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A SOURCEBOOK FOR VAMPIRE: THE DARK AGES

20TH ANNIVERSARY EDITION


by Jacob Bjørnø Klünder
Dark Myth and Legend

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Credits: Special Thanks:
Written by: Jacob Bjørnø Klünder A huge thanks go out to my wife, Maiken, for not only,
Edited by: Jacob Klünder, Maiken Klünder as always, being a sounding board for ideas and doing beta-
Cover Art by: Maiken Klünder reading, but also for agreeing to draw the cover picture.
Cover Design by: Auralys Wium
Title Logo Design by: Auralys Wium

Follow my work here:


https://www.facebook.com/VikingWrites/

© 2017 White Wolf Entertainment AB. All rights reserved. Vampire:


The Masquerade®, World of Darkness®, Storytelling System™, and
Storytellers Vault™ are trademarks and/or registered trademarks of White
Wolf Entertainment AB. All rights reserved.
For additional information on White Wolf and the World of Darkness,
please, visit: www.white-wolf.com, www.worldofdarkness.com and
www.storytellersvault.com.

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CONTENTS
CHAPTER ONE: INTRODUCTION 5
CHAPTER TWO: ITEMS OF MYTH AND LEGEND 6
CHAPTER THREE: BESTIARUM VOCABULUM 18
CHAPTER FOUR: FROM THE NATURAL WORLD 25

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And when matins and the first mass was done, there was seen in the churchyard, against the high altar, a great stone four squ are,
like unto a marble stone; and in midst thereof was like an anvil of steel a foot on high, and ther ein stuck a fair sword naked by the point,
and letters there were written in gold about the sword that said thus:—Whoso pulleth out this sword of this stone and anvil, is rightwise
king born of all England.

– Sir Thomas Malory, Le Morte d‘Arthur

Greetings, dear reader.


The World of Darkness is a world of magic; Fafnir and claimed a huge treasure. But the intention of this
vampires, werewolves, demons, ghosts, and more. As such, book is to serve as an inspiration to add a sense of real-world
the historical beliefs of past times make for an interesting myth and legend to the setting, to interject some of the
addition to the world of Dark Ages: Vampire. The people of magic that the people of the Middle Ages believed in, be it
the Middle Ages held numerous beliefs that we, today, would folk magic, the legendary weapons of great heroes or the
label as superstition, but which can contribute to an objects blessed by God.
interesting and vibrant setting. The lists presented in this book are by no means
This book contains numerous weapons, items, beasts, exhaustive and some research on-line should provide further
stones and plants, some real, some the stuff of myth and interesting beliefs about items, beasts or plants to add to your
legend, and explains their effects with game mechanics. campaign. In addition, I have focused on Europe, the Middle
However, the book is not intended to be a list of monsters to East, and North Africa. If you want to broaden your scope,
defeat and treasure to be won. Not that it cannot be used as Hindu mythology and legends from sub-Saharan Africa
such if you want to – after all, Sigurd defeated the dragon contains a book’s worth of additional material.

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Fafnir replied: “You will ride there, where you will find so much gold that it will be plentiful for the rest of your days. A nd that same
gold will be your death, as it will be the death of all who possess it.” Sigurd stood up and said: “I would ride home, even though it would
mean losing this great treasure, if I knew that I would never die. But every brave man wants to be wealthy until that one day . And you,
Fafnir, lie in your death throes until Hel has you.” Then Fafnir died.

– Völsunga saga, chapter 18: Regin and Sigurd go riding

Whether it be the named weapons of legendary


heroes, helmets inscribed with magical symbols or
something that merits thought; there are several items
which are cursed to bring ill luck or great misfortune to
trousers made from the skin of a dead man, the myths and their bearer. It will be up to the Storyteller to decide just
legends provide us with a plethora of interesting magical how this will manifest.
items. Some of the items here are holy relics, imbued with
You will notice that this chapter leaves out a number of True Faith. This True Faith can only be accessed by a
very famous things, such as Excalibur, the Holy Grail, believer in the religion that the item is tied to.
Thor’s Hammer, etc. This is quite deliberate – I feel that it Almost all of these items are considered “lost to
is more interesting to focus on those items that have not history” in 1242; looking for them can be quite a grand
become a fixture of public knowledge. scenario. Knowing about the items require either
One thing that a Storyteller must be prepared for with Academics or Hearth Wisdom, depending on the item in
some of these items is effects that cannot be quantified and question.
that will require some kind of adjudication. This is
especially true of items that seem to force a behavior on its
wielder. A good example is swords that are cursed so that
when drawn, they must kill before being sheathed. How do
you handle this when a player declares that his character
will draw and then immediately re-sheathe the weapon?
Does the sword refuse to be sheathed until a kill is made or
does it force the wielder to kill someone? Curses are also
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WEAPONS AND reduces Dexterity and Alertness penalties by 1 (if using the
rules from The Dark Medieval Armory).
Crafts 6+: Melee weapons have 5 dice where 10’s count
ARMOR twice. Throwing weapons have 3 dice where 10’s count
twice. Bows get another +1 damage (if you are using the

Perhaps not surprisingly, magical armor and, basic weapon rules) or function at one Strength higher than
especially, weapons play a huge role in mythology. the user (if using the rules from The Dark Medieval
In the sagas, the chanson de geste and the Arthurian Armory). Armor now ignores up to 2 points of Armor
legends, it seems everyone has a named weapon, along with Piercing.
a named shield or horn or helmet.
BASIC AND ADVANCED RULES
In many cases, you will find that these weapons have
no real magical power except for being of exceptional The rules given for the weapons and armor below are
quality. However, in the legends that describe them, this divided into two categories. This first is if you are just using
itself is seen as magical, especially if the weapons were made the basic rules from Dark Ages: Vampire 20th
by a legendary smith, such as Wayland. Also, a number of Anniversary Edition, the second if you are using the
weapons are simply called “magical” within the stories they alternate rules presented in The Dark Medieval Armory.
appear in and are never given any specific properties.
Several other weapons are described as “the sharpest in the ARMOR
world”, “able to cut through metal and stone”, “will never Aegis: According to legend, the Cyclopes in
miss a stroke” or even “cannot be bested in combat”. I have Hephaestus’ forge created this shield, which was carried by
tried my best to present some interesting opportunities Zeus, Athena and Perseus. It is said to terrify those who look
without creating too many “ultimate” weapons. upon it and in some stories, it has the head of Medusa upon
All weapons with True Faith inflict aggravated damage it, turning those who look upon it to stone. The wielder of
to most supernatural creatures, including vampires. Aegis gains +3 successes on all Intimidate rolls.
DA:V20: Standard shield.
WEAPON AND ARMOR QUALITY DMA: Masterwork (Crafts 6) bronze round shield,
This rule was first introduced in the Storyteller’s Vault indestructible.
supplement The Dark Medieval Armory and it is quite Ancile: This shield, blessed by Mars himself, fell from
useful for legendary weapons and armor. Basically, the heavens during the reign of Numa Pompilius, the
exceptionally skilled craftsmen (someone with Crafts 4+) second king of Rome. He ordered eleven copies made to
can make weapons and armor of masterwork quality. Several confuse would-be thieves. The true Ancile is a potent
of the weapons and armor mentioned below will have the authority symbol; the wielder cannot lose Backgrounds
term “Masterwork” appended to them – in some cases, this except through his own actions specifically meant to do so.
is all that is special about them. Masterworks are discussed DA:V20: Standard shield.
in slightly more detail in The Dark Medieval Armory, but
DMA: Masterwork (Crafts 6) wood scutum,
the effects are summarized here:
indestructible.
Crafts 4: For melee weapons, two damage dice granted
Armor of Achilles: This is the second suit of armor that
by the weapon or by successes rolled on the attack (not by
Achilles wore during the battle for Troy. He lent his first
the wielder’s strength) have the quality that 10’s are
armor to Patroclus so that he could disguise himself as
counted as two successes – roll these dice separately.
Achilles; when Hector killed Patroclus, he took the armor
Throwing weapons and bows gain +10% range. For armor,
as spoils of war. According to legend, Achilles’ second
two soak dice granted by the armor (not by the wearer’s
armor was made by Hephaestus, the God of Smithing. It is
Stamina or Fortitude) have the quality that 10’s are counted
an impressive suit of armor, which inspires the wearer’s
as two successes – roll these dice separately. Shields gain an
allies and frightens his enemies.
additional Health Level per dot of Crafts above 3 (this only
applies if using the shield rules from The Dark Medieval The wearer of the Armor of Achilles gets +2 successes
Armory) on Intimidate rolls against enemies and +2 successes on
Leadership rolls affecting allies. In addition, he may try to
Crafts 5: For melee weapons, it is now 4 dice that count
remove fear effects from his allies by rolling Charisma +
10’s as extra successes. Throwing weapons gain 2 dice that
Leadership (diff. 7) – each success removes 1 success from
counts 10’s twice. Bows get +1 damage (if you are using the
fear effects affecting allies
basic weapon rules) or can be made with a Strength
requirement 1 higher than normal (if using the rules from DA:V20: Masterwork (Crafts 6) heavy armor.
The Dark Medieval Armory). Armor reduces the Armor DMA: Masterwork (Crafts 6) bronze lorica musculata.
Penalty by 1 (if you are using the basic armor rules) or
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Beowulf’s Armor: This mail shirt, worn by the great Huliðshjálmr: According to the legends of the cold
hero Beowulf, was made by the legendary Wayland the north, this helmet was made by the dwarves and may well
Smith. It ignores all armor piercing from weapons, including have been the Tarnhelm that Sigurd found in Fafnir’s
supernatural weapons. treasure hoard. Its effect is to make the wearer invisible,
DA:V20: Masterwork (Crafts 6) heavy armor. granting him Unseen Presence (Obfuscate 2), but functions
DMA: Masterwork (Crafts 6) iron early mail without as Obfuscate 4 with regards to seeing through it with
coif. Auspex.
Dubán: The black shield of Cú Chulainn. Made by the DMA: Iron spangelhelm.
great smith Mac Endge after Cú Chulainn threatened to kill Pridwen: There is some confusion about this; some
him if he did not, it is made out of silver blackened with legends state that King Arthur had a shield named Pridwen,
ash. but it is also widely known that the ship that carried Arthur
DA:V20: Small shield. to Avalon was called Pridwen or Prydwen. It is unknown if
DMA: Masterwork (Crafts 6) metal targe. the shield had any special powers or even what shape it was.
Golden Coat of Mail: This is part of the treasure that the Shield of Achilles: Like the Armor of Achilles (see
hero Sigurd took from the hoard of the dragon Fafnir after above), this was the second shield that Achilles used, after
he had slain it. Other than being golden (whether made losing his first shield with the death of Patroclus. Like his
from magical gold or just gilded), it is unknown whether or armor, it was made in the forge of Hephaestus and it was the
not the armor has any special properties. most decorated shield ever made. The wielder of the Shield
of Achilles gets 1 automatic success on all Social rolls when
DA:V20: Heavy armor.
displaying the Shield.
DMA: Early mail of unknown material.
DA:V20: Standard shield.
Helmet of Rostam: Rostam was a legendary Persian hero,
DMA: Masterwork (Crafts 6) bronze round shield.
whose greatest victory was defeating the giant demon Div-e
Sepid. After killing the demon, he cut off its head and made Shield of Ajax: Ajax was a giant of a man, the strongest
it into a helmet which frightens other demons; the wearer of warrior to fight in the Trojan War. His shield was equally
the Helmet of Rostam automatically affects all demons who impressive, made of seven cow-hides and a layer of bronze.
see him with Dread Gaze (Presence 2). It requires a Strength of 6 to use.
DMA: Galea, counts as made of steel. DAV20: Parry Difficulty 5, Attack Penalty +2
Helm of Terror: This is a helmet enchanted with the DMA: Masterwork (Crafts 5) bronze round shield;
magical “stave” or rune called the Helm of Awe – Sigurd Block Difficulty 6, Attack Penalty +2, Combat Penalties M
finds just such a helmet in Fafnir’s treasure. The magic of -1, C -1, Damage Threshold 8, +1 Health Level (in addition
the stave makes the wearer frightening and helps him in to the health levels from masterwork).
battle; the wearer gains +2 dice to Intimidate, +1 die to all Shield of Joseph of Arimathea: Joseph brought this shield
soak rolls and +1 die to all Archery and Melee rolls and to with him to England, where it remained. It was used by Sir
Athletics rolls to dodge or throw weapons. Percival, Knight of the Round Table. The shield not only
DMA: Iron spangelhelm. protects the wearer from blows, but also from demonic
powers; it possesses True Faith 1 (Christianity) and the
Goswhit: Meaning “goose-white”, this was the helmet
wielder is completely immune to all demonic powers.
of Uther Pendragon and was passed down to his son Arthur.
What effects, if any, the helmet has are unknown, though it DA:V20: Standard shield.
is reasonable to assume that it was made by a master DMA: Rimmed wooden round shield.
craftsman. Shield of Judas Maccabee: This red shield, emblazoned
DMA: Masterwork (Crafts 5) iron spangelhelm. with a gold eagle, was carried by the greatest Jewish warrior
ever. Somehow, it made its way to England, where it was
found by Sir Gawain. The shield possesses True Faith 3
(Jewish and Christian).
DA:V20: Standard shield.
DMA: Rimmed wooden round shield.
Shield of El Cid: This shield supposedly bears the image
of a fierce, shining golden dragon. It was carried by the great
Castilian warrior El Cid, but it is unknown what powers it
might have, if any.
DA:V20: Standard shield

