watching and observing the growth of his city. His only concern was still the Kindred. The toreador Tanit was interested in knowing how much Carthage paid taxes to Tyre, who its enemies were, how much aristocrats were paid for the seasonal harvest and how it affected the city. Tanit kept a close eye on events in Qard-Hadasht.

justified violence

where did he come from Did the vampires show signs of oppression? No. There was no repression. But the mere fact that he understood that immortals could be immeasurably stronger, that they could use humans for sustenance and power, terrified the citizens of Carthage. Although they had never been attacked, the city already had a bad reputation with Tyre. This fear, transmitted from father to son, only intensified with the presence of predators side by side. The mortals decided to act with the times.

For a time, the Brujah Antidiluvians would not or would not allow the vampires who lived in the city to interfere in mortal politics. However, it was untenable to do so. Although he believed that this was not the duty of the Cainites and that vampires should be trainers and not manipulators, the city needed strong and experienced leadership. Gradually this condition weakened. Brujah became ill and possessed by Carthage. He was getting more and more lost in thought as he watched and embarrassed himself. He was torn between not interfering and letting mortals destroy themselves, or allowing immortals to enter politics and dominate mortals. Both options were risky.

The First Cataclysm (745-744 BC) The second treaty created by Abdosir allowed vampires to come to Carthage as citizens and residents. Everyone would have the right to create their own dwellings and to belong to a house. Carthage used an archaic hierarchical system of houses that were like large families. From .

Chronological order 748 BC The Brujah kin propose a new treaty with the current king of Carthage, known as Abdosir I the Greedy. Abdosir, seduced by the idea of ​​immortality, accepted the contract in exchange for the embrace.

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746 BC Vampires haunt Carthage as their true home, governed by the new laws of the Coexistence Triad. They settle as residents in the city and are all granted Carthaginian citizenship.

CHAPTER TWO: HISTORY OF CARTHAGE

being in the monarchy, but now the immortals were there too.

The New Triad Created with Tanit, Abdosir modified the third rule created by Dido years ago. Relatives could normally be part of the town if recognized as members of a house. In addition, as citizens, they could participate in Carthage's political debates, which enraged the city's mortals. Defense: Every immortal, resident and citizen of the city of Carthage has a duty to protect it from invading enemies. Permission: Every resident of Cartago is holy. Immortals must ask permission before feeding.

Knowing that the immortals slept during the day, the mortals gathered in their dens with all sorts of weapons and attacked the vampires. The mortals destroyed some shelters they knew of and also discovered that the "immortals" could die fairly easily as they had an aversion to the sun. On the same day Abdosir was destroyed. On the burning streets of Carthage, his head was ripped completely from his body and displayed as a trophy. As night fell, the surviving descendants of Troile and Tanit stormed out of their angry lairs. The antediluvian, enraged by human vengeance, chose to behave like mortals, and that night Carthage was stained with blood. The thought that mortals had killed their young made him forget the "Third City" for a moment. For minutes, his only desire was to enter the city, like destroying a sandcastle.

The Red Night (744 BC)

Troile destroyed the city, one by one, while other Kindred actually ate like monsters. That night mortals fled their homes in terror, hiding where they could. Elders, La Estancia: The Immortals are part of Cartago. All women, children and men died equally. No one has been saved from those who belong to a house that can live in Carthage. Carthage was already considerably large for a normal city. at that time, and even though they hadn't arrived and killed half the population, that was utterly outrageous. Mortals begged forgiveness for the Cainites' lack of control, begged for mercy, but all who dared attack vampires were noble to the commoners, each house had a history and was killed without an act of forgiveness. a reputation. The citizens of Carthage appreciated the When the antediluvian calmed down, he turned to the history of the houses. Troile created the House of Philosophers and Tanit the House of Craftsmen, the citizens of Carthage and their youth to pay homage to the Toreador family. The vampires began to agree on top of this massacre. The mortals listened to his speech. Troile did not spare them from using their powers and meeting with peers defined by their homes. charm them with your speech. The only Abdosir of the Antediluvian was embraced shortly after the peace plea was settled. No more and no less. The red with Tanit. His "Rebirth" was not well received. The night was the first moment of peace among the Carthaginians, who rejected this news. Mortal Carthaginians and Vampires. Neither vampire nor mortal would plan to dethrone Abdosir for a year. All wanting to be destroyed and for the good of both, the mortals' fear of immortal reprisals became the fuel for the peace proposal adopted by the vampires. courage to do worse. The mortals chose to kill. The assembly of the people defined the elections for a new Abdosir and his companions, as previously only humans would do it

Chronological order 745 BC Chr. Abdosir is turned into a vampire. The Carthaginian populace goes crazy over the idea of ​​a vampire monarch and proclaims justice.

744 BC The Night of Blood happens, Carthage goes into a frenzy and all the city's residents decide to rebel against the vampires. Abdosir is destroyed.

Fall of Carthage

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King. Hasdrubal the Impartial was the only mortal brave enough to defend and represent the citizens of Carthage against the immortals. Besides courage, Hasdrubal was truly impartial, judging not by race but by event. In this way, neither mortals nor vampires would be harmed. For the first time, vampires and mortals voted together for their own good.

The First Houses (740 BC) Tanit, with her few remaining children, played the role of helping each and every citizen. Vampires begin to rebuild their image in Carthage. The first debate was rebuilt after the damage caused by the Red Night. Mortals began to live together, still in fear but with a hate controlled by them

Vampires No one would risk an action that could cost lives, nor would vampires risk Troile's Frenzy again. Tanit also began teaching mortal children about Punic deities, referring to them and vampires sent by the gods. The mortals soon suffered a process of ideological manipulation at the hands of Tanit, who doubted their relationship with the immortals. Troile, opened the gates of Carthage to allow other Brujah to visit and settle in the city, pledged allegiance to the House of Philosophers and the House of Artisans. The city was then repopulated by Kindred. The increasing population of the Cainites caused an even accelerated evolution. Tanith, seeing

Chronological order 743 BC Vampires and immortals give the city its first chance to live together. After the trauma of Red Night, there is tension in the air. However, Tanit and her youth begin to work for the benefit of the city's mortals, deconstructing the image vampires have of monsters.

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731 BC The first Children of Cain were invited to come into the city. Tanit welcomed the Assamites, the followers of Set and Toreador, after convincing Brujah to agree to their idea. Tanit discovers that she is a major influence on Troile.

CHAPTER TWO: HISTORY OF CARTHAGE

back and invested all his energy into the development. All inspired by Troile.

War of Domination Over time, the Brujah drifted farther and farther away from Tanit. The antediluvian absorbed and accepted almost all of the ideas proposed by Tanit. However, Tanit was careless and believed that she completely dominated Brujah. Conflicts of thought began to arise when Tanit took a more aggressive stance to dominate mortals. Brujah saw her as a potential destroyer of his dreams. Even Troile, with all the blocks and passions she had for Tanit theoretically intertwined with Vinculum, rose in revolt to overcome her lover's hold on her mind. When the Consillium Immortalem was founded, Tanit invited Toreador members to secretly visit the city and its Sire Moloch to help her tame Troile. If some members think Tanit treated Brujah well, it's because they didn't know Moloch. Another worrying fact was that Tanit was under Moloch's tutelage at all times, even remotely.

With new opportunities, he convinces the antediluvians to allow the arrival of the Assamite members to act as defenders of the city and followers of Set to help rebuild the Cainite image in Carthage. The Brujah began to develop really important buildings. Amphitheatres, arenas, markets and forums were built in the city. Such events began to please mortals. Still dwelling in the Third City era, the Brujah would never have been rocked by the "little conflict" a few years ago.

The first three Assamites appear in the city and found the House of Haqim. The fraternity initially begins to represent all members of the family, regardless of caste. Soon after, the House of Amon was founded by Amon-Bahet, an important and charismatic member of Set's followers. Consequently, the city's development draws the attention of Lasombra, who arrive in Carthage and found the House of Shadows.

The Vampiric Senate (Consillium Immortalem) Taking advantage of Cainite expansion, Brujah founded the antediluvian Consilium Immortalem or Consillium Tenebris (uncommon name) of Carthage along with Tanít. The lovers established offices for the Consilium Immortalem, making it the highest authority in the city. Initially both would be kings of Carthage. The vampires would follow the same traditions previously imposed, with some additions to those of the city. The only tradition that was ignored and completely modified was that of never sharing their true nature, something that did not happen in Carthage. The Cainites held their meetings in the Consilium Immortalem, almost always without the presence of mortals, but mortals called the vampires to their meetings in the early afternoon. There was no deadly assembly that did not have at least one Cainite witness. Although Tanit tried to live without the use of powers, the task was difficult, leading to his own disappointment. Every time he was about to make a decision on this, Troile would step in and change his mind. Vampires constantly used their supernatural powers without any discretion in the city, drawing much attention and loathing from mortals who took notice. This is how the Setites and Toreador began to change.

Chronological order 729 BC The Kindred founded the first vampiric Senate of Carthage. The representative houses become the House of Philosophers, the House of Craftsmen, the House of Amon, the House of Shadows, and the House of Haqim.

725 BC Chr. Troile and Tanit become the first vampire monarchies of Carthage and operate as a diarchy. However, mortals were only entitled to one monarch.

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Chronological order 719 BC The first laws in Carthage are created by Hasdrubal, Tanit and Brujah. The series of laws further expanded the rights of mortals and Cainites. The series of laws became known as "The Legislation of Hasdrubal".

706 BC King Hasdrubal rewrites Carthaginian law, allowing vampires to serve in the Carthaginian Senate just like mortals.

the idea of ​​immortals as villains in the city. Under the command of Amon-Bahet, the followers of Set gained influence in the city and built the first temples dedicated to Amon.

and no other city has lived up to them. Set's followers joined the public projects in Carthage and mostly acted as administrators. Mortals were increasingly influenced by the Setites, who crept in like snakes under a blanket.

Troile and Tanit founded the Consillium Immortalem to organize and coordinate vampire decisions. This Senate would only interfere with the Cainites, but not with the mortals in the first place. However, soon after the Consilium Immortalem was formed, Tanit's sudden disappearance caught the Cainites' attention. The antediluvian Brujah became the sole monarch of Carthage and carried out almost all of the agreements and meetings with the Cainites. In Tanit's place, Brujah installed Assamite Malek as advisor and judge of his decisions, but never as monarch.

The antediluvian Brujah began their plans for expansion, throwing their ships overboard for the first time. Carthage began conquering territories throughout the Mediterranean. He

Developments in Carthage (719 BC) Troile erected a monument in honor of Tanit in the center of the city, at the base of which were engraved the first three laws of the triad. The monument showed the agreement between Tanit and King Abdosir I, who greeted each other in communion and peace. Troile told a story that Tanit left the city forever, giving up his position to travel across the Mediterranean. Hardly any vampire older than a hundred years would believe such a story. But no one would be crazy enough to question the Autarki. Toreador members were summoned as architects along with the Brujah to work on the construction of public places deemed important. Mortals gradually began to take the initiative in engaging in such building processes, and soon they were building alongside the Cainites themselves. No city had developed its structures as rapidly as Carthage. During the day the mortals built and at night the Cainites worked tirelessly. The Brujah created a new ship, the Lasombra, while the Toreador improved it with their own hands. Carthage ships have become the best in region 26

No Play Dirty Troile was extremely averse to using powers on mortals. Though he has wielded much supernatural influence in the past, Troile wanted mortals to live willingly with vampires, not in slavery. In his opinion, if the Third City wanted to be different from the other two, it would have to conquer people, not tame them. Knowing that mortals would only accept contracts using Troile's ego-crushed presence, he could not love his own race, save for the Disciplines. In the year 719 BC C., Troile then forbade the use of vampiric powers on mortals. Along with Hasdrubal, Troile signed his covenant with the laws created by the Cainites. If a vampire was caught doing such acts, he would be tried and punished by the Vampire Senate. Totally detrimental to Troile's decision, Tanit in a slight oversight revealed his true intentions with Carthage, provoking Troile's anger. Temporarily ignoring all his love for Tanit, the antediluvian Brujah risked his breast. Tanit imprisoned in her own statue in the center of Carthage.

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It seems that Troile ran the city alone while Carthage could not act alone. The earlier start had to be postponed and Troile took the lead again. He acted as a leader and mentor to the Cainites. In addition to maritime conquests, Hasdrubal opened the door to foreigners to boost trade in the city. Carthage is believed to have created the first coin trade in the Mediterranean.

to the destination of the city. The houses would be represented like mortals. Vampires would have the same voting rights as mortals themselves. Carthage underwent a political reform that allowed immortals to be present in the Senate. Mortals, accustomed to making their own decisions, soon found themselves in a political conflict of interest with the Cainites.

growth of population

What really struck Brujah was that Moloch found ways to accustom mortals to the presence of vampires without the use of supernatural powers. The Antediluvian's eyes sparkled at learning of such a possibility, and quickly allied itself with Moloch. It would be a long-term plan, but it would bring good results. Moloch created the House of Ba'al with the permission of the Brujah. The House of Ba'al was the only house with religious rather than political intentions. Unlike any other house, the House of Ba'al did not accept members of any particular family, but of any. Any vampire, even a newcomer, could ask to be welcomed into the house of Baal. And Moloch would embrace and teach the religious concepts of the house.

Carthage rose into the hands of King Hasdrubal. After all, Hasdrubal used to abuse the eternal life of the vampires that resided there in the city. Hasdrubal often spoke to Antediluviano, both of whom became incredible friends. The city grew considerably with Asdrúbal's proposals. The economy ran smoothly due to the opening to the surrounding commercial cities. The ships that set out to explore did good business. The vampires themselves worked hard with Hasdrubal to lure new local residents and merchants to Carthage, and the city soon became the largest in the region in which it lay. Carthage became great for the time. Legislation was taken seriously, especially as Assamite vampires help mortals. During the city's population boom, Moloch arrives in Carthage with a revolutionary peace offering. Moloch obviously agreed with Troile's ideals and wanted to realize the third city as much as Troile did. Apparently the Antediluvian thought of the possibility that Moloch was interested in keeping Carthage under his control, but the Baali was really clever and left no trace of such intentions. What reassured Moloch about his dominance in Tire was that he kept his young Annazir there as monarch.

Caste Politics (702-690 BC) At the end of Hasdrubal's reign, the friendly Brujah King invited Vampire to truly become part of the Carthaginian Senate, with the ability to vote and make changes.

Taking advantage of the men of Carthage's scant faith in other deities, Moloch recruited the city's priests and trained these men to teach the Carthaginians the power of faith. Great temple building projects began to be erected. Moloch reinforced Tanit as a deity for the younger ones, indoctrinated the elders, and spread proof of deities throughout the city. Amon-Bahet, controversial religious influence in the city with Moloch. Amon hated the idea of ​​having to share space with a newcomer. Punic polytheism soon became visible in Carthage and the faithful visited the temples more frequently. Of course, such a result would not be achieved so quickly, but in a hundred years Carthage has become a religious city such as has never been seen before. Mortals and vampires have become casual. The growing vampire population was constantly causing trouble, either at the hands of their ghouls or through neglect. The antediluvian Brujah always punished one Cainite or another. Killing was not part of the policy he so refused to break

Chronological order 704 BC Moloch visits Carthage and introduces himself to the city's vampires and mortals as Ba'al Hammon, but Troile as Moloch. By making a proposal for coexistence between vampires and mortals,

Troile allows his stay in the city. Three more houses are established: House Alexandrite, House of Wardens, and House of Souls.

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even if i wanted to. Some of the vampires themselves began to twist some laws, others literally broke them. Sessions in the Carthaginian Senate became more frequent, but Moloch used every breach of rule to build his religious empire. Any rule-breaking was to Moloch's advantage, for whenever something happened that mortals could not handle, Moloch would take on the role of religious leader to bring them comfort. He always introduces himself as Ba'al Hammon.

Conflicting Ideologies (698-693 BC) At some point, the patience to deal with problems failed again and Brujah began to destroy rather than punish. However, Kindred's destruction due to rule-breaking shattered the structure Brujah had created for years - after all, every Cainite was responsible for something in the city. Malek, his military advisor, always encouraged the annihilation of Cainites who did not follow the rules. The laws of Cain were always clear. The rules are the rules and you must respect them. However, Moloch encouraged the removal of the Brujah and the re-election of a new monarch. Troile was too old to spend his time destroying Cainites. This conflict of interest led to many conflicts between Malek and Moloch, who constantly fought to win Brujah's opinion. Brujah listened to constant arguments about points of view. Both Moloch and Malek. Eventually they were both right. Brujah sees a possible 28 despite his great intelligence

stadiums of the city he decided to appoint a new monarch and rule in the shadows.

The Monarch (689 BC-677 BC) There were no competing claimants to represent Troile in Carthage. His decision could not have been riskier: the Autarki left the responsibility of appointing a monarch in the hands of the Consilium Immortalem, and gave Malek the position of diskastí, the city's magistrate. Moloch was named Herald, religious leader and traditions of Carthage. After such a decision, Troile was absent. No one has heard of his name or his presence in a long time. She didn't even show up to represent her house, so her eldest daughter, Etheyra, took over representing the House of Philosophers. Brujah wanted to see the competition between the two leaders and see who would do better at managing their own domains. Troile concluded that he would intervene if necessary. Otherwise you would be free from any decision. Carthage was in the hands of the Vampire Senate and Troile believed only they could be considered governors of the city. This was the narrated version. However, Troile felt the beast like never before. The Autarki was no longer satisfied, the lives of mortals no longer satisfied him. Troile was absent to fight his inner urges and not destroy his plans and dreams.

Diarchy in Conflict (677662 BC) Both Kindred had very different personalities. Malek appealed to the rigid and just side that the Cainites should impose on the city. Moloch appealed

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on the subtle side, that vampires should live with mortals and spread the same beliefs. The houses were divided between both ideologies, each serving a cause. Moloch and Malek engaged in protracted political debates with numerous attempts to dethrone each other. When words could no longer satiate his thirst for power, violence was turned into action. The vampires went to political war and the houses fell apart. The biggest problem arose when both started making mortals hit each other, which King Hasdrubal didn't like. Malek organized the Convention of the Immortals, which united the House of Haqim, the House of Amon, and the House of Shadows. Moloch created the convention of coexistence that united the House of Philosophers, the House of Craftsmen, the House of Wardens, and the House of Baal. The House of Souls remained neutral in the face of the conflicts that had begun, believing it was a mistake to repeat the jihad. Hasdrubal was always comfortable with the vampires who stayed in Carthage, but his comfort reached a limit. The agreement had always been one: if there was peace with humans, then there would be peace with the immortals. The last years of his reign began when Hasdrubal took the initiative to interfere in Cainite affairs. Accustomed to peaceful times when no vampire could even touch him, Hadrubal prevailed over Moloch and Malek. The public debate between the three leaders was long, with proposals for dominance and power that never ended. He only accompanied the elite of the Carthaginian Senate, along with the Houses of each representative. The vampires disagreed, but Hasdrubal came to a conclusion. Any rule broken would lead to war. Mortals would be ready for revenge. Moloch deftly obeyed Hasdrubal's commands. Unlike his opponent Malek, who publicly threatened the king. In the year 676 BC C. declared Hasdrubal an offensive against vampires. Mortals were allowed to counter any breach of rules with immortals. Mortals would be armed and taught in battle.

The silent dispute was fought in the city. There was an atmosphere of tension between the vampiric Houses and the mortals, who could fight back at any moment. Hasdrubal's decision reduced the number of rule violations and created what he had always fought to avoid: hatred between races.

The Silent Strife (666-626 BC) The immortals have returned to the customs of acting in the shadows. The presence of the vampires grew more and more silent. Traditions were taken for granted, even for Malek, who wanted to adopt an aggressive stance, he knew that if he openly attacked every opponent, he would lose the argument. His own allies, fearing the loss of this dispute, may desert him. The House of the Beast sided with Malek and attempted to rely on Diskastís to increase their influence. Hasdrubal the Impartial died in the name of mortals some time after his command. Hanno I, the mystic, took his place. Hanno was the nightmare of the vampires in town because when he took charge, he already knew the true origins of the Cainites and what they were. Hanno the Mystic began arming the humans with what could literally be the Cainites' weakness. Stakes, fire and sunlight during the day. The silent dispute lasted sixty-six years. The immortals committed their atrocities again, but in the shadows. Apparently some hunting parties formed, the mortals knew of the existence of the Cainites and were prepared. Senate debates continued in full swing. Vampires fought among themselves with mortals. Some places forbade the presence of vampires and others looked with evil intentions. Bit by bit, the vampires began to fight back. Victory in the silent strife went to Moloch, who used faith as his main weapon. From 667 Tanit and Baal became the main deities of Carthage. Moloch continued to perform blood rituals, still hidden from every other House and Troile. Somehow, mystical rituals ruled and spurred on the mortals

Chronological order 667 BC Chr. Moloch begins his offerings to demonic entities and blood rites, initially hidden. His flock of believers always accompanies him. The House of Legacy and the House of the Beast are founded in Cartago.

600 BC The Sicilian wars for the rule of Sicily begin. Carthage comes into conflict over Sicily. The Greeks are Carthage's main enemies. Relatives prefer not to get involved in the war.

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it caused them to lose control of pleasure and fanaticism, including important figures in the Carthage Senate. The first rites began with priests and a few chosen mortals. For a long time, the rites were held annually for invited guests only. Promising mortals a "taste" of what immortality might be, Moloch turned those who deserve it into his ghouls. Amon hatched grand schemes from the shadows while Malek spent Ba'al's efforts in the Consilium Immortalem. Though he lost influence, he didn't gain either. Though Moloch was clearly older, Amon used some subterfuges as weapons to gradually evolve his tactics and soon become a powerful and resilient opposition to Moloch.

Victory Belongs to Ba'al (623 BC) Malek lost his chance for leadership when Moloch converted most of the senators to his mystical cult. The Assamites may be highly skilled in strategy and logic, but they certainly missed Moloch's religious and social strategies, having already endured the wickedness and warfare of the Second City. There is no record of Malek being killed, instead he left town. Others say Malek self-destructed out of shame. None of the information is true. Moloch's victory over Malek led to the dismantling

politics, what for? It's easier to use all sorts of powers against mortals. After all, everyone is extremely vulnerable to vampires, right? Yes they are. But they are numerous. Too much. While powerful, vampires were not skilled enough to control an entire city using the powers of presence or domination in addition to the defensive forces created by mortals. Also, the population of Carthage easily exceeded 150,000 at the time. Spoken records state that mortals have been able to use sorcery based on Cainite Vitae and their own blood. So they created methods of protection against the great disciplinary powers. Hanno wasn't known lightly as "The Mystic". It is believed that Hanno was the most difficult king to handle in all of history. The remaining Carthage vampires accuse Malek of tutoring them in revenge against Moloch before he left.

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the Immortal Convention. Moloch was proclaimed monarch of Carthage. The House of Haqim, the House of Shadows, the House of Amon, and the House of the Beast became independent with the dismantling. However, Moloch kept power centralized in the Coexistence Convention for a few more years. It was during this time that the last brotherhood, the House of the Immortals, was founded. The political struggle became primarily a conflict between mortals and vampires. This time Moloch fought against mortals and King Hanno I. Although Hanno was mortal, he formed dark alliances with the vampiric houses left isolated after Malek's fall, including the House of Haqim, the House of Amon, and the House of the Immortals. Mortals had a strange relationship where Hanno ignored these houses. It was time for Hanno to drive the immortals out of the city completely. The political dispute between mortals and vampires has become extremely fierce. Amon played a risky game with Hanno, using his deadly anger against the Cainites to his own advantage.

Expansion of Carthage The expansion of Carthage was the greatest moment of the Phoenicians. Tire had fallen, conquered by King Nebuchadnezzar II and completely relieved the city of its financial burdens. When Moloch, still monarch of Carthage, heard the news, he devised a project of conquest. Carthaginian ships explored the Mediterranean and established colonies in various other parts of the European continent. Moloch encouraged a treaty with city-states that had agreements with Carthage to be protected by power. The monarch's genius made safe decisions most of the time. Moloch punished any Houses that defied the mortals with a penalty, or "fine," which further gained popular confidence. Casa das Sombras was compelled to conquer and expand Cartago's influence on the seas by utilizing his naval know-how. The house of Amun was

Forced to pay financial tribute to mortals, the House of Beasts took on the task of training the military in Carthage, and the House of Wardens was forced to serve the Cainites, filling the first positions as Numedans and paying vampires to serve others . . In this case there are no payments. Ships evolved, the Lasombra collaborated with the Artificers and reached such a high level of knowledge that Carthage began to have ships so advanced that no other civilization at the time would come close to the Carthaginian genius. The military became powerful and well armed. Carthage has never been in a better position. The city opened the borders to the entire Mediterranean region, which led to the city being populated like a meteor. Carthage grew rapidly in a short period of time, and the vampire population also grew after the mortal expansion. Casa dos Alexandritas has never grown as much as during the expansion. The influence of the Alexandrites reached such a level that they were entitled to a lifelong office for one of their members. Moloch had the support of most houses not suffering from sanctions and could propose projects with benefits and rights not common in Carthage. Years later the Punians came into contact with the Greeks, Etruscans, Macedonians and Egyptians. The city knew many other empires, but fought wars along the way.

The Sicilian Wars The Sicilian Wars did not affect the kin. The reality was completely different. When the vampires noticed such a conflict, discussions within the Consillium Immortalem concluded that there were already too many conflicts on the territory of the city of Carthage. The Cainites chose not to interfere and left the war entirely to mortals. Moloch did not allow Lasombra to explore Sicily. Moloch was evidently aware of a distant influence.

Chronological order 623 BC Moloch became monarch of Carthage. The House of the Immortals was founded for and in defense of the vampires who suffered the loss of the political strife. Somehow the house offered some protection to the younger Cainites. Troile stayed in the shadows.

549 BC Chr. Magu I, the sorcerer, founds the Guardians of the Eshmun sect as direct opponents of the Immortals. Magu I leads the sect politically and fights to retain control of the Senate mortals.

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larger than his own and he didn't want to draw attention to that power any time soon. His plans with Carthage were bigger than a simple turf war, the monarch said. Carthage should be bigger and he didn't care about Sicily. Some Lasombra vampires escaped to Sicily and never returned.

Magonid Dynasty (550-340 BC) Hanno I could not die without leaving a mark among the Cainites. Knowing that he might eventually die, Hanno formed a cult of mortal sorcerers and appointed successors to his throne. Hanno was poisoned during a banquet in his palace. His son Malchus the Fool was the succeeding king of after his death. However, Malco could not remain in the Carthaginian senate for long and was evicted in 550 BC. murdered. Malchus was too inconsequential when he took office, adopting hateful public policies and launching attacks without even thinking about his plans. When the assassins entered his room, Malchus was stabbed like a pig and called stupid because of his fragile rule. The first supernatural king took over in 549 BC. His name was Magu I, the sorcerer. Magu founded the Magonid dynasty. At the time when Hanno was entertaining his wizarding sect, Magu was the one who stood out the most. It is believed that over time Magu has become the best wizard in Carthage, a complete danger to vampires. Some even discuss that he might have been awake. Magu I did not accept the peace proposals imposed by the vampires and went public with his sect, where he faced a direct front against Moloch. His sect, now known as Eshmun's Guardians, fought Moloch's troops. They grew in influence, founded the deadly House of Eshmun, and rose to prominence in politics. The vampiric houses had to use their powers wisely, after all, these mortals were not affected by their powers. The Carthaginian Senate became a political battlefield, where Eshmun's Guardians gained strength against the other Immortal Houses. The main rumor is that these cult members were actually awakened magicians.

Blood Rites Blood rites became a common cult among Moloch's disciples. The rites were accompanied by tremendous bloodshed, in which Moloch pleased mortals and other descendants. Although Moloch's opponents promoted the notion that such rites were purely religious profanations, the monarch of Carthage initiated them out of sheer necessity of life. For both Moloch and Troile, the bloodlust was becoming increasingly difficult to handle. Moloch felt his hunger increase as he sampled the antediluvian Vitae and later created the blood rites to deal with his own hunger, still using that fact to guide people on their own path. After Moloch's victory, Troile's approach became apparent. Troile wanted to understand Moloch's plans for Carthage. Seasonally, the two met to debate and discuss their philosophies, which brought Troile closer to Moloch. Both had similar ideals for Carthage. Now secrets are exchanged between Troile and Moloch. Troile sees Moloch as an opportunity to satiate his hunger, not only because Moloch seems to be an ancient Cainite and an expert in the field, but because he inspires confidence in Troile. Over time, both perform the Blood Vinculum. To Moloch's surprise, after taking Troile's résumé, he was overcome by an insatiable antediluvian hunger. Propelled by such a desire, Moloch presents the Blood Rites to Brujah. Gradually, the antediluvian Brujah began to attend the services. Moloch knew that it was a matter of time before Brujah would commit the rites, and that he was free to proceed with them. However, the antediluvian did not need a mortal life, but a supernatural life. Their alliance strengthened the Blood Vinculum and made them lovers.

The Death of Mago I (530 BC) The Sicilian Wars were a boon to vampires. No existing vampire touched Wizard I, but other mortals did. Wizard could be an excellent magician, but he wasn't.

Chronological order 535 BC Chr. Troile turns to Moloch, desperate not to be tamed by the beast. Moloch establishes the first blood covenant. Learning about this, Troile also forces Moloch to bond with himself. Both become partners. Later, lover.

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527 BC BC Tanitbaal-Sahar, son of Tanit, visits Carthage. Tanitbaal introduces the philosophy of sin to the Cainites, chiefly Moloch and Troile. Apparently as an outlet to deal with his beasts.

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a good fighter or even resilient. Mago I died on the way to Carthage after being wounded in battle. His death caused murmurs in the Carthaginian Senate. Eshmun's guardians had lost a great mentor and ally, but they would not surrender. As the apprentice and successor of Magon I, Hasdrubal ascended the throne. There are mortals and Cainites who confuse and believe that Hasdrubal I, Magón's successor, was actually the same who enacted Carthage's legislation regarding vampires. However, Hasdrubal I became known as "The Priest". Eshmun's guards hated the presence of Hasdrubal I, the priest, for his decisions were terrible compared to mortals.

The Philosophy of Tanitbaal-Sahar (527 BC) The arrival of Tanitbaal can be seen as the beginning of the fall of Moloch and Troile. Tanitbaal had already spent the last few centuries studying how the Cainites could face their beast, but for the scholar this would not be possible. However, the way to do this was to surrender to the Beast. For Tanitbaal, the beast could only be fought when satisfied, and the idea presented to both Moloch and Troile was to expand the philosophy of sin for both. There were no effective methods in Carthage for what vampires would do to control their inner urges, not for Troile and Moloch. Tanitbaal introduced the Methuselah to a way of giving in to impulses, a way of thinking that they would no longer be slaves to the beast but allies. Troile's idea of ​​fleeing the beast was very close to Tanitbaal's plan. Moloch, however, saw a golden chest in Tanitbaal's hands. All vampires could only communicate if they followed the same path. Moloch believed in the belief that belief was the great decision-maker of civilizations, and such a change in a vampire's beliefs would cause everyone to walk at the same pace, act on the "same side", with the same ideals. . .

The Pact of Naturalness (525 BC) Hasdrubal might have made a great apprentice, but he was not a good ruler. 525 BC BC Hasdrubal proposed a deal with the immortals. Eshmun's Guardians remained powerful in the Carthaginian Senate. No vampire could tame them and they could protect mortals without vampiric interference. Hasdrubal, believing he could direct the immortals for his own ends, proposed the Pact of Naturalness. The naturality pact aimed at an equal coexistence of mortals and immortals. However, Hasdrubal believed that religion was the best way to manipulate the masses and suggested that temples, priests and immortals always pray together. The days of worship would initially be optional. Trained as a priest, Hasdrubal believed that if he could combine politics with Carthaginian religion, he would be more powerful. Hasdrubal strove for total control. During the decision Hasdrubal chose Moloch as his copyist. Ammon did not conquer the people of Carthage as much as Moloc did. Although considered a deity, Amon had lagged behind Moloch in popularity. However, Eshmun's guards attempted to excommunicate Hasdrubal by proposing such a deal to his most feared opponents in the Senate. They didn't believe in Hasdrubal's potential and determination. In retaliation and fear of being dethroned, the king condemned any witchcraft that could be performed in Carthage. For Moloch and every other vampire, this was a full plate, a victory. Immortals and mortals began to reorganize their rites, although not the blood rites, the Punic deities were always present during the services. Hasdrubal, the priest, observed all rites, strictly adhered to their traditions, and acted as an oracle of wisdom to mortals. Moloch and Amon acted as priests, but for the immortals. Moloch's plans to tame Carthage with religion were slow to work, but soon he would gain what he wanted.

Chronological order 505 BC Chr. Helena arrives in Carthage. His contact with the city gives him a glimpse of what the Cainites were building with mortals. While it wasn't perfect, it could do

ideal of perfection. Toreador introduces himself to the Cainite authorities, joins the House of Artisans, and begins making plans for the cultural improvement of Carthage. No other city would be as beautiful and functional as this one.

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The Republic of Strifes (510-402 BC) The cultural reformulation of Carthage took place almost a hundred years before Carthage's political transformation into a republic. Many events were the basis for Carthage becoming a republic, and both immortals and mortals went through a long period of transformation before such a decision was made. Cainite historians say with certainty that the three pillars of Carthage's transformation were Helena, Tanitbaal, and of course Moloch. The Disputed Republic begins with the death of Hasdrubal I the Priest. The immortals realized that what was heading for a moment of peace had turned into total change. All Kindred experienced the most politically chaotic time in Carthage. Although Hasdrubal I carried out the matter-of-fact agreement, his death was the catalyst for open conflict in order to fully command the Carthaginian Senate. Hasdrubal I's successor became known as Himilcar I and took office shortly after Hasdrubal's death. Himilkar was not as religious as Hasdrubal, which further removed popular belief. Himilkar believed that faith brought down empires and that bringing it into politics was a complete mistake, but it was no longer possible to completely reverse Hasdrubal's decisions. Himilkar could not undo decisions already enshrined. There was no vampiric involvement in Hasdrubal I's death. Many believe that Eshmun's guardians murdered him in revenge, after all the recent conflicts between the sect and the king have formalized the reasons for this. Not only did Hasdrubal die, but other important senators who agreed with the Cainites also died. A real scandal. The death of Hasdrubal I moderately shook the faith of the inhabitants of Carthage, who believed in Moloc as a deity. However, Moloch had left Hasdrubal I to die in cold murder. If Moloch, still worshiped as Baal, was a protector of this people, he could let the chief king and the priest die, what would be the guarantees of protection Moloch could give to the citizens? In this way, the weakening not only gave way to political warfare, but also deepened the cold religious conflict of Baal against Ammon. Seeing himself an easy target for retaliation, Moloch resigned as monarch, leaving the position to Asdrubael. Although Hasdrubael was under the influence of the Blood Vinculum with Moloch, his strength was 34

he was powerful enough to resist and betray Moloch's trust. Hasdrubael wanted to be a monarch, but not ruled by another vampire. Hasdrubael ordered the Consilium Immortalem to vote to elect a new monarch because he was mentally unfit to hold office, and handed over Moloch as a corrupt manipulator. After a few years, Hasdrubael was destroyed.

Divided Senate (507 BC) Although a monarchy, the Carthaginian Senate increasingly showed that monarchical power was far from what it once was. The death of Hasdrubal I further divided power in Carthage. Now aristocrats, monarchs, priests and immortals should choose. The decentralization of power made the power of kings increasingly absent. Imagining the not-too-distant decline of his lineage, Himilkar tried to make decisions. Himilcar I was intelligent, but he could not count on luck and goodwill when it came to supernatural beings. Himilcar I's main plan was to indirectly interfere with religiosity by worshiping Baal and Amun. Initially, both Moloch and Amon saw this as mere cordiality, but Himilcar shared religious power in Carthage, knowing that almost all of the priests served Ba'al-Hamon. Amon reacted offensively, grabbing as many servants as possible, while Ba'al reacted defensively and kept his own. The antediluvian Brujah distanced themselves from these political events, some accounts even say that the Brujah under Tanitbaal-Sahar underwent intensive training in learning the philosophy of sin. The Consillium Immortalem responded to Moloch with retaliation, forcing Asdrubael to deny what he said. However, trust in Moloch has been greatly reduced and in order not to interfere with his plans, Moloch has relinquished his status in Carthage and rules from the shadows. Eshmun's guardians worked directly in secret to protect the mortals. Although they no longer had the support of the Senate, they managed to convert other fetishists who were part of the city's Senate. Eshmun's envoys still had places of study, secret temples, and command posts scattered throughout Carthage.

Helen: the transformation of Carthage (505-300 BC) Helen culturally transformed Carthage. His arrival in the city was a complete accident, but it turned out to be a case of love and hate. Toreador, who had already lived throughout the Peloponnese, visited Carthage thanks to the fame that the city achieved. At first, Helena was looking for a unique opportunity to live among mortals with her lover Prias.

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and vampires without both having to be on opposite sides. In Carthage, Helena thought she had found it. Toreador was enchanted by the city and as soon as he arrived he asked the house of artisans for help. Helena met the city's Toreador, met the Brujah, and saw firsthand how the Carthaginian Senate worked. Toreador chose to stay, telling himself and Prias that she would make a name for herself in town and that Helena would make a difference there.

Tanit's Redemption (492 BC) Enchanted by Helen's architecture and taste, Moloch urged her to enter the Carthaginian Senate. Moloch believed that someone with visions like Helena could be of great use to the city's growth. In the absence of the Consilium Immortalem, Moloch had to play with the tools at hand.

His notoriety gradually began in Cartago, where he transformed the city's structures. Helena saw that while Carthage was a prosperous city, in its heyday the city shone neither in culture nor in beauty. Toreador founded the Carthage Council of Architecture. Vampires who had the same desire but felt "out", forgotten by the major political conflicts, began to follow her as the leader of this council. Along with the Brujah and Toreador, Helena redesigned all of the city's main streets, transforming the streets into the most beautiful setting ever seen.

Moloch had discovered that his son Tanit had been in the city's central statue for centuries. Moloch rebuilt the center of Carthage to liberate it without Troile's knowledge, using Helena's architectural knowledge. The markets are said to have been transformed into an impressive public square, with pathways leading to the city's main entertainment venues. Both the arena, the congress, the hero's palace, the military camp and the path of the deities were created by the two of them. Moloch aimed to eliminate his young, but at the same time he wanted to show that Ba'al had not forgotten his people. His actions on the part of Carthage were set in motion by mistake as Amun made good use of the negative propaganda regarding Ba'al. Both in the Consilium and in the Senate.

Houses, gardens, military posts, even the walls were remodeled. The famous port of Carthage created by Helena and Critias. In two centuries, Helen transformed Carthage.

The final moments of contact between Tanit and Moloch occurred when Baali released her son. Tanit woke up angry. Under the control of her sire, Moloch banished her from the city so she would not swear.

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Take revenge and be destroyed by Troile. Many members of the Baali believe that Tanit never crossed Carthage, but the real story is that Tanit was angry at the Brujah's reaction to impaling her and at her sire's call to Troile. Tanit vowed never to make the same mistake as her sire and fled Carthage, vowing never to return. His desire was to completely destroy the city. Tanit returned to Tyre, where centuries of plans had been made to use the armies of Alexander the Great and completely overthrow the governments established there. It is believed that Tanit was still the monarch of Tire until shortly after the fall of Carthage.

these people are made immortal.

The servants of Amun and Baal (491-460 BC)

Eshmun's Guardians went public as the third sect, but under a different name. Now called Hijos de la Plata. The Children of Silver created a policy of purification in which all who wished to separate themselves completely from the immortals who ruled the temples of Amun and Baal. The Children of Silver, hierarchically speaking, have only changed their names in relation to the Guardians of Eshmun. The difference is that the sect no longer had the help of the gods, but of mortals themselves. The Children of Silver were as good wizards as Eshmun's Wardens, except that they had spent part of their years training skills other than witchcraft. They had returned to political struggles.

As Moloch struggled to keep his flock, Amon spread rumors throughout the city. He exploited Carthage's reformulation, using the rationale that Moloch was willing to simply get rich, and slandered him for removing the statue of Tanit from the center of the city, which was further evidence that mortals and immortals were involved were destined to live together. In fact, Ba'al was a selfish god. Amon created the idea that Ba'al was an enemy of Carthage. Moloch's popularity continued to wane while Tanits rose. The symbol of Carthage was changed to the symbol of Tanit in retaliation against Moloch. However, Moloch had already figured out Himilkar's plans and was just waiting. He was more and more absent and appeared less. Moloch took cover and allowed Amon to rise to prominence in the city. Molech mobilized his servants to pose as Amun's priests, believers and servants to disorganize the city. In Moloch's absence, Eshmun's guardians turned their attention to Amon. Mass hugs became a problem and mortals became food during Ammon's rites. Moloch mistakenly made the hugs Amon's plans, for which he actually received large sums of money

However, Amon was not ready to lose in this political battle. The follower of Set really began to embrace the idea of ​​selling immortality as if they were blessings from the gods, selling religious privilege within the Carthaginian Senate with every embrace. Amon completely divided the population into those who hated him, those who hated Baal, and those who hated both. In truth, the hugs began and Amon began creating many other followers of Set in Carthage. The elite paid, the vampires embraced. Payment, in the form of money or favors, whatever, but they were given.

The Carthaginian Senate was increasingly divided. Himilcar saw his plans for religious decentralization work, but when the Hijos de la Plata entered the Senate, Himilcar felt threatened and had to take sides. The aristocracy wouldn't help him regain power as they felt pretty good the way they were. He represented the monarchy and did not have enough heirs to share control of Carthage. Only then could Himilkar join the religions or the Hijos de la Plata. However, Himilkar was far from humble and only wanted to accept

Chronological order 489 BC Chr. Moloch leaves the Consilium Immortalem and begins trading with his servants in the Carthaginian Senate to find ways to use religious politics to his advantage. Gradually, Moloch introduces himself as a "mentor" to Himilcar and begins acting as an advisor to secretly influence Himilcar.

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475 BC Chr. Himílcar is appointed monarch of the Consilium Immortalem. Mysteriously, the previous monarch was destroyed. Believing it was a response from the Children of Silver, the Vampiric Senate chose Himilcar to succeed him in the Carthaginian Senate, who would become King of Carthage. This decision would give vampires an advantage over mortals.

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join one of the three sects if you were a leader. Apparently, the Hijos de la Plata refused his request entirely. Himilkar then turned to Moloch. Moloch accepted, but Himilkar would be embraced.

Political Embrace (480 BC) The idea of ​​selling the embrace was brilliant. Moloch saw this as a chance to win. When Himilkar introduced himself as an immortal under Moloch's command, he did not do so lightly. Moloch held a great celebration and worship in which Himilcar I took part as the "main attraction". Mortals would see Moloch Embrace like never before, filling the eyes of the faithful. Moloch embraced Himilkar as if blessing the young king. The entire audience saw great sorcery during the ritual, invoking the power of Ba'al-Hammon. When Himilcar I became a vampire, the law became clear: a successor was needed in his place, and at most Himilcar would take over as monarch of the Consilium Immortalem. By hereditary order, the succession of Himilkar took over the kingdom. His son Hanno II became king of Carthage. Later Himilcar became monarch of Carthage. Amon discovered that he had lost the religious war from then on.

Philosophy in action Critias came after 423 BC. to Carthage. Critias believes in Carthage, as does Helena, and founds the school of the Sophists. Along with Helena, Critias meets Tanitbaal-Sahar and both found the Philosophical Schools of the Immortals. Both mortals and vampires attended schools to learn new ways to chain the beast. At the time, the "young" Critais believed that there were many different, albeit not wrong, ways to chain the beast within. The idea of ​​founding the Philosophical Schools came about because Critias believed that it was not possible to coexist with mortals while the Beast ruled them. Perhaps somewhat naively, Critias never predicted that his schools would be used for the ideological indoctrination of mortals and immortals in the future.

The reign of Hanno II (480440 BC)

his older brother. The Carthaginian Senate was in the hands of Moloch, who commanded Himilcar, who commanded Hanno.

Manipulating Hanno about his relationship with Himilkar was far easier than any other supernatural method. Hanno grew up with his father, completely guided and protected by Himilkar. It was almost impossible to ignore his father's suggestions. During Hanno's forty-year reign, the great challenges created by Amon were completely swept from Carthage.

Finding solace in taming Himilkar, Moloch drifted farther and farther away to avoid arousing suspicion and to allow time for his religious advances and plans for the city's advancement. Himilkar accused Amon of treason to the Consilium Immortalem by presenting false evidence and placing bounties on Amon's head. Soon the vampire had to flee Carthage. The House of Amon was completely dissolved and in its place the House of Damballah flourished. Himilcar's decision initially scared some vampires, proving that the new monarch was fired and determined.

Hanno II took over with a new proposal, the unification proposal of Carthage. The young man could not distance himself from his father in any way. Hanno didn't want to see that his closest lover was now an immortal and the two should therefore be enemies. The king unified the monarchy along with the priests, so both shared power. Hanno II made agreements and proposals that the aristocracy made in his favor, such as the advance and conquest of all of Sicily. Hanno II appointed Himilco I, his younger brother, to govern the lands of Sicily. Such a feat prompted the aristocracy to support his rule, as Sicily was a highly coveted territory in classical antiquity. Himilko I ruled the lands of Sicily for fifty years, even after his death

Himilcar lifted the sanctions imposed on the houses that supported him a century ago in order to gain the confidence of some of the houses. Now their names would mark a new moment in Carthage's history. Himilcar had some clashes with some houses like Amon and the Shadows, resulting not only in the dissolution but also in the renaming of the house's tenets and traditions. The decision angered some Lasombra, but Himilcar was a monarch at the height of his influence and "tolerated" in the Consillium Immortalem. Himilkar modified some of the

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Traditions and some of the hierarchical positions that make important changes for the Kindred. The decisions made by Himilcar were solely his own, with due advice from Moloch.

Republic at Last It was clear that Carthage had grown so big that it had become a republic. However, it was not official. The aristocrats had taken care of everything, the priests were powerful in keeping the faithful in their hands, but the monarchs were not. Royal union occurred with Hannibal I, but not with Hannibal Barca. Hannibal I was not the son of Hanno II or Himilco I, but an aristocrat who voluntarily won the nobility prize. Himilco I was definitely the last monarch to be inherited. The monarchy in Carthage was converted into a representative office with some additional rights, and the name "monarch" was changed to a suffix. Some other positions have been renamed to reflect the new form of government.

One Against All (432-396 BC) The last years of the Children of Silver were shortly after Moloch's victory over Amun. The Hijos de la Plata did not have enough allies to lead the Senate, not even resources. Little by little, the power he acquired with the union of the aristocracy, with the priests and the choirs, became much greater than what the Hijos de la Plata could handle. Over time, Himilkar fought so that the Children of Silver would not be forgotten, but rather that they would become a resource for the immortals. The sect lost strength. With the weakening of mortal beliefs dealing with the Children of Silver, it was possible to turn it into a House of Gold or House of Numu. Hijos de la Plata went from a political cult to a public good. The city's main mint. Himilcar used the name to introduce a new economic system to Carthage that would bring new currencies in addition to the common currencies. Hannibal agreed.

The original ideology of the Hijos de la Plata fell into oblivion after a hundred years of change. Rituals taught to mortals during the glory years of Eshmun's guardians continue to spread among select mortals, who from time to time appear as opponents of the immortals.

The Peloponnesian War (431-404 BC) Many believe that the first conflict between Brujah and Ventrue was the Punic Wars. In fact, the first fight between both families took place during the Peloponnesian War. The Brujah were at odds with the region's Ventrue, thanks to the political conflicts involving both mortals and Cainites. The Spartan Ventrue managed to overcome the Brujah's military strategy. Although brute force was concentrated among the Philosophers, the Ventrue wisdom knew how to use their soldiers and their forces to defeat them. Of course, all conflicts are a little easier to handle with the help of the odd fourth generation Ventrue. In the end, the Peloponnese came under the command of Lysander and Arthemis, his mistress. The Brujah of Greece saw no alternative but to flee to Carthage, further increasing Carthage's vampire population. There are Brujah members who refused to visit Carthage due to ideological conflicts and moved to Iberia and elsewhere.

Ideological Ascension (429-390 BC) With no ideological disputes, no political opponents, completely free of opponents, Moloch's initiates were at the height of their religious indoctrination. Soon, Carthage will become exactly what he always wanted. Mortals begin to participate in cults, as do vampires. Mortals accept the harmony among vampires. Moloch presents his "harmonious" performance to the Consillium Immortalem as proof that he is pro-Carthage and wants some of his influence back, but doesn't want office. Troile, the antediluvian Brujah,

Chronological order 432 BC BC Carthage is already officially a republic. The aristocrats completely rule the city and little by little the Silver Order begins to weaken without enough allies.

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430 BC Chr. Moloch starts religious intervention projects together with Himilcar and Hannibal. The commoners suffer from strict indoctrination to worship Punic deities. Amon flees the city forever, hunted by vampires who mistake him for a public enemy.

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Moloch's Motives Although many condemn Moloch, his reasons for wreaking carnage in Carthage are quite compelling. Aside from being lost to the Beast, Moloch naturally believed that there were demons far superior to mortals, vampires, and any other being in this world that if not satisfied would destroy everything. Immersed in this deranged fanaticism to satiate the insatiable, Moloch turned Carthage into a veritable carnage to save everyone. Not that he was right, but for him the end justified the means and there was no way Moloch would let them all be destroyed because some could not be sacrificed. Obviously their actions are reprehensible and everyone will understand how insane they are, but every vampire has their own.

who hasn't appeared in centuries, is part of the cults again and can be found by immortals from time to time. The main religion adopting the city becomes Baalinism. The Punic deities become part of the rites as a blessing to the city of Carthage. Tanitbaal-Sahar, still in town, offers to help Moloch, and Moloch, engrossed in his plans, achieving results and creating rituals, loses control of the beast. Once only performed by a select group on Moloch, blood rites are now spreading throughout the city. All mortals, all vampires live together in bloodletting rituals to the deities. Moloch instigates cauldrons of blood for vampires, gallons of wine and other beverages for mortals. Initially, the rites "behave themselves", but over time Moloch loses control of what he is capable of.

Loss of Control (390-350 BC) In so many rituals, both Moloch and Troile again lose control of their beasts. Overcome by thirst for blood, the demonic manipulations Moloch thought he could control, they both start acting like addicts. Cauldrons of blood not only become part of rituals, but offerings in the name of deities have become common. Moloch and Brujah do not accept behavior that goes against religions and rites. It's not FALL OF CARTHAGE like all vampires

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and mortals were compelled to take part in the rites but compelled to respect them. They were all doomed to accept the blood rites. Along with him, Moloch and Brujah managed to addict some of the Cainites who devoted themselves to the rites. It was almost impossible to resist, and when the rites were performed, the smell of blood lingered in the city for days after the rites. Mortals often bathed in vitae mixed with the vitae of the Cainites to drink and feast on what was bestowed on them. They all fell into a trance, into an abundance of thoughts, almost as if they had achieved ascension amidst addictions. Besides Cainites, there were mortals who became addicted to vitae. Vampires were raised to follow philosophies, although they weren't required to. The philosophy of sin, the philosophy of Baal, the philosophy of Dionysus and the philosophy of the Vitae were readily adopted. Vampires indulged in such behavior, just as they indulged in hunger. Frequent taunts of frenzy occurred, but the whole ecstasy was so great that even mortals ignored the bestial moments of immortals. Although the heyday of blood rites was between 390 and 350 B.C. C., was held by Carthage until the end.

Declining Leadership (350-325 BC) It was clear to the leaders of the Kindred Houses that Troile and Moloch had lost control. It was known that they would eventually come under the control of their beasts. At first the rites were performed annually, then seasonally, now the rites have become monthly. Sometimes the blood rites were held twice a month. Both Troile and Moloch instigated the continuation of such rites. Hundreds of mortals became demons. Everything and everyone lost control. Himilkar was lost in his own rule. Once a born leader. Now a failure. Himilcar seemed as tamed by ecstasy as Moloch and Troile and anything else that might threaten the existence of the blood rites Himilcar would fight against. Adding to the ecstasy, Himílcar disappeared from the Senate several times in a row, appointing other Cainites as temporary monarchs. A clear sign of madness. The situation was so dire that Moloch was no longer interested in the meetings of the Consillium Immortalem, nor was Troile. Other vampires, their closest children, blindly following them, did the same. The houses did not approve of the behavior of Himilkar, Troile, Moloch and all those who followed them, once they began to suspect a possible fall of both before the beast. It was inevitable, an hour would pass. 40

Political Crisis (324-300 BC) The Kindred did not care how humans would rule, but they could not be ruled by addictions as it was. Carthage's vampire politics ran into a crisis, with the leaders of each vampire house beginning to work to prevent, take over, or deal with the impending downfall of the city's oldest vampires, Troile and Moloch. During great orgies and sacrifices, the vampires of the Consilium Immortalem plotted, attempted to create escape routes, and debated how to control them in a fit of insatiable frenzy. For the younger ones and leaders of the houses, the feeling that both Moloch and Troile could go into a frenzy was terrifying. Both could destroy the city in their outbursts of frenzy. Such an event caused the houses to give credence to rumors from Gehenna that perhaps the end times were near and a territorial dispute would decide who would have the greater political advantage. Himilkar the Coward was so called because he stopped making decisions. Such behavior led to constant disagreements between the houses. A leaderless city becomes a battlefield, and Carthage was no different. The lack of Himilkar's rulings allowed the houses to take too much liberty and squabble during services. The lack of control wasn't just a part of blood rituals. Now there was chaos in politics, in addictions, in mortals.

Lost Power (300-270 BC) Seeing that Carthage was a lost plan, the House of Shadows, the House of Haqim, and the House of Swords separated from Carthage entirely. The House of Shadows, renamed the House of Dark Seas, belonged to Lasombra. The House of Swords belonged to the Salubri. Both families refused to take part in these orgies, preferring to distance themselves from any influence they had in the city. House Haqim lost many of its members and only those who believed in the city or were too corrupt to be separated. Carthage was a source of hedonism not worth investing in. This event became famous throughout the Mediterranean. The idea that Carthage wasn't so perfect began to circulate in the form of rumours. The Lasombra vampires who witnessed Carthage spread more information about the seas they sailed from. Sell ​​at fair prices, of course. The Salubri swore to destroy the enemy. As soon as the information reached the Abode of Peace in Jerusalem, the Cyclops began plotting to destroy Carthage. They didn't know how or when, but they would destroy Carthage so no other city could

CHAPTER TWO: HISTORY OF CARTHAGE

be as corrupt as the capital of the Brujah..

The First Punic War (264-241 BC) There are several reasons for the origin of the Punic Wars, however it must be said that there was no active participation of the Cainites of Carthage in the First Punic War. The immortals had reason to conquer Sicily, but the fight with the Ventrue wasn't as fierce. At first the war was seen as purely territorial and Carthage contested Rome's territory with Sicily. At that time, Sicily allowed opening to both Rome and Carthage. Those in control of the small region could more easily control maritime trade and military routes. In theory, the seas would belong to the victor and obviously both powers wanted Sicily. Carthage also wanted Sicily and Rome, but that was part of human desire. Among the immortals, Sicily was a Cainite desire for other reasons. It is believed that part of the family moved to Sicily when the Lasombra left Carthage. Believing that they would reveal information about great Carthage, the Carthage Immortalem Consortium provided an excuse to convince the aristocrats to seize such lands. It is said that the arrogance of the immortals of Carthage caused the power to lose the first war. Its chief general, Hamilcar Barca, led the Carthaginian ships to naval battles. At that time, Hamilcar was not only on a mission to conquer the land, but also to destroy the escaped vampires. Hamilton's first battles were won in Sicily, some Lasombra destroyed. However, somehow the information reached the Eternal Senate of Rome and even without Camilla's support, the Roman vampires got involved. If Carthage conquered Sicily, it would be like a stake to the heart of the Ventrue: Rome.

Tanitbaal-Sahar Studies (149270 BC) Tanitbaal-Sahar believed he had reached a "limbo" of knowledge. The philosophy of sin was not enough to contain the beast, and during the Blood Festival Tanitbaal encountered some followers of the philosophy who lapsed too far into a state of frenzy. Baali then began to develop something more powerful, present and concrete. The path of sin would require study, and Tanitbaal knew that study might require a new journey. Tanitbaal, adept at knowing the world, spared no effort and sailed to recover his ideas towards the opposite empire: Rome. In Rome, the young scholar met Camila, who welcomed him without family prejudice. Of course, Tanitbaal introduced himself as a toreador, as Tanit had taught him. His trip to Rome secured him the trust of Camila, who fell in love with Carthaginian ideals. Camila believed in Cartago as an inspiration. Thus Camila's disapproval of the Punic Wars fell to the Eternal Senate. Camilla was fully surrendered to Tanitbaal. The Eternal Senate was like a buffalo, forcing the pulleys that held it to be completely destroyed. Until the Third Punic War, the Eternal Senate only wanted to defend itself against Carthage.

Alliance between Kings and Shadows Carthage made the seas its battlefield. Developed by the Brujah, improved by the Toreador, and widely deployed by the Lasombra in the past, their ships were massive and built to breach the hulls of enemy ships. While at that time the trireme and quadrireme were the chief ships in Rome, the quinquireme was the chief ship in Carthage. The start of the First Punic War seemed successful for Carthage. When the Ventrue decided to join the battle, Lasombra seized the moment. During the night battles, the Lasombra ships came in full force to sink the Carthaginian ships by surprise. The fact that Lasombra knew Carthage's naval strategies and resources made it very easy to achieve victory. The alliance formed within it

Time did not go beyond a "spoken treaty" between the Ventrue and Lasombra generals. But it was the first step in the destruction of Carthage.

