Desert of Shadows
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  Frequently Asked Questions  
FAQ - Chronicle Setting
03/20/19    Desert of Shadows: Endgame setting 2019  
03/22/19    Desert of Shadows: Endgame Overview 2019  
03/22/19    What are the Status Bans?  
04/18/14    How do you determine when something is known to trigger a status mechanic?  
03/22/19    Is there an Elysium in Las Vegas?  

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Desert of Shadows: Endgame setting 2019 (03/20/19) 

Setting Document:

Desert of Shadows: Endgame

Theme: Revelation 
Mood: Mysterious 
Scope: Las Vegas 
Setting: Camarilla, with Anarch and Independent Alliance players on a limited basis

It was the best of times.

The peaceful transition of Las Vegas from the Independent Alliance to the Camarilla serves as a shining example of cooperation, a symbol of what is possible between Sects of Kindred. Of course, some know the darker truths of the arrangement, but for most it represents a future night untroubled by war. The city of Las Vegas thrives under the rule of Prince Eric Falkenhayn and his coterie of veterans of the Sabbat wars. A steady stream of Anarchs making their way south to the front lines of the Revolution sweeping Baja California depends on Sin City as a way station and supply point.

As part of their agreement with the Ivory Tower, the Independent Alliance begins to establish recognized embassies with expanded domain rights within North America and the great Camarilla capitals of Europe.

Kindred begin to speak of a Pax Camarilla, a lasting and enduring global order that could see a night fall free of the Sabbat.

It was the worst of times.

Even with the Anarch Revolution threatening Northern Mexico following the Camarilla's Edict of Dominion, the Sabbat in Mexico roils under the threat of civil war. Little is known about the so-called Cobata Incident, but what scholars outside of the Sabbat believe is that whatever event unfolded at the Olmec archaeological site caused a great turmoil within the upper echelons of leadership of the Sect. Only the brutal methods of the Black Hand and Inquisition have kept the Sect from entering its fourth iteration of civil conflict.

Within the parlors of the Camarilla, a new round of purges of the Caitiff have begun in more conservative minded courts. Refugees of these purges spill into the slums and streets of other Camarilla cities, searching for safety and some semblance of normalcy. The position of Scourge has become ever more dangerous, as the desperate Caitiff join together in protective coteries, some of which have become quite savage in their struggle for survival.

And of course, there is the correspondence. For the Elders of Las Vegas it starts slow. A small uptick in missives from distant acquaintances abroad. Half forgotten childer of friends. The communication begins to increase, and it isn't long before the Ancilla and Neonates of Las Vegas see a gradual but obvious exodus of Luminary and True Elders of the Sect from the city. The Elders do not cite any common reasons for leaving, but within six months ,most of them have left.

There is no mystery to those few Elders who remain. Once you live long enough, you see something like this happen, or hear of it. A flood of attention from persons with no discernible interest in the domain.

Something is watching the city. Something old. Something powerful. All of which means something dangerous.



Brujah, Caitiff, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, and Ventrue, Assamite (Vizier)


Giovanni, Followers of Set, and Ravnos. Assamite (mainline clan)


Cappadocians (Samedi), Daughters of Cacophony, Gargoyles, Lasombra, Salubri, and Tzimisce (Carpathian).

Sect adjustments:

Anarch: Ventrue (Uncommon), Tremere (Rare) 
Independent Alliance: Lasombra (Uncommon)

Restricted: Tzimisce, Baali

XP is 30 character creation + 70, representing a major center of Camarilla interest.

Mechanic changes:

More XP will be available through achieving Objectives in the chronicle.

Generation is capped at 3 unless a player is willing to play your childe, then generation is capped at 4. For five dots of generation, you must have a player willing to be your child, must provide a write up for your character and your lineage to STs, and have the character approved.

Storyteller notes: This story focuses on two elements; the Restoration of Camarilla authority to Las Vegas and surrounding areas and the Jyhad around which that Restoration occurs. The game will focus on high politics, both in the Camarilla and outside of it. Warning: This is a game of adult themes.


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Desert of Shadows: Endgame Overview 2019 (03/22/19)

Another issue we discussed was the length of the chronicle. We are planning on several experimental things in DoS: Endgame, such as the Objective system we discussed, in addition to some others elements we have not yet discussed. As such, our initial plan is to run the game 10-12 months, and discuss whether or not we continue. Jamie mentioned that if people are enjoying the chronicle, we will not wind it down, which is probably a good rule of thumb for any chronicle. ;) We'll have a community discussion once we hit the 10 month mark and see where we're at with the players experience.

The game will have Floor XP at a level 1/3rd the amount of the steady earned XP of the game (The maximum monthly XP earned at the point of that PC's creation).

Price for game will be $10, which will include website maintenance, our gaming site fee, multiple sets and props that will change as the game progresses, and a few extras we're working on as a surprise for the player base.

We discussed clan caps, and currently we are not applying clan caps. We'd like to see where players sort, generally, and we recognize that there is some inflation in clan size due to our lineage arrangement. We do reserve the right to impose them, though, if when Brett puts the website up we see the first 12 characters inputted as Brujah. :p We will, of course, notify everyone about the caps.