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DMA: Masterwork (Crafts 5) rimmed wooden kite DA:V20: Broadsword.
shield. DMA: Steel arming sword.
Shield of Evalach: This shield originally belonged to the Bradamante's Lance: This lance belonged to the female
Saracen King Evalach; it allowed him to win great battles knight Bradamante, renowned for her great skill in battle. It
and to heal wounds. When he converted to Christianity, he automatically unhorses anyone it strikes.
gave it to Joseph of Arimathea, who painted a cross upon it DA:V20: Lance.
with his own blood, cancelling out the pagan magic within. DMA: Steel lance.
It was eventually won by Sir Galahad through several trials.
Brionac: This was the spear of Lugh of the Tuatha Dé
The shield has a True Faith of 2 and calls down Heaven’s
Danann. It protects its user and cannot be stopped by an
protection on its user; if the wielder is attacked by a truly
enemy. It grants the wielder +1 success on all parries and is
evil opponent, he cannot take more than a single health
impossible for enemies to parry or block.
level of damage per attack.
DA:V20: Masterwork (Crafts 6) spear.
DA:V20: Standard shield.
DMA: Masterwork (Crafts 6) iron spear.
DMA: Masterwork (Crafts 4) rimmed wooden kite
shield. Carnwennan: The name of this dagger means Little
White-Hilt. It belonged to King Arthur and can cloud its
WEAPONS owner in shadow; granting him Obfuscate 2.
Almace: This sword belonged to Turpin, Archbishop of DA:V20: Masterwork (Crafts 5) dagger.
Reims. It is a Wayland Sword (see page 14). DMA: Masterwork (Crafts 5) steel dagger.
Caladbolg: This was the huge sword of Fergus mac
Róich, a former king of Ulster. When swung, it trails a
rainbow arc. Legends also speak of it cutting the tops off
hills and killing entire armies in a single stroke, though
whether these stories are true or not will only be discovered
Angurvadal: The Stream of Anguish once belonged to if the sword is found again.
Viking of Bornholm, who used it to slay giants. It later came
DA:V20: Masterwork (Crafts 5) greatsword.
into the hands of Frithiof, who became king of Ringerike
DMA: Masterwork (Crafts 5) steel sword; Damage
after many adventures. The blade has runes that blaze in
Str+5, AP 1, Length 3, Concealability N, Minimum Str 3,
battle, but burn dully outside of a fight. These runes grant
Balanced.
+1 die to all rolls made with the sword, including damage
rolls. Clarent: This was once the sword of peace that King
Arthur used for knighting and other ceremonies. However,
DA:V20: Broadsword.
it was stolen by Mordred and used to deliver the fatal blow
DMA: Steel spatha.
to King Arthur at the Battle of Camlann. If this sword is
Arash's bow: Arash was a legendary archer who used used against someone the wielder is betraying, it will cut
this bow to mark the border between Persia and Tooran by through all armor and negate all magical defenses.
shooting an arrow that travelled for three days. However,
DA:V20: Broadsword.
this shot was powered by Arash’s life-force and he died.
DMA: Iron spatha.
Arash’s bow has unlimited range – anything the wielder can
see, he can shoot. The bow also suffers no range penalties. Claíomh Solais: This was the sword of Nuada Silverarm,
However, each shot beyond the normal range of the bow the first king of the Tuatha Dé Danann. When unsheathed,
costs the shooter 1 unsoakable, aggravated health level. it glows with the true sunlight of an unclouded day. In
addition, the wielder may control the winds, as if he had
DA:V20: Masterwork (Craft 5) shortbow.
Potestas Tempestatum 1 and 3, without any cost, and with
DMA: Masterwork (Craft 5) Strength 5 self bow.
+2 dice to the roll. There are stories that the sword made
Ascalon: This was the lance that St. George used to slay the wielder impossible to best in battle, though this likely
a dragon with. Unlike other lances, it can also be used as a comes from Nuada’s own skill, especially since Nuada
spear. It has a True Faith of 2, makes the rider’s horse managed to lose an arm in battle while wielding the sword.
fearless and penetrates all forged or natural armor.
DA:V20: Masterwork (Crafts 5) broadsword.
DA:V20: Lance and spear.
DMA: Masterwork (Crafts 5) iron spatha.
DMA: Steel lance and steel spear.
Club of Dagda: Legends tell of the weapon wielded by
Balisarda: This sword belonged to the Italian knight The Dagda, one of the Tuatha Dé Danann. He was
Ruggiero, a descendant of Hector of Troy. It was made by a supposedly able to kill nine men with a single blow and
sorceress to cut through magical protection; no magic, revive them by waving the haft of the club over them, as
including Disciplines, offers any protection from Balisarda. well as perform many other great deeds.
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Colada: The secondary sword carried by the Castillian hair of Saint Denis, and a piece of the raiment of Mary,
hero El Cid. Like his primary sword, Tizona, it frightens mother of Jesus, giving it a True Faith of 5.
those less worthy than its wielder; an automatic Dread Gaze Dyrnwyn: This sword belonged to Rhydderch Hael, the
(Presence 2) against anyone with less Courage than the king of Alt Clut in northern Britain. When unsheathed by a
person wielding the sword. worthy man, it burns with flames that do +1 damage (which
DA:V20: Broadsword. is aggravated to supernatural beings vulnerable to fire), but
DMA: Steel arming sword. when unsheathed by an unworthy man, the flames will burn
Corrougue: This sword belonged to Otuel, a Saracen him for 5 dice of damage. Rhydderch Hael was famous for
knight who converted to Christianity during a duel with always being willing to lend his sword to those who asked,
Roland, the greatest of Charlemagne’s paladins. though many an unworthy man handed it back when they
DA:V20: Masterwork (Crafts 4) saber. learned of its power.
DMA: Masterwork (Crafts 4) steel curved sword. DA:V20: Broadsword.
Crann Buidhe: This was the spear of the god Manannán DMA: Iron spatha.
mac Lir, which interestingly seems to have no special Eckesachs: This seax (large knife) belonged to the giant
properties, beyond its peerless craftsmanship. Ecke, who was killed by the heroic Dieter von Bern. Dieter
DA:V20: Masterwork (Crafts 6) spear. then took it to replace his own lost sword.
DMA: Masterwork (Crafts 6) iron spear. DA:V20: Masterwork (Crafts 5) dagger.
Crocea Mors: This was the gladius sword of Julius DMA: Masterwork (Crafts 5) iron shortsword.
Caesar himself. According to legend, the British prince Egeking: This sword was given to Sir Eger in order to
Nennius acquired it when, during single combat with defeat the evil Sir Greysteil, a knight tainted by dark magic.
Caesar, it got stuck in his shield. What powers, if any, the Little is known about the sword – some say it was forged in
sword possesses is unknown, but many believe that Caesar’s lands far beyond the Mediterranean for a vast sum, others
tactical genius may have been imparted on the blade. that it was a Wayland Sword (see page 14).
DA:V20: Masterwork (Crafts 5) dagger. Eurytus' Bow: This bow was originally made for King
DMA: Masterwork shortsword. Eurytus of Oechalia. Legends say that he challenged Apollo
to a contest of archery skill and that the god killed Eurytus
Curtana: This sword is variously said to have belonged
for his insolence. The bow then eventually found its way to
to Sir Tristan and to Ogier the Dane. It is made by the
Odysseus, who used it to kill his wife’s suitors.
legendary Wayland the Smith and is a Wayland Sword (see
page 14). However, the tip is broken to symbolize peace, so DA:V20: Masterwork (Crafts 5) shortbow.
the sword cannot thrust. DMA: Masterwork (Crafts 5) Strength 4 self bow.
Dagger of Rostam: The Persian hero Rostam carried this Fail-not: This bow belonged to the Cornish knight Sir
dagger and used it to behead the demon Div-e Sepid. Tristan. No shot can achieve less than 1 success, no matter
DA:V20: Masterwork (Crafts 5) dagger. the roll.
DMA: Masterwork (Crafts 5) iron dagger. DA:V20: Shortbow.
Dáinsleif: This sword belonged to King Högni and was DMA: Strength 4 self bow.
made by dwarves. All wounds made by the sword become Fragarach: The Answerer was a sword forged by the
are aggravated and normal humans cannot heal them gods and wielded by Manannán mac Lir and Lugh Lamfada.
naturally. Any attack, parry or damage roll with the sword When the sword is placed against the throat of any person,
cannot achieve less than 1 success. However, once the they cannot lie and cannot move. In addition, the sword
sword is drawn, it must kill a person before it can be destroys any shield it hits.
sheathed again. DA:V20: Masterwork (Crafts 6) broadsword.
DA:V20: Broadsword. DMA: Masterwork (Crafts 6) iron spatha.
DMA: Steel spatha. Gáe Assail: This spear belonged to Lugh of the Tuatha
Del Chliss: One of the spears used by Cú Chulainn, it Dé Danann. Anyone who makes a secret magical sign when
was enchanted to work against the fae, spirits and ghost. It throwing the spear makes it impossible to dodge it and
does aggravated damage against such creatures. ensures that the throw will have at least one success, no
DA:V20: Masterwork (Crafts 4) spear. matter the roll. Another secret magical sign causes the spear
to fly back to the wielder’s hand.
DMA: Masterwork (Crafts 4) iron spear.
DA:V20: Masterwork (Crafts 6) spear.
Durendal: This was the sword of Roland, which he tried
(and failed) to destroy at the Battle of Roncevaux Pass DMA: Masterwork (Crafts 6) iron spear.
before dying. It is a Wayland Sword (see page 14), but also Gáe Buide: A yellow spear wielded by Diarmuid Ua
contains a tooth of Saint Peter, blood of Basil of Caesarea, Duibhne and given to him by Aengus, who may have been
Dark Myth and Legend