The War of the Mercenaries (241-238 BC) As if the unions between Lasombra and Ventrue weren't enough, the losses at sea, Carthage was forced to face another internal conflict: the great civil war, later known as the insurrection the mercenary became known. Wars cost empires a lot of money, especially when two powers clash. Carthage lost the First Punic War and signed a peace treaty with Rome. The immortals of Carthage took advantage of the prerogative that they needed time to restore it

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themselves and were able to conquer Roman territory. Fortunately or unfortunately, the proposal for Carthage was accepted. However, the war cost the Carthaginian power a great deal of money, which caused a certain limitation of funds.

exacted immense tributes from civilization for losses at sea. Apparently, Carthage refused to pay, which only spelled more misfortune for both empires. The immortals prepared Hannibal Barca to face the Romans on land and sent him to Iberia with more than fifty thousand soldiers.

The big problem arises when Carthage becomes financially unstable and unable to pay for its own mercenaries, most of whom are from Numidia. The uprising of the mercenaries takes place. For four years, Cainites and mortals suffered at the hands of mercenaries who used the Cainites' CV to grow stronger, destroying and conquering territories around Carthage. General Amilcar Barca had a great reputation for returning from his expeditions in defense of his homeland.

Talented youngster Aníbal Barca has been a nightmare for Roma. In Carthage, Hannibal received a portion of the royal power of the immortals and became a ghoul. With them, Hannibal carried enormous gallons of blood to feed himself in the months that elapsed. Hannibal was instructed to know vampiric weaknesses and slept very well equipped, with huge pyres around him and stakes scattered everywhere. All of Hannibal's genius won wars, but his strength was not enough to hold his domains. Knowing this, Hannibal formed an expedition that would see him and his army invade Rome, the capital of the Roman Republic. Hannibal moved his armies through Gaul to reach the Italian peninsula.

When the mercenary uprising subsided, the economic turmoil became even more serious. With 20,000 soldiers fewer, Carthage now urgently needed to conquer new territories to pay for all expenses. With Sicily strengthened after the four-year hiatus, it would be almost impossible to win against the Romans. The immortals then decided to leave for Iberia. It was time to rule Rome.

Conquest of Iberia (236-228 BC) Carthage loses the battles in Sicily. Hamilcar Barca returned to Cartago alive and fought the rebels, reporting all the facts to the immortals. In that moment, the Consilium Immortalem knew something was wrong. The Senate's decision would be to seize Rome territorially, noting that only the Romans are fighting back. The immortals of Carthage knew that the Lasombra were ferocious on the seas and would automatically take casualties in direct confrontations, no matter how good their experience with ships. The advantage was guaranteed to the Ventrue. Another major benefit was the fact that the civil war further disrupted Carthage's economy. Amílcar Barca spent a few years with his son Aníbal Barca to conquer the lands of the Iberian Peninsula. Hannibal was young and made the best of what his father could teach him. Amilcar conquered much of Iberia before his death came true. Hannibal, enraged by what was happening, sailed back to Carthage where he promised the Consilium Immortalem and the Carthaginian Senate that he would be responsible for the destruction of Rome. In this way, Hannibal took over the position of general and Suffeten of Carthage and went to the Iberian lands with an army of 70,000 soldiers.

The Second Punic War (218-201 BC) The First Punic War was a disaster for Carthage. Rome 42

Hannibal's expedition lasted a few years. The young man marched his armies, winning battle after battle and drawing closer and closer to the center of Rome. Along with Hannibal, Carthage sent Hasdrubal, the second most influential and able general of the time. Carthage spent a total of ninety thousand soldiers on the expedition. Victory was certain because Aníbal was a brilliant strategist and Asdrúbal knew how to keep up with him.

The Ventrue Offensive Desperate, the Ventrue deployed one of their most brilliant generals of the time, known as Scipio Aemilianus or Scipio Africanus. Scipio himself suggested to the Roman Senate that the Republic should mount an offensive and attack Carthage directly. Hannibal's troops would lose the war if the Carthaginian general's homeland fell. The offensive was approved and Scipio met with some members of the Eternal Senate. These promised him glory if his conquests were successful. Then Hannibal was summoned to return to Carthage to defend his homeland. His armies left Italy and returned to the city, ready to defend the walls. At the Battle of Zama, area south of Carthage, Hannibal lost the confrontation. Scipio Aemilianus destroyed Hannibal's armies while Hasdrubal's armies stayed behind to protect the city. When Hannibal returned to Carthage with the news, he was exiled and banished from the empire. Neither immortal nor mortal accepted the fact that such a defeat had taken place. Rome demanded taxes that Carthage would have to pay to avoid being destroyed. In this way, the immortals accepted a temporary defeat and paid homage to him.

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scent. Carthage weakened economically and lost many territories. To make matters worse, the Ventrue created a power of veto whereby Carthage could not defend themselves against their opponents without Rome's approval. The Ventrue saw Carthage as a horse that needed to be tamed, and they did.

The Immortal Uprisings The vampires of Carthage saw their dreams slowly shattered by the contradictions of Moloch and Troile. The houses banded together in favor of Moloch and Troile, aiming to ask both for help. Carthage was fed up with the losses and so were the immortals. Moloch and Troile were late in realizing the situation their city was going through. The capital was already weakened militarily and economically, but this was not the time for surrender. Both Moloch and Troile temporarily abandoned their celebrations and began training mortals themselves. During this time, Carthage rallied forces to resist. Troile and Moloch mobilized the whole city to produce and rebel against Rome. Thousands of weapons were forged, shields were forged, hundreds of ships were built, hundreds of men were trained, and even the elders began training. Carthage breathed its last against Rome and the goal was to surprise the Empire. The vampires took almost every liter of blood they had collected over the years to distribute evenly among the citizens of Carthage. All citizens turned into ghouls.

Delenda is Carthage! Lysander visited great Carthage, hiding from Roman relatives and Carthaginian vampires. While his partner and ally Camila was romancing and defending Rome's main enemy tooth and nail, it was time to stop him. Lysander wanted to prove that all of Camilla's comments about Carthage were wrong. His goal in going to Carthage was simply to decide what he would do to turn the Eternal Senate in his favor. All of Brujah had to be destroyed in Lysander's mind. They were a real threat. In Carthage, Lysander not only witnessed purely practiced infernalism. Some rituals were observed because Moloch believed in sacrifices and would not stop performing them. In addition to completely crazy rituals, Lysander saw an uprising in Carthage - the city was preparing and wanted to attack Rome. Lysander returned to Rome. Ventrue knew how long Camilla could hold out, and upon hearing that Tanitbaal was bound for Carthage by boat, she paid Lasombra to destroy it completely. The deal was correct as the Ventrue received approval from Rome to destroy Carthage.

Helena's Betrayal (150 BC) Helena is one of the greatest traitors in vampire history. Toreador recognized the two defeats during the Punic Wars and believed that defeating Rome was impossible. Especially when Carthage lost the Second Punic War. Later, Helena witnessed the Battle of Zama with her own eyes, saw the insatiable forces of the Romans. It was impossible to win. Scipio Africanus was unbeatable on the battlefield. The fear of losing her beloved Prias awoke in her breast. Seeking ways out, Toreador concluded that Carthage had sunk completely and that the immortals' carelessness would lead to their impending doom. It was as if Helena had woken up from a coma. All the magic of the perfect city vanished and Toreador was in despair. Determined to leave Carthage, Helen fled to Rome with Prias, her lover. It was as if the toreador had vanished overnight without a trace. In Rome, Helena exchanged her "homeland" for security. Toreador sold all the information he knew about Carthage so both she and Prias would be protected. Helena became Father Patriae of Pompeii. Many angered Brujah say the deal also affected the safety of Toreador, who decided to help Rome. The truth is that the Brujah blamed the Toreador for their downfall, just as they blamed the Ventrue.

The Antediluvian Awakening Upon hearing Helena's words about Carthage, Lysander realized that since the antediluvian Brujah was there, defeating Carthage's forces with Troile would not be possible. Lysander decided to seek help, the help of his guardian, and went down to Sicily, advised by Tryphosa to speak with Alchias, a great companion and Malkavian ally who kept his sire in torpor. Lysander woke up Arthemis Orthia, who was shocked by the news. In long discussions before a third attack on Carthage, Arthemis and Alchias decided to raise the antediluvian toreador. Defeating Troile in Carthage would not be possible without another third generation vampire. Upon awakening, the Antediluvian immediately agreed to band together upon learning what was happening in Carthage. His memories soon brought back the sensations of what the Second City was like, a field of tormented hell. After consulting his oracular gifts, Ashtarte wasted no time preparing for conflict. He was certain that Carthage must be destroyed or fate could be worse than what had befallen the Second City millennia ago. Ashtarte used his powers to summon other vampires.

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to accompany them during the expedition.

The Battle of Seventeen Nights

It is strange to give the reasons why Antidiluvian chose Sicily as his "retirement home". Some of the rumors state that in addition to strategic territory, Sicily may have some inexplicable supernatural origin or knowledge to the incapable eyes of any vampire other than an antediluvian. Not surprisingly, Lucien, Lasombra, visited and founded the Shadowholds in the region centuries later.

When the three-year siege ended and Rome attacked Carthage, there were 17 days and nights of battle. The Siege of Carthage was complete hell for the men of both civilizations. It took the Roman soldiers about three days of constant attacks to penetrate the walls of Carthage. Afterwards, they still fought voraciously against the Carthaginian citizens. For fifteen nights, Carthage was the scene of pure terror and destruction for vampires and soldiers alike.

Alchias, O king of Sicily Alchias had protected the antediluvian toreador with all his efforts for centuries. Alchias was one of those responsible for uniting his forces to defeat the Carthaginian government and regain the lost territory. Alchias later united the Ventrue and Lasombra vampires against Carthaginian forces in hopes of preventing invasions during the First Punic War. Alchias was right about that. Almost a millennium ago, Alchias may have encountered the specter Malkav and been commanded to receive and protect Ashtarte, the antediluvian toreador, as if it were his own life. When he received it, Alchias fulfilled his guardian duty. The fifth generation Malkavians have spent centuries manipulating everything to get the attention of the Cainites in Sicily.

The Third Punic War (149-146 BC) The Romans found all sorts of allies for the task. Not just mortals, but Cainites too. The reputation that Carthage had become corrupt ran deep throughout the empire. The Lasombra supported the Ventrue, the Salubri were ready to fight, and other families were called in to crush the Carthaginians completely. Even the older Assamites who were once part of the city were about to start the confrontation and support the destruction of Carthage. The Assamites never imagined they would have to fight their own brethren who stayed behind in Carthage to protect the Mediterranean from Hell. The Third Punic War followed. Rome surrounded Carthage for three years before actually invading. During the siege, murmuring spread throughout the realm, and more and more vampires came to help. Lysander, Arthemis, Alchias and Ashtarte were the main characters that appeared there. Even Cybele, daughter of Namtaru and Moloch's mortal enemy, seemed to further dishonor the fate of Carthage. The battle was the most terrible conflict that took place in classical antiquity and the confrontation was a true genocide. Menele fled to Carthage to seek help from the Gangrel, but when she returned all was ruin and destruction. 44

The great powers of ancient Lasombra were able to hide the sun in the region for seventeen days. The unimaginable powers of the Baali summoned the fiercest of demonic creatures, admired from the infernal depths. Firestorms, climate change, explosions and clashes over witchcraft have erupted in the Carthaginian lands. In the distance could be seen the black clouds and the intense fighting in the region. Those in the distance even felt tremors, war cries, and the sound of swords. Ashtarte was right: The Second City had repeated itself. The city was burned down, the inhabitants executed. The fugitives were captured and the survivors were enslaved. There was no mercy for the citizens of Carthage. Vampires were impaled and burned at the stake. The soldiers built huge fireworks from human bodies. The buildings were destroyed along with the history of Carthage. The earth was salty and this idea is believed to have come from Cibeles. Many vampires who weren't even part of the confrontation were caught off guard by the attack and had to fight for their lives. It was true confusion, chaos and hell on earth. It is believed that Troile used his greatsword before the battle and absorbed the powers of the antediluvian Ilyen. The bloody war only ended at the Immortal Palace, when Troile and Moloch finally fell at the end of seventeen nights. The cultists believe Moloch was planning a powerful demon summoning capable of destroying the entire army, be it Roman or Carthaginian. Everything would fall to pieces, but Carthage would still have been victorious. Luckily, the summoning wasn't possible as Moloch was attacked earlier. Troile had to choose to lose the fight to save Moloch from a fatal attack by using one of his powers to merge with his beloved. Troile and Moloch were imprisoned on the soil of Carthage by Cybele when they made such a decision never to leave again, and they stayed there for a long time. The Brujah who saw Troile fight the Ventrue could never see anyone fight in one

CHAPTER TWO: HISTORY OF CARTHAGE

equivalent way. While not a fighter, Moloch was a challenging opponent for the Ventrue. At the end of the battle, only remnants of Carthage remained. The ruins of the city were the only "residents" left and those who did not flee died or became slaves. Rome ruled Carthage and destroyed its remains so that future history would not even remember such a city. Carthage has just become a legend in the Empire, a legend many Brujah still want to be proud of. Some Brujah believe that the anger caused by the destruction of Carthage was so reflected in the antediluvian cart that all Brujah began to endure

The mark of the beast. The raging cries of the antediluvian could be heard miles from the battle, echoing through the sky like thunder and lightning, loud roar like that of a raging lion. At the end of the battle, no one saw the antediluvian toreador, as if he had disappeared, pure. There were no records of what Ashtarte was doing, but there were records of the spots and gusts of wind fueled by his great speed in battle with Brujah. Ishtar is believed to have made her way to the Middle East and the last time she was seen may have been years later in Byzantium.

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CHAPTER III THE TOWN WITHIN

“Paradise does not have to be built by man or by God. It is there and will be built by us.” - Troile, the antediluvian Brujah

The City of Silver From ancient times it was known that Carthage was the richest city in the world and there is no better way to describe the city than the local geography which was one of the most important factors in the formation of the city so well protected, of course, in addition to its armed forces. The Kindred were clearly interested in this place, and it was not without reason that the Brujah Antediluvians were so excited about this place. In addition to the beauty of catching a glimpse of the sea every evening reflecting the moonlight, feeling the wind caressing the skin at night, and the vast green fields on the outskirts of the city, the geographic location also shares space the hills came to Brujah's mind. Perhaps even more than the beauty of the area.

Climate Qart-Hadasht has a dry climate in summer and rainy in winter. The local climate is influenced by the city's latitude, with the mitigating influence of the Mediterranean Sea and the relief of the hills. Winters in Cartago don't leave much room for snow, but it's quite rainy. It is believed that during the cold season, it rains two or three days in a row, which cools the surrounding area for a while and irrigates the plantations well. Despite this, the heat of the sun can easily warm the room until the next rain. Frost is rare and has existed

little snowfall in the city. Spring is beautiful, with showy colorful blooms, little rain and dominant sun after the morning period. The sea breeze can moderate the heat, but sometimes the Mediterranean winds reverse this trend. In the fall, when the rains return, there are usually short storms that can sometimes cause flooding or even inundate parts of the city. Carthage nights are usually cooler. When the sun goes down, the Mediterranean winds tend to cool the city. Rain is heavier at night than during the day as the sun brings the water back in a gaseous state to the clouds that often cover the sky. During the summer, Cartago's sky is extremely clear and beautiful, with a sky-blue color, full of stars of different colors and a moon that is easily visible to citizens, illuminating the city with a silver color. The white colors of the houses usually allow for a slight reflection of the moonlight, giving the city the reputation of the "Silver City".

Northern Region The main region from which Carthage departed is directly north. The city of Qart-Hadasht was built on a slope of Lake Tunisse. These mounds contain structures such as Byrsa and the Senate Palace, including some towers that offer views of the entire region. The city lies between a small strip of land between Lake Tunisse and Séjoumi. The "small" piece of land on which Carthage was built forms a natural bridge from which several major highways connect Egypt

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and other parts of Tunisia branched off from it.

Strengthening the city's security against foreigners and intruders.

Southern region

Gardens of Cartago (Bosques de Cartago)

The roads descending from the hills in the southern region that reach Carthage reinforce its political and economic importance not only in the region but also in North Africa and the Mediterranean. There is not only the large port of Carthage, known in the vampire scene as the Port of Helena, as a growing industrial area that gives the city all kinds of support. Considered to be the region with the largest flat areas, the south of Cartago allows for the creation of roads and even some small farms, taking advantage of the green fields where large wheat plantations are settled. There are also military camps that contribute to this

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Originally a small portion of land from which grew large and beautiful vegetation in the springtime, the forests of Carthage increased and expanded in the city, in some regions as a form of embellishment found by the monarchs and aristocrats themselves. In addition to all kinds of plants, flowers and trees, the Bosques de Cartago are particularly scented with the scent of nature. There roads were artificially created so that every citizen can visit them, spend some time and contemplate the beauty of the region where he lives. Perhaps one of Carthage's exceptions, the gardens

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They present a beauty that other vegetation in the region cannot emulate. The green areas offer a biodiversity that is considered general even for visitors, with various flowers and low plants with predominantly green colors. Something very different from the forests of Cartago. The forests of Carthage were initially a great concentration of energies little known to the Cainites of the time. However, for some reason these energies exist and make for very vivid enjoyment, almost like something supernatural. Such a feeling often makes immortals feel like indulging in their most irresistible pleasures. This desire arises as soon as they enter the Gardens of Carthage. Some Cainites use these gardens as sanctuaries and the most learned believe there is a very strong connection to some sort of supernatural creature that may exist there and no one knows. They are known to be dangerous to approach. The vampires living there seem to have succumbed to the almost eternal sense of lust and, if necessary, to defend it tooth and nail. This becomes your territory and brings a sense of belonging. So strong is this feeling that it seems as if the Cainite beast itself fights for such protection. However, these same immortals never kill in their sanctuary and always feed from there. Desecrating your shelter is a sin for them.

Archaic Carthage (814-601 BC) Carthage grew during the last seven or eight centuries. The city lived through various moments of classical history and for the time being for many mortals there is no division of what the city was before. Maybe it just doesn't matter. But for immortals, this designation is an important period of time. Archaic Carthage is the name for structures built before the year 600, when the city was still climbing its prominence as something important in the Mediterranean. Some buildings have been absorbed by the city's growth and no longer belong to archaic regions, as this separation is not by region but by construction time.

The citadel of Byrsa The first conquest of Carthage was the citadel of Byrsa. The victory of the newcomers from Tire over the local tribes guaranteed them a safe space to establish themselves as residents of those lands. Byrsa became the citadel and the center of the small town then known as Qard-Hadasht. Little by little, the residents of the place started investing in the place, developing and building the small walls

small houses and a small trading center, later military. Byrsa is located in the northern region of Carthage, installed on one of the highest parts of the city, which allows a view not only of the Gulf of Tunis but also of the land surrounding the city. Its reinforced walls offered great protection during times of conflict in Carthage and during the Punic Wars. Byrsa hosts a small number of residents compared to the size of the city, with a larger spread of settlements for military personnel, and fulfills the duty of protecting the city's most important residents, as well as monarchs or aristocrats. Families, if necessary In addition to protecting aristocratic families in times of need, there is a tunnel under the Byrsa Citadel that leads out of the city if necessary. The tunnel has no-return mechanisms. Once activated, the path is destroyed. Some vampire figures have already taken refuge in the same tunnel, with rooms prepared to protect them from attacks. Of course, such inside information cannot be found without huge sums of money. In the past, Byrsa was seen not only as the scene of deadly politics, but also as Elysium: a place of non-attacks that all residents and visitors to the city must respect.

Dido Square In the early days of the city, Dido Square was built to honor the first Queen of Carthage. Much admired by immortals and mortals alike, Dido was honored with a place that would serve as a meeting place not only for Cainites but also for mortals. A stone statue of the queen was erected in the center of the square, with the first agreement between immortals and mortals engraved at her feet. Often referred to as Dido Square, this important square is located in one of the flattest areas of Carthage, to the south of the city. There, sales and shopping areas were created for the residents, similar to a market. For a long time, Dido Square was used as a place of debate between residents, as a market and as a meeting place. Subsequently, Dido Square was marked exclusively as a place of memory of the former queen and advertising. Dido's Square is superbly built as all the surrounding residences are connected. It is possible to reach them through certain paths, almost like a small maze. In addition to opportunities for discovery, escape, and hiding, it also allows for "dirty" trade between mortals and immortals. Among these houses are known to be illegals sold by Nosferatu. Dido Square has become a meeting place for lepers and anyone who wants to become one

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You can find shops with them there. There you can easily buy mortals, slaves, dirty services. It is believed that some Aurea Dignitaries recruiters are always acting as scouts throughout the region, looking for more opportunities to discover new talents and gain new services. They say that anyone there can ask the dignitaries for a favor, just throw a gold coin at the foot of Dido's statue. This favor will certainly cost you dearly later. Another Kindred contest stating that Dido Square is not just a "recruitment point" for the Aurea Elders, but that the darker sects use it as an information center. Certainly a conspiracy idea. You can't put "all your eggs" in one basket.

Abdosir Square I Abdosir Square I is one of the greatest symbols of coexistence between immortals and mortals. Abdosir Square commemorates the Red Night when thousands of people died, a product of the hatred that spread throughout the city. Hasdrubal played the role of building such a place after the death of the previous king. Antediluvian Brujah erected a monument in honor of Tanit, who stood there long before Helena restored her. Abdosir Square was converted into a debate square, equivalent to an agora, but without the necessary preparations for it. Mortals and vampires traded Dido's place for Abdosir's place to meet during their debates. In the center, as in Dido Square, there were also statues, but of Tanit and Abdosir I, who fulfilled the pact of coexistence between vampires and mortals. While Dido Square became a place of exchange and sale of information, services and other things, Abdosir I Square became a place of protection. It's not that the vampires run there for protection, but due to the important representativeness of the place, the number of well-armed soldiers and some of them ghouls positioned around the plaza makes it safe. However, the services cannot be wrong: these soldiers will not protect the Cainites. Your job is to protect the place at all costs, using whatever weapons you can get your hands on. Aside from being imprisoned in the statue for a long time, Tanit hides one of Troile's shelters. Although no one has confirmation of such information, the security and attention given to the place make it a great place to do business safely. It has necessarily become a point of non-violence, since any physical conflict can turn into a massacre. It's possible these deadly militaries are members of the Sacred 50

Banda, the most highly trained group of soldiers in Cartago.

The Old Port The city's first port remained Carthage's only port for almost two hundred years, later replaced by the circular port and Carthage's most famous architectural structure. Before its rehabilitation, the old port was initially close to the houses of the poorest. There the decks were made of wood to support fishing boats and small ships from Carthage. The old port had easy access to one of the city's main streets and was close to one of the first walls built to separate it from the rest of the city in the event of a naval attack. Later, as the city grew, the popular neighborhoods were replaced by a small industrial area where large kilns were built to produce all kinds of pottery for export to other cities. In addition, the so-called "Ceramic Quarter" also had a small commercial area, making it easy to buy and sell items there in the port. At the ends, when it was still a small port with the inhabitants' houses built there, the tombs of Carthage were built so that the inhabitants could bury their ancestors. The Old Port is the domain of an important immortal, a member of the House of Swords. It is suspected that it is the Overlord himself who uses the port to intercept incoming messages. In addition, of course, to know who is entering and leaving the port. There are immortals that inhabit the port and pay for some services like transportation to other cities or receive payment from vampires who just arrived in Carthage. In the old port there are messengers who deliver messages all over the city if necessary. Is this "scheme" accepted? Might not. However, it is clear that this will give other Cainites many opportunities.

Tombs of Carthage The Tombs of Carthage are part of one of the city's oldest quarters. At first they were small rooms and contained only a few dead, but over time the population of the necropolis increased so much that it became necessary to create the city's tombs. Beneath the great necropolis, the tombs form eternal labyrinths, almost like an underground necropolis in Carthage. It is estimated that the necropolis is around two hectares, while the tombs cover up to three hectares. Thousands of people take refuge there and during the death ceremonies the city starts to visit the necropolis.

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more often. The necropolis and the tumabs are located next to the Old Port behind the walls. Before the Great Walls were built, it was possible to see thousands of tombs of Carthage's ancestors. Since Carthage had no sewage system, vampires like the Nosferatu began to settle there. In addition to expanding a network of tunnels directly connected to the necropolis, they are spread throughout the city. Many of the tombs have already been used by Sardik and Ramsena as death experiments for future plans. The two immortals who belong to the House of Souls usually work together when they can work on similar projects. It is possible that in such a place experiments of the most ominous take place. No matter how,

whether mortal or Cainite, when they need it they are always in the tombs. There is a very strong belief that some artifacts were lost among the hundreds of dead in the tombs of Carthage. Maybe a sacred cloak, a chalice, you have no idea what that really is. But obviously nobody wants to visit such a place. The presence of ghosts in the area is frightening, and only those with a very good command of spiritual behavior can traverse this labyrinth without fear. The tombs can be full of physical and spiritual traps. Crossing it is indeed an adventure. In the end there can be good rewards or certainly the loss of some members or worse mental torture. For the desperate, venturing there in the time of the hounds is like shooting an arrow into the darkness and hoping it hits the beast square in the eyes.

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The Temples There are at least a dozen temples scattered throughout Carthage. However, there are the largest and most visited temples, generally the most archaic. The construction of these first temples of Carthage took some time, but the city had small altars scattered throughout the city dedicated to the Punic deities. Before the arrival of Ba'al Hammon, the first temple built in honor of Tanit was one of the most important projects in ancient Carthage. Originally simple, then renovated by the House of Craftsmen, the Temple of Tanit was very frequented by the city's inhabitants. Other temples built later, such as the Temple of Eshmun, the Temple of Amun, the Temple of Baal and the Temple of Demeter also became points of visit in the city. There was no other form of faith in the city, mortals and residents of the city were forbidden to worship other gods, so these were the city's main temples until the 3rd century BC. Subsequently, all temples began to have a ritual and preparation area for sacrifices. Before the construction of Tophet, all of the rituals performed in Carthage had the temples, which were the main scene of the enormous bloodshed that took place. Tophet was the acquisition that "united" all mortals in one place. In addition to the place of sacrifice, the temples have overnight rooms for their believers with kitchens and warehouses. The temples were also designed for times of drought. Therefore, every temple has a supply of food and drink. This would prevent mortals from starving in times of war and keep them warm during Carthage's cold winters. Each temple usually serves a deity and is therefore responsible for itself. The deity associated with the temple usually shows how the priests act. A Melqart temple tends to be more rigid, generally suitable for military personnel, and reserving space for the glorious warriors of Carthage when they need support or assistance. Temples like Tanit or Demeter would be more welcoming and would act as matriarchs for mortals in need. Any mortal can visit the temples and everyone has the right to spend one night a week in a temple. Without paying anything. Only for drinks or food. The rooms are usually clean and simple with at most a chest and a comfortable bed. In addition to keeping mortals active with their faith, believing that the gods are responsible for such acts of kindness, the priests also gain credibility for possible political maneuvering, and the Cainites manage to keep mortals captive by faith, always less blood.

military camp 52

The growth of Cartago forced the creation of the Praça dos Militares. The Praça dos Militares is actually a large military camp that was located on the outskirts of the city to protect it. There we trained, ate, slept and changed shifts. As well as a camp for them, it could be visited by anyone to contact them as authorities if necessary. Subsequently, military service was paid, and not everyone could hire them. The First Military Plaza is the city's smallest military post, with a few watchtowers, but outside, behind the walls, is a much larger Second Post. The armies of Carthage patrol day and night to occupy the city. In times of war, half the military withdrew to defend the walls of Carthage.

Military power It is believed that Carthage had a total of 30,000 properly trained and recruited soldiers, spread across various hierarchical positions on land and sea. Carthage's army at its height faced the Roman fleets and was capable of destroying civilizations if they so wished. In addition to the military camps used to organize the soldiers, the walls were provided with rooms and spaces to distribute them in different ways. Many soldiers could sleep within the walls if they wished. That way, if Carthage was suddenly attacked, the soldiers would be ready to fight.

There are some vampires who act as commanders, trainers, influential people within the military camps. By the end of Carthage's days, a belief arose that due to the presence of a Ventrue in the military circle, the army was so incapable of defending the city, almost like treachery. This rumor has never been confirmed, but proud Brujah vampires will never take the blame for their mistakes. Military camps have become valuable as some Cainites can only be found there when available. Some Gangrel seek sanctuary in these areas, if not within the walls of Carthage. In addition to being safe, it also allows many of them to live in a more violent and violent environment

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Hard environment with life. It is as if they could sympathize with the military point of view and are therefore "among equals". Other vampires who hold similar views visit military camps more frequently.

built in favor of sea and land trade routes that allowed large numbers of people to visit it every day. This is why the port of Helena, which is further south in relation to the old port, grew so much and became an icon of the city.

The Golden Age (600-401)

When Helena arrived in Carthage, the port was redesigned. New Harbor was transformed not only into a commercial port but also into a military port where both areas could be dealt with. Aside from being military, there was room to build and repair ships much larger than the old port allowed. The new port has a walled structure with a central space that allows the seas to "invade" the urban areas. Then there is a circular structure with doors where the military works. Both commercial and military port areas allow for easy entry into Carthage and excellent defenses against invaders.

The major buildings and developments in Cartago arose from the great expansion of the city. The time of ascension is known as the Golden Age among the citizens of Carthage. At the same time, great ideas were born and the city experienced a cultural rejuvenation that left the city with a dazzling look.

The Great Walls of Carthage It was during the golden age when the Great Walls of Carthage were designed. Designed to cover a large area so they could protect farms and mortals alike, the walls performed well despite ongoing Roman attacks. Scipio Aemilianus had to justify the siege of Carthage very well, since the walls had three defenses. The walls of Carthage were about 14m high and 10m wide with huge blocks of stone. They really were insurmountable walls. In front of the walls were two more huge pits five meters deep and stone structures as wide as the walls themselves. Between these ditches were huge wooden palisades with stakes pointing upwards, to the dismay of those who fell into them. Within the structures there was room for over a thousand horses, hundreds of elephants and room for over six thousand soldiers. Carthage's walls covered all the space the city needed, and its great gates were strong enough to withstand the launching of a catapult or two at once. The protection created by the superb tacticians at Carthage was sufficient to sustain a three-year siege of Rome before its destruction.

Port of Helena As Carthage grew, the city needed a port, which was built to the south of the city. Some know it as Puerto Nuevo, others know it as Puerto de Helena. In fact, this harbor was built before Toreador's life, but the way Helena altered the structures of this harbor labeled it "Helena's Harbour" and some believe that this was one of her greatest architectural works. At the beginning of the traditional period, when Carthage opened its doors to explore the world and receive visitors, the port was purely a commercial port with no military zone. Because it was larger than before, a real industrial area could develop there. The new port was

Industrial Zone Driven by the large influx of foreigners visiting Cartago by sea or land, the industrial zone was built to the south of the city, particularly next to the main port. In this area the old Plaza Abdosir has been preserved, swallowed up despite the old addresses. Kings and immortals wished to keep it so that all who visited Carthage could see the magnitude of the city's progress. In contrast to the small ceramic district, the industrial district has become particularly large. Except that that's where they started developing all kinds of tools. The Industrial Zone is a huge area occupied by building blocks of craftsmen, blacksmiths, engineers, and other areas important to the city. There you can order any kind of service. Some immortals firmly believe that Carthage is economically powerful because it has a well-defined and developed industrial area. Hundreds, thousands of materials are transported from there daily to the markets, which have easy access to the industrial area and ports. From there the materials are sold to the rest of the world. This ability to have the best materials available in the industrial area allows for very heavy merchandising instead of artifacts and trinkets. There are some of the finest and most renowned sculptors, blacksmiths and artisans in Cartago. Greatswords were already forged there, and perhaps Prias even built his weapon in this district. Known as the Collectoribus Caim, the sect constantly inspects the artifacts going in and out to assess whether or not they are of their interest. Due to the proximity to the territory of active Golden Dignitaries, some conflicts are constantly occurring

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What Happens There Normally both sects clash and compete for influence not only in terms of information but also in terms of what gets there. These territorial disputes often potentially increase the "climate" of tension in the region. As this is a "neutral" or near-lawless area, any vampires that may be walking through the industrial area unprotected can be a toy or something of an attack to reach the opposing sect. One of the Mint Houses is located in the Industrial District. Hidden from most of the buildings built there, the Casa da Moeda is very well camouflaged, making it difficult to find records of it.

Helena, as the city's only port market.

port market

The harbor market is located just in front of the port of Helena. Its expanse is so large that it occupies more than two blocks and is also known as one of the largest industrial parks in the world. There he can literally find whatever the inhabitant of Carthage wants. Unlike other areas that started small and grew, the Port Market was a major investment by Carthage's aristocrats from the start. The idea was precisely to create a shopping area so grand that visitors would want to see how much wealth Carthage spends while also being drawn to the city.

The ancient immortals often say that there are two port markets. The first was built in the ceramics district and the second in the port of Helena. The youngest recognize only the second, developed in the port of

It really is possible to get lost in the markets. During the day it is particularly crowded, with hundreds or thousands of people walking around, talking, yelling, selling, stealing, watching and many other things. the harbor

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CHAPTER THREE: THE CITY

The markets as well as the industrial district are the most important economic zone of the city, it is believed that a large part of Cartago's wealth is said to circulate there. The port markets are part of an economic triplet. The Alexandrites took over and shared it with the House of Amon and an independent immortal who may be Diwan, who somehow managed to gain enough influence to contest control of the area. Therefore, the houses and this immortal have a serious pact for the division of property. Everything is divided equally and when an agreement is reached with one party, the other is prohibited from interfering in the progress of that agreement. It's as if they're trying to "clean their hands" in the face of the corruption going on so as not to hurt themselves. Even if it doesn't always happen. If you find everything in the industrial area, buy everything in the port market. Hugs, large auctions, jewellery, items from other kingdoms and locations across the continent, and even fake travel tickets can be sold there. Pickpockets are more common there than you might think and at night it's one of the special places because it doesn't get inhospitable. There is day and night trading, including the ability to trade and buy vampire coins produced by the Mint. Night trading is almost as busy as day, except this time some otherworldly creatures are wide awake and ready for any trade.

The House of Numu (the Coin) In Carthage, the wealth of the city allowed coins to be the primary means of economic circulation. The Casa de la Moneda was created to keep this coin in circulation. There are three mints in Carthage, one in the industrial area, one in Old Harbor and one in Byrsa. All three fulfill the same tasks: produce as many coins as possible every day. The three prehousings are huge and house dozens of workers who produce hundreds of coins a day. The houses work separately so that everyday production is not interrupted if necessary. Two other Mints are believed to exist for security reasons, unknown to a large portion of the population. Consillium Immortalem coins are produced in the Byrsa Mint and Ceramics District. From there come the three types of coins needed, albeit rarer than the coins known to mortals. All Casa de la Moneda belong to a sage of the Mint who takes care of the correct execution of the work and monitors it clearly. The Sofos Numismata are always on the lookout for untruths. Obviously the Mint Houses are fine.

protected by ghouls and even some Numedas specially hired to oversee local security. Stealing them is a somewhat challenging task, but not impossible. No immortal has ever been insane enough to attempt to loot the coin, and hopefully there is no one who can. Otherwise, a major problem would arise in Carthage's politics, possibly blaming the owner. The House of Numu works with blacksmiths and although they are strategically placed, they can sometimes be seen through the chimneys, emitting a distinctive smoke. The heat of the forges makes them difficult for the Cainites to approach, so few of the most exemplary are able to remain for long without suffering the beast's afflictions.

The Senate Palace When Carthage was financially stable, the Senate Palace was built as one of the city's greatest wonders. The palace would have the political utility of housing the most important political affairs, be it of the monarchy, senate, aristocracy, priesthood or any other matter affecting the city. The palace was not the scene of political debates but of organization. The Senate Palace was created solely to streamline Carthage's bureaucracy. It was a huge building with surrounding gardens, a dozen military personnel closely guarding the perimeter, walls separating the majestic building from the rest of the city, and fountains almost always parading. Finally, one of the main features is that all the pillars of the place have carved the most important kings of Carthage supporting this palace. A tribute that without them the citizens of Carthage would not have the right to build such a palace. Any citizen or foreigner can visit the Senate Palace, which also serves as a diplomatic place to receive important visits from other kingdoms. There are rooms there prepared to meet the demands of the men of great importance who do business with the city. The Senate Palace has become the best acquisition for immortals and mortals alike. Politics became more centralized and now elections are held in the palace. Any citizen eligible for Carthage could vote in the palace without doing unfinished business. Like the Roman Forum, the palace has become a place of heated debate, particularly on issues that determine the course of Carthage. For vampires, a plate of knowledge. Of course, many manage to make a name for themselves there. The Senate Palace has dozens of rooms for different purposes

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Reasons, fees and destinations that meet the needs of the place. Lower level people will never be allowed in some rooms. But older people come and go as they please. State Cainites tend to visit any room when they have business or some other matter to attend to. The palace also has statues, armor, engravings of the greatest and most important heroes of Carthage. Laws are written in a library hidden in the palace, accessible only to influential people. In the library, hundreds of scrolls unlock knowledge hidden from the eyes of most vampires and mortals in the city. The gossip confirms that even in darker sessions even what is hidden remains within and is lost. The conspiracies claim that the Silver Children are being attacked there and they are preparing dirty tricks to overthrow the immortals.

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The library is very restrictive and its entrance is not easy to find. Except that no parchment can get out of it. This is strictly prohibited. The laws of Carthage are well preserved and registered, protected from possible fires as the walls are made of stone. The place is not only well furnished, but also protected by other forms of blood magic far beyond common understanding. It takes a lot of effort and knowledge to be able to glimpse the wonders that the palace hides. In addition to the great library, a few other rooms house plans that the average Kainite of the city would never have imagined. The statement "The senate palace is Carthage's vault" is well founded and certainly frowned upon aloud. Any interest that is a little odd in the Senate Palace will draw the immediate attention of the Immortal Consilium, who will begin monitoring interested immortals for their intentions.

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Other cults are trying to invade there, but apparently still without success. There is no confirmation of the accuracy of such information, but it is said that there is a very powerful guard who is ready to act in case of an attack.

True Faith in Cartago In Cartago, true faith is not based on Christ or God. True faith comes naturally when a mortal believes in these deities so much that their inner strength radiates a mighty energy. Mortals do not believe in the Punic deities as evil representations, but as something benign. What is strange is that the true faith, while aimed at Punic deities who often do not represent the purity of the Christian God, manages to offend even Cainites. There is no explanation for the immortals and many of them see this as a complete mystery. Contrary to the sense of purity that true belief in the Christian God makes mortals and Cainites uneasy, belief in Punic deities lapses into higher and probably demonic entities. These entities do not transmit peace, but pain and despair. To mortals, however, they impart joy and desire. Trust is the greatest weapon one can acquire by believing such beings. Thus, in some places, an energy began to accumulate that even weakens vampires. Any location that carries the energy of true belief requires a Willpower save for each immortal who enters it. The entry difficulty corresponds to the True Faith level of the location. Achievements let the vampire enter, but she feels very uncomfortable until she exits the room. This discomfort is almost like goading your beast, a primitive instinct that tells you how awful this place is. Disgust is projected onto the chest of the vampire entering there. True Faith increases the difficulty of all vampire rolls after entering the ground by +1 for every two levels of True Faith (rounded up). Until he leaves the place, the immortal will feel a constant discomfort. Failure means that the immortal feels the pain and fear of being near that place and immediately moves away. However, the character may choose to remain in place and feel their energy being drained by the beings they worship, causing them to lose one vitality point per scene. Becoming disabled in this way leads to ultimate death. Failures will cause the vampire to lose one vitality point per turn. Also, he has to spend one willpower point per turn to stay there. If the vampire decides to stay after three turns, he must roll Willpower (difficulty 7). Failure leads to frenzy, while bungling causes it.

Cursed Sites A selection of sites around Carthage and their belief values ​​are listed below: Place Name

belief rating

The Woods of Carthage

1

Temple of Ashtarte

1

Eshmun Temple

2

Temple of Melkart

1

Tempel des Amun

3

Temple of Tanit

3

Ba'al-Tempel

4

The trail of the gods

4

The Tophet 5 Note: The environmental beliefs of these sites radiate in strange directions, the blood supply beneath the Tophet for example is painful for Cainites to bear, while the Carthage Woods are almost nuisance free. Some Cainites theorize that this is due to the nature of the faith that provokes each siege, with the topheth encouraging worshipers to indulge in its pleasures while the Temple of Eshmun with the Guardians of Eshmun in their time active in Carthage , gained strength.

catching himself immolating with the black flames of the underworld while running away from Rotshreck (taking three serious damage). You must remember that any damage True Faith takes is always compounded.

The Path of Divinity Although not a building or district, the Path of Divinity represents Cartago's cultural and religious heritage. Running between the citadel of Byrsa and the Senate Palace, with a path lined with greenery, many flowers and statues of Punic deities, the Path of Divinity serves as proof and belief for the residents of Carthage. Anyone who understands that they are in a time of testing visits the Path of the Deities, and all Carthage-born residents are ritually obligated to visit it at least once a year. The event is usually coordinated by a chosen priest

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by the Suffet or monarch of Carthage. Estrada das Divinidades is a place of quest, of faith. The energy of the place is something else, thanks to the many people who fervently walk this path. This energy began to manifest itself physically in the place that keeps the vampires at bay most of the time. Keep in mind that each arc presents a moral challenge to the immortal and how you must achieve it in quest during your attempt at faith.

used as an example to emphasize the authority of the Consilium in Carthage. Being in New Town means engaging in dangerous politics, with no rules and totally outside of Carthage standards. Those who know how to play this politics will likely excel in Senate politics because they have a very good understanding of who is playing fair and who is playing dirty. There is no one in the region to cover you. Not even the laws. Nobody cares and nobody will help you. Caution.

the new city

farmland

The "New City" was such a designation because, at the time of its founding, it was known as the promise of being the extension of Carthage. The big problem is that the new city is disorderly and has grown very quickly, so that no planning and urban planning could arise there. After becoming a large urbanization with dozens of streets, Ciudad Nueva started using Cartago as its main business where residents went there to work in Cartago. The aristocrats, noticing that they had lost some territories and with the idea that the city could continue to expand and plunge Carthage into poverty, reserved as much surrounding territory as they could to create farms and derivatives. The New City was to become the perfect territory in Carthage. Instead, its overpopulation has turned it into a terrifying human labyrinth, with thousands of people inhabiting the area. However, it has become a plate full of criminals and Kindred, who become involved in the underworld in a variety of ways. The worst crimes happen there, the thieves hide and nobody hears their names anymore. The New City is dangerous for those who cannot walk as it is easy to get lost. Characters of all kinds can appear there and most of the time it is considered a lawless country. Because there is no leadership, chaos reigns and there are no laws. The only laws that are respected are those of the Consilium Immortalem and the only green ones that are respected are those of the vampires who belong to the vampire senate. Every other immortal is subject to the chaos and surprises they find there. However, this lack of leadership is benign for underworld trading and the vampires involved in the worst kinds of contracts, as they are free to trade as they please without oversight. Incredibly, New Town's fame is also benign for the Consilium Immortalem, as it's an example not to be followed. There are 58 vampires who are deceived, who suffer the consequences of disorder

Farmland is a "defensive" creation for Carthage. The purpose of its creation was that Carthage would not depend on foreign trade to support its own citizens. Most of the residents are wealthy and successful men who have been able to buy large areas for themselves and create huge plantation fields. These men are particularly powerful, and most farms are well guarded by soldiers who are always paid to make rounds day and night. However, more determined and unified groups manage to loot some of them with some effort. The lands have a small Cainite presence, but they are usually the ones who wish to banish themselves from Carthaginian politics. Typically, these Cainites seek goals, shelter, or lifestyles outside of the reality of the city. That is, some little-discussed knowledge, morale tests, etc. Because they are such inhospitable and unexplored fields, these lands are home to other supernatural creatures. Meeting shapeshifters can be one of the surprises that will appear in your nights. The vampires who know how to deal with these creatures are usually the same ones who live there and may provide support or trade with the creatures for protection. It is believed that there are some vampires who have banished themselves underground in some of these areas. The farms were a wise decision as the greater Cartago area already needed its own resources and the creation of large farms greatly benefited the city's economy. However, the residents, who had no place to stay, decided to continue their expansion until the creation of Megara, a second large urbanization a little further from Cartago.

Megara Slums is also present in Carthage. Indoors or outdoors, favelas exist. Many foreigners, hoping for hundreds of riches, were embarrassingly poor in their business dealings, leading them to live far from the city in brown brick shacks usually located behind the inner walls.

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The favelas are the "invisible" part of the city, after all you have to go out and see them, which makes it a considered violent area and almost a city in its own right as it is extremely different. Not created by vampires or aristocrats, the favelas grew haphazardly and unplanned. Aside from the colors that don't reflect the Silver City, the slums are almost like labyrinths for immortals and mortals alike. Many workers live there with what they have on hand and head into town when they need to get coins and survive. After farms and large cattle fields, Megara almost became a city in its own right, but still needed the presence of Carthage. Megara is a source of shame for the denizens of great Carthage because it obscures all the brightness and importance that the city has. Megara is a planning mistake, and locals are thankful it's quite a long way away. Like Carthage, Megara has temples, shopping malls, agoras, parks and other resources, but these are considered less important due to the region's "glory". Megara believes in an offer of wealth, compared to Carthage they are poor. For this reason, the culture of Megara held the deity of Amun in high esteem, which had already been abandoned in Carthage. Amun because Megara is the deity of wealth and gives comfort to the residents there who dream of one day having the same conditions as the citizens of Carthage.

The Agora For the Greeks, the agora is nothing more than a meeting place for people. The Punics borrowed the Agora from the Greeks when they met during the Wars of Sicily. There are two or three Agoras in Carthage, some more frequented than others. The first Agora built near Old Harbor aimed to rally citizens in a pro-political manner. There were debates and also big votes. Then, as Carthage grew, the monarchs needed a quiet place and built the second agora in the city's gardens. Only the selectst assemblies would take place there and then go to the city. Such a room is not frequented by any mortal and is always protected by the military. The third and final agora is next to the Senate Palace, created after the palace was built to speed up decisions and be in a fully protected area. These are known as the Reunion Triad as they are the most prominent agora. There are other smaller ones scattered across Carthaginian territory. Carthage farms often function as vampiric Elysia and are well maintained. They usually have room for a large one

Group of philosophers, politicians and students.

Philosophical Schools It is no secret that Critias bestowed a great gift on Carthage in his moments of inspiration: the Philosophical Schools. For her part, Helena gave Critias a gift, leaving her neat and beautiful. The original idea of ​​the Socratic schools was to bring philosophy to the mortal world. Although they could already benefit from this knowledge, only a select part of the local population could pay an experienced teacher who could impart to them the knowledge imparted by the greatest philosophers in existence. Critias wanted to end this kind of capitalization of the schools and did what nobody in Carthage had done before: the public method of instruction. At first his idea was fully accepted, many mortals began to attend such schools. There were no seats, and Critias set aside a few days a week for the Agora as a teaching environment. Over time, her friend Helena found ways to find schools in the regions of the city she visited. Moloch saw the schools as an opportunity to further develop the Cainites and began using the schools as a tool to teach, among other things, the philosophies of Tanitbaal. Moloch created the School of Sin, the School of Baal, the School of Vitae, and the School of Immortal. With the exception of the Immortal School, which taught every philosophy as long as it had a teacher, each focused on specific methods of chaining the beast. Tuition was paid for with Immortal Coins or favors. In this way, Moloch "formalized" the use of philosophies of thought for the immortals who lived in the city, and in a short time many vampires adhered to the schools' teachings.

Modern Carthage (400-201 BC) The Tophet (Sacrificial Area) As Carthage reached the height of religious fanaticism, Moloch created Tophet. For the citizens of Carthage, tophet is a symbol of gratitude to the deities. Unlike other temples, Tophet is the representation of courage and practice as it is the great sacrificial altar used by Carthaginian citizens along with Moloch in their filthy blood rites. Tophet is a large area with various altars of different heights and importance, with different inscriptions and names. Each altar sacrifices a species of animal, a mortal, or fulfills some other need. There are stone benches and open-air columns with passages of the deities of Carthage. There is no ceiling, there is no ceiling in the tophet, after all all references to the gods must be given in the

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open to let the rain clean the place and take away the desire of the citizens. Tophet is a corrupt place and it stinks of blood. Hungry vampires avoid going there at all costs, knowing that visiting requires Tophet to suffer with the beast's reputation. In times of rites, the scent of Vitae permeates the city of storms heading towards Carthage, forcing many of the vampires who do not wish to participate in the rites to find creative ways not to smell the scent. Moloch created Tophet with large drains leading to an underground structure that collects blood. Rainwater is also stored in the same place to dilute the CV. The accumulated blood is mixed with Cainite Vitae and then used during celebrations to induce addiction in mortals and vampires alike. Tophet is outside the city, south of the Walls of Carthage.

The Amphitheater Borrowed from the Greeks, the idea of ​​an amphitheater first came about when Carthage became famous. The Cartago Amphitheater is located in the Cartago Woods. There, citizens have the opportunity to present themselves with creative pieces and thus help the city's economy. The theaters are frequented mainly by upper-class citizens and are cheap entertainment as the city's largest amphitheater is located in the forests of Carthage. Other amphitheaters were created in Megara and Ciudad Nueva, but with fewer resources and less frequented. The Carthaginians are not even interested in copies. Art-loving vampires seek out the largest amphitheater not only for the cultural beauty it conveys, but also for the local importance. The amphitheater was built to "chat" with the forest environment, fully decorated and pleasing to the eye.

The Palace of the Immortals When the immortals became cult deities in Carthage, Moloch's big idea was to immortalize this knowledge in architecture. The Palace of the Immortals

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It was created to become the first Elysium proper, and acceptable even to the mortals of the city. The Elysium where vampires wouldn't hide and everyone would know this was their territory. The guards would accommodate the things said there, and mortals would ask to hear vampiric matters. The Immortal Palace really inherits that name. Located next to the largest Ba'al Temple in Carthage, it does not shy away from squandering wealth. Moloch wanted the palace to be a cause for admiration, sculpting all of the greatest vampiric heroes of all time. It is said that the thirteen elders and the family of the creators were carved there and that Troile brought them fame among the sculptures with his sword. The building was never completed, after all the Punic Wars tried to destroy Carthage before anything like that happened. Nothing remained of the temple when the Romans left Carthage, but some say that Troile and Moloch were imprisoned there because in this temple great pits of decaying bodies were dug as offerings to the deities. Just as the Senate Palace was a major source of inspiration for the Palace of the Immortals. Immortals who visit the palace, later dubbed Carthage's prime Elysium, have access to all sorts of delicacies. The Palace of the Immortals offered a considerable amount of sanctuary to the vampires, all protected from the weaknesses of the Cainites. Important Cainite items, casters, and artifacts are locked away there. Vampires store information about immortals in the same way that the great library stores information about citizens in the Senate Palace. This includes knowledge of possible enemies of the Consilium Immortalem, discoveries about the city, secret information and destinations of the city's most important figures. There are other places that have copies of such files with less description than the original copies. Unlike mortals, it is believed that only a prosecutor, a diskastís, the herald, and the monarch can access such files.

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IV

CHAPTER RULES OF CARTHAGE "The best way to infiltrate someone's mind is to turn into their ideologies." - Moloch, the god of Carthage

The differences between houses and families Cartago politics acted differently. Vampires were not recognized by their autarch's lineage, but by the house to which they belonged. The houses were like brotherhoods, bringing like-minded vampires together. Using Familia was simply a matter of understanding the origin of this Cainite. Of course, one of the houses would matter more to one family or another, but it didn't matter. The view of the Carthage vampires is that you cannot judge someone by their family history's faults. Many "clans" argued about such verdicts. These conflicts brought only destruction. Therefore, when a vampire came to Carthage, an oath of forgiveness was sworn to the dikastís and the monarch of the city. The oath implied "forgetting" old issues between other vampiric bloodlines, with a promise that the newcomers would not seek conflict simply because of ideologies their creators imposed on them. Troile had the ideal that the reason for the destruction of the Second City was only because the battles between the Antediluvians coexisted with the conflicts of their descendants. Were it not for such divisions, Carthage would be freed from the fate of the Second City. Then the houses were created and antediluvian Brujah, with the support of the Cainites, decreed that there would be no 62 in the city

Carthage distinctions would be different. The House of Philosophers, House of Craftsmen, House of Swords, House of Amon, and others became the first vampire brotherhoods. These groups were not formed by lineage, but rather by ideology or financial status. Immortals associate it with a way of life that allowed like-minded vampires to be brought together. Troile's strategy of avoiding fights between vampires didn't work as well as he had hoped. Although there were no conflicts for past reasons, there were conflicts for present reasons. Over time some houses could have dominant families. The House of Shadows, for example, has long been the main home of the Lasombra family united in the city. For Troile, the debate about the present was more important than the debate about the past. The present, transformed Carthage, brought a brighter future, but the past would only destroy Carthage.

House Hierarchy The house began with a simple pecking order. Initially there was a single representative, but over time the development of other duties and functions became paramount. The pecking order differed somewhat from Roman hierarchies. Many vampires even believe that Carthage operated with a less restrictive ideology than the Roman Ventrue. This is not entirely correct. The positions established in the houses had no brute power outside the brotherhoods. In the Consillium Immortalem,

CHAPTER FOUR: RULES OF CARTHAGE

Power would come from those appointed by the city's monarch. This did not prevent a vampire given a position appointed by their house representative from being respected. In truth, the fact that he had a position already made him more important than anyone else not included in that medium, after all, the vampires with positions turned city politics on its head.

Overlord (Suzerain) Most vampire groups must have a leader. If not, then chaos will take over all. The Overlord stands for order. In general, an overlord is the leader and representative of a brotherhood. In the Senate, you vote for the House of Representatives, representing the interests and guiding the goals of the House of Representatives. A sovereign is not always effective or supported by his brotherhood. Authoritarian masters often conquer the displeasure of their homes. Meetings are usually held among the confreres to define goals related to the house, where everyone can express their desires. An overlord who is unwilling to listen to the colleagues who elected him can be impeached on the fly, especially if he shows incompetence.

Brátso It is particularly difficult to take care of a group of confreres alone. At this time, Brátso acts as the Overlord's main ally. Brátso is his deputy when the overlord is unavailable. Brátso can make temporary decisions for his representative, representing a house's desires as a secondary opinion in the Consilium Immortalem, organizing Brotherhood members, and acting as advisor to the Overlord. As well as maintaining order in the Brotherhood, Brátso represented the sovereign when he was absent and had the power to make provisional decisions, which may or may not later be withdrawn. The preliminary decisions followed the decisions of the Consilium Immortalem. Some decisions, such as admitting members, defining duties and the like, need not be tentative and can actually be enforced by Brátso.

Priest While Brátso is the Overlord's right hand, the Priest is the left. A priest is usually responsible for the social relations within a fraternity. The Priest is a mentor, advisor to the members, responsible for establishing the philosophies and traditions of the house, with the approval of the Overlord.

Unlike Brátso, a priest is not required for the operation of a confraternity, although most confraternities have the custom of electing the priest. Though performing functions to facilitate an overlord's tenure, the priest also correlates fraternity with religious commandments and obligations. When Brátso is the legal representative, the priest ritually represents the Brotherhood. Some of Carthage's religious decisions, decisions related to the philosophies, are represented by the priest in the absence of the Supreme Lord. Most often, the priest also acts as an intermediary between the overlord and the herald.

Chameleon Although the chameleon doesn't make decisions for the house, it is a diplomat. The chameleon shuffles, listens, talks, and makes arrangements that can bring benefits to the house. Vampires acting in such a position are the "intelligence" of a brotherhood. Typically, a chameleon doesn't make lasting choices and may make a tentative choice for its overlord, brátso, or priest. If none of the three are available, the chameleon represents the house. In some homes, the chameleon becomes an important task. The overlord sometimes grants him the right to make actual decisions for the house, saving him the time he spends making tentative decisions.

Advisor or Instructor An advisor is nothing more than a tutor for newcomers and even older members of the guild. The Overseer is not constantly bound to follow the neophytes around town, but is there as someone who will clear the integrated's doubts. The Assessor is also responsible for reminding young men and philosophers of the House moral code, and may even act as a teacher for young people seeking a philosophy. In some houses the advisor is not only a theoretical tutor but also a practical tutor. That is, if a young person breaks a law or tradition, or fixes a problem, the counselor is responsible for correcting the mistake with the newcomer. In this way, the advisors manage to avoid major problems in the Senate.

Insiders All who are part of the Brotherhood are referred to as Insiders. Members can support the Brotherhood in various ways, but in no way represent it. The Integrated is also recognized as a citizen in Cartago. Normally the member attends the meetings of his brotherhood and can vote there

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for what you want, or abstain from voting. Like everyone else, you will be heard. Within the city, an Integrated is considered a regular vampire. It's not that he has a position, it's that he's simply recognized as a member of the city.

The immortals of Carthage cannot hug anyone until they are freed from their masters as they are still in the "learning phase", but once freed they can create new vampires without restriction. The only thing that needs to be done is to introduce him to the main vampires in town.

The traditions

The sixth tradition: coexistence

Troile changed some of the traditions to better coexist in Carthage. Although Troile respected the ancient traditions, the Antediluvians believed that they did not suit Carthage and needed to be reformulated. The unlisted traditions remain unchanged, without repetition.

"Remember who you are. There is no shame in your nature, only glory. Show your glory without exaggeration. Mortals must recognize you for what you are.

