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Introduction | House Rules | Cast of Characters
Introduction to the
Times of Darkness Campaign
The setting for Times of Darkness is a dark reflection of our own Earth. The geography is
the same, as is much of the history. However, once you scrape away the familiar veneer you
find a world that is dirtier, more corrupt, and more sinister. Oh yes, and horrific folk-lore
is real.
Though the power of magic has had an ebb and flow throughout the ages, it is real. Vampires
stalk through city shadows while the howls of werewolves echo through the wilderness. During
the Dark Ages, and in a future we have yet to experience, faerie-folk walk the Earth.
In a Times of Darkness campaign you will find adventure in various times of our gothic
Earth's past, present, and future. You may find yourself in Transylvania in the 1400's amongst
the turmoil and warfare of the "land beyond the forests." As Turks, Hungarians, Transylvanians,
and the Roman Empire battle for control over Eastern Europe the dwarves begin their retreat
deep into the bowels of the Transylvanian Alps. Vampires delight in the chaos and violence
that provides a perfect environment for them to hunt.
You might also find yourself in a post- apocalyptic nightmare struggling to survive in
America's shattered future. Civilization as we know it has been rent assunder leaving the
wilderness, and the werewolves who protect it, to reclaim and cleanse the taint from the
Earth. The greatest cities have been reduced to rubble strewn havens for humanity. The faerie-folk
have not made an appearance for centuries though some believe they are the key to Earth's
survival.
The Times of Darkness may find you as a spell casting gun slinger in the Old West. You can
stalk through South American jungles with a U.S. Navy SEAL team hunting for proof that a
mysterious cult has used ritualistic human sacrifices to reawaken an Aztec god in modern
times. The future beyond Earth's recovery from the apocalypse can find you as an elf sliding
through the cyber-gothic shadows of monolithic corporations who hire you to do their dirty
work.
The core setting of Times of Darkness has been heavily influenced by a conglomerate of
ideas from White Wolf's World of Darkness, FanPro's Shadowrun, and fantasy
and horror folk-lore. Ancient magics enable adventurous souls to travel along the Earth's
shadowy time-line with each place in time being maintained by a Lead Game Master.
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