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a god. The wounds from this sword become aggravated and when taken down in anticipation of battle; this grants the
no mortal can heal them naturally. wielder 1 temporary point of Willpower for the upcoming
DA:V20: Masterwork (Crafts 5) spear. battle.
DMA: Masterwork (Crafts 5) iron spear. DA:V20: Mastercraft (Crafts 5) halberd.
DMA: Mastercraft (Crafts 5) steel atgeir.
Guy of Warwick’s Sword: This sword belonged to the
hero Guy of Warwick, who defeated the Danish giant
Colbran to save the English Crown for King Athelstan. The
sword is not magical, but exceptionally well-made and
bigger than any other sword of the time.
DA:V20: Masterwork (Crafts 5) greatsword
DMA: Masterwork (Crafts 5) steel sword; Damage
Str+5, AP 1, Length 3, Concealability N, Minimum Str 3,
Balanced.
Hautclere: This was the sword of Olivier, Roland the
Paladin’s closest friend and brother to Roland’s betrothed. It
is an exceptionally beautiful and impressive sword of
burnished steel, with a crystal imbedded in a golden hilt.
The wielder gains +1 die on all social rolls to impress.
DA:V20: Masterwork (Crafts 4) broadsword.
DMA: Masterwork (Crafts 4) steel arming sword.
Gáe Derg: A red spear specifically designed for Herakles’ Arrows: Herakles poisoned his arrows with
throwing that was also wielded by Diarmuid Ua Duibhne. the blood of the Lernaean Hydra; the poison is potent
This spear destroys all magic it touches, including enough to still work today. The blood does 6 levels of
cancelling active Disciplines. aggravated damage (lethal to vampires).
DA:V20: Masterwork (Crafts 5) javelin. DA:V20: Arrows.
DMA: Masterwork (Crafts 5) iron javelin. DMA: Iron broadhead arrows.
Galatine: Known as the shadow to Excalibur’s light, Herakles’ Bow: This massive bow belonged to Herakles
Galatine was the sword of Sir Gawain, given to him by the and was used for a number of his labors.
Lady of the Lake. It lacked the power of Excalibur and was DA:V20: Masterwork (Crafts 6) longbow, requires
simply very good at hacking through shield, mail and flesh, Strength 6 to use.
doing 1 automatic success of damage with each stroke. DMA: Masterwork (Crafts 6) longbow, Strength 6 to
DA:V20: Masterwork (Crafts 5) broadsword. use (functions as Strength 7 due to masterwork).
DMA: Masterwork (Crafts 5) steel spatha. Herakles’ club: This massive, gnarled olive-wood club
Grail Sword: This was a cracked holy sword that was was the favored weapon of the great Herakles. It requires
kept along with the Grail itself – sir Percival managed to Strength 6 to wield.
restore it, though the crack remains. It possesses True Faith DA:V20: As club, except Damage Strength+4B.
3. DMA: As club, except Damage Str +6B.
DA:V20: Broadsword. Hrotti: This sword was part of Fafnir’s treasure and
DMA: Iron spatha. taken by Sigurd when he slew the dragon. It was well-made,
Gram: The Norse god Odin stuck this sword into the but it is unknown if it has any powers.
world tree and only Sigmund, father of the great hero DA:V20: Masterwork (Crafts 5) broadsword.
Sigurd, could pull it out. It broke in battle, but Sigurd re- DMA: Masterwork (Crafts 5) iron spatha.
forged it and used it to slay the dragon Fafnir. Some say it Jokulsnaut: This sword belonged to the Icelandic outlaw
was originally forged by Wayland the Smith. Armor, Grettir, who used it to kill a draugr, an undead creature.
whether forged, natural or magical, offers no protection The sword does aggravated damage against undead,
from Gram. including vampires, and animated corpses.
DA:V20: Masterwork (Crafts 5) broadsword. DA:V20: Broadsword.
DMA: Masterwork steel spatha (Crafts 5). DMA: Iron spatha.
Gunnar’s Atgeir: This atgeir (Viking halberd) was the Joyeuse: Charlemagne himself wielded this sword,
signature weapon of the Icelandic chieftain Gunnar. which is a Wayland sword (see page 14). In addition, the
Legends say it would make a ringing sound or even sing
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wielder cannot fail Leadership rolls while the sword is with him. The weapon has the power to injure beings
drawn. immune to normal weapons, including ghosts and spirits.
Kalevanmiekka: This sword belonged to the ancient DA:V20: Broadsword.
Finnish ruler Kaleva, who may have been a giant. If the DMA: Steel spatha.
sword has any magical properties, they are unknown. Moralltach: This was the sword of Diarmuid Ua
DA:V20: Masterwork (Crafts 6) broadsword. Duibhne, one of the warriors of the legendary warrior band
DMA: Masterwork (Crafts 6) iron spatha. called the Fianna. The sword leaves no blow unfinished; all
Kladenets: According to Russian legends, this magical attack and damage rolls with the blade will have at least one
sword could fight on its own; it attacks with 7 dice and a success, no matter what is rolled.
Strength of 4. DA:V20: Masterwork (Crafts 6) broadsword.
DA:V20: Masterwork (Crafts 5) broadsword. SMA: Masterwork (Crafts 6) iron spatha.
DMA: Masterwork (Crafts 5) steel spatha. Murgleys: This sword belonged to Ganelon, cousin to
Lance of Olyndicus: This silver spear, hard as steel, was the great knight Roland and the one who betrayed
given to Olyndicus, a Celtic chieftain in Iberia, by the gods Charlemagne’s army. It incorporates some kind of holy relic
of the sky. He used it in his battles against the Romans. The in its gold pommel, but Ganelon’s betrayal cursed it.
spear gives the wielder 1 automatic success on all Leadership Anyone who wields Murgleys subtract one success from all
rolls. True Faith used against them, but will also find themselves
DA:V20: Masterwork (Crafts 6) spear. drawn towards betraying their allies.
DMA: Masterwork (Crafts 6) silver spear (functions as DA:V20: Broadsword.
steel). DMA: Steel arming sword.
Lobera: Meaning Wolf-Slaying, this is the sword of Orna: This sword belonged to Tethra, King of the
King Ferdinand III (later Saint Ferdinand), king of Castille, Fomorians, until he was defeated in battle. When drawn, it
León and Galicia. Currently in the king’s possession, it is a will recount all kills made with it, as well as any dark deeds
good example of a masterfully crafted weapon. done by its wielder while the sword was in his possession.
DA:V20: Masterwork (Crafts 5) broadsword. This grants the wielder 3 automatic successes on all
DMA: Masterwork (Crafts 5) steel arming sword. Intimidate rolls against people who have heard the sword
speak.
Lúin of Celtchar: This spear belonged to the Irish hero
Celtchar. It burns with strong flames and must be kept in a DA:V20: Broadsword.
cauldron of blood lest it burns all around it. Only in battle DMA: Bronze spatha.
can the flames be contained; the spear does +2 dice of Précieuse: This sword belonged to Baligant, Emir of
damage from the flames (all damage is aggravated against Babylon. Although jealous of Charlemagne, the Emir was
beings vulnerable to fire). However, if it is taken out unable to have a sword made that could match Joyeuse.
without a battle being imminent, or if it is not quenched DAV:20: Masterwork (Crafts 5) saber.
soon after battle ends, it burns anyone holding it, dealing 1 DMA: Masterwork (Crafts 5) steel curved sword.
level of fire damage per turn with a soak difficult of 7. Quern-biter: This sword belonged to Haakon I of
DA:V20: Spear. Norway, who later bestowed it upon his follower, Thoralf
DMA: Iron spear. Skolinson the Strong. It gained its name for being sharp
Maltet: This was the spear of Baligant, the Emir of enough to cut through quern stones. This sword will cut
Babylon. It is extremely heavy, allowing it to easily through all armor and shields, ruining them in the process.
penetrate armor and flesh. It requires Strength 5 to wield DA:V20: Masterwork (Crafts 5) broadsword.
and gets +1 die to damage and +1 Armor Penetration. DMA: Masterwork (Crafts 5) steel spatha.
DA:V20: Masterwork (Crafts 4) spear. Sagitta: This was the arrow that Herakles used to kill
DMA: Masterwork (Crafts 4) steel spear; the eagle Aquila that perpetually gnawed Prometheus' liver.
Merveilleuse: This was the sword of the Frankish hero Shots with this arrow can never be more difficult than
Doon de Mayence. It is a Wayland sword (see page 14). Difficulty 6.
Mistilteinn: The name of this sword means “Mistletoe”. DMA: Iron broadhead arrow.
It belonged to King Þráinn of Gaul, who was buried with it, Sauvagine: This was the second of two swords carried by
along with all his wealth. When King Oláfr and his men Ogier the Dane and is a Wayland sword (page 14).
learned about this, they went to the burial mound to loot it. Shamshir-e Zomorrodnegar: The emerald-studded sword
However, King Þráinn has become a draugr, an undead was once owned by King Solomon himself and is a powerful
being, and only Hrómundr Gripsson was brave enough to ward against magic; all magic, including Necromancy and
face him. They fought and Hrómundr won, taking the sword Thaumaturgy, that targets the wielder loses 5 successes. In
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addition, its wounds can only be healed by magical means. Sword of Damocles: The story of Damocles is well
For supernatural creatures, any wound inflicted by the known to scholars. Many speculate that the sword
weapon becomes aggravated. For mortals, the wounds can suspended above Damocles’ head could have special
only be healed with a special potion, one of the ingredients properties, but none have been able to find it.
being the brains of Fulad-zereh's, the demon this weapon Sword of Peleus: This short blade is said to include
was made to kill. within it parts of the sickle that was used by the titan
DA:V20: Masterwork (Crafts 5) saber. Cronus to castrate and depose his father, Uranus. It gives
DMA: Masterwork (Crafts 5) steel curved sword. the wielder great success in battle and in the hunt; +1 die to
Sharur: According to legend, the Smasher of all rolls in combat and +2 automatic successes on any roll
Thousands belonged to the Sumerian god Ninurta. It can fly when hunting.
and attack on its own, as well as offer advice and insight on DA:V20: Masterwork (Crafts 5) dagger.
a great number of subjects. Sharur attacks with 12 dice at DMA: Masterwork (Crafts 5) iron shortsword.
Strength 5 and its advice acts as Mentor 5, though the
wielder does need to understand ancient Sumerian.
DA:V20: Masterwork (Crafts 6) mace.
DMA: Masterwork (Crafts 6) bronze flanged mace.
Singing Sword of Conaire Mór: Conaire Mór was, at one
time, the High King of Ireland. His sword would sing in
battle, frightening the enemy, rallying his allies and
bolstering the resolve of the wielder. Anyone wielding the
Singing Sword gains +1 die to all Intimidate and Leadership
rolls in battle, as well as two extra points of temporary
Willpower.
DA:V20: Masterwork (Crafts 5) broadsword.
DMA: Masterwork (Crafts 5) iron spatha.
Skofnung: This was the sword of the Danish king Hrólf
Kraki. In addition to being extremely well-made, it was
imbued with the spirits of the king's twelve faithful
berserker bodyguards. Wounds from Skofnung spread
throughout the body, killing the target unless the wound is
touched by the life-stone in Skofnung’s hilt; any attack that
does at least 1 health level of damage results in the target
Sword of Saint Peter: Also called La Malice or the
taking 1 lethal damage per minute. For vampires, this
Sword of the Fisherman, this was the sword that the apostle
damage stops when they fall into Torpor. Any Canite who
Peter drew in the garden of Gethsemane and used to cut the
wields this blade suffers a +2 difficulty on all rolls to avoid
ear off one of the high priest’s servants, when they tried to
Frenzy.
arrest Jesus. The sword is a special relic in that it caught the
DA:V20: Masterwork (Crafts 5) broadsword.
attention of the Lord Jesus himself, but cursed by earning
DMA: Masterwork (Crafts 5) steel spatha. his ire. It looks like a single-edged, blunt-tipped blade, old
Sling-stone: This sling was used by Lugh of the Tuatha and without a handle, but still very sharp. The blade has a
Dé Danann to kill his grandfather, the Fomorian Balor. It True Faith of 5, though only one who possesses True Faith
suffers no difficulty penalties for targeting specific areas. in Christianity can call upon the Faith in the sword. In
Spear of Achilles: Forged by the god Hephaestus, it was addition, anyone who uses the sword for any evil or sinful
given to Achilles’ father Peleus as a wedding gift and was action will be cursed by God and can never enter Heaven.
inherited by Achilles. DA:V20: Broadsword.
DA:V20: Masterwork (Crafts 6) spear. DMA: Iron falchion.
DMA: Masterwork (Crafts 6) bronze spear. Tathlum: This cement sling-stone was used by Lugh of
Sword of Atilla: This was the sword wielded by Atilla the Tuatha Dé Danann to kill his grandfather, the fomorian
the Hun and is said to have been the sword of Mars himself Balor, along with the sling known as Sling-stone (see
at one point. Nobody knows what powers may lie within the above). Any hit with Tathlum does one automatic health
blade. level of damage, in addition to damage rolled
DA:V20: Masterwork (Crafts 5) saber. DMA: Cement sling stone; functions as a lead bullet.
DMA: Masterwork (Crafts 5) steel curved sword.