The Third Tradition: The Descendants “Until you are liberated you are forbidden to create. However, it will be their right to grant immortality to the talented and to demonstrate the power of the immortal to those who deserve it. Make no mistake, it is your duty to introduce him to your house, your monarch, your discastis and your herald. While in other cities the tradition of spawning should prevent immortals from having new children without the permission of the sire or domain leader, in Carthage spawning rights are open to vampires. However, they must all be presented to the monarch of the city.

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Many of the vampires saw this as a difficult thing to do when changing this tradition. The main idea back then was to stop vampires from hiding. Troile was unable to create the perfect city as tradition prevented it, so he modified it. Unlike the silencing of blood enforced by Father Patriae Camilla in Rome, the Sixth Tradition allows vampires not to be afraid to reveal themselves to mortals. In Carthage it is not forbidden to pretend to be immortal. From a vampire's point of view, it's a privilege. Of course, many conflicts with mortals arose after such a decision was made, and it took a while for mortal acceptance to materialize. This was obviously not done with abuse of power. for antediluvian

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Brujah, the vampires of old died for their mortal subjects for abusing their power, and that's what "Show your glory without exaggeration" says. Immortals cannot treat mortals as slaves, at least not directly. It is strictly forbidden.

The houses of Cartago It is clear how the houses of Cartago function hierarchically and that each has its own ideology. However, it is also important to know what the ideologies are and what the Brotherhoods defend as their goals within the city. You will then be able to understand the positioning of each of the houses and conclude which one is the most identifying. If an immortal is interested in joining one of the guilds, the confreres may request various tests. Some houses, such as the House of Haqim and Alexandrite, are invitation-only. In others, like the House of Ba'al or the House of Damballah, you become a member on the basis of a test of faith, and so on. Each house can request a test, favor, or ideological trait. There is no standard for the requested test, which makes situations unpredictable. Remember that nobody gets in for free.

The House of the Philosophers The first and oldest house built in Cartago. The House of Philosophers preaches a democratic ideology of freedom and equality. The ideology's familiarity with Brujah thinking stems precisely from its influence on the founding of the House. Normally, the immortals of the House of Philosophers follow philosophies of neutrality that inspire justice, thought, and intelligence. Even human-conforming vampires can calmly follow the ideologies of the thinkers. The Casa dos Pensadores are fairly closely affiliated, although there are occasional internal debates and disagreements. The House of Philosophers thinks a lot about the future of Cartago and often commits such behavior, some of them with a tendency to extremism, that everything must be done for the city to survive and continue to be glorious, perhaps a reflection of the decisions made in the Troile over the centuries.

The House of Constructors Tanit's influence on the House of Constructors attracted many immortal Toreador to contribute to the House's ideologies. However, the artisans do not see their Brotherhood as a free way to gain influence in the city, but as an extension of Carthaginian culture.

Vampires associated with the House of Constructors are working to transform the city. The House of Artificers, despite its name, is a fraternity that believes in transformation. The transformation, the change that is different and perhaps this is one of the greatest contributions of the house. The artisans believe they are responsible for the constant change taking place in Cartago, and one of the ways to bring about change is through creation, be it art or another resource.

House of Shadows / House of Dark Seas House of Shadows was created by Lasombra vampires and was very similar to the family mindset of the time. Rumor has it that it may be the only house to adopt a family's philosophy as a method of behavior. For this and other reasons, the House of Shadows was later renamed when Hamilcar assumed the office of monarch. House of Shadows practiced a political ideology, albeit a brutal one. The Lasombra turned the house into a vehicle to enforce their policies around Carthage. Dominates the commercial areas, mainly near ports and markets. The Shadow often practiced the Dominion ideology, believing that the city would only be tamed by immortals when vampires imposed their supernatural or other commands on mortals. There was an ideological deconstruction that reduced the behavior of vampires in this Brotherhood when the name change took place. The influence of the Lasombra, who formed the majority in this brotherhood, could only remain in Carthage if the members agreed to the reconstituting of the name. The Brotherhood was then renamed the House of Dark Seas, and the immortals of Carthage forced the Lasombra to work in a different way, less brutal and more social. House of the Dark Seas then used the influence it had gained in markets, ports and the like to make the seas its battlegrounds. The historic moment resulted in the Lasombra turning to piracy, but unlike the pirates, they were under the protection of Carthage. Members of the house began to exert their brutal influence in other territories, and the ideology of the Brotherhood became one of conquest.

The House of Swords / House of Wardens Carthage once became famous even for Laibon vampires. Among them, the Nkulu Zao, a Salubri lineage, visited the great city. There they settled

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as immortals fighting for space in the city. Initially, Nkulu Zao saw the same as many other immortals. They saw the possibility of living with mortals. However, Nkulu Zao felt that this experience should be on an equal footing. In the city, the Nkulu Zao set out to guard the city's knowledge and traditions. His protective ideology was accepted in the city and was the reason for the memories of why the immortals came to Carthage. Over time, their ideology embraced the idea that they should not only be protectors of traditions, but also remain in an ideal of coexisting with mortals as equals. House vampires have been involved in mortal defense politics most of the time. The Salubri heard that their brothers had arrived in the city, but upon arriving they noticed a difference in customs with the Nkulu Zao. The Nkulu Zao were far more diplomatic than the warrior caste that had moved into the city. As they belong to the same lineage and recognize the Nkulu Zao as Salubri, a division was made within the house. There would be no overlords, but the house would be ruled by Brátso and the priest. Brátso was in charge of Salubri while the priest was in charge of Nkulu Zao. It is believed that the Salubri really united with the Nkulu-Zao in Carthage because of similar ideals. Its resolutions were represented in the Senate with one vote, there were not two votes, regardless of how the fraternity was organized. Few vampires, other than Nkulu Zao and Salubri, joined the Brotherhood because while vampires coexisted with mortals, there were no commandments that said they had to be like them. Therefore, vampires often did not accept such a burden.

The House of Amon / House of Damballah Followers of Set never like to be left out. Be it political, monetary or religious. The House of Amun first acquired a large estate from the Set family. The ideology they preached was one of leadership, plain and simple. The followers of Set did not show that their aims were influenced by the family and often tried to gain control of Carthage in any way they could. Its dissolution came when the immortals saw that the house of Amun was being corrupted by the family's desires. After Amon's condemnation, House Amon was renamed House Damballah. It was not the Egyptian Seth followers who were expelled from Carthage, but their brothers, 66

Fervently in Damballah, he took over the Brotherhood under an oath never again to allow such family influence to invade the ideologies of the house. Otherwise, Damballah's house would be permanently destroyed. The House of Damballah began to focus its efforts on the city's monetary and religious investments. Their ideology became a wealth ideology in which they worshiped their divinity based on wealth sacrifices and the conversion of worshipers to damballah. Perhaps due to the immortals' ignorance of Damballah, there was never any doubt that Damballah was a version of Sutekh for the Egyptian followers of Set. The new immortals adopted the Brotherhood's wealth ideology, but not the religious one. In the House of Damballah, the priest acts as the brátso and the chameleon acts as the lord of the house's riches.

House of the Beast Like their Gangrel brothers, the Akunanse founded the House of the Beast. The House of the Beast, though evocatively named in reference to its Gangrel brethren, actually preached freedom. Not freedom from the law, but freedom to be whoever you want to be. The idea of ​​the vampires who created this house is that vampires could act according to their nature. Casa da Besta held the ideology that in destroying and conquering mortals they wished to satisfy their most intimate desires, and that the Cainites should be no different. The House of the Beast argued that it was unfair to allow mortals to explore whatever they wanted while vampires were forced to get bogged down in philosophies to keep their inner selves from flowing. Some members of Gangrel became part of the house, however this is one of the least influential family guilds ever formed. In fact, the Casa da Besta received vampires from all sorts of families because they felt the same way. The House of the Beast was not dissolved or forced to change its concepts, although taking part in a rebellion against the monarchs would mean the destruction of the house and its members.

The House of Legacy Much like the Ventrue of Rome, the Guruhi came to Carthage with the idea of ​​bringing order. The Guruhi were always considered the kings of African territory and were ready to rule Carthage and other civilizations in the same way.

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Guruhi acting like a king, important. Not that they crave the evil of Carthage, but if the city is to grow it must allow them leadership. This type of ideology turned Casa do Legado into a brotherhood aimed at protecting mortals and Cainites through leadership. The ideology of the house is really based on the protection of immortals and mortals. The brothers defend a battle for the power of Cartago with the House of Thinkers and Craftsmen. Conflicts with such brotherhoods are almost constant, with different interests. The members of Casa do Legal believe that it is necessary to give instructions to the residents of Cartago so that everything happens as the immortals idealize.

The House of Souls Everyone has a story of victories and defeats. Full of achievements and goals. There are ways to overcome our challenges without necessarily taking the harder route. This is the ideology of Casa das Almas, led by Mla Watu. As natural priests and scholars of the spirit world, Mla Watu shared much space with Cappadocians who visited Carthage. Their similar ideologies also allow Salubri and Brujah to take up their cause. The confreres at Casa das Almas believed in knowledge, in study, and then in experience. If we study the past, we won't make the mistakes of the future. If we learn from others, we will meet challenges fairly. Many of them study the spirits for this because the spirits have already had experiences that the living have not had. Casa das Almas protects knowledge, enhances it and passes it on. Much of what they fight is that the knowledge of Carthage lies in the hands of the inhabitants, but not just those who are inspired by Carthage. Sometimes the members of the Casa das Almas err on the side of complacency, believing that everyone is subject to error due to lack of experience and believing that behaving as guardians of mortals and Cainites can lead Carthage to ascension.

The House of Alexandrites If the wealth of Carthage was the aim of the brothers of the House of Damballah, the arrival of the Alexandrites enabled the wealth to fall into their hands first. Though many immortals associate the name "Alexandrite" only with the Ravnos of Carthage, her name was related to those who came from Alexandria, Egypt. The Ravnos founded the House of Alexandrites just before Carthage became the wealthiest power in the world.

The confreres of the house of the Alexandrites are particularly rich. His habit of dealing with trade and coins catapulted Carthage. They were primarily responsible for revolutionizing diplomacy and business techniques. Their influence in Carthage's booming trade often makes their egos bigger than the clouds, bigger still because they are the third house in charge of tending vampiric coins and the Numu. Alexandrians do not care about politics, religiosity if they do not bring savings. The ideology of wealth dominates the confreres of this house. Members believe that there is nothing that cannot be bought at the right price. There is an easy play in how they use that expression since they have such great responsibilities towards vampires. House confreres rarely allow large membership because they like organization. They also have well-kept money secrets that could harm their status in the city. It is believed that House of Alexandrites is the most difficult to become a member of the entire vampire community. He becomes Alexandrite by invitation only, following a process within the Brotherhood itself over the possibility of a new member joining.

The Assamites of the House of Haqim believe in an ideal of justice, the justice of Cain. At that time, Haqim was very present as the father of righteousness to the members of the family. It was no different in Carthage. The only purely single-family house was Haqim's house. Assamite members would act as protectors and defenders of justice. The Chamber's ideology is very direct: defending justice. The Assamites constantly try to uphold their ideals with firmness and conviction. Assamites often engage in politics to right the wrongs of their brothers. At that time, Haqim had not yet left the Assamites, but those from Carthage had not consulted Haqim and were alone there. Their decision was related to the fact that they felt they couldn't hold the Vampire World's Fair if they were in Alamut. For this reason, many haqims brought teachings to demonstrate to Carthage and other cities they visited. Unlike the Alexandrian invitation, the Assamite brethren invite other members outside the family only after a series of tests without testing the Cainite's knowledge. The tests include situations where justice must be put on the agenda. If approved, Cainita will be invited.

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The House of Ba'al The House of Ba'al was originally founded to challenge Carthage's religious dominance and was intended to house anyone wishing to embrace the tenets of the faith for themselves. Moloch idealized that the house of Baal would conquer all by faith. The ideology of the House of Ba'al is solely to use faith as a means of unification, control and advancement. The deities only help the fervent, and this is how the Carthaginians must behave. House of Ba'al asks its members to completely forget about their families. In reality, they will begin to treat the home itself as family. Another limitation is that the contract with Casa de Ba'al is for life, there is entry but no exit. Moloch believed that not weakening the faith and letting members come and go means weakening the house. This makes vampires think long before choosing House of Ba'al as their guild. The House of Ba'al requires its brethren to strictly observe the laws, such as participation in all cults, worship of deities, and optionally the acceptance of the philosophy of sin as their primary moral. It is believed that there are many Baali who infiltrate the house and take advantage of the prerogative of faith and the "forgetfulness" of their lineage.

The House of the Immortals The House of the Immortals simply preaches the rise of the Kindred. His main goal is the well-being of vampires. No matter how, no matter by what method, what matters is the rise of the Cainites. Immortal ideology is tied to self-preservation. They try to preserve vampires as immortal, powerful and respected beings. Perhaps the most populous house is said to be that of the immortals. They have no restrictions and even if there were Caitiffs they could enter. Regardless of the means, the method, if a Cainite believes that asserting oneself is important, then he can accept it. For this reason, the House of Immortals is present in politics, business and religion. The Brotherhood's "anything goes" policy robs them of some of their respect, and some immortals see this as a reason to fight in every realm. Fortunately, the Antediluvians made the positional right of the Cainites very clear when they accepted Carthage as the Third City, and all must accept it as one of the chief houses of the city. Being part of the House of Immortals means being part of a mixed "society" in which one finds one's nemesis and must work with him for the "good of the Cainites". 68

Immortal Hierarchy In every region where vampires are common, there is a hierarchy. It was so in the First and Second Cities, in Egypt, in Tyre, in Rome, and in other kingdoms. In Carthage it could not be otherwise. Vampires created their own hierarchical system that worked for city politics.

Monarch While the houses have overlords as their representatives and leaders, the city of Carthage has a monarch who is usually almost absolutist. Monarchs have supreme power in Carthage. You can create new offices, nominate candidates for office, enact permanent laws, execute rioters, declare a blood hunt, and rights among other things. They're like the Pater Patriae of Rome, but the fact that a monarch has the right to do absolutely anything doesn't absolve him of consequences. In general, a monarch always has two advisors at his side, the diskastís and the herald. City decisions involve debates with the political position of each overlord and his guilds. The monarch has full power to reject any proposal, but a monarch who doesn't know how to do so can stop a riot by knocking on his door. The monarch is the only office not normally elected. However, the monarch can order the re-election of the Consilium, appoint a new successor, or recall himself and designate his own successor. It is more common for vampires old enough to challenge the monarch to assume his office, for a diskastis or herald to assume command, depending on the circumstances, and for the monarch himself to appoint a successor to rule in his stead if he is not relieved of his power. The only limitation of power a monarch has is that he usually does not have the right to elect a Diskastis or a Herald, and is forced to leave it in the hands of other Kindred in the Senate. This decision was made long ago to prevent corruption among the Cainites. And it is the only decision made without the consent of the majority of the Overlords, a monarch can be immediately removed from office if he acts against his decision.

Diskast's monarch has many worries, for Carthage is a huge city. At other times the monarch may be going through a situation where his judgment is not at night. In this case, Diskastís is the monarch's legal adviser and judge responsible for the observance of traditions

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mortal and immortal laws and the approval of laws or the conversion of temporary into permanent laws for the Cainites. A monarch is often not available for such tasks or does not want to make a decision at all. Instead, Diskastís is responsible for all legal decisions. With or without the monarch's approval, Diskastís can make decisions regarding vampire laws and policies. Diskastís is also responsible for managing the effectiveness of the Overlords, as he is the one the confreres can turn to when plans get out of hand. Both the monarch, the diskastis and the herald can intervene directly in the brotherhoods to change some customs not typical of Carthage. A new Diskastís is elected every century and there is usually a vote with all the lords of the city in the Consillium Immortalem. It is an honor for an overlord to choose one of his brotherhood to be his diskastís.

Herald Political wisdom can be imparted through the hands of a judge, but spiritual wisdom can only be imparted through the hands of a herald. In this way, the Herald is responsible for the customs practiced in the city, for religious and related judgments, for the administration of the priests of each Brotherhood, and for overseeing the rituals of mortals and Cainites. The Herald is considered the chosen of the gods, someone with wisdom beyond imagination. Usually the Herald is the one who runs the vampire cults in the city and is able to create, destroy, disrupt or further develop the existing rites. Religious laws are also in the hands of a herald, who often asks Diskastís for approval. In addition, his influence over priests allows for misery and interference with the morals of a Brotherhood. Like Diskastí, a herald is elected every century. Your opinion will be consulted when voting on the final decisions regarding Carthage.

Prosecutors The Ventrue accuse the Brujah of "mimicking" the inspector's position. However, it is not known who copied whom, but it is an extremely important position. The Accuser acts as an Immune, except that he does not have the right to execute Cainites who break the law. Inspectors may object, arrest, discipline, or establish blood ties, but never destroy another Cainite without the permission of a diskastí, herald, or monarch. However, the Inspector is in town to keep the immortal laws on the agenda, and when he can't kill, he can command. Fall of Carthage

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The prosecutor has the power to impose temporary or permanent sanctions, including impeachment, with any other vampire in town. The Inspector is above any guild in terms of the law and can execute them in minutes if the situation gets out of hand. No sanction created by the inspector has sufficient power to overrule a law already created by a monarch, herald, or diskastís. Like other offices, the prosecutor has one vote in the Senate. Top voices count their votes in a city. Usually the inspector is elected by a herald or diskastís, who dictates whether the sanctions in the city are more religious or focus on the literal interpretation of the law. The monarch can also choose an accuser, but it is customary to allow whether the herald or diskastís is responsible for this task. There are rarer cases where two inspectors are elected in the city. The mandate of an inspector is one century.

Sage of Numu (Sofós-Numismata) In a city like Carthage, where coins are the most important resource, even for Cainites, someone like Sofos-Numismata is needed. The vampire in charge is responsible for managing one of the Numu houses, checking the quality of the metal and how the coin is made. Sofós-Numismata is also responsible for local security and currency, with an obligation to fight against corruption and piracy. The function of this position is purely to protect “public” goods, after all it keeps the house of Numu in order and fights to ensure that coins not only leave Carthage for smuggling to other cities, but also that there is no market for counterfeit coins circling around Carthage . There is a Sofos Numismata for each Numu house. Vampires chosen for this position do not always help each other. Often a Sophos numismata of the House of Alexandrites would damage what belonged to the House of Amun in order to gain more influence as numismata. Although Sofós-Numismata does not have senatorial functions, it is nonetheless a prestigious position capable of issuing some limited orders. Normally, a Numismata is elected every hundred years.

Numeda In a city where as many houses as Carthage are fighting for space, Numeda's attack is particularly important. The Numedas are vampires, trained and willing to protect those who pay them, mortal or immortal. They are bodyguards, advisors, diplomats, whatever it takes to protect the life and non-life of a citizen of Carthage. 70

The values ​​of a number can vary. Favors, Missions, Contracts, Coins, whatever is enough for Númeda to get the job done. Other foreign vampires recognize Númedas as mercenaries, accepting any type of work as long as it is Cainite. Of course, no vampire in Carthage would admit that, it would diminish the publication's fame too much. Numeda is believed to have been inspired by the Numidians, African mercenaries hired by Carthage to form part of their armies. They were well prepared for every situation. While clearly not an official position, a Senate vote will recognize it as an important function to be fulfilled in the city. The numeda can even act as the defender of an immortal in court in the Senate.

Rules and Laws of Carthage “Laws exist for all. You are the order. You are the responsibility and the benefit. They are protection and your guard,” Anorbaal Dikastís said during a trial. In fact, Anorbaal is correct in what he says. Laws are protections for vampires and with them vampires can stay alive most of the time as laws, when used to their advantage, can leave you undefeated. This is how the vampires in Carthage made their own laws. The laws aren't perfect, but if properly interpreted, they can create good functionality in the Senate. The laws apply to all vampires in Carthage, whether they are citizens or not. The difference is that as a citizen you have advantages.

Citizenship Immortals are only recognized as citizens if they are approved for membership in a house. Non-house vampires have no rights within the Consilium Immortalem, such as Such as attending meetings, getting some bonuses, voting, or even getting help from another house when they are in trouble. Citizenship can be maintained even after a chamber has closed. The vampire need not remain associated with any house forever, but must have belonged to at least one of them. • Only citizens can hold office by election or nomination. • Only immortals with citizenship can defend themselves in the Senate without anyone having to do so. • Only immortal citizens can participate in the

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Consillium Immortalem, as spectators making suggestions or debating. • Except for some sanctions imposed by a monarch, herald, diskastís, or prosecutor, it is impossible to confiscate an immortal citizen's vampiric coins. • In the absence of a current leadership, any immortal citizen can set up a provisional one, which they must later submit to the Senate.

Senate Debate Even before Carthage became a republic, it used to use the Senate to its advantage. Whether due to Greek influence or other reasons, the Carthaginian vampires shared this custom among themselves as well. Some decisions are made only with the votes of the representatives of the chambers. The vampires elect a representative who is considered the leader of the Brotherhood for a short time, and that leader can vote for the House of Representatives in the Senate. During the sessions only the caciques, the dikastís, the herald, the monarch and the prosecutor have the right to vote. The other defendants may only act as counsel or lawyers to discuss and prove their point of view. In less favorable circumstances, they can become MPs and vote normally.

The Magi of Elections, as mentioned earlier, are not elected, but they can choose to meddle in other positions to choose who they understand best. Whatever the outcome, such a decision will lead to dissatisfaction and likely to political conflict. In a guild, the monarch or the leaders of that guild are the only ones who have the right to choose their leader. The leader becomes a new overlord who can choose a brátso and a priest. Diskastís and the Herald may interfere in such a decision with formal requests and voting recommendations, but this does not mean that the overlord chooses who should be chosen. According to the positions closest to the overlord, the overlord or confreres choose an advisor and a chameleon to help them in their leadership.

Dethrone the Enemy Sometimes an overlord's supremacy could frustrate his brotherhood. An inspector's abuse of power could turn a city upside down and so on. Therefore, dismissal is the weapon against incompetence

in their tasks. An overlord may be removed from office if it is proven to be causing harm to the guild rather than helping it. However, it is a difficult decision to make that will involve a series of interviews with Diskastís and the prosecutor. The same can happen with Inspector, Diskastís and Heraldo, although it is more difficult to achieve effectiveness in the dismissal application. In the event of an overlord's removal, it is necessary that half or more of the Brotherhood vote in the Senate to approve such action. The removal of a prosecutor, herald or discastí must have united half the current sovereigns in support of such a decision. Having the support of the monarch is a great way to do this job effectively.

The interim measure In the absence of a person with status such as a superintendent or inspector, the citizen responsible for a situation where he needs to make a decision can request the interim measure. The temporary is a non-permanent action that can be undone by a vampire of higher status than who created the temporary. It is up to a Diskastis to assess the effectiveness of a temporary to know if it will become permanent.

The trial In trials there must be at least one witness to what happened. The monarch, the dikastís, and the herald are the only ones who can act permanently after a trial. The inspector can only take interim measures, however any monarch, diskastis, or herald can appoint a temporary representative to allow "minor" decisions to be made without their approval. Normally the inspector can earn this right.

The Fields of Peace: Elysium The Eternal Senate indefinitely designated a place as Elysium. Elysium is an environment where physical or supernatural attacks will not be tolerated and will be punished. However, the Consillium used Immortalem to summon Elysium. Referred to as "Immortal Paradise" by Troile, only a Diskastís, Prosecutor, or Herald can summon Elysium in one location. For security reasons, they must be accompanied by two other witnesses. The immortal paradise is guarded by powerful ghouls and Numedas vampires who protect it from other influences or internal conflicts for a night. The set length of stay for a Paradise immortal in a given location is up to one week. Vampires were now

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Spaces like Paraíso Immortal, since they were favorable places for debates. Entering Elísio has a cost, it always requires a silver coin for the visiting vampire. This coin is donated to Diskastís, who usually uses it as payment for the Numedas protecting Elysium and for other services. Payment is made only once per change when Cainita visits Paradise. Major debates, trials and elections for the Consillium Immortalem take place in Elísio. Paradises usually only settle in one place per week to make things easier, sometimes a Diskastís or Herald would leave a place like Elysium for a bit longer before moving on. The plan to change Elysium forever first came about because of the deadly attacks. Then because of the Cainite disputes. It soon became a habit. Usually, the Paradise Conjurer himself hires a Cainite or orders a ghoul to roam the center of Carthage, and if anyone shows up looking for Elysium, he's responsible for reporting the new location as long as it's a Cainite.

Immortal Coins Carthage has a currency system that can be used by both Cainites and mortals. Citizens use coins as their primary means of contract, with each coin having its value for a specific task. If in some cities the favors are valuable, in Carthage the coins are valuable for the favors to happen. The coin is the clearest tribute to the word of an immortal or a mortal. Of course there can be exceptions where a Kainite will do a favor before being paid in coins etc. There are three types of coins, and all three have their specific values. The bronze coin, the silver coin and the gold coin. Each coin is made with the symbol of the Brotherhood. After that, this coin is returned to House Numu by its bearer, and in return he receives his own house's coins from a character. The gold coin represents an urgency and a need. It represents serious matters that cannot wait and that require Cainite status. When a vampire receives a gold coin, he already imagines that he has an important mission or event to receive. The silver coin represents matters of interest that may be important but do not represent urgency. Finally, the bronze coin represents matters of minor urgency, importance, or favors that are easy to perform. These coins are the main form of exchange between the city's immortals. Coins are so important to some immortals that they will not even accept any kind of conversation unless they are first handed a coin. Although it seems pathetic, 72

Selling a Hug There were rumors in Carthage that it was possible to buy a hug. In truth they happened, especially after the political battle between Moloch and Amon. To buy a hug, a mortal must first have a gold coin. Buying Embrace is frowned upon, which is why it's often done in the shadows. The mortal uses the coin as a medium of exchange and as a proof of his word, offering what the Cainite who will embrace him wants, both can make this agreement. When embraced, the vampire will generally teach the basics necessary to avoid breaking tradition and the Senate. Usually the young debtor does this to his father, even if he has been paid. Kindred uses the gift of immortality as an argument to win something over the newly embraced vampire. Mortals attempting this maneuver are usually ex-ghouls.

The coins also represent influence in Carthage as they serve as a means of payment, an invitation to important meetings, a favor and even entry tickets to some local regions. Often an overlord will collect a small tax for traveling into his territory, usually paid in vampire coins. Carthage reflected vampire economy and elitism very well. With all interactions and favors summoned by a vampire, you should expect to lose at least one coin. However, if you know how to bargain and collect properly, you can win this evening.

Philosophy Philosophy of Ba'al Nickname: Emuli Virtues: Conviction and theoretical wisdom: Adherents of the philosophy of Ba'al serve the Deity as fervent devotees, literally. They believe in Ba'al as a god and Moloch as the living representation or incarnation of that god. It is an honor to follow Baal and fulfill his wishes, to fight to make him powerful and to convert more followers to the philosophy. philosophy

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preaches bondage to Ba'al so that the immortal follower will place his faith above all others. It is more important to follow the desires of Baal than to be hindered by vanities. The members follow this behavior, including a fondness for frequent sacrifices in Carthage due to Moloch's commandments. More than once Moloch made a deal with his children, believing that the sacrifices would be a reason for the deities to prevent large and powerful demons from coming into the world. Its followers have understood the idea very well and are fighting to prevent this evil. They are willing to do anything for Ba'al to help him in this "Mission Impossible". Ethical Philosophy • Sacrifices are necessary. • You are part of Ba'al's fight since he chose you as his follower. Do your chores. • Recruit. The more followers, the greater the strength of Baal. • You pay for those who cannot defend themselves. If others cannot get their hands dirty, you will get dirty. • When your beast dominates you, who will fight for Ba'al?

Aura: Fanaticism. Adherents of the Ba'al philosophy tend to create in their minds a fanaticism that is difficult to ignore. They believe in a mission and will help as much as they can. For tests where you stand up for your beliefs, add the specified bonuses.

Philosophy of Vitae Nickname: Bloodthirsty Virtues: Conviction and Theoretical Instinct: Those who embrace the Philosophy of Vitae believe in Vitae as a hope for Cainites. Perhaps due to an erroneous or subjective understanding, the Cainites of this philosophy understood that enjoying, understanding and worshiping vitae as the main goal of their existence drives out the beast. Vitae's philosophy leads vampires to think that in order to remain conscious and coherent without feeling hungry, being trapped is not necessary, but satisfying what they need most: hunger. The philosophy's fanaticism is so present that the Cainites who follow this behavior begin to see an appreciation for blood, an addiction, like a cult honoring what blood is. They consume, seek, understand, and treat blood as something

Hierarchy of Heresies Against the Philosophy of Baal RANK

MORAL ORIENTATION

RATIONALE BASIS

10

Risk your existence for anything but Ba'al

Only take risks for the water that protects you

9

not fulfilling your desires

If you don't put yourself first, you die.

8

Let the frenzy tame you

Ba'al doesn't need idiots

7

Suffer from the Red Terror, the Red Shreck

Baal's servant fears not. He is accompanied by his god.

6

Refusing to bring a soul in need to Ba'al's side

Bring the desperate to Ba'al and they will show you the way

5

Do not seek material gain to the detriment of Ba'al's interests

Fame pursues Ba'al's servants, seeks his

4

Refuse to lead in distress

If you don't take control, who will take control for you?

3

Refusing to make sacrifices for Ba'al

Ba'al charges for your faith, prove it!

2

Refuse to satisfy your hunger

Ba'al takes responsibility for your well-being

1

Promote false virtues

The only virtue that exists is that of Baal

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special. They become addicted and dependent over time. The more experienced an immortal is in this philosophy, the more connected he is to the CV. Some say this is precisely because many of them are in fellowship with their animal and the animal leaves them with spots, marks of addiction, or an intensification of blood worship. As if the more connected they were to the beast, the harder it was to avoid his thirst. The bestial vampiric nature is implicit in the segment of this philosophy and processed through the Studies of the Immortal. It is said that this philosophy seeks dependence on these followers of Vitae, turning them into complete idiots who cannot remain sane without access to blood. Instead, Vitae's philosophy really takes full advantage of the benefits that vitae can bring. Many of the participants in the blood rites that took place in Carthage began to follow the philosophy of Vitae to make the most of their opportunities. Ethical Philosophy • Accept your nature, forget your attachments. • Consume, satiate, live. The resume is your food and

you have to enjoy it • Quest for Knowledge, Quest for Blood, and Quest for Caine. • The beast is your ally if you know how to take it down. Aura: Bestiality. Add appropriate bonuses to Intimidation rolls. Cainites who follow the Vitae philosophy tend to appear imposing and intimidating, making humans feel like hunters.

Philosophy of Sin Nickname: Sinner Virtues: Conviction and theoretical instinct: Before Tanitbaal created the path of sin, he romanticized that vampires were too attached to the laws of mortals and even nonexistent deities. The philosophy of sin was not as convincing and effective as the way of sin. Adherents to the philosophy of sin believe in a liberation from mortal standard values, in a cult of lust in which they make the beast their ally, ruled by lust rather than hunger and anger. The philosophy of sin preaches that Cainites are

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AREA

MORAL ORIENTATION

RATIONALE BASIS

10

To be subject to the bond of blood

You are the master of your philosophy, act like it

9

Do not use Cain's gifts in your favor

If vitae is your nature, use it!

8

Don't teach your philosophy

The apprentice watches. the teacher instructed

7

Denying an amaranth's chance over a pathetic immortal

All blood must be used. If others don't, you will.

6

Do not seek the knowledge that Cain demonstrates about vitae

The Dark Father is an example to follow

5

imprison the beast

The beast is part of your blood. Communicate with him or your will will be controlled

4

hug unnecessarily

Not everyone deserves the gift of Cain.

3

Enjoy, consume, enjoy

All blood must be tasted, consumed and used.

2

Refuse to satisfy your hunger

To deny your hunger is to deny your nature

1

Deny your own nature

The first step is to accept who you are.

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Hierarchy of Heresies vs. Philosophy of Numus RANK

MORAL ORIENTATION

RATIONALE BASIS

10

Failure to comply with your personal wishes.

If all you desire, then all you must achieve

9

Stop accumulating personal wealth

If you stop, the beast wins.

8

Let the rush master you

Weren't you the one controlling the beast?

7

Denying an opportunity for material gain

Do you really believe in what you practice?

6

dealing with losers

"Self-Care" is a misused resource. show them how it's done

5

fail to fulfill your agreements

Who will believe you if you're a liar?

4

Help someone if it is not for their own benefit

Your charity doesn't stop the beast from punishing you for "doing good".

3

Do not charge any fees for your agreements

If someone wants to win with your efforts, it has to be you

2

Stop satisfying your desires

There is only one way: complacency

1

don't pay your debts

A man in debt is a man without wealth

Hierarchy of Heresies vs. Philosophy of Sin RANK

MORAL ORIENTATION

RATIONALE BASIS

10

Acknowledge all moral limitations

You are beyond this weakness.

9

Unable to satisfy a new desire.

You should not be denied any joy

8

Let the beast tame your mind.

There is no pleasure if you are not aware of it

7

Let yourself be tempted to act like other philosophies

Let others have their own virtues, but don't let them tame you.

6

Allow yourself to be a tool in situations that are favorable to you.

Is it your pleasure we are talking about or others?

5

Rejection of an opportunity for material gain

His desires are superior to those of others.

4

act against your interests

Only fools sacrifice

3

Refuse to kill when it is best for you

No life is more important than yours

2

Appeal to food when appropriate

Don't deny your greatest pleasure

1

Encourage the agents of virtue.

Virtue is a lie and a prison for the mind.

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immortal and immortality comes from all the pleasures they can feel. Immortality is a blessing, something that is beyond the ordinary, beyond human laws. Immortality is a gift that vampires can use and forget. Make pleasures your way of life and encourage the pleasures of others to free yourself from these currents called "civilization". Ethics of Philosophy • Immortality is yours. Enjoy it! • Conquer the beast. Don't let them make you a slave. • You are beyond laws and time. Don't allow mortals to arrest you under laws that can pass. • Release the pleasure hidden in your heart. Go ahead and be who you really want to be. Aura: Seduction. Sinners have a natural temptation to carnal desires and manage to get those around them to follow their desires. Apply bonuses to rollovers that include every kind of seduction.

Numus' Philosophy Nickname: Golden Fangs Virtues: Conviction and Instinct Theoretically: Numus is not actually a known deity. In fact, it's not even a deity. But boasters like to believe that and that Numus really exists. The Numus philosophy preaches unique and exclusively personal enrichment. What matters is your well-being, your personal wealth and what you have achieved. However, value others who engage in the same behavior and the Numus philosophy states that there is nothing that cannot be bought, including you. Vampires who follow this philosophy can be a bit difficult to deal with as they are very materialistic. Unless they are materialistic, they always ask for favors. Your selfishness is bought and often when they save you without asking for anything in return they will ask you at the right time. They are mercenaries by nature and proud of it. Everything can have value for the wearer. However, a word given after a well-paying deal will be honored. After all, who does business with a liar? The idea of ​​the philosophy of Numus is that through wealth and self-gratification, the beast is completely engulfed in greed to the point that there will be no sign of rebellion against the immortal. Numus philosophy rails the beast for conquest, and followers of the philosophy believe that there is no greater pleasure than conquering something personal. Ethical philosophy 76

• What counts is only your ascension. • Conquer and the beast will calm down. Drown it in your personal fortune and it will be gone. • Everything is priced right, just negotiate. • Honor your agreements as they are the reason for your promotion. Aura: Diplomacy. The boasters have an impressive ability to face any situation that can bring them personal gain. Apply the right bonuses in tests that involve negotiation.

Rites of Carthage The rites were part of everyday life on the Carthaginian scene. It should be said that they took place monthly, if not weekly, with a good portion of the population faithfully heeding the calls of the Baalin priests. Carthage managed to create the most ominous rites of the worst kind. From human sacrifice to bloodshed, the city's citizens did not view their actions as acts of the purest and most heinous evil. The residents truly believed that they were doing favors and children to their gods. It is important to remember that there were two extremely important rites in the city: the Rite of Eternity, in which the vampires made massive hugs around the city, and the Rite of Blood, in which the immortals were celebrated with blood . These offers grow over time. The bigger the better. In order to avoid possible inconveniences during the reading, all the rites must be performed by the narrator and what best suits the chronicle.

The Rite of Perpetuation Every ten years the Rite of Perpetuation takes place, sanctioned by the monarch and herald of Carthage. Before this happens, both the herald and monarch and the diskastís usually meet in an agora to decide if it is time to perform the rite. Occasionally other immortals are allowed to overhear the meeting and broadcast it to the Cainite Society of Carthage. The immortalization rite was created by Moloch during his time as monarch. Moloch believed that Carthage was undergoing a very drastic decline in the Cainite population, and in order to increase the potential of the practitioners' faith, he posed as Ba'al-Hammon and blessed mortals with immortality. Usually, immortalization rites are told in farce to convince mortals that they are being blessed by divine powers. The rite of perpetuation must be performed in a

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Crescent Night All houses are invited to participate, but not all will appear. Participation by the Cainites is free, and even if they are not of a house, the immortals can embrace a new mortal as long as they are citizens of Carthage. In recent times, the rite of immortality took place in the Palace of the Immortals, or Tophet. If not in both places, it would take place in the Port Market. Mortals queue up to be hugged, introduce themselves, and are embraced by Kindred, who tend to them. The rite then includes a small blood festival where everyone feeds their beasts for the first time. However, unembraced mortals are "blessed" with the gift of immortals this night, with celebrations and the sharing of unique experiences. Over the next few nights, during this party, the privileged mortals are chosen to become ghouls and in the future, who knows, perhaps be "blessed" in some other rite. Not all Cainites are required to participate in the Embracing Rite. Actually, the hug that evening is theoretically free. The three most relevant positions have to decide specific rules in this regard and whether or not they can apply outside the rites. They usually know very well how to make decisions.

The Rite of Blood The House of Ba'al has traditionally been the conductor of such rituals, beginning with Moloch. Among the hungriest, the Rite of Blood is the most anticipated time of the year. Like the rite of perpetuation, it does not escape debate, however, voting involves the sovereigns of all participating houses, who must pay a tribute in order to participate. The tax collected is in the CV. All house members must have vitae of their servants, at least enough to fill a small 500ml bucket. This résumé is kept underground in Tophet, where there are huge barrels of résumés. During the four seasons, the CV is periodically saved. Of course, Cainites often create more than one ghoul to avoid sacrificing their minions. Cainite Blood is not required, but there are those who have such a resource and are rewarded with vampire coins for it. The rite of blood takes place annually at the beginning of the first full moon night after the passage of the four seasons. The Rite of Blood lasts a week, until the moon completely disappears from the sky and enters a new phase. During the week, Cainites celebrate in vitae, food is free, and mortals enjoy the rush of vitae guaranteed by the blood donated by other Cainites.

through the seasons. Anyone can enjoy the red liquids, and the priests who perform the rite encourage freedom from social ties. This week is the time when mortals believe they are completely purified, just like the Cainites, and freed from their thought-streams. During the blood rite, the city is usually perfumed with a mixture of vitae and other incense and substances placed there by the priests. Frenzy checks are constant as the beast is always taunted. The narrator must consider the difficulty depending on the situation. Usually the rites performed on these days are responsible for the birth of many children, as mortals indulge in the pleasures of life very easily. Only houses that have donated CVs can participate in the rite.

The Fertilization Rite While the Blood Rite is responsible for inducing a perpetual rapture of freedom in mortals and immortals, the Fertilization Rite is a purely Cainitic action to incite mating between mortals. Knowing that Carthage's vampire population is above average, the need for mortal population growth is even more necessary. Tanitbaal-Sahar created the fertilization rite and donated this idea as a "gift" to Moloch. The fertilization rite uses the same prerogative as the blood rites. The vampires work together to infuriate mortals, but the main idea is to induce unconsciousness and let the pleasure come. The speeches, given this time by the Herald or the priests, are linked to the abandonment of their moral concepts, with the possibility of "giving light to the divine seed", to bring more blessings and children into the world. This rite takes place every ten years. In this way, adults who have not had a chance in the past or who have been too young would have the opportunity to participate in this glorious celebration. Expect the blood of Kindred mixed with the lives of mortals to spawn entire families of ghouls in the midst of a life-course bath. Some mortals were born stronger, well-developed, and more powerful, even feeling the need to consume Vitae from time to time, and being more vulnerable to the Beast than ordinary mortals. Unlike other rites, insemination can take place anywhere in the city as long as mating occurs. Mortals who are parents are then "honoured" in later rites and may ingest larger doses of blood or even be chosen for the embrace. Of course everything can only be theater, nothing real. It's no small reason why immortals were condemned by almost every vampire in the Mediterranean when caught doing it. Carthage has become

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quite a danger to any other civilization, since it has turned part of its citizens into a swarm of half-vampires. Some say the Tzimisce used much of this inspiration to create their Revenant families. Then they responded in the Carpathians. Carthage was a failed test.

They tend to believe this view and can avoid sowing hatred among families. It is better to control the behavior of Carthage. However, the wisest believe that wherever a vampire lives, the jyhad is because vampires are the jyhad.

Familienorganisation

There are areas owned by the Houses and there is some conflict when Cainitas emerge from families considered "ungrateful". They are usually conflicts that are later brought before the Senate for an atrocity committed. Each family thinks and acts differently in relation to Carthage. If the brotherhoods have their ideologies, then so do the families. The reasons why some of them stayed or sought Carthage are as varied as can be.

Although the city's political organization is centered around houses, guilds, offices, and the Consillium Immortalem, families still play some role. The rules are clear about vampires "abandoning" the concepts taught by their bloodlines, but accomplishing this is a particularly difficult task, especially for newcomers to Carthage. Others that prioritize family status, like Lasombra or Guruhi, can be an impossible task to claim. Since the Embrace, Cainites have been raised to have an ideology that they likely adhered to during their lifetime. Unlife is often an extension of that. In the Carthage scene, immortals often nurtured, planned, and distributed powers to strengthen not only their homes but their families as well. The Ventrue say the houses were nothing more than "an excuse for pretending your family didn't have a rotten past." Obviously they have a point. Despite this way of thinking, this leads us to a question: Really, what is the difference between family homes? If it is not clear, apart from a hierarchical difference, the Brotherhood does not prevent anyone from being part of the ideology. The sorority normally operates on a semi-democratic voting system and all members usually have an active vote. As well as fighting for an ideology that benefits the Immortals and Carthage. A Cainite's loyalty to his family is expected to be the same as that to his brotherhood, but this is not always the case. Immortals avoid bringing "family" judgments or moving from line to line, as this is usually considered a bad omen in Carthage. However, this rule of society is somewhat hypocritical, as the Ventrue are heavily prohibited and penalized in the city. In either case, note that lineage-based directives are present but typically not exposed. When they are, chiefly in the Consilium Immortalem, it is an offense that can be lost in office and hierarchy. The immortals avoid this kind of disclosure of thoughts at all costs, believing that Jihad is only repeated thanks to the ideological thoughts passed down from the lineages to the descendants. Older Kindred see this as a tool. young vampires 78

In the next chapter, in addition to the characters, you can also get to know the motivations behind the stay of each family in Cartago. Vampires belonging to the Ventrue, Tzimisce, and Malkav are almost irrelevant in the city. The Ventrue's reason is tied to the hatred of the Brujah, while the Tzimisce simply have no interest in Carthage other than studying their behavior and responding accordingly. At this time, the flesh-shapers compete with the Carpathian creatures for their territory. This piques her interest in strategies to empower mortals. Malkavians occasionally appear in Carthage, but due to their affiliation with the Ventrue vampires and strong influences in the city, they are unable to get a place and decide to search other realms. Also, due to their ability to read the future, the Malkavians are usually seen as a threat. The Etruscans and the Greeks were their targets for centuries while allied with the Ventrue.

Organization of Sects In Cartago there is practically no need for ideological groups. The houses could be considered cults as they preach different ideologies to the Kindred. However, houses are only limited to Carthage and nothing else. In addition, of course, to follow the hierarchy of morality and the establishment in the city. You cannot and will not escape this established policy in the city. Cults, no, they can and will be independent most of the time. The cults aspire to greater goals than the Houses of Carthage, and all is really a "curtain" to obscure their true intentions. Cults stand for real facts and often don't care about jihad. There are exceptions to sects that are very attached to the roots of vampiric politics, such as the Aurea Elders. That, too, has its reasons beyond pure politics. All the sects mentioned have one or more leaders. Some

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of them have no record of hierarchy or working methods, they are so secret. Others are known and probably many have already interacted with them. In Carthage, the sects attempt to act independently, but are almost always bound by the city's laws and traditions, often leading to a conflict scenario with the Consillium Immortalem. When these groups break the rules, much bigger problems arise. Some of the above sects have weakened over time or simply disappeared. For the Cainites there is no greater enemy than time, and time has brought an end and a destiny to each of them. It is possible to still find remnants of the sects centuries after their existence, or even find immortals old enough to attempt to rebuild them or share knowledge with the younger ones. In any case, the cults are a great narrative resource and can be used in different ways at any time.

Consillium Immortalem Founded by Troile, the Consillium Immortalem is the largest organization ruling Carthage. Their goal is clear from the start: transform Qart-Hadasht into the Third City and keep this kingdom running. Order needs rules, and so the Consilium Immortalem systematized both the hierarchical functioning of the immortals. Dozens of laws, positions and working methods have been created to maintain order and law, to which all are subject. Critias once said that "the Consillium Immortalem is the physical representation of a fortress materialized in politics," and he was not wrong. Everyone must respect the laws of Carthage, and failure to do so will result in severe penalties. The sect's authority is at its maximum and no word can pass over the Consilium Immortalem. Nobody has that right and nobody will happen. Regardless of where the Kindred come from, once they arrive in the city they are under the authority of the Council and for this reason the Consilium Immortalem can be formed as a sect. All houses are under this authority and it's pretty clear that the rules of the city are part of the vampire senate. The Council crushes its enemies, and there are rare exceptions who manage to escape unscathed by challenging them. It is believed that some of the Ventrue viewed such expansion as detrimental to their plans in the Mediterranean and, in addition to evidence of infernalism, used the propaganda of a dictatorial regime to persuade other immortals to take up the cause of Carthage's destruction. Over time, the Consilium Immortalem became an invisible entity, but it still moves the game. You become an idea. Upon entry into a

forming the spirit, it is hardly removed. Kindred will fight to defend it, even if unconscious.

Eshmun's Guardians There is no more difficult task than founding a sect with little time, while their opponents have centuries ahead of them. So it was with Eshmun's messengers. Thanks to its founder, a spectacular supernatural being, they were able to wield great influence in Carthage for a time. Originally, Eshmun's guardians aimed to surpass the Kindred's supernatural and political power to prevent them from dominating Carthage in every way. The cult consisted of mortals who refused to humiliate themselves in the face of vampiric powers. They later became the silver children. At that time they were already weakened and years later they were dissolved. At its peak, the sect faced vampires in the Carthaginian Senate, who represented strong opposition to the immortals. However, the members of the sect were deadly sorcerers who possessed powerful abilities to deal with vampires. They say that Mago I was an awakened wizard who could easily block the powers of vampires. He gained power and transferred that power to his sect. If he had been alive, maybe they could have done a lot more. Some still believe that Mago I gained immortality through spells and mystical knowledge, and it is for this reason that even centuries after Carthage, sects like this one arose to destroy vampires.

Collectoribus Caim While the Roman vampires used little of the influence that the Collectoribus Caim might have, the Punics exerted a powerful pull on the sect. Collectoribus Caim was an association of elderly vampires who banded together to contest control of information with the dignitaries of Aurea. Unlike the dignitaries Aurea, Collectoribus Caim chose to use the collection of history and artifacts to his advantage without "outsourcing" the work done to the sect. Although there is a heated dispute over information between the Aurea elders and this sect, in times of need both tend to make multiple agreements of assistance. The numerous resources of the Elders are valuable to the Collectors, while for the Aurea Elders the ancient power of the Collectoribus Cain is an overwhelming force that must be harnessed. Their main opponents became the Tal'Mahe'Ra and the Awakening Progenitors, two very powerful sects in classical antiquity. Unlike Dignitarios Aurea, the Collectoribus is Caim

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He was able to explore a territory no one would risk exploring: the occult. Collectoribus Caim gradually became an organization to collect occult lost knowledge and protect it from the powerful infernal influence that was sweeping Carthage. From the 4th century BC C. the Collectoribus Caim gradually moved away from Carthage's rule until they became independent of any hierarchical order in the city and accumulated power. The idealism created during the construction of the Third City never faded from the minds of the cult's members, but their goal grew much greater: to prevent vital knowledge from escaping the hands of malevolent vampires. Collectoribus Cain is said to be the sect responsible for hiding the Troile Sword.

Convention of the Immortals and Coexistence During the height of disputes in the Carthaginian Senate, the Convention of the Immortals was established, which was used as a powerful opposition to Moloch. The Convention of the Immortals aimed at total control of Carthage to combat the political interests of the Convenience Convention. Apparently there was no misconception in the city that vampires would spread and rule Carthage

80

Making mortals their slaves, but in the end the main goal was complete domination of the city. Vampires were "born" to be leaders, not to live in harmony. On the other hand, the coexistence agreement preached precise harmony and coexistence. Moloch created him to manipulate mortals without making them uncomfortable or even aware of his intentions. The idea of ​​an ideological war in which he would "support" the people was only a mask for his innermost plans. Moloch's religious influence was strong enough to divide Carthage and eventually win the Convention of the Immortals. In both sects, joining a guild was free, but there was no way to redo the decision. The confreres only had to unite and choose "one side" and fight for the same ideals. There was the option of independence or neutrality, as the Casa dos Alexandritas did. After the dissolution, the convention of the immortals became a small group of vampires who tried to sabotage the plans of the houses that opposed the cult. They are a secret group that few know if it is still active or not. Unfortunately for Carthage, this convention was successful and the participating houses gained greater power in Carthage thereafter

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The conflict. The coexistence agreement has already been dissolved, but there are still some traces of its influence.

Golden Dignitaries Known as the "Golden Dignitaries," this is one of the most active sects in Carthage. They are particularly well-known and often trouble the Consillium Immortalem. The dignitaries are not affiliated with the Carthaginian forces and operate as an independent sect for information exchange. They are believed to have eyes and ears in every corner and everywhere. In recent centuries, the strength of this sect has increased significantly with the absence of the Troile and Moloch. They are believed to be responsible for most of the information exchanges in the city. Their services are often hired by the Houses, making it even more difficult for such a cult to disband. While they can be enemies, they are necessary. Vampires who identify as members of this sect pay their tribute, usually with information. Their services are performed on behalf of the cult, but they are often vampires, working independently without further support from the cult. Although the Nosferatu are the main family infiltrating the dignitaries Aurea, vampires from other families can be part of the sect. That doesn't mean that entry will be easy and the immortal will likely have to do a number of favors before joining the cult. Their loyalty will be tested according to the cult's three main policies. Leaving the Aurea dignitaries is also another challenge, as the vampire must be freed from all agreements with the cult members, as well as make some agreements and promises of non-treason. Nothing is as easy as it seems. Nobody enters and leaves Aurea Dignitarios lightly. The sect has three very strict guidelines. The first implies the independence of its members: All Dignée is independent and any aid of the sect conspires a new favor in the responsibility of the independents. The sect never disappoints the trust of its customers in relation to requested missions, but acts at the expense of their customers when they are paid well. The sect represents neither ideological nor political sides, nor is it active in mercenary missions. Aurea Dignitaries has a number of locations and centers of activity throughout the Mediterranean. You can find them in markets, squares, and mostly in the underground tunnels of Nosferatu. The Nosferatu family has one

Cohabitation contract thanks to Abey and Fassil, two former Nosferatu who represent the family in different ways. Abey acts as the cult leader while Fassil is said to be the mayor of Nosferatu. This deal allows Nosferatus easier entry into the sect, but he still has to go through the same testing process. The sect functions much like many families, without privileges. Treatments are equal and fair. Ventrue is treated the same as Brujah. What matters is respect for cult politics. The relationship between Nosferatu and Aurea elders is treated pragmatically. Even if they are from the same family, it does not mean that the services are free. However, some elders often request cheaper services from Nosferatu. Of course, Kindred from other families can't even get there, even though they share space in the sewers. There are unwritten rules of conduct that only Nosferatu understand, regardless of the sect. At some point when looking for the cult, keep in mind that they will usually find you.

Awakening Progenitors Originally known as the Orphans, the Awakening Progenitors are a cult that infiltrated Carthage and were sent directly by Nergal upon learning of Moloch's presence in the city. While Moloch wants to make the sacrifices to please the powerful demonic beings, the Progenitors are there solely to ruin his plans. His ultimate goal is to awaken the powerful sleeping beings. Some of them have the dreaded blood sorcery called Striga and work against Moloch's troops in the city. Baali immortals tend to join the sect, but the Fathers of Awakening can and will corrupt those they see as interesting creatures in order to maintain control. Obviously they will privilege those with the greatest potential to wreak havoc on Carthage's territory. It is believed that within the sect itself there are three main departments sent out for different purposes. The ancestors relied heavily on the Assamite castes, which included sorcerers, diplomats, and warriors. A clear taunt for the Assamite elders, who usually know to whom hearing such a name refers. But clearly a smart strategy for his purposes. The Progenitors of the Awakening move against Carthage, along with Demonic Pacts and other Cainites who seek the total destruction of Carthage. Some believe Tryphosa and Cybele were likely active members of the Progenitors. This sect is secret and was only formed to stop Moloch during the heyday of Carthage. After the fall of Carthage, the ancestors hunted

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They defeated the weakened vampires and fled the devastated areas of the city. The Progenitors were disbanded after the fall of the Roman Empire.

Backgrounds in Carthage There is no better resource in a Cainite's unlife than a background well used. In Carthage, some background changes have been slightly modified to fit the rules and structure of the scenario. Generation, resources and status are slightly different. However, its usefulness remains almost the same as before. The descriptions are the biggest change, and the cost of the fund is also kept.

Status Status is tied to its relevance in Carthage. Most of the time, your home is the only way to gain relevance. The higher a character's status, the more recognized and respected they will be in town. Status figures are also heard more often, and sometimes their status can set the tone in a Senate vote. Foreign characters cannot have this background to be recognized as members of a Brotherhood and citizens of Carthage. His exploits are not discounted and he is still known and respected for what he did or by those outside of the city, but he will have no say in Carthage. The same goes for vampires who belong to Carthage and want to use their city status outside of it.

• Citizens: You are recognized as immortal in Carthage. It may already be part of a house. •• Respected: You have probably gained a small position in your community and are respected by the members there. Otherwise you will be respected as someone who had such a responsibility. ••• Influential: You say you are close to leading a House. Perhaps you are a priest or a brátso. In other eyes, you are someone who needs to be heard. •••• Representative: Overlord, Sage of the Coin or Accuser has a highly respected stat of 82

influence in Carthage. You have an active vote in the Senate. ••••• Leader: You are probably Herald or Diskastís. Your votes in the Senate are crucial, and after Monarch you are probably one of the most respected immortals in Carthage. State 6 is associated with the monarch. Characters who become members of these relevant posts will automatically receive this status. Reaching this stage is a challenge.

Resources Cartago was once the richest city in the world. There is evidence of this, but confusion reigns as to how the city's monetary system actually worked. Carthage initially used the drachma system as its main currency. The drachmas could be made of silver or bronze and could have different weights. The bronze drachma was heavier than the silver drachma and therefore had a higher value. Coins were valued by their weight, and the heavier, the more valuable. Later, when Carthage became the richest power in the world, the shekel was added as the main currency. In Carthage, the shekel was made of gold and was the most valuable coin, weighing more than the drachma. The drachmas were usually used for less relevant business, such as e.g. local trade, sales etc. However, the shekel has come into wider use, e.g. B. to finance the construction of a branch, large maritime and commercial expeditions, to pay employees on a large scale and so on. From 4 a.m. C., Carthage began producing electrum coins, which mixed silver with gold, and the electrum shekel replaced bronze. The silver coin weighed around 11g while the bronze coin weighed 17g. The electrum weighed 27 g. The gold coin weighed 44 g. For the sake of simplicity, one shekel is equal to gold

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ten electron coins. Consider Electro as Hoplite (Centurions), which is equivalent to twenty bronze drachmas. After all, there are no centuries in Carthage, since the bronze drachma is equal to forty silver drachmas. They were Roman inventions, but the military has an army known as hoplites. During Classical Antiquity • Poor: You have enough to possess Hoplites were the most feared warriors before the small house in Carthage and sometimes came Centurions. Normally, hoplites were endowed with hunger. They have no fixed income and may be armed with spears up to 20 feet away, swords, copper helmets, just a small bag of up to ten silver and one bronze, and breastplates and metal shields. With great skill, the Carthaginian hoplites could destroy entire drachmae. troops before they even got close. •• Often: You own a single family home. Unlike Rome, where anyone who gains influence must be a laborer, with a helper or two, and acquire enough wealth to support a family. It is likely that and resources are able to recruit them, in Carthage you have a small bag with up to ten bronze drachmas, you can only get such an antecedent if it is direct, and a chest with almost 400 silver drachmas. If he was connected to a public office. Of course, a small group of hoplites who went bankrupt could lend themselves to a politician for a month on austerity grounds. Earn up to Protection weekly. These hoplites could accompany him on trips to other cities, but it would be 72 silver drachma or 1 bronze drachma. under the obligation of the politician to pay them ••• Kaufmann: Probably while driving. It is mandatory for a character to have some employees and pay them well. Minimum influence 1 to buy this fund. You have a shop or two, live well and have a comfortable home. You have a small group of employees working for you. You have up to five • Your Personal Guard is a pair of two well-prepared Electron Coins, one hundred Bronze Drachmas, and a Hoplite. A thousand drachmas of silver. Each week you receive •• Your personal guard can have up to five wells, up to seven bronze coins and more than 200 hoplites mounted in silver. Coins If your employees work hard, you may ••• have provided them with ten hoplites to earn up to a coin or two of electrum in a month. protect yourself (requires influence 2). If he loses everything, he could live well until •••• Fifteen hoplites are at his disposal (Requires one year, no savings. Impact 3). •••• Rich: You are rich. He probably has two of the best deals in the markets, or maybe ••••• Twenty hoplites accompany him daily to be a full group of commons. They probably have their swords and shields ready to protect them from having dozens of associates, one or two of whom are in extreme danger (requires Influence 4). comfortable houses. Some say you could risk a grand villa of generation on the outskirts of Carthage. You have Carthage divided into historical periods, tens of gold coins, hundreds of electrum coins, and taking into account a large generational variance, in thousands of drachmas. Your wealth is enough for the vampire order. Consider that if you stop predating the 5th century BC you can comfortably live up to ten years in the chronicles. C., the most recent work. Vampires are in the tenth generation. With the ••••• Golden Boy: One could establish a religious growth, Mass Embrace rites would destabilize the golden palace, and there would still be resources left in the "natural order" of the immortals. Chronicles for you to build another. You have a huge territory set after the 5th century, you have to take this scale of business into account, most of the merchant ships are vampires that reached the 12th generation of Cain, probably yours, and the port dues are in your hands. This is the lowest generation available for gamers. Even if you lose everything, you still have the 7th generation. enough funds to support his family's expensive expenses for up to three generations. Defining how much you hold in foreign currency is irrelevant. • Ninth Generation: 14 Blood Points, FALL OF CARTHAGE

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You can spend 2 blood points per turn. •• Eighth Generation: 15 Blood Points, you can spend 3 Blood Points per turn.

for the Reich and for the entire population as long as it convinces some of the senators. Add the antecedent influence in all social movements implied by the politics of Carthage.