One thing we did not discuss but I wanted to touch on is what players can expect from the setting. We do plan on enforcing concepts in the Camarilla setting. Players teaching Rare Disciplines who are not careful could have a backlash, potentially a lethal backlash, from their clans. Caitiff can expect varying levels of hostility from Camarilla NPCs, etc.

But also some positive things! For example, a Nosferatu player can expect to receive snippets of information every now and then from outside of the city that will only be given to them, and is theirs to sell or keep. Tremere players can expect to receive orders and demands for reports periodically. A Malkavian player can be assured that they will have a bout of visions accentuating their madness at some point.

Another element we're emphasizing is this section of the book on page 376:

"The Courtesies of a domain determine exactly how a Primogen is selected."

In cases where there is more than one person who seeks to be the Primogen of a clan, the decision will be made through the following methods:

At the start of the game, the Courtesies of the domain give deference to the Kindred who hold the position to define the method of succession. This has led to a variety of different methods the Primogen are selected, which reflect the spirit of their clan. For the pillar clans of the Camarilla, these are as follows:

Ventrue: The Clan of Kings balances its belief in hierarchy with the nobility of their blood. Ventrue vote for succession, but the weight of their vote is tempered by Generation. A Luminary Elder's vote thus has the weight of 5 votes, a True Elder has the weight of 4, a Pretender Elder 3, and so on.

Tremere: The Tremere clan has no use for the democratic process. The Tremere Primogen is appointed by the Regent. The Tremere Primogen will also not receive either Clan Objectives nor Primogen Objectives; those will go to the Regent. During the initial night, the Regent will be chosen by their relative ability as a Thaumaturgist.

Toreador: The Roses pride themselves in their ability to navigate the waters of social grace, and so among themselves, expect a mastery of political gamesmanship. The Toreador engage in a simple vote; but the vote must be unanimous.

Nosferatu: The Primogen of the Nosferatu will often act as a broker for the Clan in its dealings with the leaders of the city, and needs to be able to dangle the information in a delicate balance between maximizing interest while preserving the secret until payment is made. Every Nosferatu will be given a piece of information, and candidates will "pitch" that information to their fellow clan members. Clan members will then vote on which piece of information they would like to learn, The secret with the most votes is then revealed to the clan, and its owner ascends to the Primogen council.

Malkavian: Candidates are seated facing each other, and a six chamber revolver loaded with a single incendiary round is placed between them. The candidates are given three minutes to say whatever they please to the Clan. The members of the clan gather around them, and counter clockwise,the Malkavians decide whose "turn" it is. The candidate whose "turn" it is may then place the revolver to their temple and pull the trigger, or offer a trivial boon to the Malkavian who assigned the turn to "change" the turn. They can do this once with a trivial boon, and once with a minor boon. The Primogen is the candidate without a bullet hole through their temple at the conclusion.

Gangrel: Rival Candidates are presented with a challenge, or enemy to the clan. Candidates are allowed to outline a plan for addressing that challenge. After all candidates have outlined the plan, individual Gangrel will join the "pack" of the candidate whose plan they feel has the most chance of success. The largest pack elevates the 'alpha', who serves as the Primogen of the clan.

Brujah: The Brujah will select their Primogen democractically, as is appropriate to advocates for equality.

Once a player has ascended to the rank of Primogen, she'll have a window of two months where she may change the method of selection of future Primogen for her clan, with the approval of the Prince.


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What are the Status Bans? (03/22/19)




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How do you determine when something is known to trigger a status mechanic? (04/18/14)


Something is considered to be known when one of many things happens. First, the 1st narrator staff agrees in majority that the information is known to be public, 2nd if the event takes place around a sizeable portion of the domain (8-10 players,) 3rd a character with the status Privileged says that you did it, and last Head ST ruling.


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Is there an Elysium in Las Vegas? (03/22/19)
One of the things we've talked about leading up to the game is the highlighted importance of Elysium in DoS: Endgame. We will be using Elysium to explain some of the regularly cited "gaps" in Kindred society. A Kindred arriving in the city at any port of entry will see unmistakable symbols of Vampiric culture in graffiti, advertising, and even traffic signs leading them to the location of the city's Elysium, which is at the Smith Center.

It is here that a Kindred of the Camarilla learns of the location of Gathering, where they may present themselves to the Prince.

It is also at Elysium where communication from the outside world is directed, when the sender does not know the personal address or phone number of the person they seek to contact. In the case of our game, this will come largely in the form of the Objective system. The Keeper or his servants will then have these messages delivered to the PCs in question, either at locations they are known to visit or at Gathering.

We've talked about the Keeper of Elysium remaining a NPC. This doesn't mean players can't replace the Keeper of Elysium, only that the replacement will also be a NPC. The reason for this is to make sure that the sanctity of Elysium is preserved, as it is difficult for a player to dedicate themselves to a fairly tedious task.





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