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Tishtrya's mace: This mace supposedly belonged to the to be found. Items of True Faith with secondary abilities will
Zoroastrian deity Tishtrya, who used it to control the only function for someone who has the right religion
weather. The wielder gains Potestas Tempestatum 5, (though no True Faith is needed).
without any cost, and with +2 dice to any roll when using Aaron’s Rod: This short wooden staff was carried by
the power. Aaron, the brother of Moses. It has a True Faith 4 (Jewish
DA:V20: Masterwork (Crafts 6) mace. and Christian) and can transform into a serpent (use the
DMA: Masterwork (Crafts 6) iron flanged mace. rules for Poisonous Snake in DA:V20 page 399, but with
Tizona: This was the sword of the great El Cid. It +1 Strength and +2 OK health levels). It can also become
frightens those less worthy than its wielder; an automatic an almond tree; to the faithful, the almonds are sweet, to
Dread Gaze (Presence 2) against anyone with less Courage others, they are bitter.
than the person wielding the sword. Andvaranaut: This ring was made by the dwarf Andvari.
DA:V20: Broadsword. However, the god Loki tricked him into giving Loki the ring
DMA: Steel arming sword. and so, Andvari cursed it. Loki quickly gave the cursed
Andvaranaut to Hreidmar, King of the Dwarves, as
Tyrfing: King Svafrlami of the Kievan Rus managed to
reparation for having inadvertently killed Hreidmar's son,
catch two dwarves and forced them to make a sword for him
Ótr. Ótr's brother, Fafnir, then murdered Hreidmar and
– this sword was Tyrfing. It cuts through metal and stone
took the ring, turning into a dragon to guard it. When
(but not wood) with ease and can never miss, but the
Fafnir was slain by Sigurd, the hero took the ring.
dwarves cursed it and it will bring great evil to anyone who
Andvaranaut will give the wearer the ability to find gold (or
wields it. No attack roll with Tyrfing can miss or be dodged,
even just produce gold, the legends are not sure), but will
though it can be blocked or parried. The sword cuts through
also bring him great misfortune.
metal armor and weapons, ruining them, and can cut stone.
Angelica's Ring: Angelica was the daughter of the King
DA:V20: Masterwork (Crafts 6) broadsword.
of India and came to Charlemagne’s court with this ring,
DMA: Masterwork (Crafts 6) steel spatha. which protected her against magic and could render her
Wayland Sword: Wayland was a legendary smith who invisible. Any magic directed at the wearer, including
created numerous famous swords and at least one suit of Necromancy and Thaumaturgy, gets -5 successes. If the ring
armor. More information about Wayland can be found in is placed in the mouth, the protection goes away, but the
The Dark Medieval Armory. Armor, natural, man-made, ring gives Obfuscate 2 (counts as Obfuscate 5 for the
or created through supernatural powers like Cainite purposes of seeing through it with Auspex).
Disciplines, provides no protection against a blade forged by Babr-e Bayan: This coat was worn by the Persian hero
Wayland and all of them are masterwork (Crafts 6). Rostam over his armor. It is made from the skin of a leopard
DA:V20: Broadsword unless otherwise noted. and protects the wearer from fire, water and weapons. The
DMA: Iron spatha unless otherwise noted. wearer gains 5 automatic soak successes against fire, water,
Yagrush and Ayamur: These are two metal clubs said to ice and weapons.
have been forged by the Phoenician god Kothar and used by Book of Thoth: This book of magical secrets was
the god Baal to defeat Yam, God of the Sea. The weapons supposedly written by the Egyptian god Thoth and is said to
deal aggravated damage and when wielded in a pair, the user have been buried with the Prince Neferkaptah. It grants the
suffers no penalties for dual-wielding. owner +3 dice to Necromancy rolls if the book can be
DA:V20: Masterwork (Crafts 6) clubs consulted and it contains many secret rituals.
DMA: Masterwork (Crafts 6) iron clubs. Brazen Head: Made of brass or bronze, these heads are
Zulfiqar: This sword was presented to the prophet equal parts mechanical and magical. They are rumored to be
Muhammed by the archangel Gabriel. It was later given to able to answer any yes/no question put to them. These
Muhammed’s cousin and son-in-law, Ali. It has a very magical artifacts are of relatively new construction, and
distinct split tip and a True Faith of 5. have been created by contemporary wizards and alchemists,
DA:V20: Masterwork (Crafts 6) saber. such as Albertus Magnus and Roger Bacon.
DMA: Masterwork (Crafts 6) steel curved sword.