••• Seventh generation: 20 blood points, you can spend 4 blood points per turn and • little influence. You have the right to choose you have properties up to 6 points. •••• Sith generation: 30 blood points and possibly a member of the popular assembly. You can spend 6 Blood Points per turn and have Maybe choose when the Senators are bored enough to do nothing. Properties up to 7 points.

••••• Fifth Generation: 40 Bloodpoints, •• Moderately Influential. You may have been promoted to a higher position where you can spend 8 blood points per turn. operation of part of the city. You may be in an administrative position such as B. as a tax collector or as an employee. Note: Remember that the table above is appropriate for the religion officer. First setting of Carthage (before 600 BC). Other scenarios ••• Position of influence. You may need to follow the recommendation to start with the 12th member of the Senate; Otherwise, it's an official build, and if so, just follow the rules, sponsored by a diplomat representing Senate law. Vampire: The Classic Age, 20th Anniversary Edition. Your position may already somewhat dominate an area in the city area such as Wine, Ships, Armory and Influence, etc. In Carthage, politics are a little different than in Rome. Everything is decided directly in the capital of the realm and in some cities there is a small senate or council that sends decisions to the capital. In smaller towns it is even possible to hold administrative positions and to lead the town senate, but it is particularly difficult to influence the empire from a small town. The lowest positions in Cartago relate to the People's Assembly, which votes when the Senate has not made a decision or when there is a very large division. The assembly can even propose laws and decisions, which are sometimes heard. Therefore, in the city there are administrative fees that are able to create small sanctions, maybe take away some rights, punish the citizens or propose obligations directly to the Senate. When a character becomes a member of the Senate, the scenario changes dramatically as they get closer and closer to being one of the decision-makers for the city and region. It's a position of respectable influence. Above the Senate are the judges. They are largely responsible for what is or is not approved in Carthage. There is usually a panel of five to ten judges, and unless the figure is in that position it is likely that his word will be heard as such. Members at this level are senatorial leaders who are able to sway most senators with a few words. After all, an imperial leader or direct advisor to a Suffeta is almost unbeatable. Testifying against a senator with so much clout is particularly difficult, and likely cheating to do so. At this level, the Senator can make decisions 84

•••• Broad personal power. In addition to being a member of the Senate, you can also be a member of the Pentarchs, a group of Carthaginian judges who can oversee the laws. Others might designate him as a state overseer, act as a lawmaker, or exercise similar influence. It is possible that many of the decisions in other cities and even in Cartago are within reach. ••••• Very influential, an Imperial leader. You could be a direct advisor to the Suffet or the king, influencing important decisions throughout the realm.

New Knowledge: Numismatics Holding important hierarchical positions such as Sófos numismata or acting as a scholar may require knowledge of numismatics, especially in Carthage. Knowledge of Coins is one of the secondary skills developed for Vampire: The Classical Age, 20th Anniversary Edition. Numismatics implies a study of the coins in Carthage, knowing their value, and knowing how to compare their amounts owed. Furthermore, Immortal Coins are usually analyzed for this knowledge. Creating a coin, counterfeiting it, identifying denominations, weight and authenticity of the immortal coin may require this skill. Of course, every numismatic Sophos has this knowledge.

• Poor. Some say you confuse coins with bits of metal you happen to find in your pocket.

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•• Mediocre. You will be able to know some basic measurements that Casa de Numu uses for the production of coins. ••• Good. You will be able to point out and even correct some errors and identify some of the Brotherhood symbols engraved on the coins.

old), leaving your physical attributes undeveloped and making it difficult for you to interact with certain strata of mortal society. You cannot have more than two points in Strength and Endurance unless you increase them by spending Blood Points, and the difficulty of all tests performed to attempt to control or direct adult mortals is increased by two . This bug also includes the effects of the short stature bug, so no character can have both.

•••• Specialist. Your skills are remarkable. Minimal errors are recognizable for you. They say that Echidna's Childe (Physical Defect, 4 points): In some cases you are responsible for creating, correcting and period, your physical form has been deformed. Either to make new coins. There are no symbols of brotherhood that you are unfamiliar with, and the embrace measures of being tortured for a botched ritual, a Baali curse, or even being tortured by an Assamite. They're on the tip of your tongue. ••••• Teacher. You say that you are the creator of the coins. The patterns used to create the coins may have been suggested or even created by you. Property of: Numismatas, Sófos-Numismata, Merchants, some Cainites or Counterfeiters Specialties: Counterfeiting, Currency Measurements, Symbols of Fraternity, Weight, Various Values, etc.

New Merits and Flaws Just like Rome, Carthage also has Merits and Flaws. All of these properties can be altered by the narrator for the best development of the chronicle, and serve only as an example of a chronicle set in Carthage. Melqart's Rage (Physical Merit, 5 points): It is well known that Brujah immortals have a natural susceptibility to frenzy. At that thought, some of Carthage's warriors learned to focus their minds and channel their inner anger to slay the beast at will. With this merit, the immortal can focus for one turn, spend one willpower point, and immediately go into a frenzy. In addition to the normal effects of this rage, the vampire gains control of his beast for a number of turns equal to his controlling virtue (either instinct, control, or wisdom).

hideous and unbelievably monstrous. Your skin is probably deformed, the fluids that were once in your body are projected outside, you have deformities in different parts of your body and you may notice an inexplicable odor.

Your physical form now reflects the beast that roars within you. Characters with this bug look like wild or repulsive monsters and have zero appearance values. All social proofs automatically fail, except for Intimidation, which has its stats reduced by two points. Nosferatu can't buy this bug because they already have it as a known weakness. Aristocratic Lineage (Social Merit, 2 points): You were born into a noble family known for aristocrats. His blood still flows through his veins, albeit changed by Cain's blood. Though he may have lost any titles or lands that would have belonged to him if he were still alive, he still retains his legacy (and perhaps his surname). This favors those who value good birth and aristocratic lineage (like most people in Carthage). You get -1 for all social difficulties dealing with those who would be impressed by your lineage and for all etiquette and behavior checks in the Carthaginian Senate.

During these rounds, the character can only use Physical Disciplines, but has +2 Strength, +1 Dexterity, and +2 Endurance. The most destructive consequence occurs when control ends. This ability cannot be used if the character is already in a frenzy for other reasons. The character must make a roll to calm their inner beast, with difficulty +2 (up to a maximum of 9). However, it only takes one success.

Contact with the Holy Company of Carthage (Social Merit, 3 points): You have contact with a soldier who belongs to the Holy Company of Carthage. The Sacred Band soldiers are a particularly well-armed military group, all of aristocratic bloodlines. The Sacred Band of Carthage is the largest and best-armed company in Carthage, defending the most important figures in politics. You can ask your ally to do some work for you by using your influence. However, you must ask for something in return. This ally is an extraordinary person and may get what he wants.

Child (Physical Fault, 3 points): Hugging rituals were quite punishing for you because when you were hugged you were still a child (between 5 and 10 years old).

Recruited by the Sacred Band (Social Merit, 3 or 6 points): With three points, you are a former soldier of the Sacred Band. This means that in social situations

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Where other citizens of Carthage know your name, you get +2 dice on social tests. They are respected and can be heard in the Senate on military matters. With six points you still belong to the military group. In addition to the social bonuses, you can enjoy the equipment that the Sacred Band is guaranteed by the Senate, as they are the best weapons and armor in Carthage. If you're smart, you can convince some members of the Sacred Gang to go on a mission with you, but of course they'll all demand payment. He also receives a Senate contribution, enough to never be in distress. As long as you are an active member of the Sacred Band, your resources will never fall below two points. Characters with this merit should automatically acquire Aristocratic Lineage for two points.

Punishments in Carthage, however, have no protection from the state. Characters with this bug can only acquire background and influence by spending 5x the default score. They are also always recognized as an ex-outsider and have +1 more difficulty on social tests with anyone who knows of such a condition.

Numeda Contractor (BSI, 2, 4, or 6 points): A Numeda owes you for some reason and you hired them. The achievement level of this Numeda depends on the points spent for this merit. At two points Numeda is a Neophyte while at four points the character is Ancilla. With six points, he has the power of an elder. The powers and characteristics of this character are the responsibility of the narrator. Be careful, after paying the debt he will charge for future services or if you get over his anger... He will take revenge.

Ventrue Family (Social Error, 7 points): The Ventrue are not citizens of Carthage due to an open rivalry with the Brujah. This is reflected in the way they are treated in the city. In society tests with vampires who know their lineage, the difficulty increases by two. Also, it's always preferable to hurt yourself, and even in a "fair" trial, the culprit would be you.

Immortal Lover (Social Earnings, 5 points): You are in a relationship similar to marriage with another vampire. Married couples present each other with the benefits of the quality of true love. Your consort is likely your equal in power and status, but together they form a formidable front. They would kill and die for each other, and may Melqart protect the fool who stands between you or hurts his lover. Enemy of the State (Social Error, 2 or 3 points): Perhaps you were enthralled by one of the Senate debates, whether Vampiric or Carthaginian, and publicly insulted a citizen of Carthage. You declared your rivalry to the man and now you're paying the price. You have a political opponent who is willing to do you harm in the Senate and who will work hard to make it happen. At two points, this error is limited to mortals only, but at three points, this error includes a Cainite as a public enemy. Remember that members of the Senate are aware of such animosities and may seek to influence one or the other. Non-Citizen (Social Flaw, 4 points): You may have lost your citizenship due to past mistakes or you were no longer a citizen of Carthage. In either situation, the results will be disastrous for you. They are subject to 86

Excommunicated (Social Error, 4 points): You do not belong to the Rites because you have openly declared your disinterest in the traditions created by the Immortals. The herald angrily hastened to throw you out, and now all who are faithful to the rites look at you with evil eyes. Increase the difficulty by +3 to all social tests performed on mortals and immortals who are active members of the rites performed in Carthage. Soon you may become "gifted" with an enemy or two.

Even if you belong to a house, your character is the scum and the immortals will be keen to ruin your plans. The most putrid Baali is considered a saint by your side. You will hardly get any help and will probably have to deal with your problems on your own. Ventrue characters acquire this bug automatically. Traveler (Spiritual Merit, 2 points): Before coming to Carthage, you traveled all over the world, seeing many different cities and meeting many members. There's a chance you'll recognize the name of a vampire from another city when you hear it. This is an Intelligence check (difficulty 10 minus the vampire's status). Punishment of Ba'al-Shammen (Mental Merit, 4 points): The gods probably hate you and you don't even know it. Although there are theories about your condition, you likely acquired them through Baali or rituals that caused this type of behavior. Every night you are overcome by an unquenchable thirst for the blood of other creatures. Every time you taste another person's blood, you must make a Control throw (difficulty 8, max 10) or you will go on a hunger frenzy and do whatever it takes to drink as much blood as possible. Every now and then you find yourself thinking of other Cainites, especially a taste of immortal Vitae, more as blood vessels than Kindred like yourself. Prophetic Visions (Supernatural Merit, 3 points):

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You have prophetic visions that reveal the future to you. Unlike Auspex, these visions only come when they want them to and you have no control over them. The character may have a vision that reveals an important part of the events of that story. However, the vision is enigmatic and offers no prepared answers. If the storyteller believes you are able to see an omen, he will ask you to make a Perception + Occult check with a difficulty equal to the omen's exposure level. If successful, she can make an Intelligence + Occult roll to interpret what she saw, the difficulty again depending on the complexity of the omen. Demonic Contact (supernatural merit, 3 points): You have a demonic contact who comes to visit to exchange favors. Both you and the devil can make pacts and deals. It doesn't mean that they are friends, but that they stand up for each other for a certain price. In rare moments, this demon will help you with a complicated task, but that doesn't mean he likes you. Fees apply for most services. Fooling him is an unwise decision as he will be an enemy for the rest of his life. Revealing such an alliance is also a mistake, since no one will condone such contact and possibly try to sabotage it. Member of the Bastions of Ugliness (Supernatural Merit, 5 points): You managed to be recruited to participate in the Bastions of Ugliness based on your skills. The elite group of Nosferatu is now counting on you to carry out the main Nosferatu missions. Once per session, you can make a Charisma + Streetwise roll (difficulty 8) to see if you get valuable information on the Aurea Dignitaries or the Bastions of Ugliness. Your privilege only allows you to receive information because you are a member of this important group. It should be remembered that the Strongholds are an elite group, not a cult, and are likely to receive missions worthy of their power. Players of this quality must render services to Fassil, the Warden of Nosferatu. Otherwise they may lose it. The narrator is responsible for the information he receives, but he may choose not to film if he is not contributing to the progression of the chronicle. Newborns are discouraged from earning this merit. True Name Holder (Supernatural Merit, 7 points): You think you're one step closer to discovering a demon's true name. Maybe you already figured it out, maybe even the name you found doesn't even work. But if it's true, you probably have a slave handy if you know how to use it. The storyteller needs to take care of the demon's traits, but keep that in mind when you fall from Carthage

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Use the name, you'll probably get a cunning enemy. Animate Shadow (Eldritch Flaw, 3 pts) – Your shadow has a strange life of its own, clawing at the shadows of those around you in a parody of feeding or puffing itself up with a demonic visage when frenzy threatens to overtake you. . Some Lasombra believe this curse affects only those who delve too deeply into the mysticism of the Abyss, while other vampires attribute it to hellish pacts, the wrath of God, or a shameful lack of self-control. Regardless, you lose two dice from any social rolls with other Lasombra who know of your problem. This flaw occasionally occurs in vampires who are not of the Shadow family, but such cursed individuals invariably disappear under mysterious circumstances, perhaps swallowed up by their own alien darkness. Death Reflection (Supernatural Error, 3 points): For some reason, your character creates a bad reflection. Your reflection in the mirror always reflects the state of decay you would be in if you were dead. Any vampire older than a few decades spawns the mirror image of an advanced skeleton. The younger vampires appear as decaying corpses. Demonic Enemy (Supernatural Flaw, 3 points): You practiced infernal diablerie and then attempted to break the bonds, or angered infernal diabolists, either Baali or mortal cultists. In either case, you are the target of a demon's evil endeavors. This demon is constantly trying to cause you all sorts of problems, but it will hardly be powerful enough to deal with you directly. Beset by Demons (Supernatural Flaw, 1 to 4 points): A demon from below has taken a special interest in you. He appears to you from time to time and uses threats, bribes, or honeyed words to lure you to his cause. Sometimes he just asks you to do harmless favors. Sometimes he asks you to become his eternal servant. Sometimes offers favors or information without apparent fraud. In any case, he does not serve his own interests, but those of his devilish masters. Whatever the reason, the demon sees you as a particularly useful tool in capturing the mortal souls it craves, and while it can occasionally give you a short-term advantage, you are at its disposal. At some point in the chronicle, he'll probably try to get rid of you in a downright clumsy way. The details of the demon and its personality are largely up to the storyteller, but the point level determines some generalities. At 1 point, this can be a lesser demon, like an annoying goblin who can't do anything except distract you, 88

stealing small objects and begging for souls. His plans are unimpressive, but they can be frustrating. At 4 points, the demon is a creature greater than your physical peers and can hatch frighteningly devious plans to make you his slave. Sensitive to Light (Supernatural Flaw, 5 points): You are even more sensitive to sunlight than other vampires. Sunlight deals double normal damage, and moonlight can deal lethal damage, similar to the sun, although it must shine directly on your skin. Followers of Set and Lasombra who are already sensitive to light due to clan weakness may find this flaw to be a particularly acute sensitivity. Doubles the increased damage the sun deals to a member of your clan. Demonic Pattern (Supernatural Error, 5 points): You made an unwise deal with a demon much more powerful than you, and that demon is now your pattern. This demon charges you far more services than it gives you benefits, and if it does that, it's not enough. It explores you in the best possible way and this nightmare seems far from over. However, sometimes this demon rids your face of problems that you cannot cope with. Some achievements still impress him, and the patron sometimes teaches him something valuable, such as less knowledge, demons, or blood sorcery. Their relationship is a mystery because there's no way to know if he appreciates you or just wants to satisfy your sadism from hell. Herald of the Abyss (Supernatural Flaw, 6 points): You are a conduit to the ultimate darkness that lies beyond. The lights dim in your presence and the shadows whisper at the edge of vision in somber anticipation of your blasphemy. Small fires are extinguished as you approach, and the chill of the void is at your touch. Your player must roll Obtenebration, Daimonion, or any Dark Sorcery stat against the Soak difficulty of any mundane flame within 2 yards of you. This roll is thoughtful and mandatory, and success puts out the flame. This nerf is in addition to the effects of Touch of Frost and Eerie Presence (Vampire the Classical Era, p. 422). The bug grants a benefit: its unnatural glow reduces the difficulty of all intimidate rolls by 3, up to a minimum difficulty of 4. Characters must have at least one point from the disciplines listed above to purchase this bug. Curse of Hades (Supernatural Error, 7 points): This error is linked to a powerful curse that has awakened over you. Perhaps your character's obtenebration awakens these effects, or perhaps you have such a strong connection with demons when using Daimonion that it created this evil aura. Maybe your necromantic sorcery "gifted" you or

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he even grew old enough, like a Methuselah, authorizing the curse of Cain in his blood. Regardless, you exude the spiritual plague of death. Insects will die if they fly too close to you, while most small plants will wither and die within a foot of your presence. Even large trees will be destroyed in the places you touch. Larger animals, including humans, take lethal damage for every hour they are near you. Such damage has no external signs and manifests itself as an inexplicable weakness. This curse also makes mortals and even vampires uncomfortable, and increases the difficulty of all Society checks that don't involve intimidation by 1. Unlike the Flaw Touch of Frost, you actually leave a strip of dry grass and leaves behind. Cappadocian vampires and Mla Watu may take this bug in lieu of their normal family curse, in which case they only score two points and suffer their usual social and other hardships, but may display a "Blush of Life" in vain if they do..wish . Cappadocians who suffer this bug in addition to their clan curse gain the usual number of bonus points and accumulate their social penalties, increasing the difficulty of all social checks that don't involve intimidation by +2. Antediluvian Thirst (Supernatural Error, 10 points): Perhaps you are over two thousand years old, or have absorbed the powerful resume of a 4th or maybe 3rd generation member. Whatever the reason, you were totally cursed. Mere mortal blood has no effect on you, the supernatural must be extremely powerful to feed you. Your hunger is insatiable and you live a constant nightmare. Your beast is screaming for powers that you cannot handle or must contend with. With this error, your character cannot feed on vampires that are not at least 5th generation. The blood of supernatural creatures like werewolves only erases half of what you consume, the fairies lost nectar and every time you eat you only get one blood point from them. demons,

However, they are a full plate for you! His CV is delicious and guarantees strength for many days. Be careful who is going to eat. Storytellers are encouraged to give ten points by default to players who choose to take on this challenge, while maintaining the default limit of a maximum of 7 points by default. This bug is not recommended for neophytes, ancillae, and even younger elders due to the level of difficulty.

New Bloodlines Carthage has grown enough to attract the attention of the tribes. From the True Brujah to the African bloodlines known as "Vampire Legacies", the Laibon. Although these vampires were not common in the Mediterranean, they were quite present in Carthage, even vying for influence among the big families. The chance to compete for influence was largely due to the city's immortals preferring guilds to familia, at least trying. Carthage was a full plate for African bloodlines or other families not so prominent in any other city. Perhaps that is why it has attracted the attention of so many vampires, in addition to being considered the Third City and representing a "coexistence" between mortals and vampires. Two new strains are available in this book for the Salubri, the Warriors and the Guardians. Both varieties, especially important for the family and Cartago. In addition to them, the Guruhi, the Akunanse, and the Mla Watu are Laibon vampires with their respective ties to the families well known on the European continent. Each line introduces a new feature, unique stories, and important events to advance your game in Carthage or the Classic Era.

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"If you accept that your greatest enemy is the beast, the jyhad will soon become child's play." In ancient times, the story that the end of the world had already happened passed from sire to child among the Akunanse. Legend has it that these vampires are actually remnants from the final end of time. They are the pillars and the reorganization of civilization. When the first Akunanse was embraced, he was given the responsibility of imprisoning the beast. The Akunanse could never settle in a single area because they were doomed to feel the Beast more than anyone else. His burden would spread to the entire bloodline, so order among the immortals would remain intact. At least that's what some of the vampires in this legacy believe. Before Carthage, the main stories about the existence of vampires in the territories of the African continent remained unfounded. Always full of rumours. The arrival of the Akunanse was, for many, confirmation that vampires existed not only in the Mediterranean but in another unexplored part of the world. Originally introduced as explorers, these vampires roam uncharted territory, collecting every 90

know they can They are travelers by nature and never stay in the same area for long. The Akunanse settled in the Mediterranean to protect knowledge. Most of them know that one day the end of time will come again and so they fight to avoid it. Others, however, are fighting for this to happen because they believe leadership will look like this in the hands of these vampires. Nickname: Wanderers, Remnants Disciplines: Abombwe, Animalism and Fortitude. Weakness: The beast is an opponent of all Kindred. The Gangrel are brutally affected in a frenzy, but the Akunanse constantly feel the beast's power. The Akunan beast cries out for a certain type of food, just as a predator cries for its prey after its hunger. Once the Akunanse awakens, in addition to the need for résumés that mortals bring, it must consume an animal of the kind its beast desires. This request is so intense that it cannot be denied, otherwise the beast will manifest its presence in Akunanse. For each night that the Akunanse fails to find, feed, or refuse to obey her beast, a bestial trait of the prey she seeks to feed will appear. If the beast of Akunanse wants a bird and won't feed on one, then then

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At night it may show feathers, a bird's beak, or bird's eyes. Only after feeding your chosen animal can you get rid of these traits. The animal chosen is usually an animal known to the region, but Akunanse who change territories may miss an animal from their previous region. These vampires usually carry around with them an animal or two from the region they live in until they get used to the change of territory. The Akunanse gains one animal trait per night. It can evolve up to five traits, but when it reaches the farm, Akunanse loses a permanent point for one of its social attributes and gains a permanent animal trait. Akunanse scholars say that this frequent manifestation of the beast occurs through the agreement they have with it when manifesting the powers of Abombwe. It is believed that by controlling the beast's impulses so well as to convert them into strength, the Akunanse often co-exists with the beast's weaknesses as well. Appearance: There is a very clear difference in behavior between a young Akunanse and an old man. Seeking mortals like his friends, young Akunan still tries to maintain a sense of mortality that is gradually disappearing. Young people do not accept the loss of humanity through bestiality very well, although this does not mean being tamed by the beast, but rather acquiring social traits. On the other side of the coin, the Akunanse elders prefer animals as their best friends. They start behaving like animals and develop an empathetic relationship, almost like a bond, with them. An older Akunanse may already have some enduring animal characteristics, to the point where they are no longer able to identify with mortals either. Therefore, this situation brings comfort in being among their own kind. Refuge: Accustomed to travel widely, the Akunanse maintain dozens of refuges. The youngest, still inexperienced, seek one refuge or another, but the older ones leave more than one refuge in the same region. Like the beasts, the Akunanse protect this territory with retainers (ghouls or animals), traps, or hide it very well so no one can find them. It is also common for your flock to live in your shelters, especially when

within the cities. The Akunanse are always looking for paths they don't discover. Background: Driven by their beast, the Akunanse are often travelers. Your beast is always asking for new animals and after feeding all the animals in that area, it needs to search for a new one. It's rare for an Akunanse to stand alone in one place. They may return after a few years of traveling but never settle down. Thus they became storytellers, amassed the knowledge of mortals, explored new lands, and learned new stories. They usually include mortals used to travel or from the regions they have traversed. They enjoy meeting new people because it allows them to learn new knowledge. Although the Akunanse usually choose a mortal who had empathy with them and has the qualities listed above. Character Creation: Due to their bestial nature, Akunanse generally have a preference for physical attributes as primary. However, a predator cannot be an idiot, and mental attributes are almost always secondary. Their skills favor Knowledge (like Lore, Religion, and Ritualism) as primary, talents (like Empathy, Streetwise, and Vigilance) as secondary, and skills (like Survival, Stealth, and Crafting) as tertiary. Organization: Unlike the traditional Akunans who have no known organization, the Akunans managed to meet in Carthage. Through association with the Gangrel, their clan brethren, the Akunanse were able to settle in Carthage and create an internal sect owned only by the two families. Knowing that they always need to travel but always want to return to their territory, the Akunanse have formed an occult exchange sect in which they aid the Gangrel of Carthage. When they leave the city, the Gangrel take the lead to help them. It is natural for them to switch positions from time to time and temporarily "borrow" each other's leadership. The most influential Kindred believe that the Collectoribus Caim were founded by the Akunanse along with the Gangrel, but the sixth went too deep to know if they really were the geniuses behind the sect.

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"Sit down and listen, little one. Now obey my command and fulfill my wish. I am the king and you will respect me. A king's story isn't just about victories and glory. Defeat makes kings strong, powerful, and prepared. Kings fall too. You suffer too. They also take punches. But above all, kings show resilience, leadership, and command. These are undoubtedly his finest weapons and this is the legacy of the Guruhi.

he was empathetic, reserved and persuasive. your missions? Protect the continent from the terrible dangers that existed within and without. Be the leaders that immortals like them will need in times of need. Since then, the Guruhi have not only united tribes for protection from danger, but also carried the burden of leading the races to glory. Though they claim to be the bringers of order, these immortals know that such a feat is far from accomplished, and that is why they must work hard.

Millennia ago, when the forgotten continent was still a dark mist of mortals hiding from the hideous creatures that inhabited these lands, the first gurhi appeared. Through the darkness, the matriarch brought forth three kings. The three kings were actually three brothers. Two men one woman. At that time, Protestants would inherit the great throne of the continent and become the ones responsible for establishing peace and leading the peoples into eternity. The matriarch chose her for her qualities, which represented the characteristics of kings.

The name of Qart-Hadasht was heard from the farthest reaches of the continent. Knowing the glory of the city, the Guruhi members moved there to bring order and progress to the capital. The Guruhi saw in Carthage not only an opportunity to draw inspiration from their own cities, but also an opportunity to do what they had always sought. Because of this, they aspire to command Carthage and open a scope for control of the Mediterranean.

The Elder was not discouraged, a born and determined leader. The middle sister was responsible, wise and strategic. During the youngest 92

Faced with fewer dangers in the Mediterranean than on the African continent, some gurhi have taken on the task of conquering territory

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There they can establish establishments and bases for their own lineage and have a place to turn to if they ever need it. Nickname: Kings Disciplines: Animalism, Power and Presence. Weakness: Knowing that Guruhi is a Nosferatu parent clan would be similar to his weakness. Guruhi are driven by the whims of their beasts. Their appearance changes when they sleep. Once per day, the guruhi makes a Control, Instinct, or Wisdom check (difficulty 8) to tame his beast. If they succeed, the beast does not manifest itself in its appearance that night. This resistance consumes an additional point of blood when they wake up. However, if they fail, their Appearance attribute is reduced to zero, but they don't spend an additional Blood point. Appearance: The Guruhi constantly changes his appearance. They can go from monstrous to angelic and that's part of their weakness, but it doesn't stop them from preparing for change. Usually a guruhi tries to be a part of the environment in which he lives and to dress according to his appearance. When it comes to his monstrous appearance, the Guruhi can disguise himself as a poor man or a leper, wearing old and tattered rags. In his normal, usually handsome appearance, the Guruhi dresses in the best clothes, fabrics and colors and represents the power he desires for his opponents. Haven: Known as Kings, Guruhi like beautiful palaces, houses or forts. They like to show power in front of strangers. His sanctuary is wisely chosen because of his weakness, and the Guruhi cannot risk letting other mortals see his monstrous appearance. It is no different in Carthage. These vampires spend their time in their big houses in the best neighborhoods. Background: His lineage dates back to the size of his native Africa. So your child will be great before your hug. Guruhi always keep an eye on their childer before hugging them. They put their efforts to the test in each of their chosen one's situations to see if their successor has the skills to be a Cainite. This does not mean monetary success, but the ability to develop further in any situation, in any place or in any need. Your child should be diverse and adaptable due to their ever-changing appearance.

Character Creation: Guruhi characters, in the case of judges, usually choose physical attributes in the primaries. However, gurhi who engage in politics prefer the social as their main occupation. In any case, mental attributes are of secondary importance as Guruhi values ​​wisdom very much. For example, it is preferable for a guruhi to prioritize his knowledge skills over his talents. Organization: As in Africa, the Guruhi of Carthage retained their original organization. There are two segments of this line. The first fulfills its original purpose. They believe their clan was chosen by God to lead the vampires to greatness. The second segment develops the Guruhi believing that they are judges of the Cainites. Your mission is to kill or punish those who break the laws of the Cainites. If a guruhi follows the first segment, they are most likely approaching it from political games and trying to gain power for their clan. Their motivations may change, but each of them is influenced by their beliefs. Their legends say that they should rule alongside the judges, but they have grown so differently that it has not been possible to follow. Although the Guruhi are divided into these two segments, they treat each other with respect. Of course, this only applies if they are personally close. After that, this may not happen again and the two segments may try to kill each other, but it's deprecated behavior. The Guruhi and the Nosferatu: Although the Nosferatu, who know of the existence of the Guruhi, claim that they are nothing more than a lineage, no Guruhi admits such an insult. The Guruhi have been given the duty of defending the immortals and establishing order by the Matriarch, and they fulfill their mission as no one but them is able to carry this position. The Guruhi don't even correlate their curse with the Nosferatu, and don't even believe there is a connection between the two. It would be offensive to admit that the Nosferatu, treated as outcasts most of the time, are descendants of a family as powerful and respected as the Guruhi.

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"If death is the mystery of life, then he who controls it tames life. If immortality allows us to control both, then we are guardians of life and death." Scholars say that the age of the Mla Watu exceeds that of the Cappadocians, as their history is more related to the Antediluvians than to their younger brethren. In the distant past, after the fall of the Second City, Ashur's quest for the world of the dead has become relentless Ashur traveled to the African continent in search of answers and left his footprints there, even before Ashur expanded what we now know as Knowing Cappadocia he had already embraced the first Mla Watu. Ashur made it his mission that his African descendants try to understand death through his control. His aim was the more Cainites there were by his side and similar ways of understanding sought, the quicker he would reach the goal.Ashur, however, did not teach his African descendants his secrets and left them them to find out what death means to them. Teaching a repeated path would fail, and Ashur certainly would not repeat it. 94

The Mla Watu then created their own conception of death and life based on their most ancient rites and religions. Unlike the shamans, priests, and spiritual leaders, who viewed religion as a source of help to the living, the Mla Watu viewed death as a tool. They have created their own knowledge and organization, but without forgetting their main goal. They focus on controlling death in order to tame life. Therefore they have immortality. It is said that Mla Watu never met Ashur or his brothers from Cappadocia and Carthage was the first contact that came about even through the exchange of experiences between them. There are members of this lineage who don't even know who their creator was. However, the Mla Watu from Carthage, after some conversations with their brothers from Cappadocia, partially changed their point of view and therefore began to work differently. However, it is always possible to find someone who will work the old-fashioned way. Just search. Nickname: Bringers of Death Disciplines: Animalism, Dominance and Necromancy. Weakness: It can be said that the Mla Watu are the vampire's clearest cliché. They have to sleep in coffins, graves or tombs. Scholars say that their empathy with death, their studies compel them. Other vampire scholars say that this is a curse given by the god of the underworld when he gave them the task of protecting them.

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the quick and the dead. Whatever the reason, the Mla Watu cannot regain Willpower points unless it sleeps in one of these three types of locations. Moreover, the Mla Watu age early, their appearance becoming ghastly for each century of non-life. For each century of unlife, the difficulty of each apparition test increases by one, up to a maximum of 9. Mla Watu elders are commonly associated with corpses. You can take advantage of this, however, as each century reduces the difficulty of hiding under corpses by one, down to a minimum of 4. Appearance: Like their capadoctic brethren, the Mla Watu share the same social weakness. They are often associated with corpses, but this is not always a source of shame or fear for them. Some Mla Watu associate death with a sign of power. These vampires believe that if you can master death, you can be a master of life. However, these immortals are divided into two behaviors. There are those who dress in the finest paraphernalia, dresses of rich fabrics, and pretend to be royalty. Their confidence is complete and they truly believe in you. On the other hand, there are Mla Watu who can no longer bond with creatures other than the dead, affecting them psychically and literally disguising them as bodies. The old men usually hide among the corpses of the Carthage necropolis. Sanctuary: Mla Watu is typically lonely and has unique sanctuaries. Of course, a Mla Watu tries to create a sanctuary that contains the necessities he seeks in addition to a subject of study there. Necromancer Necromancers, the Mla Watu often have a whole room for fellowship. It is common to find artefacts of dead or living such as skeletons, tapestries, skulls and others that create the sensation desired by Mla Watu. Also, they often use books as notes of their knowledge if they don't bring the books of their master or older vampires. It's common to find locked scrolls in a Cainite sanctuary like this one. Background: The Mla Watu do not seek an understanding of death like the Cappadocians, however, the Mla Watu have a duty to life and death. Therefore they try to learn to master it in order to tame it.

Life. Whether this duty is performed well or not is the vampire's responsibility. So when a father is looking for a child, he is looking for a mortal who can adapt to the world's odd profile. Someone who normally searches for answers or someone who would be a good guardian of life and death. Those would be the most well-known clichés. There are other reasons for adopting a new mortal. Teach a lesson, need a minion, or even fight the dead. There are no more limitations than that the mortal must be intelligent. For Mla Watu, this is the main focus of her embrace. Character Creation: Mental, physical and social attributes. In this order, the vampires of this legacy search for their deathspawn. Though they have time, Mla Watu hates losing it to futility, so they choose offspring that will bring them results. Children who are "inclined", lack initiative or give too much work will be abandoned. In general, the skills are different. Occult, Wisdom of the Heart, Medicine, Philosophy, Religion, Consciousness and others. It doesn't matter as long as the child has the above qualities. Organization: In Carthage, the Mla Watu are divided. There are those who changed their point of view after speaking with their blood brothers Cappadocia and began to work for the dead, but they used to get a result, and there are those who have nothing but mere tools see. The dead are slaves and must be used by the living. This makes it a bit difficult for them to work together, since many debates are sparked in Cartago about the processes used. However, this does not matter. In the end, all Mla Watu work together towards a single goal. Although there are differences, even with their brothers in Cappadocia, the respect is multiple and present. There are no family lines, but there are debates. There are studies and discussions. There is diplomacy between them and they respect each other because Ashur is their creator. Simply. In a conflict, this union creates strength because both help each other where they can.

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“Peace can be won… through war. Decisions are not made without will. Change is not painless. And there is no peace without war. Become your own war.” Since the days before the Second City, when Enoch was the greatest assemblage of immortals, Salubri warriors have existed to completely eliminate the enemies of the Cainites, be they vampires or other creatures. At that time, the healers were responsible for salvation, while the warriors were the bringers of death and destruction. Some took on the role of judges, although members of the Assamites were already considered responsible for the duties of the trial. The creation of the Salubri warriors was only possible when Samiel, Saulot's most powerful son, was trained to destroy his enemies. Samiel learned the art of fighting from the best antediluvians of the time. Gangrel and Brujah, probably Ilyes and not Troile, were his teachers. Samiel's first test was to wander the lands of Nod unarmed, returning alive after 30 nights. So Samiel was ready. It was not long after Enoch was overthrown by the deluge and the founding of the second city, even when the Baali posed a little-known threat, that the first 96

Samiel wrote a version of the Warrior's Code. This is the great base for the Salubri warriors. However, the Baali Wars occupied the time and affairs of all immortals of that time. The Salubri even had to unite with brothers who loathed fighting the demonic forces invading their lands. Though many thought otherwise, the destruction of the Second City had been a good event, as Samiel gathered almost all of his and Saulot's descendants to form an organization in the small city then known as Jerusalem. In Jerusalem, to recover from the damage sustained after the fall of the immortal city, Samiel rewrote and completed the Code of Samiel to bring it up to date with the teachings of the time. When the Sanctuary of Peace was founded, Samiel was able to carry out all the plans of the immortal Salubri warriors and train them so that Baali's troops could never touch the Earthplane again. Not only did they fortify the city to turn it into an impassable fortress, but the Salubri hid in hard training. Samiel chose the best weapons from his offspring and even learned to use the power of angels. The warrior caste grew stronger, initially aimed at eliminating only Baali's forces, but then

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with the aim of eliminating all opponents of mortals. The Cainites were no longer a priority for the Salubri warriors, just brothers of the same family. The rise of the great kingdoms had been the starting point. The Salubri warriors were sent to the major capitals of the world where they had checkpoints, exchange of information along with their medicine brothers and some Nkulu-Zao to defend them. Salubri from this caste infiltrated the politics of each city and attempted to bring about cold, crude change. Though not as radical as their Nkulu-Zao brethren, the warriors learned to navigate any city, breaking down some moral barriers to work as defenders of mortals. Carthage was no different. Nickname: Defenders, Kin-Slayers Disciplines: Auspex, Fortitude or Potency, Valeren (way of the warrior). Warriors are capable of withstanding great punishment, and those who have spent time as ghoul warriors are often aware of the potency as well. Weakness: When a Salubri learns just one point from Valeren, it manifests the discipline's signature third eye. Salubri warriors must prove their strength and gain martial mastery, they must succeed at a Willpower check (difficulty 6) when attempting to feed on someone they have failed to defeat in combat, or they suffer a two-roll -Penalty in all turns for the rest of the night. This can be defined as a duel to the death or a simple brawl with the incapacitated. Some warrior packs are made up of mates beaten up in the training yard. Character Creation: Physical attributes are invariably primary, specifically Strength and Endurance. Swordsmanship is held in high esteem by the Salubri, and no Embraced Warrior will purposely have less than two points in a combat skill. Multiple languages ​​are surprisingly common. The followers act as warriors and fighters. It is common for the Salubri of this caste to tend to join secret societies of influential warriors and mortals where they not only hold information but also receive the economic benefits of society itself. some even

act as "loan sharks" for immortals in need. It is common to see warriors seeking philosophies of honor and justice, such as the philosophy of Hades or the Thinker. However, philosophies like Numu, Blood or Destruction are not uncommon for those who simply want to end the fate of the bastards with their desire for revenge. Don't confuse things! Though fair, most warriors tend to be merciless to their enemies precisely because they have been trained to do so. Appearance: No warrior receives the embrace without first seeing a battle. Warriors must invariably be prepared for war. They carry weapons and well-cared for armor, as well as bandanas and scarves to hide their clan's Third Eye. Some wear their society's attire or neutral tones, usually to blend in with any crowd. Shelter: There is no preference for locations, only shelters with space to practice their arts. Organization: It is common for warriors, despite being divided by sects or secret societies, to always keep in touch with one another. Loyalty among Salubri warriors is typically nigh-unwavering, although this is not always the case. There is a tendency among them towards traditionalist behavior, always teaching the laws of Samiel. Each warrior remains a ghoul for a period of time before turning into immortals. Of course, they also go through painful training processes until they are worthy of the blessings of immortality and Samiel. When they are not in the cities, they are often seen on pilgrimages to Jerusalem. From time to time, when not sending their ghouls or messengers, the Salubri warriors return to the Abode of Peace to pass on all their discoveries. Warriors greatly respect the Salubri hierarchy. This rigidity is related to an almost military approach to one another. In their domains, they can act as soldiers with their clanmates. But it's also common for them to treat each other as lifelong friends outside of their domains. Becoming an ally of a Salubri warrior can be a tedious task, but it is definitely worth it.

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"What's the problem with using the same weapons as the enemy? It's for the common good! Honesty won't win a dishonest argument." Salubri are well known for having a reputation for being "good", protectors of mortals and the righteous. True, but not for the Nkulu-Zao. When the Second City fell, had Saulot remarking that the presence of Jihad, a disbelief towards the Salubri, and that the Baali infiltrations had destroyed the plans of the Cainites Saulot knew at that moment that he would need someone to guard the Salubri, in this way Saulot embraced the Nkulu-Zao while studying possible routes to Golconda in Africa.Saulot understood that the Cainites and mortals had the Salubri to protect them, but if he were not present who would be the Salubri's own support?They assumed one Mission thought impossible, disregarded by some and ridiculed by others Being a tutor is a burden, a responsibility It's not that Saulot doesn't acknowledge the inability t the warrior and healer trusted his family, but that he believed something was missing. They needed more help. The Nkulu Zao would be that help. The Nkulu Zao stayed in Africa for a long time, so other Cainites, the Europeans, were unaware of their presence. It is almost impossible to find an opponent if their existence is unknown. They would only appear as Salubri in case anyone suspected anything. If they were among the Europeans, they would infiltrate and protect the family before other forces thought of attacking them. They would be the mind, the ones who would think about the future, and finally they would be the shield of the Salubri. The Nkulu Zao are Guardians, ruthless 98

Protectors who will do anything to save their Salubri brethren from annihilation. Knowing of its existence, the sneaky vampires believe that Saulot foretold something in the future by creating the Nkulu Zao as a record so that the Salubri would not be forgotten if it was destroyed. Others say that this record took place when Saulot created the Zao-Xue in Asia, centuries later with a similar goal but to collect history and preserve it for the Salubri. No wonder the Zao-Xue are powerful there. Saulot allowed both to use the same Valeren line since they have similar paths. Both are supports for the Salubri. Both do their duty well. There are some rumors that the Nkulu-Zao are starting to change their ways and are trying to learn the powers of the Salubri healer to practically manipulate the souls of their targets. Nickname: Protectors, Soustealers (pejorative) Disciplines: Auspex, Dominate or Obfuscate, Valeren (Way of the Warden). Weakness: When a Nkulu-Zao learns just one point from Valeren, it manifests the discipline's signature Third Eye. While some Salubri feed best on a willing victim, Nkulu-Zao is the other way around. Perhaps the Nkulu-Zao's mission to become protectors of the Salubri at all costs has twisted their minds. Nkulu-Zao can only feed on victims who are in extreme pain and agony, and are preferably reluctant or resistant to his attempt to feed. If seen by his Salubri brothers, the Nkulu-Zao surely will

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be considered degenerate. Finding this kind of prey might seem easy for a vampire, but for Nkulu-Zao it's an inner struggle. Well, in most cases, a victim can be psychologically tortured, blackmailed, or intimidated into labor, which can lead them to frequent tests of virtue and humanity. Another food intake prevents Nkulu-Zao from regaining willpower for the night. Appearance: Like the well-known Salubri, the Nkulu-Zao has a third eye. They are usually associated with the Arabs because of their dress, but blending in with the environment is usually a Nkulu-Zao tactic. Haven: Any location that gives you a strategic advantage over any opponent is good enough for Nkulu-Zao. They do not meticulously seek shelter and are practical. Usually, these vampires think about how the place will help them achieve their goal. Background: If there is kindness in the Nkulu-Zao, that kindness is associated with their embrace. Usually, the Nkulu-Zao embrace those who are lost in life. His goal is to teach people to have a goal, a goal that is bigger than what they believe for themselves. They are people who are taught what it means to sacrifice, what it means to work in the shadows for good to prevail, and to sully their own morals for the sake of others. The Nkulu-Zao hug people who didn't have a chance and see the hug as an opportunity to make themselves important. It helps you out of your mediocre life.

Character Creation: Mental, Social, and Physical is the primary order used by the Nkulu-Zao, although there are others who make Physical Attributes their second order. One thing to note is that these vampires always set their mind to primary. There are two types of Nkulu-Zao. Those who prefer to operate undercover due to their obfuscation and those who like to use their social networks to their benefit. Both preserve the occult, wisdom of the heart and ritual as this helps them to know who they are dealing with. But infiltrators operating undercover typically use stealth, athletics, awareness, and empathy for their missions. An Nkulu-Zao that uses Dominate favors subterfuge, intimidation, empathy, and leadership. Organization: In Carthage, the Nkulu-Zao, along with a few Assamites, founded a small sect to support the destruction of the city. Through the Shadows, the Assamites and Nkulu-Zao unite to eliminate a target, subdue a ghoul, or take other actions that would slow the work of a vampire sympathetic to what the city has become. However, the organization of the Nkulu-Zao depends heavily on how many there are in the city. If there is a pair, they work together. If there is another Salubri, an attempt is made to join. If there are more than three, they form a group and so on. However, this organization is talked about and there are no written or set rules to create it. It all comes from the vampires themselves.

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v

CHAPTER FRIENDS AMONG US "Fortune favors the strong" - Alchias, to Lysander

Important Figures In its heyday, Carthage had nearly sixty vampires living with mortals in politics. Many characters can often be disposable. However, there are a few that really stand out and can keep the story going. They are important figures who occasionally appear as leaders in Carthage. The storyteller needs to know how to use them. Powerful characters like Troile, Tanit, Moloch, Malek, Amon and others are a real nightmare when abused. During sessions, consider using them only when needed. Vampires like these don't waste time roaming the city looking for reasons to cause trouble. They are key pieces of your history and if used carelessly they lose their value and respect. As a storyteller, you can change everything listed here, including character sheets. The narrator is also encouraged to create their own characters to advance the Chronicles in Carthage. For an easier understanding of ancient characters, it is recommended to read Elders: The Guide for Old Vampires. The guide explains in detail the behavior of the old man. The Troile character sheet used there differs from the version used in the Carthage scenario, as the Carthage scenario assumes that Troile did not do the Diablerie.

Assamite The arrival of the children of Haqim in Carthage was

mainly due to the longing and need for meaning that the Assamites had. Her history, confined to Alamut, led to an exploration of new lands and an initiation into Jihad. In Carthage, the Assamites conquered their own homeland and space. It is very difficult to imagine that the judges could be corrupted but some of them fell to the dark side that the Baali brought to Carthage. However, most of the Assamites left the city and only later returned to destroy it. In the year 422 BC C. the Assamites still have an interest in Carthage's success. Some of them already see ideals far from reality, but believe they can save the city. The Assamites lost much prestige after the fall of Malek, the former Diskastís of Carthage. Some positions have been indirectly rejected and are more difficult to obtain as Baali's influence is growing so much. Gradually, the Assamites lose influence while their brotherhood clings to an ideal that is gradually being lost. Others have already given up and started to work as mercenaries, as Númedas or with other services.

Malek al-Baddour

Old Diskastís and Overlord of House Haqim History: Assamite Unleben is certainly full of rules and appeals to traditionalism. At least it was. Malek only became really important in Carthage and built his reputation on the city's history, after all he spent much of his vampire experience on Alamut or traveling through the Middle East. Malek's Maker saw potential in the healer to evolve

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Cainitic form of healing in addition to gifts duly taught by Haqim and Kain. When he was ready, Malek was able to help his lord uncover the mysteries that were about to be uncovered. At this time, Haqim was conducting expeditions to refine Alamut's defenses. Despite all the training, research, and research, Malek was not happy with how the Assamites were content to only have the family mayor work for them. This unease affected not only Malek, but some of his brothers. Not only did he see leaving almost all the Assamites captive in Alamut as a waste of time and potential, but he also understood that an established empire is a failed empire, and Malek removed this thought of the fall of the Hittites. Ideas for exploring the world blossomed in Malek's mind. Escape from Alamut would certainly be a disgrace and a total betrayal. Gradually, Malek joined some of his brothers who had similar desires in a meeting to leave Alamut. The Old Man of the Mountain then gave them permission to see the world and gain strength for the Assamites. The world was an infinite place and his desires were insatiable. Malek traveled the Middle East with his brothers.

They use witchcraft in their own defense. Malek taught deadly blood sorcery, believing it to be one of the right strategies to eliminate Juggernaut's minions and rebellious mortals. Shelter: Malek seeks sanctuary in Megara, in one of the most humble homes in the region. However, the house he takes refuge in has a hidden underground room. There, Malek performs his rituals, plans his steps, and rests during the day. Influence: Malek gained real influence among Eshmun's envoys and became a figure of authority among the sect's mortals. However, unlike Moloch, his influence among mortals was small. Some of the military groups respected him, but Malek had some difficulty positioning himself among mortals due to his biased way of meeting challenges.

The group learned the languages ​​of the kingdom of Tire when they settled there and split into two groups. Malek's group had learned of Qart-Hadasht, intrigued by the glory of such a developed city. The other group had discovered the Peloponnese and their fascination was imprisoned by the philosophies discovered by the Greeks. Malek and his party came to Carthage in search of innovation, and for centuries the city has become their new home. Image: After the removal of the leader of Carthage, Malek changed his clothes. Always with lots of fabrics covering their weapons and amulets. Malek typically uses colors that blend in with Carthage's nightlife. Roleplay Tips: You think you rewarded your family for opening doors in Carthage. You are partial in many cases and await your plans and missions for the benefit of the Assamites. When it comes to people, such prejudice can lead to social conflict as most plans have to go your way. However, you are not stupid and do not express your thoughts openly, but act when necessary. Even without the permission of those of higher status than you. His latest goal is to regain the lost leadership in Carthage, by any means whatsoever. Secrets: Ever since the conflicts with Moloch began, Malek has been responsible for teaching mortals 102

Destiny: Some immortals believe in Malek's death. Others believe that the Assamites fled in a cowardly manner. However, Malek became a member of Eshmun's envoys and later the Children of Silver. The Assamite continued to work secretly among mortals, seeking ways to oust Moloch from leadership. Malek already knew what Moloch really was, but he knew his opponent, and to face him head-on would be suicide. However, Assamita sought political solutions. Lord: Unknown. Embrace: 1202 BC Chr. Nature: Autocrat

Behavior: Competitor

Generation: 7th generation. Apparent age: around 30

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Stats: Strength 2, Dexterity 3, Stamina 3, Charisma 3, Manipulation 4, Appearance 2, Perception 5, Intelligence 4, and Cunning 4. Feats: Vigilance 2, Athletics 3, Conscientiousness 3, Brawling 2, Expression 2, Empathy 1, Intimidation 1, Leadership 3, Streetwise 1, and Cunning 2. Skills: Crafting 2, Archery 2, Etiquette 1, Achievement 2, Melee 4, Mounted 2, Stealth 3, and Survival 1. Knowledge: Academic 3, Mystery 4, Investigation 4, Wisdom of Heart 3, Law 1, Medicine 5, Occult 4, Politics 2, Ritualism 4 and Religion 2 (Phoenician). Disciplines: Dur-An-Ki 5, Auspex 4, Quietus 4, Swiftness 3, Concealment 3 and Presence 2 Dur-An-Ki Paths: Path of the Guardian 5, Path of Vitality 4 Rituals: Defense of the Sacred Refuge, Domain of Life, Purity of Blood, Wood Death Diversion, Conserve Blood, Circle of Protection (Cainites, Ghouls), Walk Through Blood, Mystical Sense, Samirah's Kihanah, and Walk Through Fire. Background: Status 5, Contacts 3, Influence 3 (Eshmun's Guardians), Resources 2, Allies 2 Virtues: Conviction 3, Self-Control 5, Courage 3. Morality: Philosophy of Hades 5. Willpower: 6 Disorders: Nero's Disease [Blood Sweat ] Merits and Defects: Daredevil (Physical Merit, 3 points), Favor (Social Merit, 2 points), Enemy [Juggernaut] (Social Fault, 5 points), and Excommunicated (Social Fault, 4 points).

Baali It would be strange to say that the Baali have influence as there is no distinct organization like family or clan. However, the house of Baal was responsible for uniting evil. Baali vampires are increasing in status, power and influence. Despite having a moderate population, the Baali manage to get more of their Cainite brethren to think just like them. The catalyst for this wave of corruption was after the Cainite brethren were taught the philosophy of sin. The Baali have a herald as their religious leader. In the current "government" of Monarch Himilkar, one of his inspectors is also a Baali.

Ba'al-Hammon, the protector of Carthage

Troile's lover, former monarch and herald, member and creator of the House of Baal tale: Although Moloch appears to be entirely malevolent, the version of the tale is entirely different. Moloch happened to be embraced along with two other Baali. Its creator, up to this moment, is not known who he really was, but it is known that Moloch accepted the path of infernalism as a burden. Moloch understood the powers of the Baali as tools to fight against his brother Nergal, who saw Hell as a weapon to bring about the destruction of anything and everything. Moloch then studied Hell while working hard to face Nergal. Perhaps Moloch's mistake was believing that it was possible to control the chaos of the forces and demonic evil. In Carthage, Moloch was indeed fighting to prevent a greater evil. Moloch created the sacrificial rituals because he believed that sacrificing a significant number of mortals would prevent the rage of demons infinitely superior to vampires from reaching Earth. Moloch also worked to create forms of containment and defense against his brother Nergal. Image: Always well dressed, in the finest fabrics, Moloch is described as a man with a long, curly beard. His hair is dark, curly. His skin is brown and his eyes are brown. Moloch is a medium-sized man with a thick but melodious voice and a toned physique. Roleplay Tips: You are manipulative and charismatic. He is usually a born strategist who always thinks two steps ahead. You are smart and smart. However, his age robs him of patience with those who, out of sheer arrogance, try to thwart his plans. They hate this type of behavior and especially those driven by small desires and innards. Possibly acts like these are responsible for forcing you to cause the destruction of some Cainites. Eventually you believe you can control the forces of hell, but little by little they have been taken over by them with such power that you surrender more and more to the ways of hell. Secrets: In addition to his past, Moloch is connected to Troile. Beyond that, the rites of immortality, blood, and fertilization are mere frameworks for their purposes. Moloch uses them to sacrifice children and babies to larger demons of the underworld. Haven: With the exception of the Palace of the Immortals, which has its own chambers equipped with death traps for its protection, there are a few in the Port of Helena

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There are some hidden rooms that Moloch uses when he can. Influence: Former monarch, former herald, and now religious leader, Moloch is a famous figure in Carthage. Recognized as God, all mortals who believe in the numbers are automatically receptive to his words. Destiny: Moloch loses consciousness to the beast. His demise is inevitable, as is Troile's. Moloch can no longer feed on mortals and must only bask in supernatural blood. Your resume addiction will be your downfall. Father: Saulot or Ashur. hug: c. from 3900 BC Chr. Essence: Survivor

Behavior: Chameleon

Generation: 4th generation. Apparent Age: Unknown. Attributes: Strength 5, Dexterity 5, Endurance 6, Charisma 8, Manipulation 7, Appearance 4, Perception 6, Intelligence 7, and Wise 5. Feats: Alertness 6, Athletics 4, Awareness 6, Brawl 2, Expression 7 (Inspiration, Drive, idealization), empathy 5 (deadly psychology, cainitic behavior), intimidation 5, leadership 6, streetwise 4, and cunning 7 (persuasive, trustworthy). Skills: Animal Knowledge 2, Crafting 4 (Religious Architecture), Archery 1, Etiquette 5 (Traditions), Melee 5, Achievement 6 (Ritual), Horseback Riding 3, Stealth 4, and Survival 4.

Merits and Faults: Strong Blood (supernatural merit, 5 points), Iron Will (spiritual merit, 3 points), Alexander's Leadership (social merit, 1 point), Nightmares (mental fault, 2 points), Cursed Mark (supernatural fault, 3 points) 2 points), Haunted by Demons (Supernatural Flaw, 4 points) and Antediluvian Thirst (Supernatural Flaw, 10 points).

Tanit, the goddess of Carthage

Troile's lover, former monarch, overlord and founder of the House of Constructors. Story: Embraced for her beauty and faithfulness, Moloch saw in Tanit someone he could count on. Tanit was a true ally and someone worth being around. His beliefs have long been the beliefs of his master. Believing in the same ideals, Tanit worked with Moloch to avoid the terrible fate that could befall all when demons operate among mortals. When he met Troile. Tanit saw an opportunity to realize her goal. Someone with Troile's power, used wisely, could be a formidable weapon in their hands. Tanit manipulated Troile for centuries with the aim of creating a city and handing it over to her father. Someone with the power of Troile was too valuable to roam the Middle East without even knowing how to change clothes. Tanit then took on the role of guardian, lover, friend. Whatever it takes to conquer Troile, and who knows, conquer his powers.