ITEMS
This covers all those mythological items that are not
weapons and armor. Like the weapons and armor
above, most of them are considered lost to time, just waiting
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14
Chariot of Morgan Mwynfawr: This chariot belonged to incredible walking and running speed. The wearer gains
Morgan the Generous, king of Gwent and Glywysing. It Celerity 5, only for the use of movement (this does not
travels 10 times faster than any normal chariot, without require any Blood to activate and does not stack with any
tiring the horses unduly. Celerity the wearer may have).
Chessboard of Gwenddoleu ap Ceidio: This chessboard Hamper of Gwyddno Garanhir: This hamper belonged to
was owned by the King of Arfderydd and possibly created by Gwyddno Garanhir, the ruler Cantre'r Gwaelod, a land off
the legendary Merlin. If the pieces are set up correctly, it the coast of Wales that sank beneath the waves centuries
can play by itself. ago. Any food put in it will multiply hundredfold (sadly for
Circe’s Staff: Who, or what, Circe was, is a topic of Cainites, while they may consider vitae food, the hamper
debate; goddess, fae or mortal sorceress. She used this staff does not).
or wand to aid her transformation magic, including turning Helskór: These shoes were put on dead people to allow
Odysseus' crew into pigs. Anyone wielding Circe’s staff gets them to walk to Valhalla. True Hel-Shoes are extremely
+1 success on all magical rolls to transform others, including rare, since most of them are, by virtue of their power, in
Thaumaturgy. Valhalla. A pair of Hel-Shoes has True Faith 1 (Norse) and
Crock and Dish of Rhygenydd Ysgolhaig: Rhygenydd the wearer gains +1 success on any roll to use magic to visit
Ysgolhaig was one of the earliest clerics to wander the other worlds (such as the Obtenebration 6 power: Walk the
British Isles and he brought with him this crock and dish to Abyss).
feed people. Whatever food is wished for will be found Horn of Brân Galed: Brân Galed was a Welsh hero and
within – though not blood, even if Cainites might consider the horn was his most famous possession. Whatever drink
that food. wished for will be in it – though, unfortunately for Cainites,
David's Harp: The biblical King David owned this not blood.
beautiful harp. It contains True Faith 1 (Jewish and Kantele: Legends state that the wizard Väinämöinen
Christian) and the user gains +1 success on Performance made the first kantele harp from the jawbone of a giant pike
rolls when playing it. In addition, the harp plays itself when and a few hairs from a magic stallion. Anyone playing it can
exposed to the wind during the night. activate Call the Wild (Animalism 2), substituting
Elf-Arrow: These are stone arrowheads left over after a Performance for Survival.
fae has used their magic to blight cattle or inflict an elf-shot Læðing and Drómi: When the Fenris wolf grew too large
on a mortal. When put into silver and worn as an amulet, it to be controlled, the Norse Gods sought to restrain him
protects the wearer; -3 successes on all hostile magic meant with chains. They first created Læðing and when it proved
to affect the wearer’s body (this includes Disciplines). inadequate, the tried with Drómi, which also failed. They
Excalibur's Scabbard: While the sword is the most were finally able to chain Fenris with a chain made by the
famous, the scabbard of Arthur’s blade was also magical. dwarves. However, pieces of the first two chains are still out
Excalibur’s Scabbard protects the wearer from serious harm; there. Bursting Læðing is a Feat of Strength 10, bursting
no attack can do more than 1 health level of damage. Drómi is a Feat of Strength 15.
Firebird's Plumage: The feathers of the firebird of Magic Carpet: Several stories from the Middle East
Eastern Europe continue to shed light even after the animal mentions these wondrous items – according to legend, the
has died. Just one feather can light up a whole room. great King Solomon owned one. A Magic Carpet flies faster
Gambanteinn: According to Norse mythology, these than the best horse runs.
wooden staves could be won through trials in the deep Mantle of Arthur: As the name suggests, the short cloak
forests. Anyone wielding a Gambanteinn gets +1 success on supposedly belonged to King Arthur, though many people
all rolls to perform magic, including Necromancy and have trouble believing that the great king would wear
Thaumaturgy rolls. something that would make him invisible. It gives wearer
Girdle of Brynhildr: This belt was the source of the Obfuscate 2.
Valkyrie Brynhildr’s great strength. It was taken away from Mantle of Tegau Gold-Breast: Tegau was the wife of
her by Sigurd, the slayer of the dragon Fafnir. It grants the Caradoc, King of Gwent and knight of the Round Table.
wearer Potence 2, which does not stack with other Potence Her magical mantle only fits a virgin or woman who has not
the wearer might have. violated her marriage; it is too short for others.
Girdle of Hippolyta: This girdle was a symbol of Nábrók: These are a pair of pants made from the skin of
Hippolyta’s rulership over the amazons. One of Herakles’ a dead man – they grant the wearer great wealth. Making
labors was to steal it. It is unknown whether or not it has these pants require the creator to get permission from a
any magical powers. living man to use his skin after his death. After he has been
Fast-walker Boots: In Eastern Europe, there are buried, the creator must dig up his body and flay the skin off
numerous legends about magical boots that gives the wearer the corpse in one piece from the waist down. As soon as one

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15
steps into the pants, they will stick to the skin. A coin must Shirt of Nessus: This chiton (traditional Greek shirt) is
be stolen from a poor widow and placed in the scrotum stained with the blood of the centaur Nessus. Nessus was
along with the magical sign, nábrókarstafur, written on a killed by an arrow dipped in the venom of the Lernaean
piece of paper, before you put them on. Subsequently, the Hydra and shot by Herakles. The venom was still in his
coin will draw money into the scrotum so that it will never blood when it was applied to the shirt and when Herakles
be empty, as long as the original coin is not removed. A pair was tricked into putting it on, it meant his death. Anyone
of these ghastly pants grants Resources 3 to anyone wearing that puts on the shirt takes 7 aggravated health levels of
them. damage – this includes Cainites.
Necklace of Harmonia: This beautiful necklace was Sistrum: This rattle is the most sacred Egyptian
made by Hephaestus and given to Harmonia, the daughter instrument. A properly made and blessed Sistrum can
of Aphrodite and Ares. While the necklace makes the prevent the Nile from flooding and, more importantly,
wearer become young again (this does not affect Cainites) protect the user from the powers of Set. When the Sistrum
and grants them Appearance 5, it is also cursed; anyone is played, the player subtracts his Performance from the
who wears it will suffer great misfortune. number of successes of any Serpentis or Followers of Set
Pais Badarn Beisrydd: The coat of Padarn Red-Coat is, Thaumaturgy aimed at him.
as the name suggests, a red overgarment, exceptionally Skatert-Samobranka: This is a magic tablecloth from
beautiful and rich. It automatically fits any man with Russia. When it is spread on the ground, saying the magic
Courage 4+ and will never fit anyone with less Courage. words will cause food and drink aplenty to appear. When all
Prometheus' Chains: These chains held the titan have finished eating, rolling up all the dirty plates, cutlery,
Prometheus chained to a rock, so that each day, an eagle and crumbs into the tablecloth will make them magically
could eat his live. Herakles finally freed Prometheus, but disappear. It cannot create blood, no matter how much
nobody knows what happened to the chains. These chains Cainites might think of it as food.
are made of the magical metal Adamantine and thus, they Svíagris: This priceless ring once belonged to Eadgils,
cannot be broken. the King of Sweden. While legends say that it is magical, its
Reginnaglar: These iron nails were used in Norse powers are unknown.
religious rituals. A properly made Reginnagel possesses True Tarnkappe: The great hero Sigurd supposedly wore this
Faith 1 (Norse). cloak, which made him invisible. It gives the wearer
Ring of Dispel: This ring was given to the great knight Obfuscate 2 (counts as Obfuscate 4 for the purposes of
Lancelot by the Lady of the Lake, so that he could destroy seeing through it with Auspex).
hostile magic. The wearer can take an action to dispel all Thyrsus: This is a staff of giant fennel covered with ivy
ongoing magical effects in his sight (including active vines and leaves, sometimes wound with taeniae (a
Disciplines), though they can be reactivated. traditional cloth headband) and always topped with a pine
Ring of Gyges: This artifact is mentioned by the cone. These staves were carried by the god Dionysus and his
philosopher Plato in Book 2 of his Republic and supposedly worshippers and aided them in their magic. Any worshipper
belonged to King Gyges of Lydia. Its wearer gains Obfuscate of the Greek or Roman pantheon wielding a thyrsus gains
2. +1 die on all magic rolls, including Necromancy and
Seal of Solomon: This seal ring was used by King Thaumaturgy.
Solomon to imprison demons and is considered lost to the Veil of Veronica: This is the cloth that Saint Veronica
ages. However, the design survives in the form of amulets, used to wipe the sweat from Jesus’ brow as he walked the
said to protect the wearer from demons. Properly made Via Dolorosa. It possesses True Faith 5, quenches the thirst
amulets subtract 1 – 3 successes (depending on the accuracy of the faithful and can cure blindness. It is currently in the
of the reproduction) from any demonic power directed at treasure chamber of the Vatican.
the wearer. Was: These Egyptian staff-scepters were symbols of
power and were also used to ward off the chaos brought on
by Set. In the hands of a Cainite, it gives +1 die to all uses
of Disciplines except Serpentis and Followers of Set
Thaumaturgy.
Whetstone of Tudwal Tudglyd: Tudwal was a Welsh
nobleman and the owner of this magical whetstone, which
would only work for a worthy man. If used by someone with
Courage 4 or more to sharpen a blade, that blade gains +1
damage dice for the next battle. If the person has Courage
of less than 4, the blade gets -3 damage dice.

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16
Bears when first born are shapeless masses of white flesh a little larger than mice, their claws alone being prominent. The mother
then licks them gradually into proper shape.

– Pliny the Elder, Naturalis Historia Book VIII, sec. 126

This chapter describes both magical creatures that


never existed in our world and ordinary animals that
Willpower: 5 Health Levels: OK, -1, -2, -5,
Incapacitated
the people of the Middle Ages ascribed supernatural abilities
to. Attack: Horn (7 attack dice, Strength +2
For Cainites, one area of interest is the blood of these damage, counts as a steel weapon if using the
beasts; some of them might have vitae with special qualities. rules from The Dark Medieval Armory)
Some creature blood is effective as long as it remains in the Blood Pool: 1
vampire’s system; in this case, the player will need to track
the special blood. Vitae is always used “last-to-first”, so the AMPHISBAENA
oldest blood in the system is used first. This serpent has a head where its tail end should be,
Unless otherwise noted, all of these creatures can be giving it two heads to attack with. It has a poisonous bite
affected by Animalism. and a hot nature, being able to move even in cold
temperature. As a result, its skin can be used to cure
AL-MI'RAJ frostbite.
This creature resembles a large, yellow rabbit with a 2- The amphisbaena can attack twice in a turn without
foot long, spiraling horn on its forehead. It originates from multiple action penalties. Its bite contains a potent venom
an island beyond the deserts of Arabia, but has since been that does 1 level of damage per turn for 6 turns, though only
brought to the mainland. Although it looks harmless, the al- to mortals (see page 360 of DA:V20).
mi'raj is actually ferocious, territorial and a meat eater. It has
The blood of the amphisbaena has no special qualities.
no problem attacking, killing and devouring creatures many
times its size. An al-mi'raj may spend Willpower to resist any Attributes: Strength 1, Dexterity 3, Stamina 3,
Animalism power that would stop it from fighting. Perception 3, Intelligence 1, Wits 2
The blood of the al-mi'raj has no special qualities. Abilities: Alertness 3, Athletics 3, Brawl 3
Attributes: Strength 2, Dexterity 4, Stamina 3, Willpower: 5 Health Levels: OK, -1, -1, -2, -5,
Perception 3, Intelligence 1, Wits 2 Incapacitated
Abilities: Alertness 3, Athletics 3, Brawl 3
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Attack: Two bites (6 attack dice, Strength +1 BONNACON
damage, poison) The bonnacon originates in the furthest reaches of the
Blood Pool: 1 Middle East, though some have moved westward. It
resembles a shaggy bull, red or black, though with the horns
BASILISK curving backwards so that it cannot gore. Instead, the
This creature is also called the King of the Serpents or bonnacon defends itself by voiding its bowels; its dung not
the Little King. It lives in deserts and other warm, dry places. only gives off an incredibly foul stench, it is also highly
The basilisk is only a half-foot in length, and looks like a flammable.
brightly-green snake, but is still one of the most dangerous
creatures in the world; its venom can kill even a dragon and
it can kill a grown man simply by looking at him. Birds fall
from the sky when they pass over a basilisk and it poisons
any water source it drinks from. Anyone striking a basilisk
with a weapon will find that the venom even travels up the
weapon to poison them. Only two things can defeat a
basilisk: One is to make it see its own reflection, which will
kill it; the other is a weasel, which can eat a secret herb to
make it immune to the basilisk’s venom.
The basilisk can expel a breath of burning venom,
creating a cloud large enough to cover a room. This does 3 When a bonnacon defecates, the stench covers more
levels of fire damage, soaked at difficulty 9. The bite of the than an acre. Anyone in the vicinity who breathes must roll
basilisk kills any living being that does not succeed at a Stamina (difficulty 6) or be incapacitated for a turn due to
Stamina roll, difficulty 9. If the roll is passed, it inflicts 3 the foul smell. This roll most be repeated every turn that a
levels of lethal damage on the first turn and three 3 levels of person does not hold their breath; a person cannot hold their
bashing on the second. Cainites, meanwhile, suffer 3 levels breath while performing strenuous activity. Every time the
of lethal damage, soakable only by Fortitude. However, their roll is successful, the difficulty drops by 1, until it hits
entire blood pool is now poisoned and as long as they have difficulty 3; then the person no longer needs to roll.
any of the poisoned blood in their blood pool, any mortal When the bonnacon is voiding its bowels, anyone
they drink from is affected as if a basilisk had bit them. If a standing in an arc behind the creature, going out to a range
basilisk gazes at a creature (which takes an action), that of 15 feet, must dodge or be struck with the creatures feces.
creature must make a Stamina roll (difficulty 9) or die. If the Being hit does two health levels of fire damage, difficulty 7 to
roll is passed, the creature takes 2 levels of lethal damage. soak, each turn until the target takes an action to remove the
Cainites automatically take 2 level of aggravated damage, excrement. In addition, the area behind the bonnacon may
soakable only by Fortitude, but the basilisk cannot send catch on fire if it is dry enough.
them to Final Death automatically (though the damage The blood of the bonnacon is supposedly incredibly
might still kill a wounded Cainite). Anyone who strikes a foul-tasting; also, each blood point consumed does a point of
basilisk, even with a weapon, is poisoned as if bitten. unsoakable, aggravated damage to the drinker per turn as it
It should not come as any surprise that the blood of a burns the vampire, so even if a Cainite should wish to test
basilisk is intensely poisonous; each blood point consumed whether the blood tastes disgusting, very few have survived
inflicts 2 levels of aggravated damage, which can only be to confirm it.
soaked with Fortitude.
Attributes: Strength 6, Dexterity 2, Stamina 5,
Attributes: Strength 1, Dexterity 3, Stamina 3, Perception 3, Intelligence 2, Wits 2
Perception 3, Intelligence 1, Wits 2
Abilities: Alertness 3, Athletics 3
Abilities: Alertness 3, Athletics 3, Brawl 3
Willpower: 4 Health Levels: OK, OK, -1, -1, -2, -
Willpower: 5 Health Levels: OK, -1, -5, 2, -5, Incapacitated
Incapacitated
Attack: See above
Attack: Bite (6 attack dice, Strength +1 damage,
Blood Pool: 4
poison)
Note:
Gaze (see above)
of armor.
Blood Pool: 1
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18
CAMEL be allowed to fly free afterwards or it will die. However,
should a charadrius pointedly look away from a person, they
The camel is a creature from the Holy Land, where it is
will inflict a terrible disease upon that person – this disease
used as a beast of burden. Most camels are ordinary beasts, as
cannot be cured, even by supernatural means. Only True
described on page 397 of DA:V20. However, there are a
Faith can lift it. Should the charadrius do this to a Cainite,
few, special camels whose blood has magical properties. If the
the disease will linger in the vampire’s blood and be
blood is smeared unto the face of someone, that person has
transmitted to anyone that Cainite drinks from, until they
visions (like the Oracular Ability merit). Should the blood
have purged all the blood they had in their system when
be poured into a lamp and all other light be extinguished,
cursed.
the light of the lamp reveals incorporeal spirits and ghosts,
even if they are possessing a mortal being. The blood of the charadrius is rumored to have all
manner of healing properties, but this has not been
CATOBLEPAS confirmed.
This creature has its origins in Ethiopia. It has a heavy Attributes: Strength 1, Dexterity 3, Stamina 2,
head that resembles a boar, but a weak neck, so it usually Perception 3, Intelligence 2, Wits 3
looks downwards. This is good, as the gaze of a catoblepas
Abilities: Alertness 3
can kill. The creature is the size and general shape of a bull,
with a horse’s mane, and prefers to dwell in swamps and Willpower: 5 Health Levels: -2, -5, Incapacitated
marshes, where it eats the roots of poisonous plants, giving it
Attack: None
a foul breath.
The catoblepas can belch forth a cloud of noxious gas, Blood Pool: 1/4 (1 blood point equals four birds)
poisoned by the plants that it eats. Any living creature
within 15 feet of the catoblepas must roll Stamina (difficulty CHIMERA
7) or take 2 health levels of lethal damage. Far more This creature has the head of a lion, the tail of a serpent
dangerous is the eyes of the creature. It must make a Stamina and the body of a she-goat between them. Some legends
roll, difficulty 8, to raise its head. If its intended target has claim that each body-part has its own head. It can breathe
not closed its eyes or looked away, the victim must roll forth a stream of intensely hot fire that will ignite anything
Stamina, difficulty 9, or die. If the roll is passed, the target even remotely flammable in the area. The fiery breath of the
instead takes 3 health levels of lethal damage. Cainites chimera streams forth in an arc that goes out to 15 feet and
automatically pass this roll. does 2 levels of fire damage, soaked at difficulty 9. A chimera
The blood of the catoblepas is indescribably foul and may use Willpower to resist Animalism.
any Cainite who drinks it will vomit it right back up. The blood of the chimera has no special properties.
Attributes: Strength 6, Dexterity 2, Stamina 3, Attributes: Strength 5, Dexterity 4, Stamina 4,
Perception 3, Intelligence 2, Wits 2 Perception 4, Intelligence 3, Wits 3
Abilities: Alertness 3, Athletics 3 Abilities: Alertness 3, Athletics 3, Brawl 3,
Intimidation 4, Stealth 3
Willpower: 4 Health Levels: OK, OK, -1, -1, -2, -
2, -5, Incapacitated Willpower: 6 Health Levels: OK, -1, -1, -2, -2, -2,
-5, Incapacitated
Attack: See above
Attack: Bite (7attack dice, Damage Strength +2)
Blood Pool: 4
Fire Breath (see above)
Note: A catoblepa
of armor. Blood Pool: 5

CHARADRIUS Note: The chimera has a single point of armor


soak.
The charadrius is a large plover bird, about the size of a
heron, found throughout the world. It has the distinction of EAGLE
being mentioned in the Bible. It likes to live in the halls of
Several eagles exist throughout the world. However, one
kings, and prefers dwellings that are situated on a river. The
species, often called the Aquila, is found only where the sun
excrement of the bird, if smeared on the eyes of someone
is hottest and the bird always flies as high as it can. The
whose eyesight is weak, but has not yet gone, will cure the
feathers of this majestic eagle still maintains the heat and
waning sight. The bird itself can also cure disease; if it looks
light of the sun and anyone carrying such a feather will never
at a sick person, the disease will lift, but the charadrius must
Dark Myth and Legend

19
be cold and can see in darkness as if they had Heightened Attributes: Strength 6, Dexterity 4, Stamina 5,
Senses (Auspex 1). Perception 4, Intelligence 3, Wits 3
The blood of the Aquila is infused with the sun and does
Abilities: Alertness 3, Athletics 3, Brawl 3,
1 level of aggravated damage per blood point to any Cainite
Intimidation 4, Stealth 3
drinking it.
The Aquila has the same stats as a large bird, page 397 Willpower: 7 Health Levels: OK, OK, -1, -1, -2,
of DA:V20. -2, -2, -2, -5, Incapacitated