Knowledge: Scholar 3, Inquiry 5, Wisdom of the Heart 5, Law 5/6 (Tire, Carthage), Medicine 4, Occult 8, Politics 6, Ritualism 5, Philosophy 4/5 (Politics, Society), and Religion 6 (Punic, Roman and Greek) Backgrounds: Status 6, Herd 6 (Community), Influence 5 (Religion), Followers 5, Contacts 5 (Senate, Priests), Resources 5, Glory 4 (Ba'al-Hammon, god of the Phoenician Empire) and Hoplite 4 Disciplines: Daimonion 9, Auspex 8, Presence 7, Concealment 6, Prowess 6, Dominance 5, Dur-An-Ki 5, Haste 4, Shifting 4, and Animalism 2. Dur-An-Ki Paths: Curse Magic 5, Weather Control Magic 4, Path of Djinn Blessings 4 Virtues: Conviction 3, Instinct 2, Courage 5. Morality: Philosophy of Sin 3. Willpower: 8 Disorders: Compulsion [MUST Sacrifice], Slime [Desensitization] 104

Image: Tanit is literally a deity incarnate. The texture of its skin is reminiscent of the best satins, with a small aroma of herbs and incense that Tanit transmits. Its curves, very well designed, almost like a living sculpture. Tanit exudes wealth in her way of dressing, with the finest garments,

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usually with colors representing nobility. In addition to clothing, the composition also includes the use of jewellery, tiaras and paraphernalia that show their wealth.

Influence: Before his imprisonment, Tanit influenced Carthage and its environs. Then when it was released, it started to influence Tire.

Interpretation Tips: You are a living deity. There is no mortal in this world quite as beautiful as you. Mortals adore her when not delighted in deciphering every aspect of her image. He usually only refers to those that are really important to his plans or that he can use. Inferior subjects don't even deserve to hear your voice. They hate the inferiority that many have. Everything has become boring for you, but Carthage's plans were a reopening of your non-life. You believe in Carthage and you will fulfill your ideal.

Destiny: Tanit must free herself from the stake in her heart and make a decision. Either Tanit will take revenge on Troile, or he will flee to Tire and try to retake the city for himself.

Secrets: Tanit manipulates Troile. All she really wants is to take over the city and offer it to Moloch, her sire. Deeper mysteries indicate that Tanit planned to demonize Troile.

Father: Moloch (Ba'al-Hammon) Embrace: c. 2200 BC Chr. Nature: Director

Behavior: Idealistic

Generation: 5th generation. Apparent Age: Mid 30s. Attributes: Strength 3, Dexterity 4, Endurance 3, Charisma 6, Manipulation 7, Appearance 6, Perception 4, Intelligence 4 and Wise 5. Feats: Vigilance 4, Athletics 2, Awareness 5, Fighting 3 , Expression 5 (diplomacy, clarification) , empathy 3,

Port: Byrsa Citadel.

New Disciplining Power •••• Summoning Ritual (Daimonion) Only experienced Baali can command the hosts of Hell with their cursed power, but even those of weaker blood can widen the rifts in the Abyss to summon a demon. As with all infernal summoning rituals, the Baali must know the celestial or true name of the demon he wishes to summon. Armed with this name, the vampire can draw a circle of blood and summon the fallen into the world. As an added benefit, the vampire can consecrate a potential host, a prepared medallion, or a location to facilitate demon possession. This discipline technique only summons demons; The vampire must find other means of controlling or negotiating with the monsters he releases into the world. System: The vampire spends an hour preparing a blood circle that requires five points of his own CV. At the end of this ritual, the player rolls Intelligence + Ritualistic. The base difficulty is the demon's Willpower value +2 if the vampire uses the demon's common name, or the Willpower value with a true name. A difficulty level above 10 makes the ritual impossible. A blunder prevents the vampire from summoning the target demon with this discipline technique. A botch means the vampire is wasting blood and effort but can try again with a new circle and try again. Success opens a fiery vortex in the center of the circle from which the demon emerges. The demon ignores the gravitational pull of the abyss while in the circle or until the sunlight touches the painted blood. Once either of these states occurs, the circle loses all power and the demon must contend with the weight of hell. To prepare a host, reliquary, or heirloom, the vampire must paint unholy glyphs on the sacred object or person using a dot from their own CV while the player makes a separate Intelligence + Occult roll (difficulty 8) . This preparation also takes an hour. Potential hosts must be willing or reluctant to perform the ritual. Each success reduces the difficulty of the demon's first attempt to possess the trapped item or person by -1. As mentioned above, this disciplining technique only summons demons and cannot force their service. The Baali must use other magic or have mortal acolytes present to perform a standard binding ritual.

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Intimidation 2, Leadership 5 (inspiration), Streetwise 2 and Cunning 6 (seduction, persuasion, lying). Skills: Crafting 4 (Sculpting), Trade 4 (Sea) Etiquette 4, Melee 2, Horsemanship 4, Acting 6, Stealth 3. Knowledge: Scholar 4, Riddle 4, Investigation 3, Wisdom of the Heart 6, Law 4 (Carthage) , Medicine 2, Occult 4, Politics 5, Ritualism 2, Philosophy 3 (Emotions) and Religion 5 (Phoenician) Background (Pre-Exile): Status 6, Contacts 4 (Senate), Resources 5, Glory 4 (Phoenician Goddess). ), servant 4, influence 4 (politics) and allies 2 (monarch family)

behaving, always being polite and trusting the little ones shows unusual etiquette. When not at church, Sahar wears simple travel clothes with notes he takes with him wherever he goes. Interpretation tips: They are curious and hardworking. You are always looking for opportunities to discover, discover and improve not only yourself but also your studies. To you, the beast is something to be explored rather than chained. You seek answers to the unknown because others don't have the courage you do.

Disciplines: Presence 8, Daimonion 6, Dominance 6, Concealment 5, Auspex 4, Fortitude 3, Haste 1, and Animalism 2. Virtues: Conviction 4, Self-Control 5, Courage 5. Morality: Philosophy of Divinity 8. Will: 7 Disorders: Eroticism Merits and Deficiencies: Minerva's sense (supernatural merits, 6 points), efficient digestion (physical merits, 3 points), glamorous voice (social merits, 2 points), heavy sleep (mental weakness, 1 point)

Other Notable Mountains Tanitbal-Sahar

Priests of the House of Baal, creators of the philosophy of sin Although the story of Sahar has already been told, the young man was born in the city of Phenicia in Tyre. There he served as a singer in the temple of Melqart. Sahar captivated Tanit with his oratory and beautiful voice, but what really won the desire to make him immortal was his curiosity to find out. Tanit gave her immortality so that Sahar could contribute to studies that would complement vampires. During his travels, before reaching Carthage, Sahar visited the entire Middle East. He has been a guest in various clan strongholds, including Setite, Assamite, Brujah, and Tzimisce, and was drawn to places of faith and knowledge despite the pain True Faith inflicted on him. In Carthage he spent years in seclusion, accumulating his knowledge of the major philosophies of the Philosophy of Sin, and then evolving into the Path of Sin. Image: Young, handsome and educated. Sahar wears white and transparent robes most of the time. his way 106

Mysteries: The philosophy of sin is not really functional. They're still developing something to complement this, but no one knows. You have not yet discovered the true path to becoming a master of your philosophy, but you are searching for it. They say immortals tend to rave about it. Refuge: Sahar seeks refuge in the Temple of Ba'al, in his study. When he's not around, Sahar has another hideout near the industrial area, hidden in one of the alleys. Influence: Appointed priest of the House of Ba'al for the time he served, Sahar influenced the youth, who not only followed the philosophy he developed himself, but also members of the House of Ba'al. Father: Tanit Embrace: 986 BC Chr. Essence: Philosopher Behavior: Architect Generation: 6th generation. Apparent Age: Mid 20's Attributes: Strength 2, Dexterity 3, Endurance 2, Charisma 5, Handling 4, Appearance 4, Perception

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3, Intelligence 5, and Cunning 4. Feats: Vigilance 3, Athletics 2, Awareness 4, Brawl 1, Expression 5, Empathy 4, Intimidation 2, Leadership 2, Streetwise 2, and Cunning 3. Abilities: Etiquette 3, Melee 2, Performance 3 , Walk 3, Stealth 4 and Survival 3. Knowledge: Academic 3, Investigation 4, Wisdom of the Heart 5, Law 2, Occult 3, Politics 4, Philosophy 4 (riddles, society), Ritualism 4 and Religion 5 (Phoenician gods) . Backgrounds: Contacts 3 (Scholars, Priests), Resources 3, Status 3, Servants 2 (Scouts), Influence 2 Disciplines: Presence 5, Dæmon 4, Concealment 3, Haste 2, and Auspex 1. Virtues: Conviction 5, Instinct 4, Courage 2. Morality: Philosophy of Sin 8. Will: 7 merits and demerits: fate (supernatural merit, 4 points), traveler (spiritual merit, 2 points) and demonic enemy (supernatural fault, 3 points)

Brujah There is no greater influence in the city than the influence of the Brujah. In a way, a Brujah's word in particular carries far more weight than any other. The fact that Troile founded the city while he is absent and in hiding is a great achievement and a cause for Brujah worship. During voting, Monarch Himilcar often counts the votes of the Brujah Sovereign, or anyone else, as a priority by attending. This kind of injustice often creates intrigues that would not have existed had it not been for the wrong decisions of the monarch. Though Himilcar is absent from most decisions, when it comes to a Brujah, he meddles with his biased influence to resolve the issue. The Brujah are treated as if they were the Ventrue when the Roman Empire was at its peak. Often other vampires will mince words before disrespecting a Brujah. Taking a Brujah to court in most cases is almost automatically a loss to the other side.

Troile, founder of Carthage

Old monarch, overlord, creator of the House of Philosophers, founder and protector of Carthage, leader of the Phoenicians and antediluvian of the Brujah. History: There are no reports of his hugging, approximately

what relationships did Troile have with its creator Ilyes or Brujah? However, there are reports that at a certain point there was a rift between the two, causing Troile to commit the act of diablerie on his creator. What many don't know is that the act followed a series of attacks with his sword, now known as the Sword of Troile. Legend has it that the Antediluvian blood touched the sword and that Troile was unable to fully demonize it and lost part of his creator's consciousness because of the sword. Of course they are legends. What matters is that de Troile destroyed his maker. Other sources believe Troile consumed the antediluvian Ventrue in a brave act to protect the Second City. However, those closest to Troile believe that the diablerie was not beneficial as the mayor was unable to benefit from the generation acquired. There is no confirmation as to which story is true. Destroying Ilyes cost Troile a great deal of money, who at the time didn't understand much what it was like to be a powerful Cainite. Troile watched the Second City fall and without much strength in his hands, fighting voraciously, he fled at the end of the battle with his then eldest offspring. But the flight left a mark so strong as a compulsion that he could have done more. Troile roamed for centuries, fighting with their young. The rebellion of the True Brujah took place and Troile fought against those who were once his brothers. Troile fought fiercely against those who claimed to be the True Brujah, but darkness knocked on his door daily. Troile liked a Third City idea. Troile traveled the Middle East with her cubs, looking for ways to increase their power and knowledge, study the possibilities of founding a city, and adopting new vampires. When Troile reached Tyre, he met Tanit and Moloch, and the history of Carthage began with their practical plans. Roleplay Tips: Troile should be mischievous, passionate, angry but not out of control. Sometimes only hunger drives him, which makes him aggressive. It's a fine line between Troile, a man of anger and impeccable self-control at the same time. With great wisdom, the Antediluvian still has many dreams and believes that the Third City is drawing near. Troile believes that there are no flaws in his city and he has achieved perfection. Troile himself became a spectator because he understood that he could no longer control his hunger and anger. Not to ruin his life's work, Troile

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relinquished leadership of Carthage. For now, his main goal is to control his hunger before the beast takes over his mind, protect Carthage from its enemies and completely rob him of the power of Ilyes that resides in his sword. Secrets: Troile is addicted to Cainite blood. Their unrelenting hunger is no longer satisfied only by mortals. After all, his sword is a great secret that, if discovered, will surely guarantee good enemies. Troile is also bloody because of his vice with Moloch. Influence: The entire city of Cartago and all territories belonging to Cartago. Haven: The entire citadel of Byrsa and the Palace of the Immortals. Destiny: With the help of his child Menele, Troile is able to absorb the consciousness of the sword. But Troile too will fall with his city and Moloch, and will be trapped in the ground for centuries after the destruction of Carthage. Image: Troile's true appearance is unknown. This remains a mystery in Vampire: The Masquerade to this day. The appearance of this character must be the responsibility of the narrator, even if Troile is male or female. Father: Ilye's Embrace: ca. 6,000 to 3,000 BC Essence: Rebellious Behavior: Architect/Survivor Generation: 4th Generation Apparent Age: About 30 Attributes: Strength 7, Dexterity 9, Endurance 8, Charisma 7, Manipulation 5, Appearance 5, Perception 7, Intelligence 6, and Cunning 7. Feats : Vigilance 8, Athletics 8, Conscientiousness 6, Brawl 8, Expression 7, Empathy 6, Leadership 6, and Cunning 4. Abilities: Animal Knowledge 3, Archery 6, Etiquette 4, Melee 9, Achievement 5, Riding 5, Sneak 4, and Survival 4 Knowledge: Academic 7, Inquiry 6, Wisdom of the Heart 5, Law 8 (Carthage, Phoenician Laws, Greek Laws), Medicine 6, Occultism 7, Politics 8, Philosophy 5 (Riddles), Ritualistic 3, and Religion 6 (Phoenician, Etruscan, Greek and Babylonian polytheism) Background: Status 7 (Founder of Carthage), Resources 6, Contacts 5 (Senate, Priests, Monarchy), Influence 5 (Army of Carthage), Hoplites 5 , Allies 5 (Senators), Henchmen 4 and Herd 4 108

Disciplines: Haste 9 [10], Potency 9 [10], Auspex 7, Fortitude 7, Concealment 6, Presence 6 [10], Animalism 5, Dominance 5, and Shifting 4. Virtues: Conviction 3, Instinct 5, Courage 5 Morale: Philosophy of Sin 4. Willpower: 10 Disorders: Melancholy [overcompensation], voices and Nero's sickness [when using Sword of Troile] Assets and weaknesses: Self-reliance (mental achievement, 5 points), Iron Will (mental achievement, 3 points), Courage of Mars (Spiritual Merit, 3 points), Minerva's Sense (Supernatural Merit, 3 points) and Celestial Attunement (Spiritual Merit, 1 point), Antediluvian Thirst (Supernatural Error, 10 points) [caused by Sword of Troile], Eater of Souls (Supernatural Flaw, 4 points) and Driver Objective [Create the perfect city].

Sword of Troile Description: The Sword of Troile existed before the Ilyes died. There is no record of how the sword was made, but it was originally made with a mixture of cold iron, steel and silver on the blade. The sword was transformed into a legendary weapon after being touched by the blood of True Brujah Antediluvian. When Troile struck down Ilyes, his blood turned the mixture on the sword into a blue crystal. Scholars believe Troile may have created a ritual to accomplish this. It is believed that his consciousness was trapped in the gun after his death. His powers, including Third Generation abilities, were tied to his powers. Those who knew Troile personally may know that he wields a sword shielded with his unlife. The glass varies between blue and red color. Using it allows Troile to harness the powers of the third generation. Traits: The Sword of Troile requires Strength 5 to wield. The sword is believed to be 1.8 m long from the base of the pommel to the point of the sword, with a 1.2–1.5 m blade and a 30–45 cm hilt. The weight reaches 3.2 kg. The damage the sword deals is equal to Lethal Power +7 for vampires, but it causes aggravation for fairies and werewolves due to the silver and cold iron mixed in the crystal. There are two ways to activate Troile's Sword. The first requires fifteen tribal blood points and grants instant powers. The effect pauses a scene. The sword's hilt has some thorns that facilitate instant absorption. The second way involves an hour-long ritual, but guarantees the same effect with prolonged use.

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He. However, the sword can be used without activation. When active, the sword's color changes to red. The Cainite gains the third generation powers, such as pool of blood, blood points per turn, and the vampire's traits can of course increase to 10. Some of the powers of the antediluvian Ilyes are believed to be imprinted on the sword, and + is 5 to might, haste or temporis and presence to its wielder, but this must be up to the storyteller. The Crystallization Ritual: The Crystallization Ritual is the name for the rites performed for those who wish to activate the sword. The sword is believed to absorb Vitae in an incomprehensible manner. Absorbed CV is only derived from Cainite vitae. This gives an argument to those who believe that Ilyes' conscience is in the sword. The wielder of the sword must sacrifice one or more Cainites until he has 15 blood points.

Once the effects wear off, the vampire experiences a destructive hunger, leaving not enough mortals to feed him. The abrupt and temporary power of a third generation causes enough aftermath to reduce the vampire's blood pool to five points. For the rest of the time, the vampire will not eat until it has completely satiated its hunger, i.e. has filled its pool with blood, any tests to resist Frenzy or master control increase the difficulty by 2. Third generation: A vampire of the third generation can fill his blood pool up to 75 blood points, spend 15 per turn and reach his natural traits around 10. Scholars say that it would be possible to use the sword to kill the Cainites of the lower (4th) it is a strong risk. Storytellers should think before using such a storytelling device. The stories say that this is due to the power of consciousness of the antediluvian Ilyes. However, it opens the door to questions that if Troile embraced his child with such a sword, it would not be his offspring, but Ilyes's. Such questions remain unanswered.

There are two ways to perform this ritual, one more violent and the other "peaceful". In the first method, all of the Cainite's blood must be removed and placed in a reservoir large enough to hold the sword and vitae. The sword is left running for fifteen hours while the entire CV is absorbed. Once absorbed, the CV crystallizes on the sword and changes color to red. The duration of the effect is prolonged, longer than usual when performed this way. Instead of a scene, the powers are active for fifteen consecutive hours. The second way involves the same effort. It's faster but potentially less effective. The second ritual involves thrusting the sword into a Cainite's chest. Such an act can result in your ultimate death instantly if you put up little resistance. The sword will completely absorb your CV and vitality until it turns to dust. Note that the Cainite must be "alive" for the duration of the ritual, which is the same 15 hours as before. Unlike the first version, the effect lasts for a whole day. Effects cannot be stacked and you must wait for the activation to complete before proceeding with another. Weaknesses: The effects can be spectacular for sword wielders. However, the consequences are catastrophic. As

The Power of Blood: It is recommended to say that all attributes and improvements that a vampire can achieve with the sword return to their original state when the effect is performed. However, all functions acquired from diablerie or other methods of gaining power are entirely in the hands of the storyteller. If the vampire retains all the power of the diableries he commits? Will your hugged child have the 4th generation? Will there be glitches? Will he stay with the original generation or with those he destroyed by imbibing their blood? Or whether it retains any other quality will be a mystery to be revealed in its chronicle. Unleash your creativity and adapt to the story. Remember, it's YOUR story.

Other Brujah of Note Etheyra, the wise Childe

Royal and former Overlord Bratso of the House of Philosophers History: Though least remembered of the Brujah, Etheyra was the wisest of Troile's descendants. However, perhaps due to his lack of great deeds compared to his brothers, he was one of Troile's chief advisors at the Foundation.

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Laws and development of Carthage. Even when Etheyra was young and wandered with her sire, he was a wise advisor. Etheyra caught Troile's attention because he's a man of a certain age, a traveler, and somehow very intelligent. Troile hugged him because somehow Etheyra gave him calm and reflection, almost like something natural in this man. Etheyra of Assyrian origin was a merchant during the time of the Empire and worked on trade routes throughout the Middle East. This is how Etheyra met Troile, and Troile rewarded her wisdom with the hug.

Image: Etheyra has the youthful looks of a man in his forties. Etheyra always dresses appropriately for the occasions she attends and has a good habit when it comes to dress. He does not normally wear armor, but is always accompanied by guards, ghouls. Sanctuary: In one of the Cartago farms, which is his domain.

Etheyra became increasingly alienated from Troile as the sire surrendered to the poor of hedonism and hell. It was as if the boy knew about the evil intentions, but his father's interference would not let him hear. The sage kept the House of Two Thinkers away from such practices as long as he could. Etheyra, meanwhile, began studying practices for restoring his father's sanity, and upon discovering the studies of the time he was not only drawn to the contemplation that such knowledge entails, but he understood that this is a of possibilities was to save himself Troile. . Since then, the sage has been studying time, looking for ways to save his sire from utter madness. Etheyra does this in secret because she knows the risks of studying this "lost" knowledge. Etheyra knows that while Carthage is on his feet, only if Troile is healthy can he be saved. Roleplay Tips: While some men are ruled by emotions, you are ruled by wisdom. You are calm and thoughtful and always plan your steps ahead. You don't make decisions influenced by others or your emotions. You believe in people's potential, even though you see that many people are not using it. By doing so, you make some of your wisdom available to those who come to you as a tutor. You care about a person's virtues and this is how you judge whether you should help them or not. Some believe you really are a philosopher, perhaps one of the first. Regarding Carthage, your most sincere goal is the prosperity of the city while deepening your knowledge of yourself and your abilities. Segrets: Etheyra recently discovered her interest in the arts of the time practiced by old Brujah. Interest in rescuing his father led him to consider Temporis as an alternative. Though loyal to Troile, the knowledge of time is a practice that fascinates her, and Etheyra clearly disagrees with her sire's choices. 110

Role Playing Tips: Etheyra is very calm but expresses concern about the future of Carthage. He presents himself as a thoughtful man who makes the right decisions and always seeks the best outcome for himself and everyone. Etheyra is usually beautiful and proud to be a member of the Brujah. His greatest fear is the loss of his father and other family members. For this reason, Etheyra measures her steps well. Influence: As overlord of the House of Thinkers, Etheyra influences not only the local Brujah but also, in some parts, the land trade caravans, with contacts in the city that can aid him in his aims. Destiny: Theyra develops their abilities related to Temporis. Recently, Etheyra managed to use time as a variable speed effect. Add three True Celerity points to your record. Keep in mind that True Haste only grants additional actions that differ from the speed used by the Classic Era Brujah. Etheyra must choose between leaving Carthage when she realizes that the city has become hell, or dying there along with the vampires, forcing herself to change cities. Father: Troile Embrace: Unknown (possibly 2300 BC). Nature: Philosopher Behavior: Educator

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Generation: 4th generation. Apparent Age: 60. Attributes: Strength 3, Dexterity 4, Endurance 4, Charisma 3, Manipulation 5, Appearance 2, Perception 5, Intelligence 6, and Mind 5. Feats: Vigilance 5, Athletics 2, Awareness 2, Fighting 2, Expression 4 , Empathy 4, Intimidation 3, Leadership 3, Streetwise 3, and Cunning 4. Skills: Crafting 3 (Masonry), Trade 5 (Trade Routes), Etiquette 3, Acting 4 (Speaking), Horseback Riding 3, Stealth 4 (Hiding), and Survival 3 Knowledge: Scholar 5 (History of Ancient Kingdoms, Philosophy of Commerce), Inquiry 3, Wisdom of the Heart 2, Law 4 (Laws of Carthage), Occult 5 (Supernatural Time and Disciplines), Politics 4 (Political Maneuvering), Philosophy 4 (Society and Business). ) and Religion 2 (Assyria). Backgrounds: Influence 4 (Trade), Resources 4, Followers 4, Estates 4, Domain 3 (Farmland), Contacts 3 (Traders and Travelers), and Allies 1 (Scholars of Carthage)

Having learned witchcraft in the Mediterranean, he opened philosophical schools with Kritias, including a training and combat school. Meneleus invested in the development of the walls of Carthage even after Helen had visited the city, invited by himself. All these investments brought Meneleus closer to Troile, who saw in his boy an ally he could use for his desires. The rapprochement between the two was inevitable. Menele learned of Troile's past and devoted her investigative time to helping him. Meneleus became one of Troile's most faithful descendants. Once upon a time, king, Menele saw Carthage's astronomical growth not only as an advantage for the Brujah, but also an achievement for Troile, and if its maker was happy, so would he be. What was most important, however, was the mystical side Carthage took on, influenced by the rites performed in the city. Menele was in paradise and he knew it. Carthage was a springboard to develop as a wizard.

Disciplines: Presence 7, Potency 5, Temporis 4, Auspex 4, Dominion 4, Fortitude 3 and Concealment 2 Virtues: Reflection 4, Wisdom 5, Courage 4. Morality: Philosopher's Philosophy 7. Will: 8 Disorders: Breakdown & Merits Slime and Faults: Dark Secret (social fault, 1 point), Wasteful Discipline [Temporis] (supernatural merit, 5 points), and Traveler (mental merit, 2 points).

Menelaus of Sparta

Priest of the House of Philosophers Story: Meneleus cast a spell on Troile as did Etheyra. When Troile briefly visited the Peloponnese, Menele was a great king and philosopher whom Troile believed was beneficial to have with him. After the embrace, Meneleus was one of the descendants that Troile instigated to travel. Menele traveled throughout the Middle East and Asia, returning to Europe centuries later. His great interest in mysticism grew while traveling in Persia. Meneleus discovered there that much could be done with Vitae, far beyond the vampiric disciplines. From Persian sorcerers and occultists, Menele learned the blood witchcraft used by vampires. In Carthage, Meneleus was as enthusiastic as anyone who knew his name. In Carthage Meneleo used all his strength. He taught those who wanted

Image: Almost forty-year-old Menele has a youthful appearance, long, straight hair, but with a few receding hairline. The custom of dressing well has not disappeared and Menele mixes ancient Greek robes with modern Phoenician armour. Usually with various necklaces, paraphernalia, and interesting items to shower him with riches. Roleplay Tips: With a completely different personality from Etheyra, the spartan Menele is prejudiced, hard on life and ruthless. Though wise, Menele tends to make slightly more passionate decisions and is guided by his desire to see Carthage grow and grow. Menele is the classic and true general that anyone can imagine, always with a certain brutality but with reasons.

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Embrace: c. 1200 v

Meneleus and Helena Meneleus and Helena have a relationship of pure hatred. The rivalry between them has had many frictions since ancient times, but it did not border on death, as was the case after the fall of Carthage. Meneleus did not have an insane desire to destroy Helen, as he has done in modern times. The rivalry between them consisted solely of wildly differing views on how to proceed in the Consilium Immortalem in relation to Carthage. Think of them both as rivals with a shared history. They know each other well, they know each other's weaknesses, but they play cat and mouse. However, they do not attempt to take their own life. Some vampires may consider it "healthy masochism." Menele only wants to destroy Helena when he finds out that Toreador was the great traitor of Carthage who gave everything to the Ventrue.

Nature: Visionary

Behavior: Architect

Generation: 4 (via Diablerie) Apparent Age: 30 Attributes: Strength 4, Dexterity 3, Stamina 4, Charisma 3, Manipulation 4, Appearance 2, Perception 3, Intelligence 5, and Wise 4. Feats: Vigilance 3, Athletics 4, Awareness 3 , Brawl 4, Expression 2, Empathy 2, Intimidation 3, Leadership 4, Streetwise 3, and Cunning 2. Skills: Archery 2, Craft 3 (Blacksmith), Etiquette 2, Achievement 4 (Harp), Melee 5, Riding 3, Stealth 2 and Survival 4. Knowledge: Academic 3, Investigation 3, Wisdom of the Heart 3, Occult 4, Politics 5, Philosophy 3 (Society), Ritualism 4, and Religion 2. Background: Henchmen 4, Allies 3 (Priests), Influence 3, Resources 3 , Status 3 (Priest) Disciplines: Blood Magic 6, Haste 5, Potency 4, Auspex 3, Tenacity 3 and Presence 2 Blood Magic Paths: Climate 5, Path of Vitality 5 (equal to the path of Dur-An-Ki) and Magic the ghosts 3

strong enough to do it.

Virtues: Awareness 2, Self-Control 3, Courage 5.

Influence: Carthaginian ritualists, even mortals, relish his presence and respect him as superior. If necessary, they will help you and want you around.

Morality: philosophy of mankind 3.

Shelter: Menele takes shelter near Praça de Dido where she can see all the regional activities. Her sanctuary is filled with infernal protection rituals that can turn a Cainite to dust in minutes.

Diseases: choleric

Secrets: Meneleus knows about Troile's past and wants to help him. Meneleus knows where Troile is, what his sire's plans are, and where the sword is, but he is too loyal and will never betray him. Destiny: Menele suspects that Moloch is not a Toreador but a Baali. He knows that betraying Troile in a direct confrontation with Ba'al-Hammon could lead to the destruction of Carthage. Therefore, Menele searches for rites that guarantee Troile the powers of the sword and so can attack Moloch. When Carthage is attacked, Menele will be aloof, like a diplomat asking Gangrel and Nosferatu for help. He will only find out about the destruction of his beloved city when he returns to the ruins. Father: Troile 112

Willpower: 9 Merits and Deficiencies: Indomitable Soul (supernatural merits, 7 points), Mercury's Balance (physical merits, 1 point), Erisicton's Hunger (mental weakness, 4 points).

Critias, the philosopher of Athens

Integrates from the House of Philosophers History: Kritias lived in Athens during his lifetime and was a popular philosopher who populated the teachings of the Sophists. His philosophies made him many enemies among the city's nobles, and when the plague struck Athens, he was accused of corrupting the city's youth and exiled. But before he could go anywhere, he was visited by a dark stranger who introduced himself as Menele. The two discussed their philosophies until dawn, and then Menele offered Critias a chance to play his part for eternity. Critias agreed. The city authorities then attempted to execute him, but he returned and in a fit of frenzy killed and drained the entire house.

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by one of his executioners. He fled to Cyrene with his father, fed on his father's blood and created a blood bond that has remained strong even after the two parted ways due to Menele's strong resume. Kritias traveled to Carthage, fascinated by the ideal of a world where Kindred and cattle would live side by side. In Carthage he met Helena and other influential vampires and completely transformed the city. Despite being a newborn, Critias was so smart that this caught his attention. Critias developed some philosophical questions the Cainites had and remodeled some of the city's agoras. Image: Critias is an old man who exudes a calm tone. His mortal age gave new meaning to his unlife, and being embraced simply expanded his knowledge. Critias dresses simply, without much greed or luxury. Haven: Critias likes to seek refuge in places where he can interact with both mortals and other Cainites. Following the example of Socrates, Kritias has an enormous passion for debate and is always accompanied by the odd debating group in Carthage.

Secrets: In one of their conversations before leaving the city, Critias discovered information that would change his unlife and perhaps that of other vampires in Carthage. The vampire then organizes a caravan to travel the world in search of such a destination. Destiny: Because of his debating skills, he was appointed the city's envoy and traveled the world to find allies. For this reason he was not in Carthage when the Ventrue of Rome destroyed it. Enraged, he traveled to Rome and devoted all his efforts to destroying it as Rome had destroyed Carthage. He began to incite the peasants against the landowners, but the uprising was quickly put down. He attempted to create a battle between Rome and other Italian cities, but the Ventrue were able to quell the conflict. Father: Menele Birth: 478 a. C. Embrace: 423 a. C. Nature: Guru

Behavior: Visionary

Generation: 5th Generation Apparent Age: 30 Attributes: Strength 2, Dexterity 2, Endurance 3, Charisma 3, Manipulation 3, Appearance 2, Perception 3, Intelligence 5, and Cunning 5 Feats: Vigilance 3, Athletics 1, Awareness 3, Expression 4 (Debate), Empathy 2, Intimidation 2, Leadership 1, and Subterfuge 2. Skills: Crafting 2 (Architecture), Etiquette 3, Acting 4 (Philosophical Reasoning), Melee 1, Riding 2, Concealment 1. Knowledge: Scholar 3, Investigation 3, Wisdom of the Heart 3, Occult 2, Law 1, Philosophy 5 (Riddle) and Religion 2 (Greek). Backgrounds: Mentor 5 (Menel), Glory 2 (Philosopher of Athens), Herd 2 (Philosophers), Resources 1, Contacts 1 (Traders), and Status 1. Disciplines: Presence 1 and Potency 1 Virtues: Awareness 4, Self-Control 3, Courage 3 morality: philosophy of mankind 7

Role Play Tips: Critias is charismatic, curious and inciting. He doesn't judge by families or houses, he just debates and is interested in knowing the stories. For him, Jyhad remains a defining concept and the Cainite world is shrouded in mystery. Critias uses Cartago as a learning scenario and wants as many people as possible to join him and enjoy such ventures. Critias often appears in Cainite debates to make suggestions, give ideas, and advance Carthage.

Willpower: 6 merits and weaknesses: concentration (spiritual merit, 1 point), logic (spiritual merit, 1 point), respected father (social merit, 2 points), political reputation (social merit, 4 points),

Cappadocians The Cappadocians are oracles in Carthage. not you

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They care as much about understanding, infiltrating, and manipulating politics as they do about the results the city gets as a whole. A Cappadocian's influence is closely tied to what they can do with their knowledge of what material influence. They are usually consulted as a "second opinion" to resolve intrigues with a different point of view.

Ramsena

House of Souls Counselor Story: In a world of shame and corruption, Ramsena was the light that restored Caias' heart to life. Ramsena was a priestess of Ahura Mazda during her lifetime. At that time, the young woman presented a remarkable wisdom, with an intense connection with the spiritual world, and this somehow fascinated Caias. Even as a mortal, Ramsena was one of the few who could hear and speak to the spirits without even understanding necromancy. His composure also reassured her, and his way of dealing with the dead was what interested Caias most.

Creatures The friendly attitude shown towards the undead is never the same when dealing with the same species. Ramsena shows little interest in Cainites and has a very particular view of whether or not a Cainite deserves to live. Secrets: Ramsena guarantees the ultimate death of all vampires destroyed in Carthage without anyone knowing. She created a ritual capable of doing these things. With one of her rituals, the Sealing Ritual, Ramsena completely destroys any possibility of this immortal's return or transformation into a spirit.

Caias' other siblings often viewed the spirits as mere objects of study, but Ramsena was a born oracleist who did not treat them as such, and truly regarded the dead with divine respect. Ramsena received immortality as a gift and began to wander with Caias, through Europe, then through Erciyes. However, Mount Erciyes was not impressive for Ramsena, who traveled through Europe, got to know the Peloponnese, became interested in its mythologies, then the Etruscans, the Iberians and the Egyptians. Ramsena heard about Carthage in Alexandria, Egypt, and decided to go to the city. In Carthage, however, he noticed that there was much work to be done, both for the dead in the necropolis and for the living who were yet to die. Ramsena has set a mission for you. He could not change Carthage, but he could help, and the dead transitioning to the spiritual plane would count on his help for a peaceful and tranquil transit. The living didn't interest him, but the dead did. And if they needed it, they would have it to help them. Image: In the necropolis, Ramsena dresses like a corpse, with aged and torn clothes, even dusty or grayed by time. When in town, Ramsena dresses in simple, comfortable robes, always with some leather protection underneath her clothing. Refuge: Ramsena takes refuge in one of the tombs of the first necropolis of Carthage. Roleplay Tips: Ramsena is a good human, with both mortals and spirits. Not with Cainites. There is a definite change in the way he deals with immortals and all other 114

Destiny: Ramsena's final death approaches concurrently with the fall of Carthage. Ramsena must be demonized by her cubs during the invasion of Carthage. However, if someone saves her, Ramsena will destroy her cubs and return to Ercyies to expand her knowledge with the elders of her family. Father: possibly Caias Koiné Embrace: 912 BC BC Nature: Guru

Behavior: celebrant

Generation: 5th or 6th generation Apparent age: 20 Attributes: Strength 2, Dexterity 2, Endurance 3, Charisma 4, Manipulation 3, Appearance 3, Perception 6, Intelligence 4 and Wise 4 Feats: Vigilance 2, Athletics 2, Conscientiousness 5, Expression 4 (Diplomacy), Empathy 4 (Emotions), Intimidation 1, Leadership 3, Streetwise 3, and Cunning 3.

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Abilities: Animal Knower 1, Etiquette 4 (with spirits), Achievement 4 (Speech), Melee 2, Horseback Riding 2, Stealth 1, and Survival 3.

for controlling the necropolis, for various reasons. Naarden wants to use the dead as tools and Ramsena wants to save them.

Knowledge: Academic 3, Inquiry 3, Wisdom of the Heart 5, Occult 4, Philosophy 3 (riddles), Ritualism 4 and Religion 5 (Zoroastrianism).

Image: Naarden dresses like any other merchant and blends in with his surroundings. His contact with the House of Shadows taught him to dress normally and only occasionally extravagantly.

Backgrounds: Allies 4 (Necropolis Gravediggers, Guards), Resources 2, Status 2, Henchmen 2, Herd 1. Disciplines: Auspex 6, Necromancy 5, Fortitude 3, Serpentis 2, Concealment 1

Harbour: Naarden takes refuge in the Old Harbor from time to time to keep an eye on Ramsena. However, his true sanctuary is in New City.

Paths of Necromancy: Corpse on Monster Path 5, Path of Ash 3 Virtues: Conscience 3, Control 4, Courage 3 Morality: Philosophy of Minerva 5 Willpower: 6 Merits and Weaknesses: Spiritual Sense (merit, 2 points), Sense of Minerva ( merit, 6 points).

Naarden, another notable Cappadocia integrated from the House of Shadows story: Embraced by Ramsena for her oracular talents, Naarden was perhaps her father's greatest mistake. With completely different personalities, Naarden believes in using the powers as tools to achieve her plans and goals, while Ramsena uses them to help the dead. Naarden was embraced when she distinguished herself among mortals by predicting the future with great accuracy. Some treated her as an oracle or as messengers of the gods. Neither Moloch nor Troile took an interest in Naarden's talents, as it seemed little to either of them. However, Ramsena saw in Naarden the ability to predict death and offered Naarden immortality without a second thought. His hasty decision was a great failure to show wisdom. Naarden is the complete opposite of Ramsena. As he learned enough to understand that vampires could do much more than they were capable of, his personality became completely warped. Naarden continued to challenge his mistress's authority more, who did not severely punish her for being too kind. Over time, Naarden grew estranged from his lady and the two became almost rivals. Naarden hates Ramsena's behavior and Ramsena hates Naarden's childish behavior. However, Naarden has the help of his house, and Ramsena will not risk destroying it. both compete

Roleplay Tips: Naarden hates his mistress and all the concepts she taught him. If possible, Naarden tries to forget her. Many Cainites compare his attitude to that of a "rebellious teenager" who did not accept the house rules. However, Naarden is so disgusted because she never wanted to become what she is today. Neonate believes he has a very strong leadership personality and believes it is possible to lead the Cainites, always showing a touch of inspiration and bold plans for the future. Secrets: Naarden plans to demonize his lover, Ramsena. Naarden knows about the fall of Carthage in his dreams and thinks it's a waste of time to save the city. Destiny: Naarden hates the way Ramsena deals with challenges and believes that her creator wastes power. Naarden will be able to diagnose it if necessary. If successful, Naarden will travel to Egypt to study the world of the dead. Father: Ramsena

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Embrace: 622 BC Chr. Nature: Autocrat

Behavior: Opportunistic

Generation: 7th Generation Apparent Age: 20 Attributes: Strength 3, Dexterity 2, Endurance 3, Charisma 1, Manipulation 3, Appearance 2, Perception 3, Intelligence 3 and Wise 4. Feats: Vigilance 2, Athletics 1, Awareness 4, Fighting 2 , Expression 2, Empathy 1, Intimidation 3, Leadership 1, Streetwise 3 and Cunning 3. Skills: Trade 2 (Navigation), Etiquette 1, Stealth 3 and Survival 1. Knowledge: Scholar 3, Investigation 2, Wisdom of Heart 1, Law 3, Occult 2, Politics 3, Philosophy 2 (Understanding). Background: Status 1, Contacts 2 (Local Thieves), Resources 2 Disciplines: Necromancy 3, Potency 2, Auspex 2, and Obtenebration 1 Paths of Necromancy: Corpse on Monster Path 3 Virtues: Conscience 1, Self-Control 3, Courage 5 Merits and Faults: Prophetic Visions (merit, 3 points) Morality: Philosophy of Mankind 4. Willpower: 5 Merits and Faults: Sires' Resentment (fault, 1 point)

Mla Watu Unlike their Capadócio brethren, the Mla Watu follow a similar line of reasoning, but adhere to the Brotherhood ideology to which most of them adhere. The Mla Watu belonging to Casa das Almas maintain the role of protectors of knowledge and stories and always try to use them during debates. Both a Mla Watu and a Cappadócio look the same and are great guides to give you a broader view of situations. House of Souls Overlord is believed to have a personal study project on Carthage. His project would apparently involve the Land of Shadows and examine how cities are reflected there.

Sardik became a victim of vampirism because in his past he wronged a being who needed help. Even as a boy, Sardik was an oracle in one of the villages in the region. Sardik was of great wisdom due to his ability to speak to undead souls and had a peaceful understanding of life and death, an ideology that everything is circular and passing. On one occasion, during one of the village rituals, Sardik irritated a spirit that begged for help and spoke badly to the spirit. Enraged, the same spirit turned on one of the region's vampires, a Mla Watu, who hit Sardik with the hug. If everything were a cycle for Sardik, then his cycle of life would be broken. During Unlife, Sardik was taught the basics of what he could learn about dealing with spirits. His sire condemned him to be an eternal judge of the souls who fell victim to our plan, chained to help them whenever he can. However, the idea of ​​a destroyed philosophy of life was repugnant to Sardik. Instead of following what his sire taught him, Sardik became the opposite of what was planned. Sardik watched the time pass for everyone he knew but himself. Separated from his father, Sardik traveled across North Africa in search of answers about who he really was and how to cure his condition. Sardik wanted to return to the life cycle but has no idea how to go about it. His Creator showed him justice, mercy and benevolence. Sardik practiced injustice, cruelty and malevolence. Whatever it took to cover up the pain of immortality. Despite being a fair man, Sardik grew cold and implacable, doing whatever it took to achieve his goal. Any spirit he earned would be used as a tool. Sardik would turn his opponents to dust if need be. His weapons would be death until he found life and could abandon this plan. Image: Simple items of clothing are part of the Sardik costume. Sardik usually wears clothing of animal origin mixed with light fabrics and dresses as he dressed when he was a shaman. For some reason, the Abraço distorted its appearance and invariably deformed it. Sardik seems to be a child and not a man.

Sardik

Haven: The necromancer seeks sanctuary near one of the Agoras. He feels comfortable there, always listening and discussing with mortals and immortals their vision of non-life.

Overlord of the House of Souls History: Philosophy ruled Greece for a long time, but Sardik knew it before Thales and Miletus. Born and embraced in the north of the African continent,

Influence: Sardik is a terror among the living. The living fear that if killed, Sardik will use them as guinea pigs, and for this reason those who hear of his fame tend to obey him. Of course Sardik wins

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greater control over the poorest places, which they believe are not protected by the gods.

Generation: 7th generation Apparent age: 10 years

Secrets: Sardik seeks ways to create a ritual in which to feed on Cainite spirits that have become apparitions, stealing their talents. This understanding of death will help you take another step in your quest for salvation. With it, Sardik can even murder other Cainites for his own gain and consume their unprotected essences.

Stats: Strength 2, Dexterity 3, Stamina 4, Charisma 3, Manipulation 4, Appearance 1, Perception 4, Intelligence 4 and Wise 2.

Roleplay Tips: Regardless of the consequences, Sadik will get what he wants. If the world has never had mercy on its mistakes, Sardik will never have mercy on others either. If they get in the way, Sardik will blow them up like dust. Sardik has great respect for traditions, especially those he carries with him during his lifetime, and respects rules and traditions created by others as long as they are guided by personal goals. However, Sardik has no respect for those who get carried away by the rules imposed on them. Freedom must be attained, and for Sardik the cure for immortality is freedom. Therefore, only those who understand their personal goals are respected.

Skills: Archery 2, Crafting 3 (Herbalist), Zoology 2, Etiquette 3, Melee 1, Stealth 2, Horseback Riding 2, and Survival 1.

Feats: Vigilance 2, Athletics 1, Awareness 4, Expression 3, Empathy 4, Intimidate 1, Leadership 3, Streetwise 2, and Cunning 2.

Knowledge: Academic 2, Inquiry 3, Wisdom of the Heart 4, Law 1, Occult 4, Politics 3, Philosophy 2 (Logic), Ritualism 3, and Religion 4 (African Mythology). Backgrounds: Contacts 4 (Priest of Carthage), Status 4 (Suseran), Resources 3, Influence 2, Herd 2 and Servants 2 Disciplines: Necromancy 5, Animalism 4, Dominate 4, Auspex 3 and Obscure 2 Paths of Necromancy: Path of Umzwelo 5, Path of Azrael Llamas 3 Virtues: Conscience 2, Self-Control 5, Courage 4 Morality: Philosophy of Humanity 3. Will: 7 Merits and Flaws: Child (Physical Weakness, 3 points), Spiritual Sense (Supernatural Merits, 2 points) , Heavenly Attunement (Spiritual Merit, 1 point)

supporter of the sentence

Destiny: Sardik does not believe in the preaching of salvation by the Salubri. He believes there is salvation, but not in the way the Cainites understand it. Sardik may find his way to salvation through the influence of other characters, or he may simply give up and become the executioner of souls, dissatisfied with his pain in the spirits. Lord: Unknown.

Despite no longer having an influential leader, the Setites continue to seek the same resources they had before the fall and dissolution of the House of Amun. The Setites reorganized and devised a strategy to infiltrate at least half of the houses and try to gather influence to see how they can regain their power.

Amun, the god of light

Embrace: 967 BC Chr. Nature: monsters

Setite scholars believe that the Setites' greatest influence was in Carthage when Ammon led them. Seth's followers did not lose their respect even when Amun was banished from Carthage. In fact, their African brethren came as representatives to change the vision of Set's followers. In Carthage, religious, political, and economic responsibilities are disputed among family members.

Behavior: Repentant

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History: During the kingdom of New Egypt, Amun was a prophet, believer in the coming of the god of chaos. His oratory convinced many Egyptians that a new deity was ready to be born into the world, adopt mortal offspring and make it all go to waste. However, the god of chaos was not Ra, Set, or any possible deity capable of creating destruction. For Amon, chaos was the unknown, something not yet present in the minds of mortals. Amon believed in a god who was not born. Nakhthorheb embraced him for his ideology, until then lonely. Amon's almost blind belief in a deity caught the attention of Nakhthorheb, who gradually turned his view to the worship of Set. However, Amon never lost his faith in possible divinity, believing that he would one day summon her to rule with Set on the Earthplane. Ammon was indoctrinated to believe that Set and Chaos would stand together as kings of the world. In Egypt, Ammon was among the hierophants led by their Creator. On one of his expeditions to gather knowledge for the followers of Set, Amon stole a dark brown tome from a tomb, apparently a book of witchcraft. It is believed that this book was responsible for Amon's madness. When he was freed from his sire, Ammon learned of Carthage's existence. Egypt already belonged to Set and it was necessary to begin his devotional work where Set's presence had not yet arrived. Ammon went to Carthage and presented himself first as the divinity of light, a herald who would give hope to the people who often suffered from the lack of awesome divine power in Carthage. His missionary power was strong enough to have him consecrated as a real deity among the Punics. However, Moloch's strength was immeasurably greater. Age was a determining factor in Amon losing his dispute. When he was banished, Amon swore an oath to Carthage and vowed to destroy it at all costs. There is no knowledge that can determine if Amon is really dead. The Setite held a book which he carefully carried and guarded. Amon entered the middle of the desert and opened his book to bring about chaos in Carthage. Accompanied by one of his servants, Amon is said to have sacrificed himself to throw Carthage into chaos. Not only his followers but also his children believe that the sacrifice was true and responsible for the destruction of Carthage. The book was lost to history centuries later. It is believed to be a profane book of dark sorcery unknown to even the most learned of Hell. Image: Amon was a particularly handsome man. His presence in the streets of Cartago made eyes 118 puff

and their interactions increased the egos of mortals. Amun had a natural charisma. He is described as a tall, healthy looking man. Her skin, brown, with honey-colored eyes reflecting in the moonlight. Always go with him, imposing and confident. Her lips, full and lighter than her skin. Amon always wore white or yellow robes to represent his presence as a deity of pure light among the citizens of Carthage. Roleplay Tips: Amon is kind to his mortal followers, literally behaving like a deity of goodness and winning their hearts almost permanently. Being with him during the sermon is an utter blessing. However, this is another lie that Amon learned to show with the inspirations he believes in religion. Amon is a selfish bastard looking for success for the followers of Set and for a "deity" he believes exists. This selfishness borders on religious fanaticism, almost blind, which Ammon tries to hide with a pile of handkerchiefs on his body. Sanctuary: Amon is protected daily by dozens of mortals guarding his temple. It is believed that Amon has an underground chamber in his temple that is unique and built exclusively for only him to access. The true secret of the chamber is unknown, but it is known that witchcraft exists there. Influence: All of Amun's religious and believers are under his influence. Mysteries: Amon may have gone to hell thanks to the book. Few know what the book is really about. Even Ammon doesn't fully understand the complexity of what's in his hands, but he treasures it like a precious ring of gold. Destiny: Amon will fight for religious and political influence in Carthage. However, his loss will lead to an almost unbearable desire for revenge. In the desert, on one of the full moon nights, Amun will perform the sacrificial rite that is also performed in Carthage, but with the aim of sowing chaos in the city. The mortals who followed him will be destroyed as well as he. However, his book can be redeemed. Lord: Night Horheb. Embrace: 1720 BC C. Final Death: possibly 422 a. C. Nature: Intelligent

Behavior: martyr

Generation: 5th Generation Apparent Age: 30 Attributes: Strength 5, Dexterity 4, Endurance 5,

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Charisma 5, Manipulation 5, Appearance 4, Perception 4, Intelligence 5, and Cunning 3. Feats: Vigilance 4, Athletics 3, Awareness 4, Brawl 3, Expression 3, Empathy 4, Intimidation 3, Leadership 5, Streetwise 3, and Cunning 4. Skills: Archery 4, Animal Identification 2, Etiquette 3, Melee 1, Horseback Riding 3, Stealth 2, and Survival 3. Knowledge: Scholar 2, Investigation 3, Wisdom of the Heart 4, Law 5 (Egypt and Carthage), Occult 5, Politics 3, Philosophy 3 (Religion) and Religion 4 (Egyptian). Backgrounds: Influence 4, Contacts 4 (Priest), Status 4 (Overlord), Resources 3, Herd 2, and Servants 2 Disciplines: Serpentis 7, Presence 6, Concealment 6, Dominance 5, Auspex 4, and Potency 4 Virtues: Conviction 5, Self-Control 4, Courage 4 Morality: Philosophy of Divinity 9. Willpower: 8 Disorders: Voices, Cholerics, and Madmen Merits and Faults: Blessed Existence (supernatural merit, 5 points), Blood Bond Immunity (supernatural merit, 3 points) [acquired from the Tome of Blood] , Cursed Fate (Supernatural Flaw, 5 points)

The Book of Amon The Tome of Chaos, the Tome of Blood, the Dark Tome It is unknown when it was written, by whom it was written, or how long it was in that plan. Occultists say that the Tome of Blood, often confused with Librorum Sanguine, may even be the same book. They believe the Tome of Chaos was written by demons who have long lived in the deepest roots of the underworld. There they sent this book to mortals as a "gift", but the gift with a purpose was just a tool to summon demonic powers. The Dark Tome fills the lore of sorcery and ritual limited to what mortals and immortals can comprehend. It is believed that those who donate donate part of their sanity to gain knowledge. System: Chaos Tome requires a blood count. Once the hand is severed and the mark on the book cover is severed, the character gains a permanent disorder. This disorder cannot be cured even by powers like Valeren of the Salubri. Each use of the book costs a temporary willpower point, but each time a character spends half the willpower points, they gain another permanent debuff.

The tome teaches dur-an-ki, blood magic, or any other temporary magical knowledge. Each time the tome is consulted, the character also temporarily gains occultism. Knowledge takes a scene. This knowledge is never learned as it is forgotten within minutes of use, making the user dependent on the book. The writing is useless as the character cannot understand the writing itself, as if suffering from dementia or trying to understand an ancient language. Noddists believe it to be the first of all languages. The transmission of spoken knowledge is also flawed. Characters who hear the words receive them as demonic curses in another language, causing them temporary disruption. It is believed to be truly the first artifact to teach its wielders infernal sorcery. When seeking witchcraft, rituals, or occult lore, the character must roll Intelligence + Occultism (difficulty 6 for occult lore, 7 for rituals, and 8 for blood sorcery). The character will search the book's writings, but the bug prevents them from using those pages that night. This learned knowledge reaches the maximum that a character's generation allows. Like blood sorcery, the knowledge is forgotten minutes later.

Gangrel The low presence of Gangrel members in Carthage gives them minimal influence. Gangrel are rare in Carthage and sometimes insignificant. His Akunanse brothers tend to take their places, often bearing whatever name and honors Gangrel might deserve. In general, they are still often thought of as "the beasts that can defend us when we need them", but this mindset only deters other family members who dislike them and refuse to be used as toys. Because of this, many Gangrel in Carthage don't even reveal themselves, just operating in the shadows, smuggling intel or taking what they can to get back out of the city.

Divan, the ruler

Citizen of Carthage History: Diwan is one of the few prominent Gangrel when it comes to social situations. Somehow Diwan was more interested in dealing with mortals when he arrived in Carthage. Something has piqued his interest in the mortals of the city, something has enchanted him, and even Diwan can't tell where this fascination comes from. Maybe living with the immortals, maybe the genius of urban planning or even culture. If I wasn't Gangrel

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Diwan is probably confused with toreador. His arrival in Carthage was gradual. Diwan knew the entire political system. In his opinion, the system was flawed and participating in a fraternity program wasn't what he wanted. Diwan saw no future in being associated with the Houses, but Gangrel knew the rules and lived for almost a century or two as a member of the House of Immortals.

Carthage. Gangrel will try to rally forces against the Carthaginian Senate and take full control. He will have outside help and gossip that even the Aurea dignitaries will try to help him.

As he paraded, Diwan used the influence he had built in Carthage throughout the criminal world to establish himself as an information broker. Diwan lost influence among the Houses but soon regained it when he began working for everyone simply by selling information. At one point, Diwan clashed with Dignataris Aurea, who joined him. Since then, Diwan has been in a comfortable position to influence crime, using the cult as his key ally. Diwan believes that he will eventually be able to use his methods to advance the Cainite political system in Carthage. He faithfully believes in the city and in mortals, and his dream is to make it eternal. Image: Diwan dresses simply. He usually dresses in clothes that are barely noticeable, but always wears armor under the cloth. Normally armed, Diwan manages to intimidate many men due to his height of 6.15 feet. Hideout: There is no record or knowledge of where Diwan's Hideout is located. It is believed that there is not one, but dozens of shelters. However, there are people who say that Diwan inserts himself into the walls of Carthage every night when he goes to sleep. Interpretation Tips: Charisma is its essence. Dealing with humans is particularly easy, but if need be you can use your best weapons, be they physical or political. You know where you're stepping, you're intelligent, and you know how to interpret when you're trying to fool him. That's why you're good at what you do. Always be careful with words, unless you are dealing with someone better than you, you are unlikely to reveal information that could harm you. Influence: Diwan handles the crime world very well and is one of the main informants of the Aurea dignitaries. Its main area is information traffic. Your eyes and ears are everywhere in the city. Secrets: Diwan is planning a strike against the Cainites in the Carthaginian Senate and will do so within the hour. Little by little, Diwan sought help to carry out his already ancient plan and make it a reality. Destiny: Before Carthage falls and his plans fizzle out in his hands, Diwan decides to take 120

Father: Gilgamesh (claimed). Loyalty: Dignitaries Aurea and Gilgamesh Embrace: 810 BC Chr. Nature: Visionary

Behavior: Architect

Generation: 8th Generation Apparent Age: 20 Attributes: Strength 3, Dexterity 3, Endurance 4, Charisma 3, Manipulation 4, Appearance 4, Perception 3, Intelligence 4 and Wise 3. Feats: Vigilance 3, Athletics 2, Awareness 3, Brawl 3, Expression 1, Empathy 1, Intimidation 3, Leadership 2, Streetwise 5 (information, domination), and Cunning 4. Skills: Animal Knowledge 3, Etiquette 4 (Street Rules), Melee 1, Stealth 4, and Survival 4 Knowledge: Investigation 2, Wisdom of the heart 2, occultism 2, politics 1 and religion 1 (Carthage). Backgrounds: Mentor 6 (Gilgamesh), Contacts 5 (Mercenaries, Thieves, Beasts), Henchmen 5, Scouts 4, Allies 3 (Informers), Resources 3, Herd 2, and Status 1 Disciplines: Stronghold 4, Mutable 3, Animalism 3, and Dominion 1 and Power 1 Virtues: Conscience 1, Self-Control 4, Courage 5 Morality: Philosophy of Humanity 4.

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Willpower: 6 Merits and Weaknesses: Sacred Bond of Contact with Carthage (social merit, 3 points), phobia [haphephobia] (mental weakness, 2 points)

Akunanse While the Gangrel brothers try to break free from Jihad, the Akunanse often try to immerse themselves in it. In the vampire experience, the Akunanse are younger than the Gangrel and as a result some of them still believe they have the power to control the jihad. Each Akunanse's wandering past gives them certainty because they think they "have seen it all". However, the lack of social resources makes it difficult for Akunense to conquer space, as they often have to operate in lower positions or earn respect by shouting and kicking. This type of behavior is reflected in Cartago, as the Akunans seek an ideal of non-life for themselves in the city.

he embraced him and Najmar settled in Carthage to take care of his father. Image: The brown-skinned Najmar always wears light clothing and carries hundreds of small pouches from which to store his herbs and create his poisons. On its body, various pockets, small and medium-sized, also guarantee space for other resources. Najmar is a tall man with a mysterious aura. It seems impossible to read the true intentions on his face. There are some markings, almost like scales, marked on your skin, a clear sign of your beast. Port: Najmar takes refuge in one of the farms furthest from Carthage but still owned by the city. He usually introduces himself as the owner or sends one of his servants to look after visitors. Najmar prepared the rooms and chambers both for his lord and for himself.