FIREBIRD Attack: Claw or bite (7attack dice, Damage


Strength +2)
This pheasant-sized bird lives in Eastern Europe and
may be related to the phoenix (see page 21). Its feathers burn Blood Pool: 5
with heat and light, so much so that a single feather may Note: The gryphon has a single point of armor
light up an entire room (see Chapter 2). Cainites need to
soak.
roll Courage, difficulty 5, to actually approach a firebird and
touching a live one results in a single point of Aggravated HARPY
damage per turn, soakable only with Fortitude at difficulty 5.
The harpy is a foul beast with the head and breasts of a
Attributes: Strength 1, Dexterity 3, Stamina 2, woman, but the body and talons of a large eagle. Jason and
Perception 3, Intelligence 2, Wits 3 his Argonauts drove off the largest flock of these creatures
Abilities: Alertness 3 from the Greek island they nested upon. Harpies are
constantly hungry and will happily eat human flesh. Harpies
Willpower: 5 Health Levels: -2, -5, Incapacitated are not particularly intelligent, but enough so that they
Attack: None cannot be considered mere animals, but rather sentient
beings.
Blood Pool: 1/4 (1 blood point equals four birds) Harpies have a large blood pool for something the size of
a large eagle, but the blood does not taste as good as human
GRYPHON blood.
This is a large, monstrous creature, with the
hindquarters and claws of a lion, but the head of an eagle Attributes: Strength 2, Dexterity 3, Stamina 3,
and large, feathered wings. It is found in great numbers in Charisma 1, Manipulation 2, Appearance 0,
India and Ethiopia, but also lives anywhere there are tall Perception 3, Intelligence 1, Wits 3
mountains. The gryphon likes to adorn its nest with gold and Abilities: Alertness 3, Athletics 2, Brawl 3,
digs it out of the ground whenever possible to do so. The Intimidation 4
gryphon is also an extremely courageous creature; it has a
Courage of 5 and gains double effect from spending Willpower: 5 Health Levels: OK, -1, -1, -2, -5,
Willpower to resist fear effects. Any Animalism power used Incapacitated
against a Gryphon is at +2 difficulty and the gryphon can
spend Willpower to resist the effect. Attack: Claw (6 attack dice, Damage Strength
Any vampire drinking gryphon blood will automatically +1)
succeed at their next Courage roll. Blood Pool: 2
Note:
human intelligence, not just animal cunning.

HIRCUS
This creature looks like a large buck goat. It can climb
to any height, making it easy for it to escape pursuers. The
blood of the hircus has special properties; almost anything
boiled in it, with the exception of such magical materials as
Adamant, is rendered soft and can be shaped liked clay.
The blood of the hircus has a peculiar taste and anyone
using that blood to fuel Vicissitude will receive one
automatic success on the roll.

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20
Attributes: Strength 2, Dexterity 2, Stamina 4, parts of the phoenix for their rituals and experiments. A
Perception 3, Intelligence 3, Wits 4 phoenix is not considered an animal for purposes of
Animalism.
Abilities: Alertness 3, Athletics 5 (Climbing),
Phoenix blood has a burning taste, but is rumored to
Brawl 2
stave off the torpor of ages that afflicts elder Cainites, a
Willpower: 4 Health Levels: OK, -1, -1, -2, -5, rumor that is quite likely to be true.
Incapacitated The phoenix has the same stats as an large bird, page
Attack: Head-butt (4 attack dice, Damage 397 of DA:V20.
Strength +2 bashing) STYMPHALIAN BIRD
Blood Pool: 3 Though only about the size of a crane, the Stymphalian
birds are man-eaters. Originally, they dwelt in Arcadia in
LEUCROTA Greece, but they were driven off by Herakles using poisoned
This creature is mainly found in India and Africa. It is arrows and the survivors have settled in various places.
the result of a she-lion mating with a hyena. The leucrota is Thankfully, they are rare, for their straight, sharp beaks can
about the size of a donkey, with the hindquarters of a stag pierce armor, and they have sharp feathers they launch at
and the chest and forelegs of a lion. It has a head like a horse their enemies, as well as poisonous dung – their excrement
and cloven hooves. The leucrota has only a single tooth, acts as a poison that does 1 level of damage per minute for 5
which runs the entirety of its mouth. minutes, as described on page 360 of DA:V20 (it affects
The leucrota has a number of powers; first and foremost, only mortals).
it can mimic human speech, which it uses to lure victims The blood of a Stymphalian bird is extremely foul and
away from villages and camps. Secondly, it is extremely swift, any Cainite drinking it will vomit it right back up.
moving at four times normal speed. Finally it is completely Attributes: Strength 2, Dexterity 3, Stamina 3,
immune to weapons made of steel – this is not a quality that
Perception 3, Intelligence 2, Wits 3
lingers after the creature’s death, so its pelt has no special
resistance. Abilities: Alertness 3, Athletics 2, Brawl 3,
The blood of the leucrota has an unpleasant taste, but as Intimidation 4
long as a Cainite has leucrota blood in his system, he gains Willpower: 4 Health Levels: OK, -1, -1, -2, -5,
+1 soak die against anything made of steel.
Incapacitated
Attributes: Strength 4, Dexterity 3, Stamina 3,
Attack: Beak (6 attack dice, Damage Strength +2
Perception 3, Intelligence 5, Wits 3
which penetrates all armor)
Abilities: Alertness 3, Athletics 4 (Running), Brawl
Feather (5 attack dice, Damage Strength +1,
3, Empathy 2, Subterfuge 4 (Mimicry)
range as a shortbow (or a Strength 2 self bow if
Willpower: 4 Health Levels: OK, OK, -1, -1, -2, - using the rules from The Dark Medieval Armory)).
2, -5, Incapacitated
Blood Pool: 1/2 (1 blood point equals two birds).
Attack: Bite (6 attack dice, Damage Strength +2)
UNICORN
Blood Pool: 3
The unicorn is a holy beast, blessed by God himself.
Note: A leucrota has a single point of armor They appear as a pure-white horse of exceptional breeding,
soak. with the beard of a goat and a spiraling horn in the forehead.
Only a virgin can ever ride a unicorn; it will violently resist
PHOENIX anyone else trying to mount it.
This magnificent bird lives in India and Arabia. It has a A unicorn has a True Faith of 3. In addition, the touch
beautiful, reddish-purple plumage and lives for no less than of a unicorn’s horn purifies soiled or poisoned people,
500 years. When it feels the end of its life approaching, it animals, food and drink (including removing Cainite blood
enters a sacred Wood of Lebanon. At this point, one of the from a ghoul), as well as healing 1 health level of any kind of
priests of the sun in Heliopolis in Egypt is given a vision and damage, no matter the source.
builds a pyre in that city. The phoenix then flies there and The horn of a dead unicorn possess True Faith 1 and
ignites the pyre with its own flaming body, before burning to does aggravated damage to any unholy creature (treat it as a
ash. Within three days, the bird grows to full size out of the stake, made of steel if you are using the rules from The Dark
ashes. Alchemists and sorcerers seek the feathers and body

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21
Medieval Armory). Unicorns are not animals in regards to VARGR
Animalism.
The vargr (pl. vargar) is a wolf the size of a small horse.
They are of an evil disposition and are said to be the
descendants of the Fenris wolf, through his sons Sköll and
Hati. Fortunately, they seem to only live in the mountains of
Sweden and Norway, though in the coldest winters, they
may make their way further south. Vargar may spend
Willpower to resist any Animalism power that seeks to
prevent them from committing evil or destructive acts.
A vargr’s blood has no special properties.
Attributes: Strength 5, Dexterity 3, Stamina 5,
Perception 4, Intelligence 4, Wits 3
Abilities: Alertness 4 (Tracking), Athletics 4
Drinking the blood of a living unicorn is not advised; it (Running), Brawl 4 (Bite), Intimidation 4
will send most vampires to their Final Death. Only the most (Howling)
powerful Methuselahs will only be driven into torpor. The
blood of an already dead unicorn, however, tastes even better Willpower: 6 Health Levels: OK, OK, -1, -1, -2,
than that of humans. -2, -5, Incapacitated
Attributes: Strength 6, Dexterity 2, Stamina 5, Attack: Bite (7 attack dice, Damage Strength +2)
Charisma 5, Manipulation 2, Appearance 5, Blood Pool: 3
Perception 4, Intelligence 4, Wits 3
Note: A vargr has 2 points of armored soak.
Abilities: Alertness 3, Awareness 5 (Unholy),
Athletics 3, Brawl 3, Empathy 3, Intimidation 3 WATER HORSE
Willpower: 7 True Faith: 3 Health Levels: OK, Water horses exist all over Europe near lakes, rivers and
OK, -1, -1, -2, -2, -5, Incapacitated bogs. Some scholars think they are fae animals, others
believe them to be infernal beings, while still others claim
Attack: A unicorn can use its horn like a lance that they are merely malevolent beasts. Whatever the truth,
when charging and as a one-handed spear in all water horses follow roughly the same pattern; they will
close combat. appear as an exceptionally handsome horse, yet any who
climb unto them will be held fast, either through compulsion
Blood Pool: 8
or via some means of grappling tendrils or a snake tail, while
Note: A unicorn has a single point of armor the water horse rides to the nearest deep water and drowns
soak. Their Intelligence score denotes true human the rider. All water horses can breathe under water and eat
intelligence. their victims.
Anyone seeing a water horse is compelled to get unto it;
QUAIL roll the water horse’s Wits + Subterfuge (difficulty equal to
The quail is a small bird that is sometimes sought after the target’s current Willpower). The target may spend
by Cainites for one specific purpose; since the quail loves to Willpower points to reduce the water horse’s successes on a
eat poisonous seeds, its flesh and blood is filled with poison, one-for-one basis. Once a victim has climbed unto the water
which can be used to harm Cainites. While it takes four horse, they are either compelled to stay on (handled like the
quails to harvest a single blood point, this blood acts as compulsion to mount the creature) or are grappled (use the
poison to any Cainite who drinks it. Instead of adding the to Clinch rules on page 347 of DA:V20). Water horses may
the drinker’s Blood Pool, it does 3 levels of lethal damage, spend Willpower to resist Animalism.
which can only be soaked by Fortitude, and disorientates the The blood of a water horse tastes watery, even less filling
victim, reducing active dice pool by 2 for a scene. Quail than that of other animals.
blood can only be detected as poisonous by using specific Attributes: Strength 6, Dexterity 2, Stamina 5,
powers or items (such as user a Lodestone, page 26, to test
Perception 3, Intelligence 4, Wits 3
the blood).
Abilities: Alertness 3, Athletics 3, Brawl 1 (or
Brawl 3 for grapplers), Empathy 2, Subterfuge 3