Najmar, the herbalist

Bratso of the House of Beast Story: Najmar's distant past has required a variety of journeys that his own Laibon legacy intentionally blended into his unlife. As a mortal, Najmar was a Tuareg, a descendant of itinerant peoples. His family, always engaged in the itinerant trade, moved from city to city, often crossing the Sahara. Najmar's misery began when his family sacrificed him to a Cainite. Although Najmar had learned much from his mortal family to embrace the craft as a way of life, poor conditions came their way. Dry and difficult times forced his family to take drastic measures. Najmar, the healthiest son in the family, was sacrificed as food for his father, who they believed to be a deity. Hungry, his sire could not help but drain Najmar, but saw in the young man a chance to transform him into something greater. Najmar was embraced and became a loaf. Your creator has given you the opportunity to take revenge. Raised as a kind man, Najmar did not blame his family. Apparently, the relationship ended, but Najmar, along with his father, sought refuge around the world. Both traveled around North Africa, driven by their beast and the need to ingest new foods. Her creator was a great source of inspiration. With great wisdom, the sire of Najmar taught him the knowledge of how to handle the beast and understand its hunger. In Carthage, its creator felt the need for rest, for eternal sleep

Influence: Najmar works extensively with the Assamites, selling their mystical and natural poisons. His ability to use Abombwe has given him incredible poisons, and this is one of the main trading points Najmar has found for himself. Within the criminal world, Najmar supplies poison for the murders. It is not much different with the Cainites. He is believed to be the best herbalist in Carthage. Roleplay Tips: Najmar is particularly suspicious. While he has a good heart when dealing with other Cainites, he has little faith and is likely to deal with it. His biggest fear is that his father will be discovered, so Najmar uses his contacts to find all the information about who he is dealing with. Secrets: The Progenitor of Najmar is kept in a stone crypt

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the basement of his apartment. Inside is a tomb where old Laibon rests in peace. Destiny: Najmar feels that more and more eyes are looking for his father, for some reason. Perhaps he was already famous in Carthage and Najmar did not know him. However, Najmar knows that at some point he will need help. Soon the curious will try to keep their father. Father: Ek-Hamin Embrace: 636 BC Chr. Nature: Intelligent

Behavior: Mercenary

Generation: 9th generation Apparent age: 21 years. Stats: Strength 3, Dexterity 3, Stamina 5, Charisma 3, Manipulation 2, Appearance 2, Perception 4, Intelligence 2, and Cunning 3. Feats: Vigilance 2, Athletics 3, Awareness 3, Brawl 3, Expression 1, Intimidation 2, Leadership 1, Streetwise 2 and List 4. Skills: Animal Ken 1, Crafts 3/4 (Herbalism, Poison), Commerce 3 (Routes) Melee 3, Stealth 3 and Survival 4 (Location). Knowledge: Academic 1, Inquiry 3, Wisdom of the Heart 3, Occult 3, and Religion 1 (African Myths). Backgrounds: Contacts 3 (Traders, Herbalists), Allies 3 (Hunters), Resources 2, Servants 2, Status 2 Disciplines: Abombwe 4, Concealment 3, and Animalism 2 Virtues: Conscientiousness 2, Self-Control 5, Courage 3 Morality: Philosophy of Humanity 5 Willpower: 5

The Lasombra have always attributed to the fact that they are a family created to lead, the Lasombra of Carthage had no other position. Wherever they are, it's hard to say that a Lasombra isn't aspiring to a position of power. In Carthage, the Lasombra have influence, they have respect, but the missing piece to get what they want is precisely a state position outside of their main brotherhood. The most recent achievement was the consecration of a Lasombra as head of another house.

Eucarpia, the lady of the oceans

Overlord of the House of Shadows Story: Eucarpia could be considered a typical character 122

of the great Greek myths. Somehow, the sense of discovery always screamed in her chest, calling for a search for something greater than even Eucarpia could comprehend. This desire for conquest, this feeling and the search for freedom caught the attention of her mistress, who hugged her, believing that she would be a great asset to Lasombra. After Embrace, Eucarpia became the first and perhaps greatest figure of the seas in classical antiquity. By the time other Cainites began venturing into the seas, Eucarpia already possessed them. His naval and strategic skills easily defeated his enemies. Eucarpia met the Carthaginian forces at sea. At first she was an enemy of Carthage, but over time she became an ally. Lasombra settled in the city after being amazed by the quality of Carthaginian ships. During the height of the great Carthage, Eucarpia allied with the Punians and began to trade their strategies and naval forces in Carthage's favor. Its influence lasted a few centuries, until Eucarpia began to break away from local influence, the Cainites and the Consillium Tenebris. The Lasombra of Carthage loyally supports Eucarpia as she is an authority figure in Carthage. What most stimulated the desire for revenge against Carthage was the loss of influence in the city. Destroying the House of Shadows was an act of treason for the pioneer. Since then, Eucarpia has been preparing to abandon Carthage entirely and turn against Moloch in the near future. Image: With a strong body and determined expression, Eucarpia draws traces of ancient Troia. Always in armor, even if it's light, Eucarpia shows the clear features of a fearless warrior, always confident in her abilities. However, his white skin is the trait that most distinguishes him from other mortals who hailed from the same region. Her eyes show a fire of achievement and inspiration to those who follow her, but intimidation to those who don't support her. Shelter: Your ship is your own home. Eucarpia does not fear the ship's destruction, believing that her own shadows will defend it. The Eucarpia ship is a Quinquireme, one of the largest, finest, and most powerful ships ever built in classical antiquity. Influence: Carthage's naval forces are under Eucarpia's control until she decides to withdraw from Carthage. He is possibly responsible for Carthage's victorious naval battles and even the city's naval development. Roleplay Tips: Eucarpia has an almost unwavering loyalty to her family. That does not matter

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It happens that Eucarpia never gave up on Lasombra's goals and did not even forget her when she entered the city, since she was a completely biased leader. His decision-making and commanding attitude is the purest stereotype that reigns in House of Shadows ideals. Eucarpia doesn't care for those who aren't her Familia, and if she has to, she'll be sneaky and stab her opponents in the back.

2, Expression 1, Empathy 3, Intimidation 5, Leadership 6, and Subterfuge 3. Skills: Trade 3 (Sea Lanes), Navigation 4, Etiquette 3, Melee 4, Stealth 3, and Survival 2. Knowledge: Academic 2, Investigation 2, Heart Wisdom 3, Occult 4 (Obtenebration) and Politics 3. Background: Status 4, Resources 4, Scout 4, Minions 3, Contacts 3, Influence 3 (Military) and Glory 3 (Pirate) Disciplines: Potency 7, Obtenebration 6, Dominance 4 and Auspex 4 Virtues: Conviction 2, Wisdom 5, Courage 4 Morality: Philosophy of Ares 8 Willpower: 7 Assets and Weaknesses: Herald of the Abyss (Supernatural Weakness, 6 counts), Animated Shadow (Supernatural Weakness, 3 counts), Light Sleeper (Mental Merits, 3 points)

Odysseus the Humbled

Secrets: Eucarpia is working to completely eliminate Casa das Sombras and unleash the Lasombra on Carthage. Anyone who would like to accompany them is very welcome. After witnessing Moloch's visible manipulations, Eucarpia lost interest in Carthage and is gathering more information every day to overthrow the Carthaginians. Destiny: After separating the Lasombra from the city, Eucarpia will lead the naval attack on Carthage in the Seventeen Days Battle, and together with her allies destroy every last ruin of the city. Eucarpia can be destroyed during the Battle of Moloch. Father: Unknown (possibly Khanom Mehr) Embrace: 1001 BC

Advisor to the House of Shadows Story: The young Odysseus was embraced by Eucarpia, believed to be due to the conqueror's egocentricity. Odysseus is the antagonistic mirror image of Eucarpia. Anxious, withdrawn, disreputable are the qualities that Odysseus displays most. Unlike his wife, Odysseu is hardworking, dedicated and a traditionalist. These very different qualities prompted Eucarpia to embrace him. Unlike many lords, Eucarpia is tough, demeaning Odysseus' features whenever she can, and showing complete power and dominance over the young man. The relationship between the two is nothing more than something Eucarpia uses to make her feel better than someone else. This constant disdain has turned Odysseus into a vengeful psychopath, planning at night what to do when his lady is in her direst need. Odysseus became interested in the occult, seeking witchcraft and wanting to learn ways to manipulate shadows in ways his mistress had never imagined. Odysseus sees blood magic as a means of defense to one day take revenge on his beloved. With Eucarpia constantly on her sea voyages, Odysseu has plenty of time to distance, study, and gain influence without her help.

Death: Possibly 146 BC Chr Nature: Thrill Hunter Behavior: Eye of the Storm Generation: 5th or 6th Generation Apparent Age: 30 Attributes: Strength 4, Dexterity 4, Stamina 5, Charisma 3, Manipulation 3, Appearance 3, Perception 4, Intelligence 2 and Wits 3. Feats: Vigilance 3, Athletics 2, Awareness 1, Brawl

Image: Odysseus is thin, seemingly shy, and has the face of a child who has never seen anything outside the domain of his home. His face expresses an academic, adventurous and lonely life. Usually he dresses

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like an ordinary citizen always trying to learn from his elders what he is capable of. Odysseus has no noticeable physical traits and is indeed capable of being the butt of jokes when it comes to physical traits.

Knowledge: Scholar 3, Inquiry 3, Wisdom of the Heart 3, Law 2 (Carthage), Occult 4, Philosophy 3 (Mystery), Ritualism 4, and Religion 3 (Greek Myths).

Refuge: Odysseus takes refuge in the coffins of the lighthouse of Carthage. The Tower is an utterly dark refuge from the Abyss that can summon creatures from beneath to aid Odysseus when he needs them.

Disziplinen: Obtenebration 4, Mysticism of the Abyss 3, Domination 3 und Potency 2

Influence: Odysseu is not influential and is ridiculed by his colleague Lasombra. Only ghouls and some neophytes can understand and respect his pain. Roleplay Tips: Odysseus is considered a failure because he behaves like one. It does not inspire confidence, guidance, or inspiration. Odysseus almost always seems defeated, however, such an appearance hides a magnanimous intelligence that, if well researched, can be the solution to great problems. When you play him, think of him as withdrawn, suspicious, and fearful compared to other Cainites. Mysteries: Odysseus mysteriously learned to wield the powers of Abyss Mysticism. There are rumors that the demons taught him. Odysseus plots how to destroy his lady in the most humiliating way, and he will enlist the necessary help to do so. All Odysseus wants is revenge. Destiny: Maybe Odysseu can destroy his father. Faced with Eucarpia, Odysseus can only meet two fates, the first is to destroy his maker during the Seventeen Days Battle or be nefariously destroyed by it like a cockroach trampled by a mortal. A third fate is to be helped by someone to seek exile, destroy the Blood Vinculum and grow further and further from his Lady, completely forgetting his existence with her. Father: Eucarpy. Birth: 623 BC

Embrace: 599 BC

Nature: masochist

Attitude: philosopher

Backgrounds: Resource 2, Influence 2, Servant 1, and Status 1

Virtues: Conscience 2, Self-Control 5, Courage 3 Morality: Philosophy of Humanity 3. Willpower: 4 Merits and Weaknesses: Incompetent (fault, 5 points), Mean Producer (social fault, 4 points), Ex-Ghoul (social fault, Merit, 2 points)

Nosferatu There is no specific house that the Nosferatu attend. There are no positions, not even political positions. The Nosferatus are actually rogue mice that have overbred themselves to the point of being impossible to get out. They really are the only independent family in town. The Nosferatu are closely associated with the Dignateries Aurea because it is the very sect that keeps them alive. It is precisely their work that makes them bearable in Carthage without even being considered a citizen. It is common to find Nosferatus in the city not even recognized as members but tolerated as members.

Fassil, der Herr der Bestien

Guardian of Nosferatu, Protector and Guardian of the Sewers Story: The lord of beasts, Fassil, is one of the most terrible figures in Carthage. Fassil came from the most dangerous areas, contested by the Laibon and the beasts. Nosferatu left his comfort in the past and returned with a lesson no one could teach you. He went through conflicts, wars, struggles in the darkest and most mysterious areas of the African continent.

Feats: Vigilance 2, Athletics 1, Awareness 4, Expression 3, Streetwise 1, and Cunning 2.

In Carthage, Fassil is proclaimed lord of beasts and claims to be protector of Nosferatu. Fassil has promised to protect the Nosferatu from the Nictuku, who stalk their prey like lions. Fassil established his rule in Carthage and was responsible for unifying the city's Nosferatu and creating the completely unreadable Nosferatu tunnel network. According to Abey, Fassil became a protector while Abey became the political leader of the Nosferatu, and both began working in this way.

Abilities: Craft 3 (ritual tools), Etiquette 3, Melee 1, Horsemanship 1, and Stealth 2.

Fassil, through Abey, invites new Nosferatu each decade to come and seek under his protection

Generation: 7th generation Apparent age: 20 years old Attributes: Strength 2, Dexterity 1, Endurance 4, Charisma 2, Manipulation 3, Appearance 1, Perception 4, Intelligence 5 and Wise 4.

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Protection. Both Fassil and Abey take no part in Carthage and have little interest in the houses and political struggles that the city brings. For Fassíl, the strength of the family is what counts, and that's how he will work. Fassil formed a Nosferatu protection group trained to protect his brothers from Nictuku's forces. In the Sewers, this elite group serves as guard and protection, well trained and armed to protect their brethren. It is believed that in order to enter the Tunnels of Nosferatu, it is necessary to pass through the Bastions of Ugliness, as they were called. Image: Due to the grotesque masses of skin mixed with hair and pus oozing from his body, it's almost impossible to really describe Fassil's appearance. However, some believe that it is an ordinary Nosferatu, without hair, with yellowish or greenish skin, and some bruises from Idepra and other diseases all over his body and face.

His age brought him little patience, but the fear of meeting a much older Nictuku has him calculating exactly the steps he needs to take to avoid being spotted. Fassil does what he wants, when he wants, because he can. And if necessary, he will use the resources of any Nosferatu he deems important to his mission, to the detriment or not. Influence: Fassil is considered the "father", the autarki of the Nosferatu of Carthage. They are all subdued by him because they agreed to it in exchange for protection. Fassil shows fairness to his relatives and allows the Nosferatu to do whatever they want as long as it doesn't harm the family. Secrets: Fassil is looking for a third generation Cainite to become a true protector of his family and completely destroy the Nictuku menace. Fassil uses Abey's influence to search for a weakened Antediluvian, an easy target. Fate: Fassil is destroyed a few years before the fall of Carthage. Apparently, an ancient Nictuku managed to breach all defenses, completely destroying and destabilizing the Nosferatu in the city. Others say that Fassil was actually destroyed by one of the Antediluvians when he tried to diablerize them with his elite group, the Bastions of Ugliness. Father: The Matriarch Embrace: 3rd millennium BC Death: 3rd century B.C. B.C. Nature: Architect

Behavior: Survivalist

Generation: 5. Generation Offensichtliches Alter: Irrelevant

Haven: It is unknown where Fassil is taking refuge. Rumor has it that there is a hidden cave on the coast of Carthage that no mortal or false immortal can enter. Roleplay Tips: Fassil hates stupid decisions, especially from the Nosferatu, because he knows the risk his family is taking at the hands of the Nictuku. Therefore, Fassil does not tolerate mistakes, coming mainly from the elders, which can damage his family's position. This makes Fassil a bit intimidating, as he sneakily punishes his "kids" when he feels he should punish them. Fassil is not interested in defending the Nosferatu from other families, believing the Nictuku to be the biggest concern.

Stats: Strength 6, Dexterity 5, Stamina 7, Charisma 4, Manipulation 5, Appearance 0, Perception 6, Intelligence 6, and Cunning 5. Feats: Vigilance 5, Athletics 6, Awareness 6, Brawl 5, Expression 4, Empathy 5, Intimidation 5, Leadership 6, Streetwise 5, and Cunning 3. Skills: Animal lore 8, Craft 6 (Smith), Melee 6, Stealth 7, and Survival 6. Knowledge: Academic 4, Investigation 6, Wisdom of the Heart 6, Law 5, Medicine 4, Occult 6, Politics 4, Philosophy 4 (critical thinking) and Religion 5. Background: Fassil does not use his own background but takes advantage of all those who have agreed to be his "children". Fassil uses this protection exchange to its advantage. It is likely that it is a Nosferatu character

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At one point he was urged by Fassil to "borrow" Methuselah his small forces. In any case, the only background Fassil actually has is Retainers 8 (animals).

of information is almost entirely in your hands. All information reaches Abey and he is responsible for the most important decisions of the Aurea dignitaries.

Disciplines: Animalism 8, Potency 7, Concealment 7, Fortitude 6, Auspex 5, Presence 4, and Mutable 4.

Secrets: Abey is constantly expanding its forces and turning Dignataries Aurea into a potential cult that will operate in all territories of the world. His goal is for his sect to become so powerful that there is no empire that doesn't need its existence.

Virtues: Conviction 4, Wisdom 3, Courage 5 Morality: Philosophy of Ares 5. Willpower: 9 Disorders: Choleric, Melancholic

Abey, the Lord of the Law

Dignitaries Story of the leader of Aurea: Abey is one of the lesser known names in Carthage. Nobody knows what his face is, what he's doing, where he's from or what he is. In fact, they don't even know if Abey is a Cainite. The Nosferatu often claim that they own Abey, one of the most respected members of Carthage. Abey is believed to be the current leader of the Aurea dignitaries. His past is a sea of ​​ash and mystery. No one knows where he came from, what his goals are, what Abey is doing with the information he has. All that is known is that Abey is spreading more and more Aurea dignitaries across the Mediterranean without anyone noticing his presence. Among the Nosferatu, Abey is the most influential name in the Mediterranean. Image: No one knows what Abey's real looks are like. Hideout: Your Hideout is one of the most difficult to reach. Abey lies in the deepest parts of Carthage. There is no record of any Cainite other than Nosferatu making it through the dozens of traps alive and standing against Abey. The labyrinths protecting his sanctuary are extremely complicated to decipher and only someone of importance could reach him. Roleplay Tips: Unlike Fassil, Abey is calmer and more focused. For Abey, mistakes are tools and opportunities because mistakes are the reason why everything happens. If everyone were perfect in their choices, maybe the world would be perfect together. As such, Abey always finds a way to turn whatever he can into favors and an accumulation of influence for the Aurea Elders. Abey forgives mistakes but prefers favors. Abey does not punish, but provides services and acts, thereby expanding his influence. Influence: Abey is considered one of the most influential figures in the Mediterranean. the exchange 126

Destiny: The Third Punic War was destroyed with Abey's plans. Their main mistake was to concentrate the bulk of the Aurea dignitaries only in Carthage, while elsewhere there were only small havens for the Aurea dignitaries. If Abey had had a little more time, the situation might have been different. It is believed that Abey was taken to Torpor but was rescued by one of his children who took him to the Middle East and hid him there. Father: Unknown

Hug: Unknown

Nature: Idealist

Behavior: Visionary

Generation: 6th or 7th generation Apparent Age: Negligible Attributes: Strength 4, Dexterity 4, Endurance 4, Charisma 4, Manipulation 6, Appearance 0, Perception 4, Intelligence 6 and Wise 5. Feats: Vigilance 4, Athletics 3, Awareness 4 , Fighting 3, Expression 4, Empathy 5, Intimidation 6, Leadership 5, Streetwise 7 and Cunning 5. Skills: Animal Lore 4, Etiquette 4, Riding 1 and Stealth 6. Knowledge: Academic 3, Investigation 3, Wisdom of Hearts 2, Law 6 (Carthage, Etruscan, Peloponnese), Occult 4, Politics 5, Philosophy 3 (Logistics), and Religion 3. Background: Influence 6, Resources 6, Status 5, Serfs 5, Contacts 5, Domain 5 (Carthage Sewers), Allies 4, Herd 4, and Ranger 3 Disciplines: Concealment 6, Potency 6, Animalism 5, Dominance 3, and Mutable 3 Virtues: Conviction 3, Instinct 5, Courage 5 Morality: Numus Philosophy 8. Will: 7 Faults: Wrathful Merits and Makels : Favor (Social Merit, 6 points), Code of Honor [Philoso phie of Numu s] (Spiritual Merit, 2 points), Loki's Gift (S Social Merit, 2 points), Permanent Injury (Physical Fault, 3 points) [Withered Arm], and Insomnia

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(Physical error, 2 points).

Guruhi The Nosferatu brothers' job is to be in the shadows, but not Guruhi's. is to rule. Many attribute the Guruhi to the Ventrue, which is a complete insult to them. The Guruhi have their own departments, but they compete for positions of influence and do infiltrate Carthage's political manipulations. It is believed that there may be two other Sofós numismata, one of which is a guruhi in disguise.

Mihret II

History of the Citizen of Carthage: As a mortal, Mihret belonged to a family of kings and queens who ruled some areas of the continent. Known for their strength and malice towards their enemies, Mihret's lineage sold lost warriors to other African kingdoms as servants. Mihret was chosen by his master during the great territorial expansion that his family conquered. First he became his lord's ghoul and later he became a vampire. During her life as a ghoul, Mihret worked primarily by smuggling, selling, and trading mortals for the Laibon vampires who needed servants to do their desired jobs. When her lord froze, Mihret was left to the business of the deadly trade alone. Cainita heard of Carthage as the "Silver City," a dream for every merchant, and emigrated there. The Lord of Mihret was placed under protection in one of the Laibon refuges in African territory. In Carthage, Mihret opened a pleasure brothel, where she selects unwary mortals as victims, captures them for pleasure, and then sells them to interested Cainites. Thus, Mihret maintains his influence in the city as a human trafficker and also uses his tavern as an Elysium, where no one is authorized to commit any crimes. Image: When not under the effects of his curse, Mihret looks like a healthy man in his forties. His body, athletic but not muscular. Her skin seems extremely smooth and attractive. His face, symmetrical and particularly beautiful. Mihret is black-skinned, taller than average, and has a respectable beard. Sanctuary: It would be obvious to believe that your sanctuary is in your own inn, so Mihret uses that prerogative to make this rumor true. Mithret, however, lives in a grand mansion, well protected by mortals in the wealthiest part of the city.

Roleplay Tips: Mihret has no qualms about what's good for you and for others. In reality, it will always be for your own pleasure, no matter who needs to step over it. But somehow that raises questions in itself, because you think there's something missing that you haven't found yet. Mihret always feels a deep emptiness that is hard to fill, and that's why he tries more and more to escape from such emotions. Influence: Mihret has many contacts on the black market and is capable of any kind of smuggling, even humans, that she wants. Secrets: Mihret is suspected to have begun trading with Cainites alongside mortals. He apparently kidnaps teenagers, puts them to sleep, and sells them to other older vampires. Destiny: Mihret is a man of vision and as soon as he sees a possible fall of Carthage, he will move all his business to Alexandria, Egypt. There Mihret will settle for a few centuries until Rome grows up and emigrates again, but this time to the capital of the world. In the year 62 AD C., the year in which the cadastre is located, Mihret is in Rome and serves the same function as before. Lord: Ahrmet. Birth: 912 BC

Embrace: 780 BC

Nature: Penitent

Behavior: Visionary

Generation: 7th Generation Apparent Age: 40 Attributes: Strength 2, Dexterity 3, Endurance 3, Charisma 3, Manipulation 4, Appearance 5, Perception 3, Intelligence 4, and Wise 3. Feats: Vigilance 2, Athletics 1, Awareness 2, Fighting 1 , Expression 3, Empathy 4, Intimidation 3, Leadership 3, Streetwise 3 and Cunning 4. Skills: Animal Lore 3, Etiquette 3, Acting 4, Melee 2, Stealth 1. Knowledge: Academic 3, Investigation 3, Wisdom of the Heart 2 , Law 4 (Laws of Carthage), Occult 3, Politics 4 and Philosophy 3 (Human Conduct). Backgrounds: Resources 4, Servants 4, Domain 3, Glory 3, Herd 3, Contacts 2, and Status 1 Disciplines: Animalism 5, Presence 4, Potency 3, and Concealment 2 Virtues: Reflection 3, Instinct 4, Courage 3 Morality: Philosophy of Dionysus 4. Willpower: 5

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Merits and weaknesses: Patricio (social merit, 3 points), supernatural contact (social merit, 3 points)

Ravnos Normally treated as outcasts, the Ravnos managed to conquer a space in Carthage that would completely turn the tide. The politics, economy and religiosity of Carthage fit very well with the way the Ravnos deal with it. These illusionists were responsible for creating a respectable house and gained an important and respected position in the city's realm. Politically, the Ravnos are resourceful, sometimes even able to rival the most influential overlords.

Polidora, the creator

Coin Sage, House of Alexandrite Comprehensive History: The Hurrian Empire was the home of Polydora long before her embrace. At the time, a massive embrace created by the Ravnos to destabilize a vampire leader was the reason Polydora became a Kainite, embarrassingly a tenth generation vampire of Kain. At the time, Polydora felt no difference in the way she was being treated, but things changed as she visited the cities where Cain's power was strongest. Polydora spent a century in Akkad, the capital of the empire. Before her journey to Asia, Polydora learned what hierarchies and generations were like, the history of the Cainites and their descendants. As a blacksmith, Polydora learned the craft, using smithing as one of her greatest talents, and inspired by her eagerness to learn and willpower, she specialized in the craft. Later, Polydora became interested in making weapons, etc. Somehow, the more the vampire learned, the more he was able to get rich in both Cainites and the mortal world. Polydora, perhaps because she came from a humble family, never had the right to luxury. When Polydora left Akkad, her destiny was to travel to the unknown lands of Asia. It was there that Polydora truly met the Ravnos, encountered supernatural creatures westerners would never hear of, and honed their talents to perfection. Asia was his home for a long time. His contact with Phuri Dae opened the doors for him to know much in a way Polydora had never imagined before. Returning to the West, Polydora visited Africa and visited Alexandria, Egypt. The Egyptian Empire called it Alexandrite, along with the caravans of deadly gypsies Polydora traveled with. In Egypt other knowledge 128

What fascinated him were religions and Cainita explored some of his mystical side. Her stay in Egypt was brief, as her hunger and need for advancement could have turned Polydora into a hunted Diabolist. Banished from Alexandria, Polidora visited Tire, where she learned about the Third City project. Curious, Polydora sought knowledge that eluded her. Cainita learned of the existence of the Second City. He was drawn to the idea of ​​a Cainite city. Polydora traveled with Tanit and Troile. Ravnos volunteered to be part of the Qart-Hadasht assembly. Polidora was accepted to demonstrate her myriad gifts despite being so far removed from Cain. Polidora is perhaps still one of the curiosities that have lived in Carthage since the city was founded. His loyalty to Troile may not be the same, but his loyalty to the city is certainly undying. Image: Polydora dresses simply. She is a black woman with curly hair but a slim body. Akkad was going through a period of famine when Polydora was embraced, and although she is a beautiful woman, her body still bears physical marks of the famine that afflicted her hometown at the time. Roleplay Tips: Polydora is focused and fair. Despite knowing that many Cainites are not fit to drink mortals, Polydora still tries to help everyone. His role is particularly important, and Ravnos never forgets his role. It's very difficult to get rid of Polydora. Cainite is one of those rare exceptions who try to gain influence the right way without cheating, but sometimes they have to break their code of conduct to dance jihad. Influence: Polydora was the creator of House of Numus. This creation gave him immense influence throughout the city. Polydora is numismata not only for Cainites but for mortals in general. All currency exchanges go through his hands, also in order to be able to influence the collections of other citizens of the city of Cartago. Secrets: Polydora seems to have found part of the Librorum Sanguine and maybe some pages of the book are with her. As an occultist, she is drawn to the quest to discover the Second City, even when it is in ruins. Also, Polydora met a supernatural creature who made a necklace for her in Asia. Polydora's necklace allows her to cross the generational line of traits (abilities and attributes) as if she were a generation below the common line. Destiny: Polydora will discover some remaining pages of the journal and leave her post for a successor. under his

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Influence, Polydora will issue a challenge in the Consilium Immortalem to select the immortal able to fill his role. So your departure for the Second City, which appears to be in the Middle East, may cost you your life. Polydora believes she felt a "divine" calling in the Middle East. Others, however, believe they are figments of their own twisted minds.

Disciplines: Chemo 5, Fortitude 5, Animalism 4, Potency 3, Presence 2, and Dominance 2. Virtues: Reflection 3, Wisdom 3, Courage 5 Morality: Philosophy of the Thinker 5. Willpower: 9 Disorder: Soul of Spirit Merits and Deficiencies: Increased Sense [Vision and Hearing] (Mental Score, 2 points), Calm Temperament (Mental Score, 3 points), Cursed Embrace (Supernatural Error, 4 points)

Toreador As the Brujah assume leadership of Carthage, the Toreador compete with the Baali for the most influential position in Carthage. The Toreador family is believed to have tremendous respect and influence in the city. The best and most important vampires were members of the family. The founding of the House of Constructors was an achievement for the family, although it came from a Baali posing as a toreador. They are everywhere, with all sorts of influences. They are the second highest caste in Carthage and act almost like the right arm of the Brujah. Both families often work together and have an extreme bond with each other.

Father: Heptodet, the foolish embrace: 1998 BC B.C. Nature: Judges

Behavior: Mercenary

Generation: 8th generation (via Diablerie) Apparent age: 40's Attributes: Strength 4, Dexterity 3, Endurance 4, Charisma 4, Manipulation 4, Appearance 3, Perception 4, Intelligence 5[6] and Wise 4. Talents: Vigilance 4 , Athletics 3, Conscientiousness 3, Brawl 2, Expression 4, Empathy 2, Intimidation 2, Leadership 3, Streetwise 4, and Cunning 3. Skills: Archery 3, Crafting 6/5/4 (Gadfacts, Blacksmithing, Gunsmithing), Trade 3 ( Commerce ), Etiquette 3, Performance 2, Stealth 3, Walk 3 and Survival 4. Knowledge: Scholar 3, Investigation 4, Wisdom of the Heart 3, Law 4, Occult 5, Politics 3, Philosophy 3/2 (Society and Commerce) and Religion 3 (Assyrian, Egyptian and Hurrian) and Numismatics 5 (Identify). Backgrounds: Resources 5, Allies 4 (Counts and Politics), Status 4, Influence 3, Followers 2, Herd 2, and Glory 1.

Helen of Troy

Bratso from the House of Artisans History: early 1200s BC Born to a king of Achaen. C., Helena has always known power. Her political acumen and incomparable beauty spread far beyond the Aegean. The whispers caught the attention of Minos, who visited Argos seeking an audience with the king and his legendary daughter. Helena immediately distrusted the old man. He exercised an unnerving dominance over others, only appearing prowling after sundown. She asked her father to expel him, but the king announced his engagement. Helena fled the palace with her maid and fled south along the coast. When fatigue called for a break, the women took refuge in a sea cave. At dawn they were spotted by a prince of Asia Minor exploring the Aegean coast. The dazzling man offered them protection from Minos in his city to the east. Helena and Prias became lovers and for the next 10 years she lived at peace with her noble family. Minos followed her to Prias' palace, where the prince and his brothers were no match for the vampire. He

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Leaving Prias for dead, he dragged Helena back to Argos. He spent the next few months slowly draining it. When he finally embraced her, he inflicted his cruellest punishment: Minos locked his bloodthirsty child in a room with an old man whose hot blood drove her insane. When clarity returned, Helena was horrified to find that the destroyed corpse sealed with her was that of her father. Defeated, Helena married Minos and crowned him king. Thirteen years after his reign, Prias returned to Argos. He found the vampires where they slept and plunged his spear into Minos' heart. Now we know what really happened there. Free at last, Helena and Prias ruled Argos. Noticing that her lover was getting old, Helena offered to hold him. Prias refused. However, he accepted an alternative: by drinking Helena's strong CV, he gained strength and longevity without the vampire curse. Helena and Prias were looking for a "paradise" where they could both live together. Carthage was the place. Image: Helena is always at the peak of her beauty, using the best fabrics, the best clothes and styles, adapting to events and adding to her appearance with enchanted looks. However, nothing is quite as beautiful as Helena's spontaneity when with Prias, showing a true smile of joy and passion.

Helena and Prias know the way well and they will get there. Role Play Tips: Helena experiences a great display of inspiration, belief and purpose in life. Toreador is at the height of his romance with Prias in Carthage, where everything is perfect. Toreador sees his greatest duty in protecting his beloved Prias at all costs. Another great motivation is the belief in the potential of Carthage. Helena has recently arrived in the city and is growing in influence, still believing that Carthage is a dream, not a reality. She is completely blinded by what has been preached in town and will fight for this dream. However, some factors displease her, such as a difficult rise to power. Helena just wants political power to match Prias. At her age, Helena still shows traits of a dreamy Cainite who has already had to overcome a number of challenges and knows that she must not be naive. However, the evil of taking action against other Cainites only occurs when Prias or her integrity is violated in any way. Kind and charismatic, Helena has many dreams and plans for Carthage that can inspire even the coldest True Brujah. Influence: Helena gained respect within the Carthaginian administrative camp. Authorize the construction of buildings, destroy them, ban them - actions as such are under your control. In addition, Helena is highly respected in the fields of architecture and city politics. Secrets: Helena destroyed Minos some time ago. Maybe it was from diablerie, maybe not. Helena cannot allow this secret to be revealed to the Toreador of Carthage. She very skillfully hides this secret and if it comes out, many enemies could be defeated for both Helena and Prias. Destiny: Helena will betray Carthage a few years before the start of the Second Punic War. Both she and Prias probably saw some reasons such as the fact that Carthage was doomed, the fact that she was almost exposed for the murder of her sire, and the fact that she loved Prias and a life together with him searched. Lord: Minos. Birth: 1233 BC Embrace: 1207 BC Nature: Visionary

Behavior: Idealistic

Generation: 4th Generation (via Diablerie) Refuge: Perhaps your Refuge is one of the best protected in Carthage because Helena built it to specifically set some of the most dangerous traps. Discovering the secret passage leading to your master bedroom is a major investigative challenge, and then crossing the path is a survival challenge. both 130

Apparent Age: 30 Attributes: Strength 3, Dexterity 4, Endurance 4, Charisma 5, Manipulation 4, Appearance 5, Perception 3, Intelligence 4, and Wise 3. Feats: Vigilance 3, Athletics 3, Awareness 4, Brawl

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2, Expression 5 (oratorio), Empathy 4, Intimidation 2, Leadership 3 and Cunning 4 (seduction).

he can, Eskinder tries to understand them, adore them and learn from them. However, this can be a bit scary at times.

Skills: Archery 3, Craft 5 (Architecture), Trade 4 (Sea), Etiquette 4 (Royal), Acting 3 (Singing), Horsemanship 3, and Concealment 2.

Role Play Tips: Eskinder has a dynamic personality and tells a different story every time he is asked who he is or who he really was. His life actually consists of several lives. Eskinder doesn't tell a single story, but he does tell stories that have a common ground. One of the main characteristics they have already been able to piece together is that Eskinder descended from the Babylonians. He believes

Knowledge: Scholar 4 (History of the Ancient Kingdoms), Inquiry 3, Wisdom of the Heart 4, Law 5 (Troy and Carthaginian), Occult 4, Politics 4, Philosophy 3 (Mystery), and Religion 3 (Greek). Backgrounds: Contacts 6 (Artists, Architects, and Philosophers of Carthage), Resources 5, Glory 4, Status 3, Influence 2, Servant 1 (Prias) Disciplines: Presence 6, Auspex 5, Haste 4, Dominion 3, Fortitude 3, and Potency 2 Virtues: Conscience 3, Self-Control 4, Courage 5 Morality: Philosophy of Humanity 5. Willpower: 7 Disorder: Eroticism, Visions Merits and Weaknesses: True Love (social merit, 4 points), Mighty Ghoul (supernatural merit, 5 points), and Disorder [de Diablerie] (Mental defect, 7 points)

Children of the Collector

Diskastís, House Artist Integrator Story: Eskinder never tells its true story. Actually, he is a true collector of stories. For some reason, Eskinder is adamant that she is Daeva or Ahura. He doesn't think of himself as a Cainite being embraced by a descendant of Cain, but as a Daeva. Maybe his teacher forced this madness on him, maybe he developed it himself, or who knows why he believed it. However, the fact is that Eskinder knows the Cainites very well, to the point that he doesn't say it all the time and is very good at timing his errors. Although his origins may be unknown, Eskinder has created for himself that there is a mission in this world that he must fulfill. Eskinder believes he is a collector of stories, an immortal chosen simply to keep all stories to himself. For some reason Eskinder instilled this passion for stories and every story he hears fascinates him, almost always. Eskinder experiments, searches and searches for new stories and learns them. He reviews and shares his knowledge and believes in changing all of stories. Eskinder is experiencing it in Carthage. The history of the Cainites is always fascinating and when

that everyone has a duty Little by little, the toreador is able to reveal more facts about his story. Image: Eskinder always dresses like he's ready for big occasions. The reason for this, however, is sheer demonstration that Eskinder believes he is the great patron of Carthage. Dressed in fine, inscribed clothing, Toreador always maintained an eloquence worthy of the greatest poets of antiquity and displayed a passion for speech and speech. Sanctuary: Eskinder seeks sanctuary in one of the best protected and largest wineries in Carthage, which nurtures the plantation of the kingdom's finest grapes. His sanctuary is always crowded with heavily armed men and ghouls who guard him at all times. Influence: Eskinder is a Diskastis, all the influence a Diskastis can have is in your hands. He wields the rules of Carthage as he pleases. Mysteries: Eskinder invents the final story. He believes he is shaping the history of Carthage. For him, Cartago is a story with a beginning, middle and end. The Cainites are moving towards the end and Eskinder believes he is the driver of the story and will bring it

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to a worthy end. Eskinder will be the greatest writer of all time as his story comes true.

them there all the time. There is no position in Carthage that a Salubri could easily govern.

Destiny: Eskinder goes crazy. That is clear. However, his madness will lead him to perdition along with Carthage in the Seventeen Days Battle. Eskinder is saved in battle when an arrow shoots through his heart.

Sharman the Corrupt

Vater: Ahura's First Embrace: 1804 v. Chr. Nature: Enigma

Behavior: Perfectionist

Generation: 6th generation (via Diablerie) Apparent age: 30 Attributes: Strength 4, Dexterity 4, Endurance 4, Charisma 3, Manipulation 5, Appearance 3, Perception 5, Intelligence 4 and Wise 3. Feats: Vigilance 5, Athletics 3 skills : Archery 3, Etiquette 4, Melee 2, Acting 5 (Storytelling), Horseback Riding 2, Stealth 3 and Survival 3. Knowledge: Academic 2, Investigation 3, Wisdom of the Heart 3, Law 4, Occult 4, Politics 4, Philosophy 3 (riddle) and Religion 4 (Zoroastrianism). Backgrounds: Status 5 (Arauto), Allies 5 (Priests of Carthage), Servants 4, Resources 4, Herd 3 and Contacts 3 (Political), Influence 3. Disciplines: Presence 7, Auspex 6, Haste 5, Insanity 4, Fortitude 3 , Concealment 3, and Potency 2. Virtues: Conscience 1, Self-Control 5, Courage 5 Morality: Philosophy of Humanity 2.

In Carthage, Sharman became overlord of his house and managed to settle in the city. However, an acquaintance of Illumer's brother, with some years of experience, presented him with "fair" beliefs about how Sharman should deal with the immortals of Carthage. Despite being good looking and having "good attitude", Illumer was actually a corrupt Diabolist who managed to shape what Sharman was trained to be. Perhaps out of naivety or inexperience, Sharman believed in the proposed ideals. Sharman numbed her senses. Subtle changes gradually transformed him into a ruthless monster. Before, Salubri was just, merciful and kind. Sharman later believed in an ideal similar to that of the Baali. It was necessary to make sacrifices to keep even greater demons from interfering on the earth plane. Sharman later became a prophet of corruption along with his brother Illumer. Image: Sharman always wears armor. As is usual with Salubri, he always wears simple clothes that do not draw his attention. Shelter: Unknown.

Willpower: 8 Disorders: Compulsion [to drive Carthage], Insanity Merits and Faults: Demonic Patron (Supernatural Fault, 5 points), Political Reputation (Social Merit, 6 points) Numeda Contractor (Social Merit, 4 points)

Salubri Of all the families, the Salubri are perhaps the ones who have lost the most influence and respect. His Nkulu-Zao brothers are experienced enough to adapt to the situation, but the Salubri warrior's sense of virtue often gets in their way. The Salubri have become the least influential in Carthage, being bombarded by manipulation by the Baali and others who don't want it

Overlord of the House of Swords Storyline: Manipulated by a Baali who wished to sacrifice a pure soul in exchange for the royal name of a powerful demon, Sharman became evil after a few years of experience in Carthage. Leaving Jerusalem, the warrior Sharman visited Carthage to find out what the city was and to establish a base for the Salubri to work there. Sharman was on a mission to protect mortals and immortals.

Roleplay Tips: Sharman is committed to corruption and will do anything to help Illumer at any cost. Forget Salubri ideals. What matters is the end goal. Secrets: Sharman sends false and falsified reports to his Salubri brothers from Jerusalem. Sharman's reports often catch the attention of his brothers, leading them with information full of half-truths. These letters often contain sayings about "so-called Baali" or demons that were seen in other cities and misled the Salubri who wanted to help him. Sharman believes Carthage is under control and that his plans are working. He uses his Salubri brothers' answers and relays them to Illumer to keep his plans in order.

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Influence: Sharman is the primary means of contact with the Salubri. All reports and letters go through your hands. The decisions of the city's Salubri are subject to his submission and falsification, raising suspicions among his brothers, who often find the Salubri's "turning a blind eye" improper.

Wisdom 2, Law 2, Occult 3, Politics 2, Philosophy 2 (mysteries) and Religion 1 (Jewish). Background: State 4, retainers 4, resources 3, allies 3 (messengers), contacts 3 (informers). Disciplines: Valeren 4 (Warrior's Path), Fortitude 3 and Auspex 2 Virtues: Conscience 1, Self-Control 3, Courage 5 Morality: Philosophy of Humanity 3. Willpower: 5

Other Himílcar, king of Carthage

Also known as the Pale, the Coward, the Monarch Storyline: Himilkar was proclaimed monarch thanks to Moloch. All the resources he acquired were due to Baali, and all that Himilkar achieved was not of his own efforts. Perhaps this is the factor that bothers you the most, but if one situation is clear, it is that Himilcar is purely a toy of Moloch. Destiny: Sharman falls victim to an unholy rite, although he doesn't know it yet. Corruption is just a few steps away from being sacrificed. Sharman's decisions greatly angered other Salubri brothers, who disagree with his point of view and feel powerless and without like-minded brotherhood, driving them out of town. However, those who follow his ideals believe in Sharman as the ideal leader. The sacrifice must take place, but perhaps the demon can be prevented from coming. Lord: Night Horheb. Embrace: 778 BC Chr. Nature: Director

Behavior: Educator

Generation: 7th Generation Apparent Age: 30 Attributes: Strength 4, Dexterity 3, Endurance 4, Charisma 3, Manipulation 4, Appearance 3, Perception 3, Intelligence 2 and Wise 3. Feats: Vigilance 3, Athletics 3, Awareness 2, Fighting 3, Expression 3, Empathy 4, Intimidation 2, Leadership 2, Streetwise 1, and Cunning 3. Skills: Archery 3, Crafting 2 (Woodworking), Etiquette 2, Melee 4, Stealth 2, Horseback Riding 2, and Survival 3. Knowledge: Academic 2 , exam 3, heart

His absence is due to Himilkar being able to notice the "hole" he is in. Having previously believed in Moloch, Himilcar thought he made the right decision, but the idea of ​​ruling with Moloch as his mentor is a nightmare. Moloch is a monster that will do anything for Carthage to rise, and the only thing Himilkar wants is to get out of this nightmare. Image: Himílcar, when he appears, tries to maintain the pose of an inspirational and courageous man, always clad in golden armor to show his magnificence and greatness. Usually clad in a white cloak, Himilcar spreads his chest and shows a certain level of confidence when he wants to, as any mistake can lead to psychological torture. Haven: Centuries ago, a cave on the outskirts of Carthage was empty. Himilkar took advantage of such a place to hide there when he got it, thus keeping distance from Moloch. Himilkar avoids appearing, hiding there with his minions most of the time. Roleplay Tips: Himilcar is a coward. However, Himilkar did not originally create this cowardice. The mental anguish, manipulation, and persecution Moloch inflicts on Himilkar turns him into a frightened puppet afraid of tripping over a rock. Himilkar is indecisive and doesn't know how to make decisions as he makes them out of fear and fear of punishment. Their lack of courage often results in other positions leading in their favor and towards them

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Because of this, Himilcar often chooses not to even appear before the Kindred. Influence: None. All of the influence that Himilkar has is "borrowed" from Moloch or, if Himilkar conquers his, it is stolen by his mentor.

Embodiment of a farce, a legend of cowardice and shame. Family: Bruya

Lord: Unknown.

Embrace: 480 BC

Final Death: 146 BC

Nature: Survivor

Behavior: conformist

Generation: 7th Generation Apparent Age: 30 Attributes: Strength 2, Dexterity 2, Endurance 3, Charisma 3, Manipulation 4, Appearance 2, Perception 3, Intelligence 4 and Wise 3. Feats: Vigilance 2, Athletics 3, Awareness 2, Fighting 1 , Expression 3, Empathy 1, Intimidation 2, Leadership 2, Streetwise 1 and Cunning 3. Skills: Etiquette 4, Melee 1, Stealth 2 and Riding 2. Knowledge: Scholar 3, Investigation 2, Wisdom of the Heart 2, Law 3 , Occult 2, Politics 3, Philosophy 1 (riddles), and Religion 1 (Punic polytheism). Backgrounds: Mentor 6 (Moloch), Status 6, Influence 5, Hoplite 5, Herd 4, Followers 4, Contacts 3 and Allies 3 Disciplines: Presence 2, Might 1 and Haste 1 Secrets: Himilkar gives thanks every night, the Moloch keeps growing addicted to Vitae and often tries to hide from his mentor. Himilcar has put doubles in his place to walk around town and is looking for someone to take his place. His absence has a purpose and each time he is successful, Himílcar allows a new temporary appointment of a monarch to take place to evade his responsibilities. The excuses increase from time to time and every time he makes a political decision, Himilkar has to justify himself to Moloch. In addition, Himilkar seeks help and protection and finds a way to freeze to avoid suffering the nightmares that Moloch imposes on him while awake.

Virtues: Conscience 2, Self-Control 3, Courage 2 Morality: Philosophy of Humanity 4. Will: 4 Disorder: Melancholic Assets and Weaknesses: Weak Will (supernatural weakness, 3 points)

Prias the lover

Destiny: Himilkar manages to enter his torpor. New monarchs are elected from time to time, but the young vampire is awakened by one of his demons a few years later when the Punic Wars begin. Moloch at this point is already completely devoted to his pleasures and does not even remember Himilkar. During the season, Himilkar believes he has come at the right time to rule Carthage and decides to once again take the lead as monarch.

Helena's Ghoul, the Swordsman Story: Prince Prias was the ruler of a city in Asia Minor and was known for his beauty. Once he met a beautiful woman who was hiding in a cave with her maid. This was Helena, then a mortal woman fleeing from King Minos, who wanted to make her his wife. The beautiful couple knew they were meant to be, and Prias accompanied Helena to her safe city. However, Minos was a vampire and was not easily deterred. He followed Helena to the city of Prias and attacked with his soldiers. Minos easily outmaneuvered Prias' defenders, capturing Helena and leaving Prias for dead.

Relieved, the Consilium accepts Immortalem Himilkar as their leader so they can find a common means of leadership when Moloch and Troile disappear. However, the Third Punic War results in Himilcar's death with a single fiery arrow after a fervent speech on leadership, valor and warfare. Himilkar is doomed to be him forever

However, Prias had managed to survive. Over the next 13 years, Prias, with the help of his relatives, raised his own army and searched for Minos and Helena, whom he finally found in the Greek city of Argos. By this time, Minos had already turned Helena into a vampire under his servitude. With the help of his soldiers, Prías succeeded

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Stab Minos in the heart with a spear. Helena took the opportunity to destroy her hated father and break free from his influence. At that moment she swallowed the blood from Minos' heart.

3, Expression 4, Empathy 3, Intimidation 4, Leadership 3, Streetwise 3 and Cunning 4.

Helena then told Prias that she now had eternal youth and that she could grant it to Prias too. Prias refused, terrified at the thought of drinking the blood of living people. Then Helena explained that there was another way humans could gain immortality by drinking the blood of vampires without becoming vampires themselves. Prias accepted this offer. Prias then sent his soldiers back to Asia Minor and lived happily ever after with Helena as his ghoul.

Knowledge: Academic 2, Inquiry 3, Wisdom of the Heart 4, Law 1, Occult 2, and Politics 4.

Image: Prias is a cheerful and extremely handsome man. He usually wears robes and armor under his clothes, but he dresses in an intimidating, elegant, and beautiful way. Prias is dark-haired and also has dark, mysterious eyes. Roleplay Tips: Prias is protective and mysterious. Such a mystery is purposely created to protect your lady. Unlike other mortals, Prias is kind to her kind, but expect no mercy from Cainites and her servants who try to harm you. Don't be fooled, Prias is no fool and will never attack anyone or create a situation that could endanger his mistress. Influence: None, if not from Helena. Haven: Prias flees to Helena. Destiny: Same as Helena. Secrets: Prias already suspects that Carthage is not so pretty and not the best city in the Mediterranean, but he knows that it is dangerous to reveal your intentions too much. Little by little, Prias showed Helena that Carthage was a ruin and that they both could go somewhere else. Prias already has evil intentions to flee Carthage and knows that if she wants to do so she will have to go to extremes (such as betraying the city with Helena). Other Cainites may listen to your speech from time to time as you make your point. Family: bullfighters

Mr.: Helena.

Birth: 1330 BC BC Nature: Caretaker

Behavior: conformist

Generation: 4th Generation Apparent Age: 30 Attributes: Strength 4, Dexterity 4, Endurance 5, Charisma 3, Manipulation 4, Appearance 5, Perception 3, Intelligence 4 and Wise 3. Feats: Vigilance 3, Athletics 3, Awareness 2, Brawl

Skills: Archery 2, Craft 3 (Swords), Trade 2 (Armor), Etiquette 3, Melee 4, Stealth 2, and Horseback Riding 3.

Background: Mentor 5 (Helena), Contacts 3, Resources 3, and Scout 2. Disciplines: Auspex 3, Presence 3, Potency 2, Fortitude 2, and Haste 1. Virtues: Awareness 3, Self-Control 4, Courage 4 Morality: Philosophy of Humanity 6 .Will: 7

Prias' Sword When Prias arrived in Carthage with Helena, their encounter with Polydora produced a magnificent artifact. The two forged a masterpiece that Cainites could destroy with great ease. Polydora found Prias a great ally and vice versa. Prias uses her sword on expeditions when she decides to hunt down Helena and her enemies. System: The Prias Sword is the size of a gladius, has two silver blades, and deals Strength +3 lethal damage. However, somehow the damage done by the sword cannot be healed in the traditional way. Affected vampires can only be healed by shuffling Vitae from other Cainites into the affected location, costing both the wounded and wounded three blood points for each point of healing.

Yoel Petros, the Remnant The Avenger, the Philosopher of Time, the Destroyer of Carthage Story: As his brothers fought the fall of the True Brujah, Yoel prepared to dethrone Troile. Born directly to one of Ilyes' sons, Yoel Petros is one of the remaining members of the Second City, as old and nearly as powerful as Troile. Although true Brujah are said to have no feelings, Yoel could not sustain this behavior. The absence of emotion didn't shock Yoel so much that he gave up revenge, dirty and cold. True Brujah put a lot of time and effort into destroying Troile, and his plan began as soon as he learned of Carthage's creation. Yoel came to Carthage through the shadows, hiding from view and doing just enough to gradually destroy every "pillar" of Carthage's burrow. To be a sufficiently powerful Methuselah, every situation that arose

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above, Yoel intervened. When Troile drove a stake into Tanit's chest, Yoel spread rumours. When Malek confronted Moloch, Yoel sabotaged Assamite's plans. When Ammon almost got the religious victory, Yoel was there to hurt him. None of these Cainites really knew what was going on. Maybe Moloch had a hunch, but his aim was bigger and victory was near. In Yoel's case, Carthage had to be destroyed at all costs, and that was in his plans. Yoel interfered in the politics of Carthage, in the politics of Rome. His goal was solely to get revenge on Troile, and it is believed that he did so. He did not wish for fame as his name remained unknown. He didn't want honor, he wanted revenge. In this way, it's possible to claim that Yoel is one of the few members of his lineage who somehow meddled with Carthage and did some work towards its destruction. Image: Yoel mysteriously dresses in dark or gray clothing to blend in with the nights of Carthage. He never stops wearing

a weapon and is always ready for future conflicts. Their skin resembles a very pale, almost black-grey flesh. There is no known reason other than vampirism to justify such a trait. Those who came in contact with Yoel sensed a very strong dark energy from Methuselah. Temporis' effects would sometimes break and go out of the vampire's reach. The weather was so powerful in Yoel's hands that it instinctively affected his appearance and sometimes even his surroundings. Yoel conveys an almost unique sense of antiquity that can be felt from the first contact. Not only because of the way he calmly watches every step someone takes, but also because of an otherworldly coldness that his presence gives him. Shelter: Unknown. Influence: Yoel Petros didn't have a direct influence, but an indirect one. Whenever he heard of matters related to Carthage, Yoel was there, looking for ways to harm you.

New Disciplinary Power ••••• •• Hall of Hades' Judgment (Temporis) The wielder of this power can alter the subjective flow of time within a closed or designated space, causing an entire night to pass in an instant . This is most commonly used defensively or socially. The first purpose allows the vampire to enter his sanctuary at dawn and spend a few minutes sleepy and vulnerable, only to come out the next evening fully rested. The latter is used to prolong clan meetings through an endless night and delay the need for sleep for political or social purposes. There are, however, recorded uses of this power for more martial purposes, the most notable being the "adaptation" of an ancient Malkavian on a game night and his subsequent disappearance as he left the tavern towards the Dawn of Carthage. System: Player spends one blood point per hour of normal time this power affects, and rolls Stamina + Occult (difficulty equals actual number of hours to compress or expand, min difficulty 4, max 10). The amount of compression or expansion is determined by the number of successes rolled. When time is compressed, hours spent in the outside world within the reach of this power are experienced as minutes, when expanded, a full night in the vampire's favorite Elysium can last as little as an hour in real time. Hall of Hades' Court allows the vampire to expand an area equivalent to 10m³ per level of Temporis, or can be applied to a single enclosed space: a cave, lair, or palace-sized building. Success Effect Time 1 success

double or half speed

one hour equals 30 minutes

2 achievements

Quadruple or quarter speed

one hour equals 15 minutes

3 achievements

Sixfold or sixth gear

one hour equals ten minutes

4 achievements

12x or 1/12 speed

one hour equals five minutes

5 achievements

60x or 1/60 speed

one hour equals one minute

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side or the other. In general, one can say that Methuselah had an influence on all of Carthage.

the fight against Troile, however, was aware that his goal had been achieved and that Troile knew he had an impact on the fall of Carthage. Family: True Brujah Father: Joshua Embrace: 3rd millennium BC Final Death: possibly 146 B.C. Nature: loner

Behavior: Chameleon

Generation: 5th Generation Apparent Age: Around 50 Attributes: Strength 5, Dexterity 5, Endurance 5, Charisma 4, Manipulation 6, Appearance 1, Perception 5, Intelligence 6 and Wise 6. Feats: Vigilance 6, Athletics 4, Awareness 5, Fighting 5, Expression 4, Empathy 3, Intimidation 4, Leadership 4, Streetwise 7 and Cunning 5.

Roleplay Tips: Although some Methuselahs get out of control and bloodthirsty, Yoel is not. He must always remain in the shadows to achieve his objective and only kills when he realizes that something in the city could harm him. Yoel might even want to enlist the help of a Cainite or two, but he will never reveal his true plans. He is particularly mysterious and trying to guess or read his choices is useless. Yoel is a true and insurmountable emotional barrier that is incomprehensible even while keeping Troile's hatred to himself. Destiny: Yoel's story is a dead end. There are two currents of Cainic historians who hold different positions. For one thing, Yoel is purely fictional, created to satisfy the ego of the true Brujah. On the other hand, Yoel actually existed and was responsible for the fall of Carthage. It does not matter. The story happened one way or another. It is believed that Yoel was one of those responsible who, along with Alchias and Lysander, awakened the antediluvian toreador to destroy Carthage. During the Seventeen Nights Battle, Yoel Troile was shown with an ancient power created by the Gangrel with animalism, but evolved as a presence by the Brujah to enrage the beast. Yoel was destroyed in the process

Skills: Archery 5, Animal Knowledge 2, Etiquette 4, Melee 4, Horseback Riding 3, Stealth 5, and Survival 5. Knowledge: Scholar 3, Investigation 5, Wisdom of the Heart 7, Occult 7, Politics 5, and Philosophy 5 (Society). Backgrounds: Alternate 6, Allies 5, Contacts 4, Minions 2, Resources 2, Herd 1. Disciplines: Presence 7, Temporis 7, Potency 6, Fortitude 6, Auspex 5, Dominance 5, Concealment 4, Animalism 3, and Mutable 3. Virtues : Conscience 2, Self-Control 5, Courage 5 Morale: Philosophy of Humanity 2. Willpower: 10 Disorders: Slime and Mental Breakdowns Note: Yoel avoids using too many resources in her background so as not to endanger her “unknown presence” in the city . However, if you wish, Yoel has enough intelligence and power to reverse your resource situation in a matter of days or even hours. Yoel is committed to his cause and probably won't let it slide. Their appearance should be a tool to advance the story, never to the detriment of either player. Yoel is a narrative device, not a "narrative weapon".

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VI

CHAPTER POWER OF BLOOD “The greatest power is in your beast. Just remember. - Tanitbaal-Sahar, the Hedonist

supernatural powers

with blood. Animals trapped by the power of Ferocious Vinculum can also be used as an additional source of stamina.

The disciplines in Carthage in particular are the same as in the base book. Vampires practice their own sorcery, some Lasombra have ventured into the Abyss at their request, and the Laibon brought news to the city. The astronomical rise of the city led to new combinations of disciplines, new blood sorcery, and other lore addressed in the Cainite world. Carthage grew a lot and the result of that was the growth of those hiding with you.

System: When the vampire takes damage, it can transfer the effects to an animal in sight with a Stamina + Pet Treat check (difficulty 8). The animal must be bonded to the vampire, and each success transfers one point of health damage taken to it.

In the following pages you will find new disciplines, new variations, sorcery and valid knowledge to use in the game. Take the opportunity to discover new Merits and Flaws created specifically for the Carthage scene. Use the same system as in Vampire: The Classic Era, 20 Years Anniversary Edition when purchasing Discipline level variations.

New Levels of Discipline Animalism ••• Transference Punishment Linking a bound animal to a Cainite's resume is perhaps one of the most powerful weapons a Cainite can have. He can take full advantage of this. The character can transfer damage received in Vitality to a bound animal

••••• Concentration of the power of the beast The true creator of this power is unknown to the Cainites. During Carthage's heyday, religious conflicts could often ignite an uncontrolled frenzy throughout the city. The Cainite masters of animalism passed by and focused their power on taking fruit from the beast rather than allowing the beast to control them completely. System: To activate this power, the vampire must concentrate once. The character rolls Endurance + Animal Ken (difficulty 8). Each achievement adds an additional layer of might data and exceeds the limit of its generation. The vampire stays in Extra Strength for one scene. If the check fails, the character must attempt a Control check (difficulty 7) to avoid frenzy, or spend a Willpower point to ignore the rage for the round. In the event of a critical failure, the frenzy sets in automatically and at the end of the spell the vampire gains a temporary disruption. Example: Abdaamon belongs to the Nosferatu and knows that his

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Not enough force to lift an entire car. Therefore, Abdaamon wants to concentrate his beast to attract inner powers. On an Endurance + Animal Ken roll, Abdaamon scored 2 hits and added +2 Strength during the scene.

Haste ••• Hands of the Craftsman It is said that while Helena was creating her architectural works for the project that would become Carthage, Toreador had created this power to hasten the entire process of creation. System: Hands of the Craftsman allows the Vampire to spend a number of Bloodpoints, up to the maximum of their Haste value, to speed up the production time of their crafts. In addition to spending blood, the vampire must also spend a willpower point in this scene. Each Blood Point spent saves an hour of work on a specific task. The artist concentrates entirely on his work and builds it up at incredible speed. This focus can be disrupted by outside interference or by the Cainite himself, disrupting the artistic process. Example: Helena plans to create an Ionic column adapted to the Punic deities. However, Helena knows that this job requires six hours of work and Toreador doesn't want to waste that much time. Craftsman's Hands allows Helena to spend a number of Blood Points equal to her current speed level. Therefore, Helena can only spend up to 4 blood points. This means that Helena has reduced her working hours by 4 hours in just a few minutes.

Fortaleza

•••• Mastery of Sleep Some of Carthage's vampires entered torpor before falling. But what saved her was that power. With Mastery of Sleep, a vampire can enter a "controlled" torpor and wake up whenever they choose. System: The vampire spends five blood points, crossing the generation lines. Then it has to freeze on purpose and already determines when it wants to wake up. This power ignores the torpor time specified in a Kindred's philosophy. Mastery of sleep also allows a Cainite to wake up after being frozen in physical combat. The character must reflexively spend the same blood points plus one point of willpower. Or the vampire automatically loses a point in one of their physical attributes to recover faster. The character then rolls Stamina + Survival (difficulty 7) to wake up. The character must have a success to revive within a few hours (equivalent to 11 - vampire philosophy 140

Score). With two hits, the Kindred manages to wake up half the time. Eventually, with three successes, he wakes up immediately. However, it is important to remember that this power only works once per hour when used in combat.

••••• •• Reshep's Blessing Created by the Salubri, they believe this power was taught by Reshep, the sun god. With Reshep's blessing, a vampire can easily walk around in the brightest sunlight without fear of harm. . Scholars believe that the vampiric stronghold allows the sun to burn the curse within instead of killing the Cainite. Other vampires believe that Reshep's blessing is about protecting Cainite beliefs. System: The vampire can reflexively emit a blood point when the kainite is exposed to sunlight. Until the vampire has drained his pool of blood, she doesn't need to make red fox buns. Sun damage is rolled and not applied as an auto-success, and is usually just imbued with toughness. Each wound level burns a point from the Cainite's CV instead of inflicting actual wounds; Once the vampire runs out of blood, it takes normal damage and frenzy.

overshadow

••• Bestial Invisibility Developed by Guruhi, the Laibon vampires who were accustomed to constantly dealing with animals that could not detect their presence, Bestial Invisibility allows a vampire to remain unnoticed by animals when using his concealment. System: Bestial Invisibility costs one willpower point. Once activated, the power lasts for a scene, allowing any veiling power to be as effective against animals as it is against mortals and other supernatural creatures. With this power, beasts ignore the vampire's presence, instead snarling or searching for its tracks.

Present

•• Inspire Sincerity This power inspires targets near the vampire to speak the truth. The vampire's presence is defined by the signals the vampire can hear. Because of this, Auspex adds another dimension to the usefulness of the power. The truth of this power depends on the speaker, a character can convey false information they believe to be true but cannot fool a listener. The power is fairly obvious in its effects, and a character can choose to resist the vampire's presence by expending willpower.

CHAPTER SIX: THE POWER OF BLOOD

System: The character must spend a blood point to activate the power. Then roll Charisma + Leadership with a difficulty equal to the highest Willpower points among all objectives. Each success increases the difficulty of Society Tests involving Lies to the Cainite Presence (up to a maximum of 9). This power lasts for one scene.

Power •• Ehsmun's Knowledge Eshmun was wise and found many ways to bless his followers. At least that was the story the Brujah vampires came up with after battling in the arenas. In Carthage, the immortals, especially the warriors, understood this power not only as a means to inflict physical harm but to learn supernatural powers. The Brujah Antediluvian taught his children this potency effect so that they would all know an enemy's true physical potential in battle. System: This power activates reflexively. In physical confrontation, Brujah is able to extract knowledge from the effects suffered. This requires a Bloodpoint to function and lasts a single turn. Each attack that hits the vampire allows it to make a Perception + Brawl check (difficulty 7). Each achievement grants information about the target's physical disciplines, ie: Potency, Haste, and Prowess. The information is specific, so think carefully about what you ask the storyteller. Example: Melgor was hit by an attack. His opponent used a few different disciplines. Melgor's Perception + Brawl Roll guaranteed him two hits. Melgor uses the first success to find out what his opponent's first power level is and the second success to find out if his opponent has haste. The Brujah then discovers that his opponent does not have the Haste Discipline but does have Potency 1 - Natural Strength.

••••• The Destruction of Melqart Hercules is to the Greeks what Melqart was to the Punics. The Brujah developed this power when the arenas became the city's main attraction. Melqart's Spread Destruction allows a Brujah to spread the damage from its power across more targets within an area without having to touch them. System: Activating this power requires the use of three blood points and covers an area three meters in circumference. The vampire can only hit as many enemies as its current strength. Each selected opponent increases the difficulty by +1 (up to a maximum of 9). After the hit is the damage

not automatic, requires a Strength + Brawl + Power check. The end result can be absorbed normally with Vigor and Fortitude if the targets have it. The effects of this power do not deal lethal damage to nearby enemies, even if that vampire has Barbarism (power 2) activated this turn. Only the opponent receiving the direct physical attack can suffer the effects of lethal damage. This power can be activated once per turn. Example: Melgor fights three opponents and chooses Melqart's Destroy. Due to Power 5, Melgor can hit up to five enemies, but he only fights three. Activation costs 3 blood points for the round. During the hit, Melgor rolls Dexterity 3 + Brawl 4, Difficulty 9 [7, 2, 6, 10, 9, 3, 6]. During damage, Melgor rolls Strength 4 + Brawl 4 + Strength 5 (difficulty 6) to destroy them. Melgor scored 6 hits as damage. After the hit, all enemies take 6 damage and can roll stamina to get drenched.

protein

••• Stonemeld Used as a variant of Earthmeld, the Akunanse who learned Fortitude evolved Earthmeld to adapt to rocky regions. After a few centuries, this power became a variant of the Protean through the Gangrel. It is believed that this power developed in Carthage so that they could unite in the surrounding area, in the most beautiful stone houses and on the city walls, hiding from their opponents. While Earthmeld allows the vampire to unite only with the earth, Stonemeld allows the vampire to unite their body with any structure or environment made of stone. System: Same as Earthmeld, except the vampire can now bond with stone surfaces. When destroyed, the vampire is automatically awakened and thrown from its stone "bed".

Quiet

••• Judge's Resilience (Hematus or Cruscistus) As they learned to master blood, Assamite vampires developed this power to maintain their resilience even in the face of adverse blood expenditures. The power allows an Assamite to regain some Blood Points after spending them with their main discipline, Quietus. System: After activating Quietus, the player must make a Willpower save (difficulty 8). Success allows the vampire to withhold use of that blood

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that the effects of the forces are working and the course of life returns to his body. Each success restores one blood point consumed per hour. During that night, after Quietus is activated, every hour that passes will reset one blood point to a vampire's generation limits. That is, a member of the 8th generation could restore up to three blood points in the same night. However, the three points gained could not exceed the 15-point limit imposed by Generation. This power is always active, but its effect can be negated by the vampire's will. Example: Zagreb used Quietus 2 (Touch of Scorpio) and consumed one blood point in the process. His 7th generation allows him to restore up to 4 blood points in one night, so Zagreb makes the Willpower save (difficulty 8). Since he had 3 successes in the test, he will restore 3 blood points within 3 hours that night.

System: Activating this power requires two blood points. The vampire must touch the target and focus for one round. Then a Manipulation + Occult roll (difficulty 7) reveals the result. Each successful throw grants the target a point of lethal damage that can only be absorbed by Tenacity (difficulty 8). A Cainite target's age can be increased by a maximum number of years as specified in the table below, although the player may choose to apply a minor effect. The narrator remains the final arbiter of the effects of time on an object, but creatures that outlive their natural lifespan quickly perish. meets

time passed

1 success

A year

2 hits five years

Wetter

3 hits Ten years

••••• • Kiss of Lachesis A true Brujah's greatest skill lies in physical timing of objects and people. The Kiss of Lachesis extends a vampire's power to control the ages.

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and the aging of objects or people, being able to restore them to youth or turn them to dust.

4 achievements Fifty years 5 achievements Hundred years +6 achievements Up to a century for achievements greater than 5

CHAPTER SIX: THE POWER OF BLOOD

Removing the time effects requires more effort and increases the difficulty of the activation check by one. Objects cannot revert to a previous or incomplete state. A silver coin may lose its tarnish and look fresh, but it will never be a misshapen block of metal again. Similarly, while an adult can revert to imminent adulthood or a child to a newborn, it cannot revert to a prenatal state. Also, this power is only responsible for damage and wear and tear due to time. The amputee will become a young man again, his lost arm will not be regenerated, and a broken sword will be nothing but carved fragments. In no application does this power alter a subject's mental or mystical attributes. Living beings retain all memories and disturbances. A degenerate vampire is still a vampire, not an inanimate corpse, and degenerate kainite still remembers all disciplines and retains all changes to generation due to diablerie. A vampire who is old enough, however, fades significantly or loses any sign of diablery in their aura. It is possible to activate this power as a useful tool for survival, to negate the effects of a natural poison, or to restore the damage points received. Whatever the reason, every source of supernatural damage remains unchanged (even those dealt by Temporis). To use this power, the Brujah must roll Manipulation + Occult (difficulty 8). The big difference is that the vampire spends an additional willpower point in addition to its blood points. Each success allows you to restore one point of damage or one negative damage success caused by mundane sources.

Infernalism in Carthage Infernalism in Carthage appeared disguised as religion and good reasons for what they were doing. Demons are more common in Carthage than any other city, and some of them teach their skills to Carthage's immortals at great cost. There are demons working against, for, and under vampires. Do not think that it is well seen when you say you are hellish and shout praises to hell and celebrate your belonging to Baali. Even in Carthage, such acts are misunderstood and can lead to death. It may be hypocrisy, but that's the way the city works and Hell always masquerades as another quest. The ideal is, before playing with an infernal character, a Baali or something similar, to know how a demon works and what are the rules for the demon's stay here in this plan. See page 380 of

Vampire: The Classic Age, 20th Anniversary Edition. Carthage really is that typical environment where everyone knows what you are but won't and won't admit what you are. Everyone tolerates what you do, but they will look down on you and scold you once they really know why city politics is just face politics. All who claim to be pure are truly complicit in what happened in Carthage.

True Names Every being has a true name. However, demons can have different names used to summon them. A mortal's name over which he rules, a name he made up himself in order to be recognized, or even the angelic name he had before becoming a demon, in the case of a fallen one. But his real name is unique. Demons are nearly unbeatable at this level, and knowing a demon's true name makes it easier to summon it, follow it, command it, attack it as part of a ritual, or destroy it. Those who use a demon's real name against themselves also gain advantages over those caught in mental or social situations. A demon's true name is the one it was given immediately after its creation. The correct name is not usually pronounced by the languages ​​known and created by mortals. It represents a demon's true nature and identity and therefore it is guarded very carefully by demons. Some powers and rituals performed with the Daimonion discipline or blood sorcery may require a demon's actual name. It's not like he's going to give it away, which might require extensive research into a demon, trading favors, or some other trait. Make no mistake, it's not just demons that use real names, and any creature, supernatural or natural, can have a real hidden name that you don't even know about. A clever Infernalist knows how to use this to their advantage, capturing the prevailing energy above their target and using it to their advantage. Note that invoking a demon's real name removes its natural resistance to vampire disciplines detailed in Vampire: The Classical Age 20th Anniversary Edition. There are rare powers capable of performing such an action, or the storyteller can load up a system similar to the one mentioned below to capture real demon names, but for Cainites and other creatures.

Discovering True Names In ancient times it can be said that finding information about demons can be harder than

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today when you don't have computers or large hidden libraries at your disposal. A character would really have to search a lot to find the correct name of a demon. The possibility of discovering the true name of a demon in Carthage terrifies them and therefore, although the frequency of demons in Carthage is higher because they are constantly summoned, those who can avoid it at all costs. Demons have no influence on Carthage and prefer distance. The smart know not to underestimate the vampires who "regain" knowledge of real names, and that's probably why they fight the forces of Carthage to destroy it completely. The demons do not want this knowledge to fall into the hands of mortals and immortals. In Carthage, the demons are enemies of the infernalists because although they have common goals, they know who they are dealing with. It's a "cat and mouse game". As described in Demon: The Fall, Revised Edition (p. 255), a demon's real name is much more than just a string of letters. It's a supernatural power setup that requires a lot of research and research. Finding a real name is not easy and it takes time to make it happen. And even with "finding," a character will never know if that's the right name. You must try. A character must have at least 10 weak demon achievements, fifteen to twenty medium demon achievements, and thirty to forty very powerful demon achievements. There are a few ways to find royal names, listed below: • Look for historical records such as scrolls, a stone tablet with hidden information, or an archaic room that has energy or information recorded on it. The investigation may require an Intelligence + Occult roll (variable difficulty for the character to understand). Keep in mind that these places are usually protected.

about the hits. Please note that the difficulty of the test must be at least 7.

Daimonion ••••• Infernal Pact The most important way the Baali found to keep their signed agreements was this power. Infernal Pact uses a target's blood to force them into a pact for the duration. The pact cannot normally be broken, but if Baali wishes, the effects can be reversed...at a cost. System: This power requires no blood expenditure, but comes at a cost. The agreement between the two must be recited by each member involved in the agreement and contain the details of the pact. All the details must be included, and some agreements will even include the consequences of breaching this agreement. The Baali and Compactor must then record each other's CVs or ensure that they remain in their systems. The Baali must roll Intelligence + Occult (difficulty equal to the target's Willpower). As in Doom, successes must be distributed in terms of duration and consistency. Breaking a pact is a complicated act. There are interpretive ways, such as finding a loophole to show the pact is wrong or to prove Baali failed to fulfill his vows. This breach can be demonstrated by another with equal power, a demon, or by Baali himself. You can abandon the pact and absolutely must have the number of successes that Baali had. Make no mistake, no one will do it for free. Another way to break it is to literally break your word, with disastrous results.

• Watch out for the devil. Behavior, way of speaking, way of acting and the like, looking for ways to get information from her (perception + occultism).

The Baali may choose to upgrade the power of the pact rather than the consequences or duration. You can even split the achievements between the two traits above (duration and consequence) and "count" the strength of the pact to that. The more achievements a Baali places under the pact, the more hardship a character must endure in order to break it. The first achievement stacked under the power of the Pact requires spending 1 Willpower point and then making a Difficulty 4 roll. Additional achievements stacked add up the Willpower cost and the Difficulty of the roll by one per point. So before attempting to break a pact, both the Baali and the Condenser must test one's willpower.

It should be noted that the difficulty of such tests is different. The storyteller must discuss with the players how the interpretation of this investigation will be carried out and

Remember that the rules of the Pact apply to both the Baali and the Condenser, but it is possible for a wise Baali to mitigate the consequences himself.

• Interrogate, examine, or manipulate a demon's followers to discover traits that could lead to the correct name (manipulation + empathy, subterfuge, or intimidation). • Find and search for a demon's sanctuary, rite, for information on its behavior (Intelligence + Ritualist).

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during contract creation. This pact can be made with anyone, from mortals to supernatural creatures. If the pact is broken in any way, both creatures feel like a chain has been broken. Example: Elemek has just made his pact with another vampire. On the Intelligence + Occult roll (difficulty 5), Elemek had 7 successes. He shared two achievements by duration (one year pact), three achievements by consequence (losing a virtue when breaking pact), and two other achievements in strength of pact (at the cost of 2 temporary willpower and a difficulty 6 to attempt to break the pact to break).

••••• • The Re-Hug The ritual of the re-hug is not complicated, but it does require a willingness to endure an agonizing realignment of the soul or what remains of Kindred. When the Re-Embrace is summoned, the sire will grab her would-be child by the throat and cause it to bleed into four bowls inscribed with ancient and demonic runes. This is to remove what your current state of being dictates, similar to a regular hug. The father then fills another four bowls with his own blood and surrounds the children with them in alternating order. As the initiate lies on the ground, bleeding and ever closer to ultimate death, the Progenitor summons a soul fragment of the bloodlines' most powerful demon, Namtaru, and combines it with the child's soul to corrupt it and bring your spirit closer. to that of a Baali. This process can take hours.

If this part of the ritual is performed with finesse and meticulous care, the Kindling can make it out alive. All the blood from the surrounding shells flies through the air and enters the child's mouth, mixing and merging with its new soul in a blast of dark energy. When they wake up they are now of the Baali lineage, blasphemers in their glory. System: The player spends 2 Willpower, then rolls Manipulation + Occult (difficulty 8) against the target's Willpower (difficulty 7). If the child is of a lower generation than the new parent, it gains a +1 dice bonus, since its soul is more resistant to change. The remaining achievements are then compared to the effects below. Success effect No success

Without effect, the children writhe in pain until they meet ultimate death.

1 success While the transformation is complete, the Childer will forever appear with the aura of someone who committed Diablerie. 2 achievements

The process transforms the child's soul, but her undead body could not retain much of its power. They lose a point from a discipline they know.

3 achievements

The children are so overwhelmed by Namtaru's soul that they fall into a coma for (10 - Childe Stamina) days. As soon as they awaken, they have joined the ranks of the Baali.

meets

Length of time

1 success

Half a year

"Voidness will be in you, sloth will be your sister" – For 1d12 days character has +3 difficulty on willpower tests

2 achievements

A year

"Let the dead rest" - The character enters into torpor for the time specified by their philosophy

3 achievements

One of each

"There is something to sacrifice, a simple cost like sacrificing a Virtue" - The Covenantbreaker loses -1 to his weakest Virtue

4 achievements

A century

"Weaknesses will be part of your daily life" - The vampire gets a four to seven point fault

5 achievements

five centuries

"Your greatest wish fails immediately, misfortune belongs to your non-life": the character automatically loses a whole background.

+6 achievements

follow (example)

Forever or during Baali "Breaking the pact endangers your existence": The breaker can be destroyed automatically if the pact is broken, if desired. Roll Baali Intelligence + Occultism, difficulty 5, to deal damage (this damage is not absorbable).

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4 Success The ritual is a complete success with no negative effects on the character.

huge scrolls lost in the Middle East, later stolen by vampires but not destroyed.

5 achievements

When Striga turned to witchcraft, Shaitan's Baali followers responded to their neighbors. Through favors or the exchange of knowledge, Striga became dark knowledge, possessed by infernalists and often held deep within them. In Carthage, Striga returned to witchcraft, brought to her by a sorcerer who knew Moloch personally. Younger scholars want to believe that Striga is new knowledge, a perversion of blood magic practiced by Strixes. They are fools who think they know the truth.

Not only are they transformed, but the child's body and soul take on their new life as a Baali. Children receive Daimoinon 1 for free.

Blood Sorcery in Carthage Blood sorcery in Carthage is commonly practiced by both Baali members and other families. The reason for this is believed to be due to the strong religious influence inhabiting the areas of the city. Many of the priests are often associated with witchcraft, believing it to be a way of approaching the occult as religious books were not common in ancient times. The way to test religious power beyond the disciplines is purely through witchcraft. The other party learning blood magic just wants knowledge, power, or some other influence. Unlike today, in Vampire: The Mask, the sorcery practiced by the Hellists is known as Striga. There is no "Dark Thaumaturgy", there is only one. Blood magic used by the Strixes also exists in Carthage in the same way. Any sorcery taught by a demon must fall under the Striga category, but with the difference that there is always a price. The user of an infernal sorcery pays slightly more, but the sorcery they teach tends to be more powerful.

New Blood Sorcery: Striga Blood sorcery, known as Striga, took a while to develop as a discipline and then faded from history in the Middle Ages. In Carthage, the striga was a well-known infernal blood sorcery practiced by demonologists, the Baali, and some practitioners of occult magic. Striga implies hidden knowledge completely unknown to mortals and many immortals. Its true history is a mystery. Striga is believed to have originated in Babylonia or Assyria over the millennia and that its true name has been lost to history. Only very old creatures could remember it. Profane occultists assert unequivocally that the Daimonion practiced by the Baali may have been witchcraft before it became as powerful a discipline as it is today. In the case of Striga, the Assyrian sorcerer known as Bardhasam summoned a powerful demonic being for an unimaginable sacrifice. Even before he became a vampire, Bardhasam learned infernal sorcery and transcended it in what is known as The Nine Scrolls of Bardhasam. they are

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Striga is one of the few blood sorceries to use an ancient language not commonly spoken during the Classic era. Learned vampires, the Noddists, know that the language used by the witches of Striga is the same as that used during the First City. Other members, like those of Tal'Mahe'Ra, would know from afar if they heard a few words from those who practice Striga. Striga has several paths. Some powers are ritualistic and others are instantaneous. Any vampire wishing to learn Striga must learn the Ghemali or Assyrian dialect, lost for centuries. If no one teaches you or there are no study sources, it is impossible to practice new knowledge. However, once you learn the first path, it is easier to raise another path from Striga. The cost of learning Striga is level x7 for primary lines and level x6 for secondary lines.

Diafthor's Path The Diafthor lineage was the first written sorcery used in Striga. In classical antiquity it was adopted by vampire-transforming witch cults. Later, in Europe, when striga witchcraft became a discipline, witches from Gaul and Germania began to practice it. Some did not even know that this knowledge was once a tool of infernal sorcerers. Practitioners of this lineage use corrupt energies as their primary weapon. This energy presents you with skills, abilities, and effects derived from the powers of vampiric blood. The Diafthor lineage, later nicknamed the Striga, became part of the witch cult and created powers from traditional European folklore. However, this only happened after the fall of the Roman Empire. Diafthor practitioners sacrifice permanent spawn points as remnants of their youthful vitality when learning this lineage. His skin turns brown, rough, and oily. Any mage with the Diafthor Lineage cannot increase their Appearance attribute by more than 1 point.

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• The Words of the Devil Knowledge is power. Evil tongues say that by uttering the ancient and holy words the callers of this power bring demonic energies through the forces of the winds that bring them everything that is said about them. Their hearing becomes very keen on hearing gossip, as if they are discussing the facts with the magician. System: This power costs one blood point. The Infernalist speaks a word from the ancient dialect. You don't have to yell the word, just speak it to yourself or in a low voice. The winds begin to whistle, and at the rank of Intelligence + Ritualist (difficulty 7) it only takes one success to hear someone speak openly to the winds on a river 1 km/mile from the Infernal Mage. The sorcerer does not understand the spoken language, in the case of another language, limiting power to his knowledge. Veiled powers prevent the use of this sorcery,

•• Summon rot Insects and worms are part of the disease. They are also the main weapons of the Baali and can lead to the Infernalist being mistaken for one. This power summons small creatures like a swarm of insects, worms capable of inflicting terror on their victims. No, they don't inflict injury or leave a distinctive odor, but they do guide and disrupt your targets. System: This power is free. The infernalist casts the incantation and rolls Charisma + Ritualism (difficulty 6). The worms come from the earth, from the stones, or if a place is impenetrable, from the wizard's own skin. Worms have no intelligence and cannot be controlled as they act on pure instinct. The difficulty of any action to deal with such worms is increased by two. Success Result 1 Success The bugs will gather but behave normally (eating, running around, but not attacking people). 2 achievements The bug swarm focuses on a single target, which they bite. 3 Achievements Bugs swarm over an area and attack everyone in it. 4 achievements

Bugs will attack any designated target and follow them as best they can.

5 achievements The vermin swarm rampages. Hundreds of insects react, stinging and stinging anyone nearby. Fall of Carthage

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••• The mask

••••• Fractures

The name of this power derives from both the Latin word for eat and the word for mask. By drinking the blood of a bird or beast, the infernalist can masquerade in the creature's form and go about his dark dealings. The transformation lasts until the next dawn, and the infernal mage gains all the benefits of animal form. However, the infernalist cannot use other disciplines while wearing the mask.

This power is a minor ritual and requires only one round of concentration. The Infernalist conjures up a few ancient words one by one. Stressful situations may require a concentration test. His skin then blisters and falls to the ground, creating reddish arms that grow to protect him.

System: No throw is required and transformation is automatic, but blood points must be spent depending on the animal form taken. Transforming into a small creature like a bird or mouse only costs one blood point, while transforming into a large animal like a wolf costs three. Transforming into a giant animal like a bear costs five or more blood points. Only animal forms can be taken, although all the inherent traits of an animal (claws, venomous bite) are available to the Stigga.

•••• Spit of Doom This effect is a powerful curse that can turn the toughest of immortals to dust in an instant. The caster must concentrate a lot of vitae in his mouth and spit it out at his target. The skewer is not acidic, but will rot anyone who touches it. Somehow it's as if the corrosion is due to the necrotic energies generated by the vampire. System: The Infernalist must spit blood at their target. In a combat situation, this may cost a Dexterity + Athletics check (difficulty 6). This spit costs one blood point and requires an Intelligence + Occult check (difficulty equal to the target's Willpower). Each success grants the target one point of increased damage. This damage manifests as unholy slime that mutates, eroding and weakening the target's vitality. It corrodes objects in the same way. However, on a critical failure, the infernal mage corrodes from within before spitting out necrotic energy.

System: A Stamina + Occult roll must be made (difficulty 7), each success costs one blood point and allows a tentacle to be extruded. Each tentacle is six feet long and has Strength and Dexterity values ​​of 5. Additional blood points can be "fed" to the tentacles to increase these parameters (each blood point expended increases Strength or Dexterity by one). A tentacle deals Strength +2 lethal damage and has four levels of health (although the "parent" suffers no wound penalty for damage taken from the tentacles). The infernalist can choose to attempt a potion check for a tentacle, but if that check fails, he takes the damage instead of his tentacle. Blood spent on creating Tentacles does not return to the Hell Mage's pool of blood when the power ends. There are rumors that an Infernalist can devil with its tentacles, but few are willing to test the theory.

The Path of Maleficia Taught by demons to the Malkavians of ancient Babylon, Maleficia was replicated in Carthage as a blood sorcery, created to profane, conjure plagues, and create curses. Maleficia uses the madness of a demented spirit as fuel for more powerful effects. Malicious Malkavians are feared for their effects. Meleficia's words are strong enough to permanently upset her practitioner. Once the first level of sorcery is learned, the vampire falls into mental madness.

Version Differences In other versions of Vampire: The Dark Ages, Maleficia and Striga were unique disciplines used by the Malkavian bloodlines and vampiric witches of the vampiric environment. In the classical era, both disciplines were transformed into witchcraft. Striga was transformed into Hellblood sorcery and gained a line that mirrored the effects of previous vampire editions. The Diafthor path does exactly what Striga did, but has been reworked for the 20 year edition. Maleficia became a line of Striga blood sorcery. For consistency, more gameplay options, and openness to ritual, both disciplines work better as sorcery than as separate powers. The stories of both Caminos were reformulated to deepen them on stage.

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• Evil Eye Evil Eye was taught by Arcanael, the demon of lies. Legend has it that he gave away a Malkavian named Ambor in exchange for service. With this power, the infernalist can ravage the life of someone with a minor mishap. This can prove deadly in combat. System: Evil Eye requires one point of willpower from the infernalist. The character must roll Wits + Ritualist (difficulty 7). Each success negates one success from the opponent's next roll.

three blood points and the magician must touch his victim. This power requires a contested Willpower check (difficulty 8) between the infernalist and the victim. Whoever loses is affected by the curse, which lasts for one year. During all four seasons, the victim cannot sleep well (suffers +1 to all difficulty rolls), takes on the appearance of a leper (appearance drops to 0), and suffers all the effects of a minor curse. Vampires can resist the effects of a major curse by spending an additional four blood points each day while they sleep.

••••• The punishment of Tanit

•• Curse of Ashtart This power causes a series of mishaps and accidents to the victim. The Malkavians say that Ashtart himself taught them this magic power. System: The player rolls Intelligence + Occult (difficulty 6) and spends one blood point. It only takes one hit, and that power lasts for one scene. This effect causes the character to ignore the highest die on each roll of the affected character for the duration of the curse. This can be disastrous for characters with low critical abilities.

••• Embarrassing Verse When the infernal mage sings strange verses, his enemies become distracted and unable to concentrate. Once launched, the victim will listen to the Psalm wherever they flee as long as the Infernalist continues to sing it. System: Using this power costs the infernalist one blood point and can only be used on one target per turn. Then each success on a Manipulation + Rituals roll (difficulty 6) reduces the victim's dice pool by one scene. Any target of this power can attempt to resist its effects by making a Willpower check (difficulty 8). Each success gains a die from the Vampire's dice pool. This power can be extended to a group, but the infernalist must spend one blood point per nearby target. The same rules should also apply when used in a group. All nearby enemies must roll Willpower to resist the curse.

•••• Demon Touch Demons are the parents of torment. They know that the best way to torment someone from the start is to torment a soul's spirit. But demons like to play with luck and this power is the best opportunity for it. With this power, his target suffers torment day and night, his skin breaking out in boils and being shunned by others. System: The curse is invoked at the cost of

This power is a ritual. The vampire uses cursed energies to deny a vampire or mortal's chances of continuing. With this power, the target becomes sterile and any change to have a new offspring is completely destroyed. In the case of vampires, their ghouls lose their vinculum (except those who were in complete submission). Attempting to create new vampires will automatically fail. Any form of hugging is ineffective. It is impossible for humans to have a child. System: The vampire must have a single item important to the target or have its real name. Then use a mortal as the object of your curse. The Infernalist will make an incision from the abdomen down to the genital region while pouring his CV over the body and saying the ancient words aloud. The operation requires an Intelligence + Ritualist check (difficulty equals Endurance) from the target. One hit is enough to completely sterilize the targets. This effect cannot be removed unless True Faith (which requires achievements matching those of the ritual), a rite of purification performed by another caster, or the Infernalist himself undoes the ritual. Undoing this ritual can have painful consequences, since the same operation must be performed, however, it must be applied to the target. The difference is that the ritualist speaks words of liberation.

New Blood Sorcery: Abyss Mysticism Lasombra wizards believe in Abyss Mysticism as the ultimate power of Obtenebraton's forces. In Carthage, the Lasombra were very interested in the occult arts of obtenebration and divided into two groups: the sorcerers and the traditionalists. The traditionalists were clearly the ones who didn't want to risk studying the shadows because they knew about it.

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the dangers that can be brought.

1 - Shadow Sorcery.

This clear distinction led to some divergent ideologies among the Lasombra of Carthage. Wizards believe that obtenebration is not simply a manipulation of shadows, but a far greater and more powerful force hidden from the eyes of the fools who use it. The Darkness is a tool and gateway to the Abyss and its properties. They venture into the blackened lands of the Abyss, seeking answers to the unknown and bringing back never-before-seen resources. Morality often becomes futile, forcing Lasombra who acquire such knowledge to adopt a fresher philosophy that controls their instincts. Of course, the mystics of the Abyss lose their humanity as they approach full knowledge of their blood sorcery.

Typically, a character with shadowcasting makes heavy use of the occult, heart wisdom, and commonly used ritualistic lore to perform rituals. Lasombra sorcerers tend to favor stamina, intelligence, and cunning to withstand the forces of the Abyss and perform their rituals with ease.

How Abyssal Mysticism Works The following rituals do not follow the same rules as other blood spells, precisely because Abyssal Mysticism is based on the Obtenebration Discipline. In other editions of Vampire, this blood sorcery is obtained separately from Lasombra Obtenebration as a separate discipline, but is specified as a blood sorcery. In Vampire: the Classical Era, Abyss Mysticism is one of the planes of obtenebration and follows the same plane as the character's discipline. This does not mean that the character automatically gains Abyss Mysticism levels, rather they can be purchased with XP or bonus points up to the same level as their Obtenebration. The Vampire cannot buy a Ritual that is better than its Obtenebration level. When a Lasombra learns Obtenebration 1, they can now choose to learn Shadow Play or Shadow Sorcery. Upon learning Shadow Sorcery, the character gains their first Ritual of Abyss Mysticism. Rituals can be purchased later as the character progresses through their obtenebration. They can also buy other effects of the same Discipline and don't have to keep using their rituals. This mod allows a vampire to vary their darkness while having access to nether sorcery. This ease of learning Abyss mysticism always comes at a price. Any rituals the vampire performs have a bad, albeit minimal, consequence. The Shadow believes this may be the result of Abyssal forces surrounding him with greater presence. Some storytellers might ask the Abyss to send one of its servants so that a Lasombra can learn this knowledge or take on the resume of a more powerful Lasombra. In any case, the way a character learns needs to be discussed between the storyteller and the player. It must also be remembered that Lasombra cannot acquire any other rituals unless he has Obtenebration 150

Bonus point purchase values ​​for Abyss Sorcery remain the same as in the base books table, with the slight difference that the character pays one point more than the standard first-level discipline cost. With XP, in addition to the slightly higher cost of bonus points, the character must acquire the first level of blood magic as if it were a new discipline. Then the player must follow the same rule from "Choose Your Powers" on page 169 of Vampire: the Classic Era, 20th Anniversary Edition.

• Shadow Sorcery Shadow Sorcery is the first step a vampire takes in becoming an Abyss Wizard. It is the opening for the vampire to gradually conquer his space with the shadows. This level allows a Lasombra to naturally manipulate the shadows around them. For the rest of the night, Lasombra can focus and control naturally occurring shadows, causing them to move, act, or obey his commands. As long as the vampire takes no further actions, it can control any shadow that is not controlled by another person. System: This ritual only allows Lasombra to control natural shadows, not shadows created by obtenebration. Shadows controlled by the character may increase or decrease slightly in size (hence a woman's shadow may resemble a man's, but a dog's shadow may not). Only one of these shadows can be controlled at a time. The storyteller is the arbiter of what types of shadows are just too big for that power to affect (such as the shadow of a fortress). The effect of this ritual lasts until the next sunrise. Secondary Effect: Shadows are attracted to the character and, when not activated, will try to move towards them until they bend against the light. The shadows are so agitated that even mortals somehow gain an unconscious glimpse of their vampiric nature. This makes them feel uncomfortable and bad around you. The difficulty of all tests related to social interaction with mortals will be increased by two points.

•• Transubstantiation of Essence The caster uses his blood by concentrating it

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the dark essences of the Abyss. Therefore, the blackened powers, when ingested, can heal you more effectively than your own vampiric abilities. This cursed cure has saved many Lasombra from the most difficult situations, such as naval battles or wars between civilizations.

a greyish tone and its veins pulsate like black rays. This nether infusion grants the character an increase in their physical attributes equal to their darkness level. Gaining powers up to level 3 has a difficulty of -2, and the blood expended to use them is halved.

System: The character must spend a full turn in meditation, which may require a concentration check in a physical combat situation. Then, when spending Willpower, the caster must roll Stamina + Occult (difficulty 7). Failure grants a level of increased damage. Each achievement earned allows Lasombra to spend one blood point and heal two. This power allows you to cross the generational blood spending limit for the sole purpose of healing.

Secondary Effects: Although the effects of this power are very beneficial to Lasombra, they have a high cost after use. Lasombra's skin color darkens slightly as you use the power. This faint darkening is permanent and evokes the curse of the Assamites. Lasombra elders, who frequently wield this power, are often mistaken for assassins. Also, for the duration of the power, Lasombra must spend a number of Blood Points equal to his obtenebration. Even if you disable the effects, this cost remains active. Failure to pay this "price" automatically removes the blessings of the Abyss. Also, the character's shadows take triple damage from sunlight and their spawn points are reduced by one while the full effect is active.

Side effect: The abyss takes its toll. As long as the vampire cannot satisfy his hunger, the vampire cannot satisfy his own hunger. To do this, the character must consume twice the health healed in Blood Points to be eligible to indulge. No resume will enter the vampire's "system" until the cost is paid. Also, this power cannot be used more than once per night.

••• Drinking Ahriman's blood "If used well, the abyss becomes the right arm," at least thinks sorcerers who use this power. Drinking the blood of Ahriman grants the sorcerer incredible mystical power. The character must fuse their blood with a nether essence they just summoned and consume it. The effects are rewarding. System: The Mystic summons a small shadow in his palm, an Abyssal Essence. This requires the use of a willpower point. With a clear knife that has never touched a CV, he will cut his hand and mix it with the black essence. The magician will lick your hand and the black essence will flow into your veins. Shadows are cast into her body. This process can take a long time and takes a number of turns equal to 11 minus Lasombra's summoning level. During these rounds, the character rolls -2 dice to the agony he feels when the shadows dissipate from his body. At the end of each round, the character must make an Endurance + Ritualist check (difficulty 8). A failure means the shadow is sucked into the sub-energies accompanying the caster, while a critical failure means the character loses one point of blood for every point in vitality. Lasombra's Stances can remain active with this power for a number of days equal to their darkness. Success makes the character's eyes darker, almost impossible to see through. Lasombra's skin darkens

•••• Aura of Darkness The greatest and best defense the Abyss can offer a Lasombra is its dark presence. When Kindred ignorant of the Abyss encounter this being, the reaction of madness and despair is immediate. With Aura of Darkness, Lasombra gains temporary "support" from the Abyss, which not only protects him from supernatural powers, but also intimidates his mortal enemies. System: Lasombra must make a cut in the chest, at heart level, with a silver dagger. Blood flows down the blade as it casts shadows that gradually take over the silver thread. Once the shadows of the Abyss are summoned, the vampire must pierce her own heart and allow the darkness to invade her insides. This automatically increases Lasombra's damage by 3 points. Your willpower is exhausted at one point and another point of blood is lost as "payment" for the Abyss. Once the shadows take over the heart, the skin gradually regenerates and takes on features like tiny black veins. Lasombra's lips darken, as do her eyes, and her hair blends into the shadows around her like smoke. The shadows remain around your body for a whole night, as if Lasombra is part of the shadows. Anyone who uses oracle powers against Lasombra, whether auspex, dementia, or any other variant, must make a Willpower save (difficulty 8). Success grants a temporary disruption. Bug grants permanent clutter while on a critical bug

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automatically enrages the vampire along with its disruption. For anyone who looks at the Lasombra in a supernatural way will look into the abyss and the abyss will look back.

for the vampire himself will feel compelled to ignore his inner will to do good, if he has one. Preventing your will from being granted costs the Lasombra a Willpower save (difficulty 9).

Additionally, the shadows surrounding Lasombra make it a monstrous creature to behold, granting intimidation data equal to its Obtenebration level. Any mortal who sees Lasombra, barring the supernatural, will be thrown into a cycle of madness and temporary despair. Supernatural creatures must roll Courage (difficulty 7) to avoid invading Rotshreck. The shadows also inflict freezing cold around Lasombra, extinguishing torches and small fire sources. Obtenebration that touches people within a number of yards equal to the vampire's Obtenebration level grants +2 difficulty for each action against Lasombra, as if they were intimidated or forced to flee. The sense of wonder and fear is constant even for the most virtuous.

••••• Commune with the Abyss

True Belief's effects make mortals immune to the intimidation and fear caused by this power. However, they still have to suffer the penalties when playing Lasombra. Side Effect: For a number of days equal to Lasombra's Obtenebration, all Virtue-related tests automatically fail, and Lasombra always follows the macabre wishes of the Abyss to grant his wishes regardless of the moral cost. In these days no act of kindness is done,

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The main reason the Abyss Sorcerer is to be feared is that it is capable of eliciting almost any response. The Abyss listens to him but binds him to its secrets in order to challenge his apprentice's intelligence. With this power, the caster merges completely with the shadows and makes their spirit "one" with the Abyss. The character can then ask a question in which the answer may or may not be hidden. System: By performing this ritual, the vampire draws the surrounding shadows and darkness towards him. Once they're gone, the vampire falls into a deep sleep from which he can't wake. The character can then ask a question, which can be as mundane or as complicated as they like. Storyteller gives this question a score from one to ten depending on how obscure or difficult it is to answer. The rating can even be higher than ten if the question is really important. Each night the vampire lies in her lazy sleep, she rolls Intelligence + Occult (difficulty 9) and writes down her accumulated successes. Once the amount of

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Success equals the score of the question, the vampire suddenly wakes up and knows the answer. This answer will be true and complete and not hidden in a riddle. The abyss only hides the truth, it does not confuse it and does not jealously guard it.

Necromancer, increasing the difficulty of the test to 8. Next, the necromancer must make a Perception + Empathy check (difficulty 8). Each success grants information about the location or spirit you are looking for.

If the vampire fails to succeed on any of the dice, the interval between the dice changes from days to weeks. Continued failure shifts that interval from weeks to months, years, millennia, and beyond. The ancient mystics are said to have pondered the ultimate questions of the universe for centuries.

1 Success Laibon knows the main emotions of the mind or place, like anger, sadness, despair, etc.

Side effect: the shadow's touch never leaves those who have communicated with it in this way. After each use of this ritual, the vampire reduces the difficulty of all intimidate checks by one, but also increases the difficulty of social checks with non-abyss mystics by one. These modifiers are cumulative, gradually separating the vampire from those who are uncomfortable with the shadow. You will also get the haunted bug permanently.

New Path of Necromancy Path of Umzwelo Created by Laibon, the Path of Umzwelo was a path of necromancy that allowed spirit guides to treat spirits with respect and help them solve their own spiritual problems. The Path of Umzwelo is similar to the Path of Ashes, but instead of interacting directly with the Veil, the Laibon perceives and interacts with the local specters and spirits.

• Gathering Emotions Gathering Emotions allows a necromancer to identify the reasons for a soul's death. Not only that, you can feel the emotions of death in an environment or in a spirit. However, this power does not allow direct interaction, such as speaking or listening to the spirit, only feeling. The Laibon thus learn how to clear up the death of a soul and thus free it from this world.

success result

2 Achievements The Necromancer discovers the mode of death in the act or in the spirit, such as suicide, murder, accident, etc. 3 Achievements Any information about the death, such as the time (two nights ago), the reason (the killer wanted the family heirloom), or how it came about came. This power can only be used in a location where there has been a death at least a week ago, or when the dead person's soul is present. If the murdered soul is not present, it is only possible to identify the causes of death but not to know which spirit died. We must remember that Gather Emotion doesn't work like Auspex. The information received comes exclusively from felt emotions and not from visions. It is possible for a spirit to wander around the place of death. Laibon will know that it was not the same soul seeking harmony. Example: Mlawee is in the palace room where a senator was assassinated three days ago. Laibon attunes to the space with a Perception + Awareness check (difficulty 6) and gets 3 successes. He knows there is a spiritual presence there, the very murdered senator. On a Perception + Empathy check (difficulty 8), Mlawee succeeds twice. He soon discovers that there is an extremely strong sense of hate and betrayal in the room and that the senator was hanged in that room.

System: Using this power requires one willpower point. The Laibon must focus on the space where death has occurred or where a lost soul resides. Information can only be gathered if it relates to death in a ghost place or creature.

•• Importance of death

With a perception + awareness test (difficulty 6) to get attuned to the place. The attunement will reveal whether there is a soul or not. Or you will say if there is a strong emanation of emotion there. In places where there have been many deaths, emotions can confuse people

System: This power is always active and costs nothing, although Laibon can disable it at any time. Laibon automatically detects when a death is occurring nearby, although it doesn't know the cause or location of the death. The storyteller can request a perception

This power is the guarantee that a laibon will not be taken by surprise when a death occurs, as it enables Mla Watu to notice when a death occurs within a radius of one kilometer.

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+ Test of conscience (difficulty 7) so that Laibon can perceive a death more accurately.

Willpower save (difficulty equal to Laibon's Will). Achievements negate effects imposed by the vampire.

••• Manipulating emotions

•••• Pact of the Dead

Some souls can be difficult to understand or deal with. Others can even attack Laibon while he's solving a problem. Emotion manipulation can be used for both good and evil, as Mla Watu can calm or irritate an apparition.

The pact of the dead is the guarantee that a loaf will "bind" the dead to their word once they sign a contract. Laibon cannot force the spirits into a deal, and the apparition must comply willingly.

System: This power is activated when a willpower point is spent. Laibon must be in tune with the soul to manipulate emotions. With a Manipulation + Empathy check (difficulty equal to the target's Willpower), the Laibon can temporarily suppress a soul's emotions.

System: Dealing with a ghost requires Laibon to spend a willpower point. In order for the agreement to work, it is necessary to have a bone that symbolizes the agreement. Mla Watu must hold the bone while executing the agreement, signing and engraving her words accurately on the bone.

Laibon must choose between four primary emotions to influence: fear, calm, hate, and love. In addition to the emotion imposed, Laibon must state the reason for the emotion. Angry apparitions can attack someone, while calm spirits can help Laibon. The following table of achievements defines the force with which emotions appear. The effect lasts for a scene, and when the ghost discovers it has been used as a tool, it can focus its efforts on damaging the vampire in question.

Both Mla Watu and the ghost must make a Willpower save (difficulty 6). The greater the number of achievements, the stronger the order on the character. One success can mean normal compliance that can easily be circumvented, while five successes can mean complete commitment to the agreement.

planned necromancer.

System: When attuned to a Wraith, Mla Watu can cast horrifying visions of the death that spirit has suffered, causing it to relive moments of pain with even greater suffering. At the expense of the storyteller, Mla Watu may require an item that the spirit has some fixation or memory on. This item is meant to be used against the specter to remind them of their most painful feelings. The necromancer must spend a blood point and make a Manipulation + Empathy check (difficulty 8) to turn this spirit's emotions into pure pain. Each success grants a damage level in the ghost's willpower. Failing the check can deal one point of non-seepable lethal damage to the vampire, while critical failure adds a temporary disruption.

The bone is to be painted with Laibon's blood and buried shortly after the contract is signed. The contract period will take a century to fully deteriorate. Success Outcome This power can be especially dangerous for a Laybon who has 1 achievement The spirit is easily affected because he doesn't know how to carry out his agreements, after all if he is a Laybon he can be stuck in a dead end for a century and reluctantly obeying his emotions. not careful. 2 achievements The affected spirit feels the emotion normally and behaves like an ordinary person. ••••• Nightmare, without straying too far from Nightmare, makes the necromancer an actual enemy of the necromancer's will. Apparitions because it allows the laibon to torment. 3 Achievements The spirit gives meaning to what the soul wants by making it relive the moments of its death with watu and reacting in the kind of excruciating mental pain. 4 achievements

Mla Watu abruptly affects that soul and even reacts violently to the emotion imposed. The soul itself responds precisely to the stimulus suggested by Laibon.

5 achievements

Laibon penetrates that soul's emotions so deeply that the spirit is seized with a frenzy of emotions and acts even beyond what Laibon wants, without control.

This power works similar to Presence, but for ghosts. Each achievement, in addition to affecting that soul, grants an additional date to deal with that spirit if the tests are related to that emotion. However, souls know they are being influenced and may try to fight back with a 154

When the specter's willpower reaches zero, it is completely destroyed, but the necromancer has a choice

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to spend a willpower point and send it back to the weakened Shadowland instead of destroying it.

foam

The Akunanse builds its lair in natural formations, plants or soil that merges with the darkness beneath its surface. A natural object that has been greatly modified or formed by man is not suitable for this power; You can't use a wooden hut, but a tree with carvings might do.

It's not clear who developed Abombwe, but it's clear that both Bonsam and Akunanse have different views. For Bonsam, Abombwe is an uncertain manifestation of inner darkness transformed into brute force. For the Akunanse, it is the most complete mastery of the beast and how it presents itself to the immortals.

System: The player spends a blood point. Invisible sleep is automatic and lasts one turn. The character falls into a consciousness one level above torpor during this time, and your player must make a Philosophy check (difficulty 6) for the character to wake up prematurely.

The Akunanse understand the beast as a ferocious and almost indomitable weapon of war, and for this reason they work on their discipline so that this weapon is in their favor. Although Abombwe is not typically taught to Cainites due to their difficulty handling the beast, his Gangrel brothers bear a certain resemblance when showing the Akunanse the talents of metamorphosis.

The difficulty of the rolls to find the character increases by two. Astral individuals cannot affect it directly, instead encountering the twisting darkness as their hands traverse it. Violence to the submerged vampire ejects it from the object in a blinding spray (anyone near the vampire, and the vampire has a +2 Perception Difficulty for the round). The vampire subtracts two from his initiative after the first turn after the turn, but can act normally after that.

New Disciplines

• Companionship with Predators The Laibon is the best predator in its territory and senses when a potential ally or rival is nearby. System: Spend a blood point. For the remainder of the scene, the Laibon can sense surrounding predators, including vampires, shapeshifters, ghosts, predators, mortals, and demons with a Philosophy score of 4 or less. To locate the location or find a hidden creature, the player rolls Perception + Survival (difficulty 6 modified by the predator's strength as determined by the storyteller; stronger predators are generally easier to spot). However, this power does not work with disciplines used for concealment (obfuscation, chimera, etc.).

•• Summoning the Predator As the Laibon carves the malleable darkness within and pushes it out, the Laibon can copy aspects of predators. System: This transformation takes one turn and requires one blood point. The character can grow claws that deal Strength +1 lethal damage, or a tail for balance. Most transformations are automatic, but the more exotic ones, such as poison glands, require an Intelligence + Survival check (difficulty 7). A botch results in a successful transformation but adds cosmetic changes like scales or stripes. This force does not override the laws of physics; The laibon cannot form wings or webs strong enough to support its weight.

••• Invisible hibernation

•••• Powers of Darkness The Laibon lets darkness flow over him like black, clotted blood clinging to his body. This grants him power and special abilities even when he is repelled by the Light. System: This power costs two blood points and is automatic. One transformation can be active at a time lasting one scene while resistance to Redstart has a difficulty of +1. Examples of usage are listed below, but players and storytellers are encouraged to come up with their own modifications: Hands: Strikes deal Strength +2 aggravated damage. Head: Gain the ability to see perfectly in normal darkness and a difficulty of -2 to see in supernatural darkness. It spits out a poison on a Dexterity + Athletics check (difficulty 7) that paralyzes the limbs of any opponent it touches unless the target has an Endurance check (difficulty 7). Torso: Sprout four spider legs that grant an additional attack as part of a multi-action in one turn. Climbing actions automatically succeed and escape attempts have a difficulty of -2. Legs: Kicks deal increased damage. Jumps up to 10m further than normal jump distance and gains -1 difficulty to land safely after falling or jumping. Throat: Let out a primal roar. Mortals and ghouls must pass a courage check (difficulty 9) or flee

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while supernatural beings must pass a courage roll (difficulty 8) or be weakened by terror (all dice pools are halved, rounded up).

••••• Predatory Sense Predatory Sense can be one of the best discipline abilities a vampire can have. The Akunanse trained their beast to use their extraordinary tracking abilities, identifying and tracking another beast's tracks through the spiritual aether rather than relying solely on physical senses. Its beast can sense the path of another vampire's beast and follow it, even if the prey takes physical precautions to avoid being pursued or found. The Akunanse's inner beast can even tell the target's true form by sensing their beast. System: This power requires one willpower point. The primary use of this power relates to tracking a vampire. The player must roll Perception + Survival (difficulty 8). A hit reveals the individual's trail as long as it is within 10 yards/meters. If you hit two, you can keep tracking the person as long as they are within 100 yards/meters. On three successes, the vampire can pursue its prey as long as it is within 1km of them. Four hits result in the slopes at a distance of 10 km from Akunanse. With five achievements, you can spot specific people who have been in a location in the last three days, but you cannot track them unless they are still within 100 yards/meters. All supernatural ways to avoid detection by this power must follow the rules outlined in Auspex's Sense the Unseen in the Vampire: The Classical Era 20th book. Obfuscation and chimestry apply to the same rules. As a side effect of Predator Sense, the Akunanse can see the true form of another creature's beast by spending a blood point. With this effect, the vampire can see the forms of Gangrel Protean, the shadows of the vampiric forms of disciplines like Obtenebration, Serpentis, and Vicissitude. One can also feel the forms of lupins and other shape-shifting beasts, the semi-real dream forms of fairies. In addition, the Akunanse can discern which form is "native" or native to the subject. The player rolls Perception + Awareness (difficulty 6). An achievement grants the character knowledge of the individual's original form, regardless of what form the user is currently taking. Three achievements allow the user to see all the forms that the person in question can take and learn the disciplines used to achieve those forms. For five achievements, the user can see the images of all forms assumed by non-vampires (like Lupin's 156

or fairies), although the user may not understand the powers used to transform into these forms. This ability does not reveal Obfuscate's visual changes as these are not truly transformative powers. Higher levels of Akunanse Abombwe's Discipline cannot be detected. For example, a vampire with Protean 6 cannot be revealed, and so on.

••••• • Robber Transformation The Loibon kills a robber and consumes part of it, be it heart, liver, flesh or blood. It then becomes that creature as its essence is fully absorbed by its Vitae. System: The player spends a blood point and rolls Stamina + Survival (difficulty 7). If successful, the Loibon physically transforms into the creature. The creature must be predatory in nature and at least the size of a cat. Humans and supernatural beings can be duplicated, but that doesn't include powers. The Predator transformation lasts until dawn or the power of the Laibon ends. A loaf can duplicate a previous polymorph without consuming another creature. This requires an Endurance + Survival check (difficulty 10), decreasing the difficulty by one each time it has killed and transformed into a creature of that type, up to a minimum difficulty of 6. With mortals, vampires, and other humanoids , the Laibon takes on an average appearance for its victim's ethnicity unless the player succeeds at the 9 difficulty check, in which case the above transformation is perfectly duplicated.

••••• •• Darkness Incarnate Mimicking the terror their lineage created, the Akunanse become a mass of darkness that wriggles and wriggles as they attempt to emulate predators unknown to man. In this form, the Laibon becomes the ultimate hunter: deadly and invisible. System: This power costs three blood points but does not require a roll, as Laibon's blood oozes from his skin, turning him into swirling darkness. The vampire can take one of three basic forms: winged (allows you to fly at 25 mph/40 km/h), insectoid (burrows into earth and rocks and grants automatic success when climbing rollers), or brutal (all combat damage ). by +1 lethal). Also, their physical attributes are increased by three points each, while all social attributes are reduced to zero (although the vampire can substitute a social attribute for strength to intimidate him). The Laibon becomes the perfect stalker by reducing the difficulty of all Laibon Perception and stealth rolls by two. Its claws and teeth cause Strength +2.

CHAPTER SIX: THE POWER OF BLOOD

amplified damage and injects the victim with an ink poison that deals one level of damage per turn to living victims until the toxin is nullified.

Valeren (Way of the Warrior) While the valeren used by Salubri healers has a particular emphasis on calming, blessings, curing diseases and tranquility, the valeren used by Salubri warriors has a different purpose. While fighting their Baali enemies in the Second City, the warriors, especially Samiel, developed this variant of Valeren, where they focus their efforts on the opponent's resilience and destruction. Salubri warriors are typically formidable combatants with an innate combative resilience while also wreaking overwhelming destruction. Valeren of Warriors is truly a powerful discipline against the most fearless opponents. The Warrior's Valeren follows the same rules as the discipline detailed in Vampire: The Classical Era, 20th Anniversary Edition.

• Feeling Death A healer learns about a person's illnesses in order to heal them. The warrior learns to know where to attack. System: This power works the same as feeling vitality,

except that Sense Death cannot see how many wounds a target has received or examine a mortal's blood. In return, the warriors can analyze the target's absorb rate (for two successes) and determine the amount of vitae currently in a vampire's or ghoul's blood pool (for three). The questions may concern the subject's physical abilities, martial disciplines, or philosophical attitude toward killing. Knowledge of Senses Vitality and Senses Death grants two additional dice on the Perception + Empathy or Medicine roll; if known, they can be activated with a single roll, and achievements count for both.

•• Morphean Blow healers use sleep to speed up the healing process. Warriors use sleep to incapacitate enraged enemies. There are many tales of Salubri warriors shattering lupins with a single blow, leaving the beasts vulnerable to the fatal blow. System: This power works the same as the gift of dreaming; Despite the name, this discipline allows warriors to reduce their wound penalties. Knowledge of the Gift of Sleep and Morpheus Strike grants two additional dice on resisted Willpower rolls to calm the target. This Discipline can be used in combat as part of a Brawl Attack.

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••• Burning Touch The character's grip causes a stabbing pain, similar to being burned with a red-hot iron. This power does no damage, but painfully saps the target's life energy. The warrior may expose himself to this power for prolonged or repeated periods of time to torture a victim. System: The vampire must grab the target (an Dexterity roll + Brawl). The character spends at least one blood point to activate this power; Each blood point spent reduces the victim's dice pools by two while the cyclops holds the victim and for the next turn. Each activation of the power inflicts a level of club damage on the target through sheer physical stress. Pain triggers red terror in vampires (as in "be burned"), and warriors have occasionally used it as a blunt demonstration of the victim's spiritual weakness.

•••• Armor of Cain's Wrath The third eye opens and burns redder than the setting sun. This radiance spreads instantly through the Salubri's dry veins until their entire body is encased in a web of radiant light that defies injury. Warriors consider this (and their talent for bravery) to be the main reason they are so feared in war. System: The player spends two blood points and rolls Stamina + Melee (difficulty 7). For each success, the vampire gains one armor point, up to a maximum of five points. This stacks with each armor worn. In addition, for every two successes rolled, you gain an additional die to resist Rotstartle. This power lasts for the scene.

••••• End of the Watch The warriors trace their origins to Samiel's ancient wrath in the days after the Second City. Yet ancient tales tell of Enoch's Salubri, who walked the streets laying hands on the terminally ill and freeing their souls from the spiral of mortality. In return, the Salubri gained wisdom and willpower. Despite their fury, the warriors retain the fundamentally peaceful disposition of the Salubri clan, and this power reflects their bond with the clan's original nature. When acting as a deathguard, the iris of the third eye glows like gold, absorbing the departing mortal's soul essence into the salubri. This power can only be used on a dying mortal (unable to deal lethal damage but not yet dead) or one who genuinely desires death without compulsion. Generally, the mortally wounded or the elderly are targets of this power, but those with a deeply melancholic temperament or victims of torture are just as viable. Tremere Whisper 158

Rumors of relentless warriors who haunt prisoners with Burning Touch and then take their souls when they beg for death. System: The Salubri spends a willpower point and places a hand on a valid target's heart, killing them peacefully and painlessly. If the vampire kills with a melee attack, she can make a reflexive Dexterity + Brawl check to touch the target and activate this power. This is killing by mercy, despite the difference it makes to a vampire going its own way; As always, killing outside of the heat of battle may require a Degeneration roll. The player then rolls the character's Perception + Empathy (difficulty 7); On success, the target's soul is absorbed. For each success on the soak roll, the salubri can do one of two things: • Retrieve facts from the target's memory, which requires a separate Intelligence + Empathy Roll (difficulty 5) for each significant fact. Since the soul lives in the Salubri, it knows a lot about what the dead person did: interesting secrets, rare treasures or important documents. The Salubri may choose to have pertinent or urgent information passed to her (at the choice of the storyteller), but this increases the difficulty of the check to 7. •Absorb the living energies of the mortal soul to bolster its own; Each success allows the warrior to regain one point of willpower. The warrior can store these willpower points beyond their normal maximum (up to a total of 10). The soul remains in the Salubri for as long as the Salubri desires, but only one soul can be contained at a time. Once the roll's successes have been used by one or both options, the remains of the soul vanish and venture toward their final destination. Can feed on the target's corpse, regardless of the clan's weakness. His blood tastes rich and hot even many nights after death; however, they cannot be hugged.

••••• • Samiel's Revenge The Salubri calls upon the name and spirit of their long-destroyed ancestor, striking back with superhuman speed and unerring precision. System: This power costs three blood points and can target any enemy that hit the Salubri (even if the hit didn't deal any damage). Each melee attack she makes hits as if the warrior had succeeded with their entire Dexterity + Melee or Brawl pool (including Haste dice), with two dice added to the damage pool. The armor only offers half its rating against the Fury of the

CHAPTER SIX: THE POWER OF BLOOD

blow. This power can only be used once per turn and only works with bare limbs or melee weapons.

Target Manipulation + Subterfuges (Difficulty 8). A success tells Nkulu-Zao whether or not the speech in question is cheating. Two achievements reveal a ••••••• Sword of Righteous intent of the target in question (deceive, hide, it wasn't just for steadfastness of mind and tight guard, etc.), but it differs none of the training that it is Samiel's Warriors managed to reject the reason for it. With three hits, Nkulu-Zao Baali can. Even the most gifted could invoke this distinction as to where the lie lies in the speech ("The power that sets their swords on fire with the purifying woman killed the boy!"). Four achievements allow for a very clear system: Lead Run your hand through the entire imaginary sheet of lies told, including your weapon's aim, and bathe it in your blood (provoke a level of intentions, more specifically (this lie hides someone who can deal mortal damage) a Salubri with his sword let it burn cheats to protect something he's trying to get divine fire After the blood is applied, the player has an advantage. Five or more successes allow additional Strength + Occult rolls (difficulty 7). On success, ask specific questions to the narrator about the Target that burns the sword with golden flames that last to the end and its lies End of the scene Remember that the target continues to lie and Nkulu-Zao still has to prove that those flames aren't just for decoration. You can't lie. The simple word may not suffice. Another is obliterated with lower level shadow powers, and anyone attacking a Salubri with that power suffers a +1 factor, although it's important to remember that this difficulty modifier doesn't apply to all throws due to the intensity of the power predicts future, not not see the light of the flame. Also, the blade now addresses the real reasons with visions or provides clear answers, but leaves clues along the way for Nkulu-Zao to discover +2 additional aggravated damage. the reason for what happened.

Valeren (Path of the Guardian)

•• Keep an eye on the opponent's weakness

Guardians are not only infiltrators, but also information gatherers. They had to learn the purest soul readings to achieve their goals. The Guardian's Path is about gathering information and going undercover. This is how guardians generally behave.

The Nkulu-Zao prepare to know who their enemy is. With this power, he can observe the strength of a target's resolve and identity, often as a prelude to influencing his opponents.

The Salubri are known for their three paths, that of the healer, that of the warrior and that of the guardian. The first heals, the second causes pain, and the third calms. However, the Guardian's way is to dominate the soul of the target. The Nkulu-Zao believe that Saulot taught them the Way of the Warden as a gift so they could face forces greater than the Salubri.

System: Activating this power costs one point of the Nkulu-Zao's Willpower. The Vampire's player rolls Perception + Empathy (difficulty 7). Without mental protection, the target feels no mental intrusion or alien malice unless the player rolls fumbles. After observing his enemy's attributes, the Nkulu-Zao can accurately assess the value of one of the following attributes: permanent willpower, philosophy score, or any chosen virtue. This power can be used multiple times against the target. Each failed attempt increases the difficulty of subsequent rolls by one (up to a maximum of 9). Obviously, the vampire does not perceive such ephemeral concepts as will and courage in terms of numerical magnitudes. The vampire simply compares the target's mental strength to its own psyche.

• Sense the Truth Knowing where the darkest lies lurk, especially when trying to figure out who your opponent really is, is a must for Nkulu-Zao. The third eye opens and then narrows on closer inspection. The Eye of the Salubri begins to discern truth and deceit as easily as the flare of crystal. Lies become obvious This information is more likely to be interpreted by the player at the sight of the third eye, allowing for an accurately perceiving Salubri according to the game mechanics. This to achieve the process easily. Power doesn't require eye contact, though the vampire

System: When examining a social situation, you must be able to see the target clearly. or a similar situation, Nkulu-Zao must make a Perception + Empathy check (difficulty 6) against the ••• Touch of Discouragement

While calm can be one of a Guardian's best

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Weapons, Willpower is one of the Warden's best tools. In order to go unnoticed, the vampire must use their guidance over the soul to manipulate their opponents. Therefore, the plans are executed as they should. For Nkulu-Zao, it's The Guardian's job to use this tool. This power allows a Nkulu-Zao to discourage an enemy's next actions. System: The Guardian spends two blood points and one will point and touches an enemy that is hostile to him. For the next three turns, each selfish choice by the target requires a Willpower save, increasing the difficulty by 2 (to a maximum of 9). If the target fails the roll, it forfeits its action for one scene. A critical error causes the target to completely forget the original idea. In a dangerous situation where a character's life is at stake, he may choose to spend a willpower point to perform the action, regardless of the willpower test. The Nkulu-Zao cannot use this power on itself. Gift of Sleep Lore or Morpheus Strike increases the duration by two turns (to a maximum of 7).

•••• Destroy the Will of the Outcasts Your enemies' destabilization begins when their willpower is destroyed. At least the Nkulu-Zao believe they have learned to wield that power. This Valeren level allows a Nkulu-Zao to weaken their opponent where it hurts the most: their willpower. System: By spending two blood points, Nkulu-Zao opens his third eye and focuses on the target in question. Unlike Valeren's other powers, the light projected from the eye affects Nkulu-Zao's aura and the target, changing the color of both to purple, connected by silver energy. This aura can be detected by Auspex forces without the slightest difficulty. Nkulu-Zao then rolls Manipulation + Occult (difficulty 8). Each success allows Nkulu-Zao to absorb a temporary point of Willpower. However, this deleted point can only be restored after a week has passed.

The orb becomes a reflection of the sun itself, illuminating the area and searing the undead's flesh. System: The vampire faces in the general direction he wants the Force to enlighten while his player spends one point each of Blood and Willpower and rolls Conscience, Conviction, or Reflection (difficulty 6). If successful, the third eye of Cainite will open and glow as described. The light has the same effects as direct sunlight, dealing one to three levels of heavy damage per round to all vampires in sight, depending on exposure. Since the light of power emits a glow instead of lightning, it knows neither friend nor foe. Even the Salubri isn't entirely immune to its light, taking three cubes of lethal damage every turn, drenching normally. Any injury suffered by the Salubri is manifested as a stream of bloody tears from the third eye. This power only lasts for one turn, after which it can be extended for any number of turns (although the player must spend the same amount each turn). A vampire that dies from using this power falls to the ground, its normal eyes closed in an expression of blissful ecstasy, even as its third eye darkens. His corpse glows with a searing white light, carrying its scattered ashes upward to the possibility of salvation.

••••• • Judgment of the Soul The guardians of the Salubri chosen by Saulot, the Nkulu-Zao are also judges of the unworthy. The Nkulu-Zao condemn those who abuse them. His third eye shone like the purest silver of Carthage. The vampire disables a portion of the target's vitae, preventing them from activating their disciplines or healing their undead body through sheer effort of will. The target feels the blood pool inside them, curdling into dark, dead chunks. Even powerful elders fear the repeated use of this power.

••••• Melqart protection

System: The keeper spends a Willpower point and rolls Manipulation + Occult or Empathy (difficulty 7) against a Cainitic target in line of sight contested by the victim's Willpower check (difficulty 9). For each success on the roll, one blood point in the target's pool becomes useless for any purpose such as healing, disciplining, ghoul, or anything else. The target can spend one willpower point per blood point to reveal their CV, but cannot otherwise spend or shed dead blood in any way.

Upon invoking this power, a Nkulu-Zao's third eye opens impossibly wide and burns fiery gold. He

This power cannot be combined with Touch of Discouragement.

The power can be applied to the target more than once, however other levels of mental protection such as concealment or valor can help the opponent defend against this power. When the target's willpower reaches zero, it enters torpor and only increases after the time set by its philosophy. The points absorbed by Nkulu-Zao can be used as if they were your own willpower.

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CHAPTER SIX: THE POWER OF BLOOD

••••• •• Spirit Renewal Created by an Elder Nkulu-Zao, this power is one of the Legacy's best weapons against its enemies. It is believed to have been created to avenge his Diabolized Salubri brethren against the Baali, as it is only used with Diabolized Salubri. It is not possible to use this power as an attack or to bring devilish vampires from other families. The Nkulu-Zao are trained to use this power to rebuild their Salubri brethren who have been "destroyed" by the Diablerie of the Unworthy. This power is a ritual. The Nkulu-Zao must cut his palm with a ritually prepared knife and splatter the blood on his opponent's face or aim his bloodied hand at the opponent's chest, activating the power. Instantly, the third eye opens and the diabolical vampire's willpower is absorbed into the Salubri's body. It's a Guardian's secret. No Guardian usually shares this power and they hide from all sorts of enemies. It would be a serious denial to lineage members to share this type of tool. System: This power costs three willpower points. The Warden slashes the palm with the ritual knife, the blade of which is made from the bone of a dead enemy. If you do this, he will automatically gain a harder Vitality level. He then emits a blood dot that oozes from his hand and splatters in the fiendish vampire's face. Automatically, Salubri's third eye opens, glowing red and absorbing the target's willpower. The Warden makes a Manipulation + Occult check.

(Difficulty 7), while the devilish vampire with willpower resists, with the same difficulty. Meanwhile, the vampire can only move or look anywhere on Salubri's third eye. The first to reach zero loses the contest. The victory allows Nkulu-Zao to have his brother Salubri's soul absorbed by Diablerie, completely weakening the enemy's spirit. If Nkulu-Zao wins and absorbs the Evil Vampire's willpower, the third eye on the Evil Vampire's forehead will open. If the target wins, Salubri will automatically freeze. Upon victory, the Nkulu-Zao causes the soul of the fiendish Salubri to take over the target's body (with only the third eye on the forehead), with all of the fiendish vampire's memories, allowing the resurrected Salubri to infiltrate with some ease into other families . However, the resurrected vampire retains the previous vampire's derangements. Relatives with half the Willpower of Nkulu-Zao cannot resist the power even if they make the contested roll, and treat the absorption phase as an automatic success. When this power is cast on a vampire whose spirit has already been drained by another power or is in a state of torpor, it functions automatically. When used on a Cainite that has not diabolized Salubri, its willpower can still be drained, causing the target to freeze, but granting Nkulu-Zao a permanent debuff. If the spirit of the devil Salubri has not been destroyed, he returns to the devil's physical body with the same physical characteristics, but now with all the devil memories.

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CHAPTER VII STORIES IN CARTHAGE

“The Neverending Story is sad, decadent and porous. There is no better work than a complete history, a complete cycle". - Children of collectors

The storyteller and players in the Carthage setting must always agree during a chronicle on their choices, goals and facts that will or will not be accepted during an RPG session. If you've made it this far, you might have noticed some difficulties in storytelling such an ancient setting with a variety of very powerful vampires, and perhaps a narrative within the setting might be a bit difficult to achieve. In some cases yes. It should all depend on how you use the characters. The narrative of Carthage has its originality and unique features related to the setting. Being a unique city with different eras very different from each other, the immersion in a changing environment full of politics and risky decisions is constant. The Basic Book for Vampires: The Classical Era already offers many narrative resources, however, different and non-standard scenarios may require a deeper understanding of this topic. That's why this chapter exists.

Conflicts The strife in Carthage rages on the nights of the Kindred. The Consillium Immortalem is often worse than an Elysium created by the Pater Patriae of Rome because it gives access to debate, ideological discussion and even the exchange of heartfelt arguments. The houses separate the Cainites between ideologies and there are often no fireworks discussions.

than those that hold beliefs and what we believe. The vampiric senate is swept by this trait that they all have something to say and are often too stubborn to realize that what they understand or know isn't always right. Although this political trait is very present, urban vampires often work alongside ghouls. Carthage was the most populous city prior to the height of the Roman Empire and managing so many areas of the city alone is particularly difficult. The fact that the ghouls are not perfectionists skilled in their actions, some of them are of below average generation, makes them irrelevant as they believe they can be equal to the Cainites and often leads them to their deaths, which brings with it many more conflicts that they already have. exist. The city exudes conflict, political, religious and social instability. All locations in the city are potential powder magazines as they end up being associated with ideological or religious fanaticism. This constant strife between the Cainites, who don't even remember repeating the same steps as jihad, makes Carthage a complete battleground. At one point the city was created to be what every other city in the world would never be or never was, but at another point it was exactly what every city played by Kindred will become after a few centuries, just greater. Even those who avoid falling into jihad can hardly escape it in Carthage. But unlike Rome, where corruption was the main aspect of politics, Carthage is not. although everything can

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Being bought as the greatest asset in the world, commitments have an honor oddly respected. In Carthage, economy and coins have a value unmatched in any other city, and getting paid for the service and honor is almost imperative. Most of the subplots that happen in Carthage do not involve surprises or deceit, but rather political maneuvers that turn this act into a turning point. You will hardly see a Cainite in Carthage openly betraying another Cainite, for that is highly frowned upon in the Consillium Immortalem. Treacherous Cainites are unwelcome, rarely given office because they are considered outcasts or too hateful to take on responsibilities that could harm the city. Plans usually involve debate, evidence true or false, gossip, murder, and paid services, but not treason.

Related Politics Cainitic politics and intrigues are common within the Consilium Immortalem. The reasons that fuel their occurrence are that they vary. In Carthage, ideological disputes are as great as you may have read, and intrigues are often staged between the houses themselves in order to gain influence. Whether it's Lasombra trying to gain office in the Mint or the House of Thinkers trying to retain control of a Brujah monarch. Influence is given by the interests that the Brotherhood defines itself or believes it is better to maintain dominance of the city. Since Carthage is the largest, most successful, and finest fortress in the world, it is tempting to master it. Being in full control of an empire like this is the desire of those interested in jihad, whether for trivial or legitimate reasons. Political intrigues, of course, involve interests. Even those who seek to escape jihad are overwhelmed by this matrix force created in the city, forcing them to participate in this type of conflict. Vampiric Coins force the Kindred populace to exchange favors to fulfill a minimal role or wish while belonging to a Brotherhood, at least primarily it is important for a Cainite to gain support and be recognized in the city. The way the political hierarchy is constructed forces immortals to become part of this oppressive system. Cartago offers no space for those who do not aspire, and this is perhaps the city's greatest ideology.

Mortal politics While immortal politics is complex and fraught with ideological disputes which the Cainites themselves fight 164

To defend tooth and nail, deadly politics is merely a near-impossible attempt by a child to defend itself against adult aggression. Mortals have no freedom in the city, and some know it. They understand that they have no choice and are fighting against a power much greater than themselves, for immortality guarantees a great advantage over the years of mortality. The Senate is influenced by ghouls who dismiss their deepest desires or their sires' grudges for not being embraced or for being disloyal. Ghouls treat mortals the same way Cainites treat them. Even if they don't use their power publicly, this is how they exert pressure on their opponents, using disciplines such as presence and dominance, influence, and resources to gratify the will of their creators. Within this oppression, mortals struggle to defend their desires, in an endless zeal knowing they are fighting a losing game. The most hopeful seek to rule the city through the shadows. Victims of fanaticism and secular manipulation created for the residents of Cartago, those who awaken from this network of manipulations are not listened to, and when they gain prominence, they "disappear" after a few days. The idea that mortals would live with the Cainites was in the past when Carthage was founded. Respect for human intrigue, non-interference, and the use of power are only a dream. Now the humans are nothing more than tools, still struggling to resist but increasingly accepting the nightly lashes the immortals give them. It is not surprising that vampires have had constant conflicts with mortals for a long time. These conflicts were a struggle, a breather with increasing resistance. The mortal of Carthage has no freedom, he thinks he has it, and so the Cainites want it. In his madness, Troile would never admit that his city became another slave camp like any other city where the Kindred play, for Troile is proud of his creation and refuses to wake up from this dream only to slip into a nightmare fall. The Antediluvian accepts no failure and will not interfere, be they Cainites or mortals, for various reasons already mentioned in previous chapters, with the addition of this one. Accepting failure is for the virtuous.

Playing the Elders As you play your chronicles, you will encounter stronger characters and your storyteller will use them. This topic is dedicated specifically for game masters to understand the usefulness of powerful characters and move the storyline as some have mentioned in the characters chapter.

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However, in whatever chronicle you tell, especially in Carthage, where the involvement of very old vampires is very present, you have to keep in mind that characters like this do not make trivial decisions. Troile will not "suddenly" appear to a group of newborns just because they broke one rule or another. Players may never find any indication that Troile actually exists in the city. Maybe by the time they're over three centuries old they'll have some detail, because characters like Troile are cunning and won't reveal their presence lightly. Someone will show up, and not always at your request. Just as Moloch doesn't emerge from the shadows to "force" a player character to do as he pleases and become a cultist. That's not how these characters work. The Methuselah, or even the elders, feel that there is no need to spread the benefits of discipline around the city because they have acquired enough skill to do so. No Kindred is held in high esteem and respect if they use their powers carelessly. Mostly elders and older vampires. Another factor that can affect the use of characters on this scale is the status and age they are at. They are characters of great power and they likely have enemies to rival them. It might be interesting to introduce Helena into the game so players can get to know this personality, but using her powers to force players to do something for her that they won't do is not rational.

develop the story. The recommendation is that the use of these characters is there to move the story and make it intriguing, but not to make it boring and driving like a script. Older people often have their own hobbies and disorders. Many don't even want to leave their sanctuary, and when they do, they try other vampires of the same age. It is strange to imagine an elder spending his time "punishing a novice" and showing how bad he is. Elders often sense a great difference in society, or even in relation to their beasts, over the centuries, and if they don't spend time understanding themselves, they're likely to suffer the same ailments as Troile other vampires do: indifference. It's boring repeating the same stories for centuries. It is boring. Some of them continue to cling to jihad because they are looking for alternatives to justify their existence, while others have accepted that their fate is lonely. It is up to the narrator to justify their presence in a chronicle and to use them properly. Player characters almost always have to contend with challenges up to their level and find that one thing or another is slightly beyond their knowledge, but encountering astronomical challenges makes their sessions unreasonable. It seems there is no reason to develop a

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character when an elder suddenly appears to rule it. So be very careful when using old characters in your timeline. They are great forces and lead the scene, but turning them into pathetic characters who appear to "teach lessons" isn't good for your chronicle.

The Influence of Religion Growing up in Carthage, religious zeal was not a potential political tool. However, due to the dozens of political maneuvers triggered by various situations, the city has potentially increased the number of believers over the centuries. In the end, Carthage became completely devoted to religion and nothing could convince them that they were wrong. It is important to reflect on how religion affected the lives of mortals and immortals in Carthage. As you tell your stories, consider the historical period and how religion is positioned in the city at the time. In the first decades of Carthage there is almost no religion. Punic polytheism neither flourished nor developed, and there is little influence from the Phoenicians and Egyptians. The city has not yet faced the problems of diverse overpopulation, with cultures from different races and from all regions of the world. It is interesting to interpret that at this time, possibly 800 BC. C. Religion was just one more hope and one more reason to believe in our goals. Mortals used religion for inspiration. The Cainites despised religion, including those who thought they were living deities. When the immortals entered Carthage, the transformation of the faith became a reality. While only mortals witnessed the small town's growth, the notion that deities would descend from the higher planes was pure myth. The coming of the Cainites was the physical representation of that. However, mortals expected heroes and found villains. Claiming to be descended from the most powerful entities in the world ever created by the human mind, these beings were far from the grace, goodness, and purity of the gods. In reality, they imitated intellect, perfection, and arrogance. Thus mortals discovered that they were fragile creatures in the world. The first century was the shattering of mortal expectations. The current conflicts between mortals and vampire demigods have been one of revolt, an attempt to establish some kind of equality. Reality has shown the opposite. Immortals were far better than they seemed. Religious beliefs have grown exponentially and some of the immortals have seen opportunities to live to be 166 years old

actually his fame. They would literally be gods. Tanit, Amon and Ba'al Hammon were the prime examples of this, not to mention Ashtarte appearing alone in the city in the Third Punic War to destroy Troile's dream. The 7th and 6th centuries BC were the greatest attempts by mortals not to be tamed by immortals. Many believe in the presence of vampires as mythical creatures out of fear, some because their eyes have fooled them, others because of desperation. The interrogation made no more sense when it was possible to see an immortal carry a stone of a ton or two without much effort. During this time it must be taken into account that mortals gradually gave in to their fears and increasingly accepted the vampiric presence in Carthage's dominions. Often a mortal would not only accept the fear but also believe that he could be blessed and possibly gain long life. There have always been rebels. Mago I was the one who lit the flame of hope in the chests of the dead. Eshmun's Guardians were the hope people needed. The religious confrontation between Amon and Moloch did much to divide the city between believers and deists. Now the mortals had representation, a minimum word, and the ability to disregard the orders of the immortals. However, those who had already converted and donated themselves to the Immortals would have difficulty maintaining their existing beliefs. Among mortals there have always been those who fought to protect the system and those who fought to break free. The reign of Mago I was the culmination of where it was possible to find men who would fight to protect their ideologies. However, this period still does not bear the weight of religious fanaticism, only the weight of religious struggle to uphold their beliefs. The death of Mago I and the dissolution of Eshmun's guardians extinguished the flame meant to protect mortals. Some began acting on their own to defend themselves against the immortals. Others began to join small interest groups to help each other. However, the vast majority have increasingly migrated into the arms of the faith. Moloch and Amon did an unforgettable and particularly effective job. His maneuvers were so unpredictable and powerful for mortals that it was particularly difficult to predict his next intentions, moves, or ideals aspired to. Immortals have always been, and still are, an absolute mystery to humans. This has always been the greatest weapon of the Cainites: mystery. When the blood rites of Carthage began,

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People's beliefs and willpower lost strength in the face of addictions and pleasures. Showing that religion was not the villain but the one who would save Carthage attracted many mortals who were blinded by what they saw. Blood rites changed the ideals of mortals. Those who did not believe in Punic polytheism began to look for other alternatives, such as B. changing the city or turning away from society. It was especially difficult to distance oneself from religion when every month man's greatest vices were exposed. The pleasure of sex, food, rest, the pleasure of feeling immortal for a few nights was priceless. Mortals would treat themselves to candy made from vampiric blood to keep them entertained for days and wait for the next month. If there is no room for dissent, it means that fanaticism has prevailed. In the last centuries of Carthage there was no denial. There was no questioning. There were no other truths or disagreements. Religion has been planted in the minds of mortals from infancy to old age. Only mortals fought to keep this because they needed such a resource. It was extremely important and necessary to uphold the existing faith and they did so as often as needed.

Carthaginian Blood Cults Now that you've figured out how religion worked among mortals throughout the centuries, the main question must remain: "How does one interpret that in a chronicle?" The answer is not easy, it requires a lot of effort from the storyteller, but it can make your chronicle even deeper. The most important thing you need to do is separate the information you have read about religion so far and notice how we have scaled the power of belief in polytheism. To make it easier, we'll break it down into Arc I (The Brujah Dream), Arc II (Republic of Strife), and Arc III (Fields of Asphodels). It is clear that in the first arc religiosity must be treated as an option, as a hope. Keep in mind that it is not as powerful and active as in other scenarios. Mortals continually deconstruct and rebuild their faith as they see the Cainite achievements. In all questions about the deities there is a touch of doubt and uncertainty. There are no endorsements as to what they are capable of, and the notion of fear, attachment, or detachment from religion can be rife. Mortals who separate do so because they discredit their gods when they see immortal facts. People who cling do so to demonstrate resilience. Fear must be the main factor guiding religion. Religion is the flame in the dark that will light up everything else and save you from your fears.

The second arc will feature a recurring religious battle. It is precisely the time of the revolt. Identify as if they were two ideological masses fighting. There are those who will agree and those who will not. Those who fight religion see it as a poison for the city, a tool and a villain and therefore prefer to believe in their own concepts. However, the indoctrination of those who protect him prevents them from destroying this side and because of this they will fight to uphold their beliefs. This moment in history is moving towards what extremism will be in the future, towards what fanaticism will be. Families begin to leave when they discuss disagreements, and friends break up when necessary. Anything to keep the faith active. Nevertheless, the freedom remains. Freedom of opinion and freedom of expression. The third and final arc completely excludes freedom. There is no freedom. A large proportion of the population will not listen to you and your speech will likely be dismissed. If you are against religion, you will feel the weight of judgment. It's not that you are forced to be religious, but you cannot disagree with religion. Even for vampires, it's thin ice if you disagree. It is necessary to measure the words very well in order not to be excommunicated for a simple misinterpreted choice of words. He understands that anyone can be a potential enemy, and almost everyone agrees with the facts of Carthage. Rare are those who will be by your side even if you are not religious either. The idea of ​​paranoia and distrust must be the basis for the religious advancement of this scenario.

How do cults work? After the second arc, the formation of small religious cults becomes part of the plot. Mortals, ghouls, and even Cainites engage in small-scale religious services for the deities. The great and most important great cults are clearly the cult of Baal and the cult of Amun. As described above, there is a polarization between the sects. Understand that all cults have hierarchies. They all believe in an ideal and work according to a disciplinary scheme. The Capture of the Spirit by Faith. Those who attend the services feel important and that is the main reason for their existence. In a world like the world of darkness, where hope is a joke, a vague idea, the need to feel important sorrows for mortals who find themselves buried in mountains of misfortune. Therefore, the reasons usually include the above reasons, in addition to feeling important. These cults act on behalf of the deity or cult leader and obey him as the savior of all. Of course, not everyone deals with Cainites, crime, bigotry, and bad things.

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Some simply come together as sisters to share the words of faith. In this situation, it must be remembered that behind almost every cult there is a priest of the religion. If not, then the cult is probably quarreling with the priest of that deity. They are usually hidden cults, practices that are not visible. They are veiled for a variety of reasons: to commit fanatical deeds (like the Moloch cult), to practice their beliefs without undying interference, or simply to be ashamed of what they believe and fear. Although it seems strange to practice something and feel ashamed to say what is being practiced, it is very common in times of hatred. Not all cults are in politics. Actually, politics is something for a few, as you have seen. He believes that the greatest cults are those that gather the most important priests. Smaller cults, unless under the aegis of a priest, are likely to be small, with groups of few people. There are dozens of ministries in Cartago and it might be interesting to introduce the idea of ​​such a group in your timeline. Cults don't always have to be religious, the Guardians of Eshmun and the Children of Silver being prime examples. Sometimes the tradition also deals with the practice of the faith and the cult becomes a brotherhood, like the houses created by the immortals. As you create your service, remember to ask yourself a few questions that will help you fit into the story. If you can answer some of these questions, it will be much easier to introduce them to the story. • Is your cult religious or ideological? • Is your cult well known? If yes, by whom? • How many members belong to the sect? • Who is the leader of your cult? Because? • Is this cult loyal? How often do the members meet? • What is the reason this cult exists? What are your goals? • Are supernatural creatures involved? • What is your sect doing? Because? Where do they work? • What are the religious and political ideologies of your sect? In addition to being able to implement a story involving religious and ideological cults surrounding Carthage, answering these questions will also give you reasons for the player characters to sympathize with or become enemies of the created cult. Remember that there are always two sides to a story and most of the time the cult members' ideologies lead them to believe they are correct. 168

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The Other Faces of Faith

it can be harder than you think.

In Vampire: The Classic Era, a 20th anniversary release, we saw the example of faith in the Christian God. It is interesting to start a debate as the fall of Carthage predates Christianity and therefore the Christian God was known as an unnamed god. True faith is an inner force that can be manifested through a mortal's deepest beliefs. However, there are several ways that can inspire faith. Higher entities such as Elohim (God), lesser deities (Zeus, Ba'al-Hammon, Amon-Rá, Odin and others), vampires or even demons could awaken powers in mortals as a reward of belief. Therefore, it is interesting to diversify the ways in which true belief can be presented, from focusing on the divinity one believes in. By designating your character as a follower of a religion or deity in this theme, you can gather the traits of your character's True Belief in that deity. You must buy True Faith (Supernatural Merit, 7 points). True Faith's effects on other deities are powerful, but the world of darkness sees God as the creator of all and the most powerful creature in the universe. Belief in other deities cannot and cannot suppress true belief in Him, Elohim. Even in a strife of faith, those who have true faith in God will always have the advantage. However, some downsides such as the need for humanity at a particularly great level are no longer present, but it is still necessary to follow your chosen deity's alignment (good or bad). Character bonuses are chosen by the storyteller along with the player. True Faith's main effect is a passive bonus. Something that doesn't require activation and serves as a support. The first and second tiers are a defensive bonus, while the third and fourth tiers are offensive. Finally, upon reaching the fifth level of True Faith, the character can choose a special effect for that Faith. It is not necessary to follow this order, but it is necessary to choose the specific amount for the benefit. Don't forget to talk to your narrator and define what your belief levels will be according to your divinity. While playing or storytelling, you are likely to encounter a mortal who has true beliefs in deities such as Mithras, Zeus, Ba'al Hammon, or Sucellus. Therefore, this topic is important for those who want to branch out and create their own manifestation of faith. Remember that there is not one statement of faith, but several. Developing true faith in other deities must be as costly as developing faith in God. Don't think that the task should be easy because it's a different entity. far from there

Fervent characters cannot simply "change" their beliefs. Once the effects are chosen, they will be like that for the rest of your journey. The storyteller is encouraged to make the challenges immensely difficult if a player chooses to switch deities to achieve a new combination of powers. Faith should be seen as something unique and special, not as flippant as a joke. The interpretation must be coherent and primarily correspond to the beliefs of the character. However, challenges can be identified that prove that the shift in belief is consistent. In this sense, the narrator is the final arbiter. Remember that in a dispute over true belief, belief in Elohim always has an added advantage over belief in any other creature. Characters who have True Faith in evil creatures like Baphomet or Asmodeus face the same penalties as a demon attempting to resist True Faith in God. Any success will have a double effect against those who believe in evil.

Passive Bonuses (choose one) • The Resistance of Burning: Burning gains supernatural resistance to damage from mundane sources. This effect makes you immune to naturally occurring diseases and poisons. Finally, the character must add their True Belief to supernatural and deadly damage rolls. • The Resistance of the Dauntless: While inner strength is ridiculous to some, for the zealots it is their greatest weapon. Characters with this trait are special. Add your True Faith as an extra die to each Willpower roll, and you can spend your Faith points as Willpower points during rolls. • Protection of Nume: Supernatural powers are the main weapon of evil against mortals and even immortals. With this effect, the fervent becomes resistant, to the point where the effects of Disciplines and other powers used against him that turn are negated. Suffering from a source of harm or supernatural influence, the fervent may choose to impose their beliefs to resist the weapons of the occult. After becoming the target of a supernatural force, throw your true faith (difficulty 5) against the opponent's dice. Their success breaks off one of the opponents. • The Prophet's Vision: Prevention is better than cure. Prophets and oracles specialize in their visions for a reason. When a passionate person is determined to fight evil, he can prophesy events. Once per night, the zealous can take a True Faith Test (variable difficulty) to receive a vision of the future. This difficulty varies depending on the forecast. A tangle of vampire politics to be dethroned

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Juggernaut might be difficulty 9, while a vampire conspiring against you the next night might be difficulty 6. The visions are vivid and detailed.

Defense Bonuses (Choose Two) • The Pain of Faith: There is no greater pleasure for the enemy than to wrap his hands around your neck to strangle you. However, this power turns the touch into an act of utter disgust and pain for any creature. Whoever touches it suffers excruciating pain. The opponent takes lethal damage equal to the character's True Faith level. Whenever a creature touches you without your permission, it must make a Willpower save (difficulty 4 + true belief). A successful Willpower check allows the opponent to reduce the damage potential and keep it deadly. Failing the Willpower throw inflicts even more unrelenting pain on the target, as they must absorb Aggravated instead of Lethal for each round it remains in contact with your skin. Bugs can send the enemy into the Rotshreck, costing a Courage roll (difficulty 8) and an abrupt, terrified retreat. Immortals and creatures with toughness can absorb incoming damage. This effect costs one willpower point and lasts for one scene. • Divine Healing: The mortal expands his gifts beyond pain or guesswork. There is no power more holy than healing, and it is at this time that the believer is learning to express his faith as divine healing. Now there is enough power to heal the worst of the sick. The character spends a Willpower point and rolls his True Faith (difficulty 6 for mortals, 8 for supernatural creatures). Each success allows you to heal one point of Bashing or Lethal damage. However, healing aggravated damage requires two successes for each point healed. This power also affects oneself. •A Resiliência do Abençoado: The greatest virtues are equality and humility. This power allows you to show that it takes much more than subjugated and supernatural tricks to affect you. For a number of turns equal to your True Belief, the character becomes immune to mental and emotional manipulation powers such as Dominação, Auspícios, Chimerismo, Demência, Presença, Feitiçarias de Sangue, and other effects protecting a power point of Will. From that moment on, nothing can fool him, not even the mighty hands of Diabo. • Nume Perception: Spotting danger is not a complicated act for the eager. It only takes a moment to focus. If you concentrate for a turn, you can see 170 on a Perception + Awareness check (difficulty 6).

whether you face an evil or benign supernatural creature. Spending an extra point of Willpower allows you to see what this creature essentially is, and it poses little or no threat to its integrity.

Offensive Bonuses (Choose two) • Presença das Trevas: They cause problems where they enter. His belief manifests as an intimidating aura. The oracular powers recognize your magnificence with great ease. By spending a willpower point, you can wave the bastards away with a True Faith check (difficulty 7). Each success removes a single target within 1 yard of each success. A failure has no effect on the target, but an awkward speech requires a Courage roll (difficulty 6). When physically attacked, supernatural creatures must make a courage roll (difficulty 7) or be terrified by the power of their beliefs. His faith exudes unwavering confidence and everyone can see him as a leader who needs to be respected. • Consecration: This power requires a Will point, then a True Faith check (difficulty 7). At this level of belief you are able to consecrate a place. When you consecrate a location, characters who oppose your beliefs, opponents whom you wish well, suffer -2 to their dice pool as a penalty for all actions against you, except Virtue rolls. Consecration lasts one scene and can only be used once per night. The devotee can consecrate a spot two meters in circumference for each level of true belief. True Faith Points are added as additional dice for each passionate action against their opponents. It is possible to share the benefits of the extra Faith Dice with companions, but it takes an extra Willpower point to spend them. • The Blessing of the Damned: While Consecration allows a character to turn an area into a temporary place of faith, this Blessing allows objects to become holy. The fervent must make a True Faith check (difficulty 8). Each success turns the item into an artifact for one night. Additionally, damage dealt by the artifact against creatures that resist Fervent Stance is converted to increased damage (Strength + Item Damage). It is possible to spend an extra point of willpower to make the boon permanent. The Devotees can also place their own Faith's passive bonus on the item, allowing others who wield this artifact to share the same gifts. The item maintains the same belief level as the person who blessed it. Anyone of a similar alignment to the character can equip it without penalty. Those of the opposite orientation can

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he carries the item only after a Will save (difficulty 6) to approach and a Courage save (difficulty 7) to avoid abruptly fleeing in fear.

Special Bonuses (Choose One) • The Cleansing of Faith: In dozens of myths, we've heard of unholy creatures being banished back to their wretched homes. The great heroes of history were able to perform miracles with this feat. The purge is the very power of belief that destroys this creature's presence here on earth. After spending a willpower point, the believer must initiate a counter-throw against his opponent. The conflict of wills lasts for a number of rounds equal to the exorcist's True Faith. Both must roll Willpower (difficulty 7) against each other. Each success the zealot has in addition to the enemy's successes counts as one point of non-absorbable lethal damage. Successes against the Exorcist reverse the damage to blunt the fervent ones. If the Fervent succeeds in incapacitating the creature, it is sent back to its original plane, drawn to energies greater than human comprehension. The forbidden being may return after a while, but until then the fervent have time to prepare. This power can be used on creatures that belong to the ground plane, but it only damages the creature instead of banishing it. • Divine Punishment: The strength of belief goes beyond common understanding. Through the use of Divine Punishment, your words can bring salvation or destruction to creatures that dare defy your presence. When using Divine Smite, the character spends one willpower point. If the goal is to bring salvation to the creature, the Fervent's Words will cause the targets to roll a 9 on difficulty to resist Redstart, or they will be forced to flee during the cutscene. When unable to escape, they crouch in corners and physically injure themselves as they attempt to end their own inner agony. However, if the goal is to destroy the creature, the zealot attempts True Faith (difficulty 7) and excommunicates the creature. The words inflict unrelenting pain, and each success grants one point of increased damage against the creature. However, the creature becomes more angry and can make a Frenzy check (difficulty 7) to avoid jumping on its neck. • The Curse of the Underworld: Curses are part of a supernatural world. They appear in all stories. However, faith is capable of cursing the unfortunate. Words of submission are necessary actions when it comes to punishing the supernatural. The character spends a Willpower point and tests True Faith (difficulty equal to the enemy's Willpower). Achievements determine the effects of the curse.

Achievement Effect 1 Achievement The Damned is Bad. Each Willpower roll has a difficulty increased by one. 2 achievements

The effects are starting to get serious. The target loses a temporary willpower point for the rest of the scene.

3 Successes In addition to losing a die on each roll, the target also loses two temporary willpower points for the rest of the night. 4 Achievements The next roll of the damned automatically fails. Two dice are penalized for each test other than virtues, and three willpower points are temporarily lost at night. 5 achievements Loses half of the target's temporary willpower. Add the above effect. • The miracle: The miracle is the greatest power of faith and this applies to everyone. It doesn't matter if you believe it, the miracle is the greatest display of this energy that we can see. It doesn't happen lightly and when it does, it encourages even the most desperate. Once per story, the character can perform a miracle by spending one willpower point. The storyteller may ask for a true-belief check, but it is not required. This action comes only after a pure and liberating desire to achieve something. The miracle can have dire consequences the moment it is accomplished. All other belief effects can be performed with the miracle, player's choice, or an effect other than those listed, such as: For example, it might heal a curse, destroy an invincible creature, or turn an evil into a benevolent being. . At the narrator's behest, the player must discuss whether what he is doing is possible.

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True Faith Evolution As you create your True Faith hierarchy with your storyteller, remember that other tiers cannot be purchased. For interpretive reasons, this is justified by saying that faith manifests itself in each creature in a unique and different way. Some will perform miracles, others will purify. But not both. Faith is a powerful force, far more than we can imagine, and it would be frivolous to allow a character a wide range of effects. Don't forget that there are no refunds after purchasing the level. Developing True Faith costs the same as the commonly used seven point merit (or level x7 in XP) based on believing in Elohim. There are no changes other than the effects and how the Faith works, and a few different fees for each effect.

Side Effects There is no possible list of side effects. Faith will affect the character's life and not life. The way he behaves towards those around him and the way he sees the world is brutally invaded by the character's beliefs and beliefs. With this information in mind, a character who believes in Lucifer, for example, is likely a natural born hedonist, corrupter, and seducer. He

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The way he attempted to distort mortals was heavily inspired by what he believed to be the concept of Lucifer. The same is true for any other deity. The mortal is influenced by such energies. The physical manifestation of faith will be different. It would not be coherent for a believer strongly connected to the concept of Thanatos (deity of death) to manifest his healing powers as pure silver rays of light. The narrator can make this a purely interpretive effect or add something systematic. It would be possible for the same believer to be healed, but instead of just spending willpower, he would lose a vitality point, and so on. Interpret how faith affects your character's life. Set limitations where necessary, but show that your life revolves entirely around faith. Of course, even fanatical behavior can develop over time. The most important thing is how much you can interpret and bring the influence of faith to the character.

Entities and Deities Can each deity grant power to the character? Not ordinary. Vampire: The Classical Age mentions a higher power attained by vampires and characters worshiped as deities once worshiped by hundreds or dozens of mortals. This power is particularly rare. only one

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a select few supernatural creatures have tasted what the manifestation of faith is capable of. It's like a vicious circle where belief breeds power and power breeds belief. Because of this, some characters, mortals, or very specific creatures that seem to qualify as "special" manage to bestow a small amount of this creed. Such are the manifestations of true belief. He is a mere mortal who receives a borrowed power from someone believed to be divine, or in some rare cases from himself. In some chronicles, the deities do not and cannot exist. They represent hope and the idea of ​​the world of darkness is exactly the opposite of that. It is therefore up to the narrator to decide if there are depictions of the deities being active and who will be able to demonstrate a little of their divine power, giving the fervent character. The narrator is the final arbiter of how faith should work and why it is such a powerful force. The belief can be the manifestation of belief, it can be magic, it can be a higher entity, or any other reason the narrator can find. The story is yours alone, and you must be the conductor of the reasons and facts.

Theme The theme is the main story of a chronicle. It is the interpretation of the challenges the characters face and their goals in the game. Themes can vary from setting to setting, which further expands Vampire: The Classic Era. • The Brujah Dream: Newly arrived in Carthage, the vampires try to build the idea of ​​a dream. However, the task will not be easy. In this scenario, characters are "forced" to face challenges that extend beyond the city of Carthage, with regional creatures such as shapeshifters, intertribal and village politicians constantly attempting to conquer Carthage, and mortals themselves, residents of Carthage, the City of Carthage. The tension between vampires and mortals, who closely watch every misstep of the immortals, is constant. Some traditions and laws were created to avoid further divisions between them, but do they work well? Troile's peaceful politics make it difficult for mortals to command, but it will be a matter of time before they get used to it. •The Republic of Disputes: The heyday of Carthage has begun. There was no greater cultural, political and economic moment in Punic history. Carthage, a newly formed republic, finds itself in the midst of a powerful confrontation between mortals and vampires vying for control of the Senate. Simultaneously,

a religious conflict between vampires with the aim of gaining power is increasingly present. Amon feuds with Moloch for religious leadership while mortals fight for a seat in the Senate against the Cainites, suffocated and weary of the immortals' manipulation. • The Asphodel Fields: The winners tell the story. Carthage became strictly religious thanks to Moloch's victory. But millennial turmoil, coupled with an addiction to vitae and disinterest in such petty political games, saw the city's most powerful figures, Moloch and Troile, increasingly lost in their beasts. The guilds know that both will eventually lose consciousness, but who will be in charge after the loss? The monarch Hasdrubal is considered weak and Carthage needs strong leadership. Who wins the political dispute? • The Punic Wars: Fear, indecisiveness and threat are words that define the last nights of Carthage. The Punic Wars are here and with a weakened leadership it is becoming increasingly difficult to make the right decisions. The Senate is weakened, Carthage keeps losing battles with the Romans and sees its possible end near. There is mistrust of possible traitors. The disorganization caused by religious fanaticism has made Carthage difficult to control. Who will side with Carthage?

Mood Contrary to the theme, the climate is the reaction to the emotions, sensations and fears that the characters will have during the chronicles. The mood is set to accompany the theme and create a tactile immersion as the story is told. • The Brujah Dream: Danger. The word that best describes the feelings of Carthage's earliest days is danger. Vampires are bogged down with enemies including each other, mortals are tough and reluctant to have their presence around, and other creatures take the day to hunt them down. Not knowing the region increases the sense of loss and loneliness. • The Republic of Disputes: Distrust. There is no greater sense of betrayal than that generated by those who engage in politics. The strict rules created to pacify mortals are no longer as useful as they used to be, vampires constantly fight for leadership and fight among themselves, some mortals acquire the ability to take rooms in the Senate. It's strangely difficult to trust anyone, walls have ears and enemies can knock on the door at the slightest sign of weakness.

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• The Asphodel Fields: Uncertainty and Fear. Fanaticism is getting more and more out of control. Many mortals become followers of Punic Baalinism, many vampires turn to their beasts, inspired by the heresies of Troile and Moloch. The confrontation in the vampiric senate is violent and everyone uses their resources to find out who will take power, from a cowardly monarch and free from any choice. • The Punic Wars: Fear. There are no better words to define the Punic Wars. Neither the Romans nor the Carthaginians know the results of this war and they all fight hard not to be destroyed. The outcome of the war is a complete mystery and everyone they speak to is putting their plans into action to try and sabotage the Romans. Note that while players know the end result, their characters do not. • Strangers in Carthage: As we are dealing with the young characters in Carthage, the sensations can be the same as those described in the last four scenarios, with the difference that the characters are foreigners and are seen as such. The neighborhood is clearly present in the city, which sees foreigners as a threat. In times of war, ideological fanaticism can even lead to death. The terror of being in a city that hates you is present in your non-life. Whatever the reason for your stay in Carthage, it's only a matter of time before the townsfolk like you or drive them away.

The Dream Brujah The Entity

During an expedition led by older Cainites, the characters discover a rock cave containing some seemingly mysterious structures a few kilometers from Carthage. The structure's large doors are sealed and made of stone, but they open with little effort. Upon entering the location, the characters find themselves in an ancient temple of forgotten deities. There are never-before-seen stone statues, huge columns, and an aqueduct system that was advanced for the time. As they continue to explore the cave, passing seemingly empty rooms, the characters discover that there was likely a sanctuary for an archaic group of wizards. The last room smells strongly of Vitae and in the middle of it all is a man with open arms leaning against a rough stone grave. The man, naked and with long hair, with a physical appearance, is apparently unconscious. The mere presence of the characters is enough to wake him up. It is not possible to face the man as he is much older than 174.

the characters. Once the man defeats the characters without killing them, he will flee the temple in question. The characters later discover that he may have been the first wizard to complete the Unalive ritual and became an extremely powerful vampire. Now it's the characters' role to investigate further and discover this target's past, that it is near, and maybe defeat it.

The plague At some point, the residents of little Qart-Hadasht get the symptoms of an almost incurable disease. Vampires, concerned about the situation, resort to supernatural means to heal them, but stubborn mortals prefer a natural alternative. Or find the answers to what's really happening in Carthage. During the investigation, the characters come together to find a culprit or a reason for what happened. Apparently, in their relentless search, the immortals discover that some of the region's lakes are contaminated with some type of viscous, brownish liquid. The occasion raises doubts and it is believed that something greater and even supernatural could be there. The brownish liquid is so potent that it even infects Cainites, who feel the effects of the disease over time and become carriers. Cainites who fed on sick mortals also become infected. Whether through sorcery, discipline, an oracular gift, or contact, vampires are able to unravel the Cainite responsible for the viscous liquid that poured into the river. Apparently that's a Vicissitude trait and possibly the characters are dealing with a powerful Tzimisce. There are several ways to use it for the benefit of the characters, whether it's to gain some perks, share information, or give your head to a status Kainite.

The Pact During one of the visits to one of the local towns in Carthage, one of the princesses of the town's monarchic family was asked to marry him. Refusing the request will lead to a war against the city. Players are sent to the city in question at the princess's behest to infiltrate the city, assassinate her suitor and gather intel for Carthage to invade and conquer the territory. There are supernatural beings in town, but not that well established. The political situation of the immortals is somewhat unstable and only basic positions have been taken so far. Gathering information reveals to players that the city's vampires may be revolutionaries working in Carthage and that the city's mortals live in a climate of

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peace with each other. There are no obvious problems there. The bonds created during the infiltration will weigh on the conscience of players, who must choose between decimating a people who have achieved their own peace or finding another way to convince them to surrender to the power of Carthage.

The Republic of Disputes The Mediators

After some conflicts between some brotherhoods in the vampiric senate, the situation in the senate has deteriorated. The two powerful sects in the city declared an open ideological war. A consensus is not possible. However, characters are appointed diplomats for one or both sects by their fraternities. These diplomatic missions can include infiltration, agreements, mediation, and assassination, missions that are particularly dangerous to the characters' integrity. However, the first mission will be an encounter in which the characters will have to determine the territorial space of their sect with an advantage over the other. Obviously, the other sect's diplomats will also seek the same success for you.

The Bride One of the characters has a vision while in a daze. The vision included him as the attacker and murderer of his wife. The emotions were burned into his mind and the sensations caught his attention. Upon investigating with his companions, the character discovers that the woman who suffered the attacks was the wife of a man from one of Carthage's deadly houses. This man has influence and the only thing the visions indicate is that the soul of the murdered bride wants revenge. The character can commit the act of revenge or try to influence it, but either way, he will later find out that the man was a ghoul of a medium-sized vampire in town.

The Guilty The characters are accused of committing a serious crime against the mortals and immortals of the city. Apparently they not only broke traditions, but also killed some important politicians. All of this happened because it was obvious on its territory. However, during the Senate debate, a question arose that gave them an opportunity to break this impasse: someone other than them was spotted committing the crimes. The characters buy themselves a few weeks until they find the real culprit or they will be severely punished.

During the investigation, the characters are constantly injured and judged by their opponents. However, they discover possible suspects, including a Cainite who came to town to circumvent the rules. It is not known what the motive is, but it is known that he could be the target. With little time left, they decide to hunt down the target. The final discovery concerns an immortal trying to slowly destabilize the immortals because he doesn't believe in what Carthage could become in the future. Characters can choose to try to help or hurt you.

The Asphodel Fields Strangers in Carthage

The characters are indispensable in the city. Whatever kingdom, empire or region they came from, Carthage reached their ears and they decided to visit. The first few nights were interesting, Carthage is a very big city and for mortals at least it's difficult to perceive as a foreigner, apart from their accent or looks. As the nights progress, however, the characters feel more and more cornered by the strange atmosphere that the city brings. People are overly worried or overly upset, with frequent mood swings. Apparently there will be some rites some evenings that no one is interested in detailing. There is some religious pressure on foreigners and the Cainites are oblivious to the new presence. The longer they stay in Carthage, the more they realize that they are not the predators there, but the prey.

Debts and Deals In some negotiations, a mate, lover, progenitor, or son of one of the characters enraged and destroyed immortals who were in a state of temporary peace with the characters' brotherhood. This situation sparked major debates in the Senate, leading to the execution of his father and the remaining debts, which were directly responsible for solving the problems caused. Characters now have a limited amount of time to resolve the issues created.

Night of the Beasts It was only a matter of time before things got out of control. During the Nights of Blood Rites, several Cainites began to lose control of the Frenzy. The characters are constantly seduced by the scent of vitae that spreads throughout the city. Several attacks are taking place in the city and there is no safety while walking on the streets.

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On one of those nights, the characters discover that this frenzy is being stimulated by a vampire who wants to sow discord. At the same time, frenzy and bloodlust keep the authorities from thinking rationally. Survival and order depend on resolution and discovery of the vampire causing it. Maybe this way the characters can avoid a bigger conflict in the future.

Betrayal of Carthage by the Punic Wars There is a strong suspicion that some Toreador traitors are lurking in the city. At this point, Helena has already committed the betrayal of Carthage, however, the players are unaware of this. However, his distrust of other characters alarms her. For a few weeks, they examine their victims, looking for reasons to trick them and figuring out if they managed to avoid betrayal. The investigation takes time, but they discover the betrayal when the Romans are already coming with their ships and troops to attack Carthage. However, you discover that the

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A great traitor was Helena, someone who once thought she had an ally.

The escape attempt Rome is at the gates. The war cries most commonly heard by the Roman military outside the city walls are "Delenda est Carthago!" during the emergence of the Roman centuries. The Muaralhas have endured the siege of Rome for two and a half years, and all of Carthage's citizens work hard to resist the overwhelming Roman forces. Players have already realized that there is no way out and that Carthage will be slaughtered. There are more than fifty thousand men on the other side of the wall, and Carthage has fewer than thirty thousand well-trained men. It will be genocide. The characters decide to flee Carthage and are given a few months to prepare to flee before Rome actually invades the city of Carthage. During this journey they have to get rid of all the political network that has been locked up over the years. The slightest suspicion that they are leaving Carthage at this point could lead to their death, and the thought that they are traitors will also lead to ashes. It's time for caution and care.

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Carthage: a city built in blood The grandeur of one of the greatest cities in the world hides centuries of history forged in blood. Carthage, the Perfect City, became exactly what the immortal vampires wanted: the idealization of coexistence between mortals and Kindred. Is this coexistence exactly as the residents paint it there? No. And it's probably far from it.

A Reflection of the Second City The Kindred say that the Second City, built by vampires millennia ago, was nothing more than a vast camp of slaves and servants. Although born as a peace offering, it was founded in AD 422. Carthage is on the way to becoming what some immortals fear most, but others desire most: a vast city of blood. The political disputes of the immortals fall like an avalanche in the Senate. Religious indoctrination has become a part of everyday life, and now mortals are looking for a touch of freedom. What will determine your destiny is knowing which side you are on?

Fall of Carthage includes: • The complete history of Carthage under Kindred, from 800 B.C. C. to 146 a. C., which contains detailed descriptions and historical facts; • A whole new political and hierarchical system for vampires: The 20th Anniversary Edition of the Classical Age; • New disciplines, blood sorcery, an overhauled true belief system, revised backgrounds adapted to Carthage, and new merits and demerits; • Four new bloodlines, including guardians and warriors Salubri, Akunanse, Guruhi and Mla Watu;

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