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22
Willpower: 5 Health Levels: OK, OK, -1, -1, -2, Claw (5 or 6 attack dice, Damage Strength +1,
-2, -5, Incapacitated may use the Clinch maneuver)
Attack: Kick/Trample (3 or 5 attack dice, Tail Strike (5 or 6 attack dice, Damage Strength
Damage Strength +1 Bashing) +2, Amor Penetration 2, may be poisoned,
Bite (3 or 5 attack dice, Damage Strength Lethal) counts as a steel weapon if using the rules from
The Dark Medieval Armory)
Possible grapple (See above)
Possible fire breath (see above)
Blood Pool: 4
Blood Pool: 6
Note: A water horse Note: A wyvern has 3 points of armored soak.
worth of armor
YALE
WYVERN The yale originated in Ethiopia, but has since moved
Wyverns are somehow related to true dragons, though further north – rumor has it that some can even be found in
they are not intelligent (but exceptionally cunning for a southern Europe. It is the size of a horse, with the same body
beast). They resemble smaller dragons with only two legs, a shape, but has the tail of an elephant and the tusks of a boar.
long tail ending in a very sharp barb and a relatively long It also has two large horns and it can swivel and move these
neck. horns independently. If attacked, it will defend itself with
Some wyverns, though far from all, can breathe fire. one horn forward, putting the other back so that it is not
This fills an arc in front of their mouth out to 15 feet, doing damaged.
3 levels of fire damage, soak difficulty 7. Most wyverns that The blood of the yale holds no special properties.
breathe fire can only do so once an hour. Other wyverns
Attributes: Strength 6, Dexterity 2, Stamina 5,
have venom in their tail stings; this does 3 levels of damage
per turn for two turns to mortals (see page 360 of DA:V20). Perception 3, Intelligence 2, Wits 2
A wyvern may spend Willpower to resist Animalism powers. Abilities: Alertness 3, Athletics 3, Brawl 1
The blood of a wyvern has no special properties. Willpower: 4 Health Levels: OK, OK, -1, -1, -2, -
Attributes: Strength 6, Dexterity 2 (3 in flight), 2, -5, Incapacitated
Stamina 5, Perception 4, Intelligence 4, Wits 3
Attack: Gore (3 attack dice, Damage Strength
Abilities: Alertness 3, Athletics 4 (Flying), Brawl +2)
3, Intimidation 3
Blood Pool: 4
Willpower: 6 Health Levels: OK, OK, OK, -1, -1,
Note: A yale has a single so
-1, -3, -3, -5, Incapacitated armor
Attack: Bite (5 or 6 attack dice, Damage
Strength +2)

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23
To say that there is a soul in stones simply in order to account for their production is unsatisfactory: for their production is not like
the reproduction of living plants, and of animals which have senses.

– Albertus Magnus, De Mineralibus

This chapter deals with the stones and plants of the


natural world and the powers they possess.
Not every single stone and plant of the types mentioned
STONES
here have supernatural properties; only certain perfect
specimens, plants plucked at a certain time or those stones or Most of these stones are gemstones. They are
naturally occurring, but will often need to be dug
plants treated with either alchemical or ritual processes have out of the earth.
supernatural abilities. I have specifically kept this vague; if
you want these natural wonders to be common, feel free to ADDER STONE
have characters make Hearth Wisdom rolls to find the right These glassy stones only have powers when they have a
plants or create Thaumaturgy rituals to awaken the power of naturally occurring hole in them. In such a case, wearing
stones. them like an amulet makes the wearer immune to the poison
Knowing what powers certain plants and stones might of snake bites.
possess is usually a Hearth Wisdom roll, though sometimes,
Academics can be used if some of the ancient masters of AMETHYST
Greece and Rome wrote about them. This wine-colored stone is clear and fine. It clears away
confusion: Carried in the mouth, it gives clear speech (+1
die on all social rolls based on speech). Carried or worn on
the head, it wards off lunacy (clearing away any derangement
except the intrinsic madness of a Malkavian and reducing

Dark Myth and Legend

24
any Dementation used against the wearer by 1 success). If CRYSTAL
worn on the body or swallowed into the stomach, it keeps
This stone is clear as water, without any color, and ends
someone clear-headed when drunk.
in one or two spikes. If the sun shines through it, a rainbow
BANDED AGATE can be seen. This rainbow can ignite anything flammable
within two paces (doing 1 level of fire damage, difficulty 5 to
This stone is patterned in many different colors. It gives soak).
the carrier knowledge of things that are hidden; anyone
carrying the stone can see through Obfuscate and illusions as DIAMOND
if they had Auspex 3 and gets +3 dice to all Awareness rolls
This clear stone is extremely hard; it cannot be affected
to sense magic and supernatural beings.
by anything except itself or the blood of the Hircus (see
BEZOAR Chapter Three). Anyone carrying a diamond gains +2 dice
on all non-soak Stamina rolls and 1 additional point of
These stones can be found in the stomachs of various Willpower.
animals, such as cattle. A bezoar neutralizes any poison it
comes into contact with. DRAGON’S STONE
BRIMSTONE These stones are extremely rare – they are taken from
the heads of dragons, wyrms and linnorms. Usually from dead
This soft stone has a fine, yellow color, but an infernal dragons, though it is possible to remove one from a living
smell. If brought within 10 paces of someone hiding, it will dragon, with said dragon’s permission. This will not kill the
force them to reveal themselves, unless they are using dragon, and it will eventually grow another one.
magical means to hide, in which case, a Stamina + Stealth
Carrying a dragon’s stone from a dead dragon means the
roll, difficulty 8, will allow them to keep hidden. In addition,
wearer cannot suffer penalties from wounds or poison.
animals, even ghouled animals, will never attack the bearer
Though they can be hurt, and may even die, they will never
without being forced through supernatural means, such as
feel pain or even discomfort.
Animalism.
Carrying a dragon’s stone from a living dragon makes
the wearer immortal; age will still cripple the wearer, but
wounds, poison and disease will not lay them low. Any
mortal brought below Incapacitated with lethal damage will
lose a dot from a Physical Attribute or a permanent Health
Level, but will recover. Should they run out of both Physical
Attributes and Health Levels, they will be unable to move
on their own accord. For Cainites carrying such a stone,
being sent to Final Death will not kill them; instead, they
enter Torpor and lose one dot of Physical Attributes or a
permanent Health Level, in the same way as mortals.

DRIPSTONE
This stone is only found in caves that the sun has never
reached. It is brownish or gray in color and feels like
CAPON STONE hardened wax. If it is pierced and worn like an amulet, it
This stone, also called an electorus, is only found in the helps the wearer see through lies and illusions; the wearer
gizzards of a cock which does not crow. It removes discomfort gains +3 dice to all rolls to discern lies and is considered to
from whatever body part it touches. Carried in the mouth, it have Auspex 3 (or +1 to their effective Auspex if they
will remove the pains of hunger and thirst (even from a already have Auspex 3 or more) for the purposes of seeing
Cainite, meaning the carrier does not risk hunger frenzy), through illusions.
though the wearer can still die from hunger or thirst.
Touched to a wound, it removes all wound penalties. FOOL’S GOLD
Also called hephaestites, after the Greek god
CORAL Hephaestus. It appears like gold, for it shines like the sun and
Under the sea, this stone actually grows as a plant – it is quite heavy. It draws heat from non-living matter into
only becomes a stone when it is taken out of the water. itself; it can reduce a boiling cauldron to room temperature
When touched to a wound, it staunches the bleeding just by being dropped into the water. If struck hard, it will
(restoring 1 lethal health level to a mortal target). If touched release this heat strongly enough to start a fire. If gently
to the water, it calms the waves. squeezed, it will release warmth rather than heat.

25
LAPIS LAZULI and if affected by fire, the salamander hair burns like a very
bright torch that cannot be put out for an hour.
This stone is blue as the sky. It cures any disease as long
as it is carried – should the stone be lost, the disease may TOADSTONE
very well return. This can even suspend magical diseases.
These stones form inside the heads of toads. Carrying
LODESTONE one protects the wearer from all natural poisons. Swallowing
one destroys it, but cures the person of the falling sickness
This dark stone is exceptionally heavy. It draws things
(epilepsy).
that are good and sound towards it, while it pushes away
things that are bad or unsound. One can use it to test the
quality of iron, but also of other things; one must place it
within one pace of the thing being tested and roll Perception
+ Awareness, difficulty 8. If successful, the holder will be
drawn to something that is good or true or sound and be
repelled by something that is not. This can test a ship’s
seaworthiness, an animal’s loyalty, a lover’s faithfulness, etc.

MOONSTONE
This stone looks like the full moon and is not found in
the earth, but inside the head of those animals that come out
under the full moon, such as crabs, toads and turtles. It only
functions when the full moon shines in the sky. When this is
the case and someone puts the stone under their tongue,
they begin to speak prophecy.

ONYX
This stone is the darkest black, sometimes banded with
white, and is often found in places that are connected to the
afterlife or Hell itself. Anyone gripping the stone will be TOPAZ
assaulted by feelings of sorrow and terror and will vocally
lash out against their companions. This can only be resisted This stone is of clear green or yellow color and has the
power to calm that which is touches. It may calm the wind
with a Conscience/Conviction roll, difficulty 7.
in the immediate area, calm the waves around a boat or a
OPAL ship, or calm tempers; granting anyone who has failed a Self-
Control/Instincts or Courage roll a new roll with one
This stone shines with numerous brilliant colors and
automatic success.
anyone who sees it will be distracted by its beauty, blind to
anything else. As long as the stone is visible, those who can
see it suffer -3 dice on all Alertness rolls to notice anything
METALS
else. Two special metals are worth a mention in this section.

QUARTZ ADAMANT
The stone appears as a small pebble, cool to the touch The metal of Olympus. Only the gods could forge this
and pure white. It is made of mountain ice that has not metal, which is completely unbreakable. The chains that
melted for over a hundred years and now, it cannot be held Prometheus were made of Adamant.
affected by even the hottest fire. Carrying the stone also
cools tempers; anyone carrying it gets +2 dice to all Self- ORICHALCUM
Control/Instincts rolls. According to some writers, including Plato, this was a
metal used in lost Atlantis. It is said to be as beautiful and
SALAMANDER HAIRS valuable as gold, as strong as steel and as easy to work as
Called asbestos in Latin, this fine, soft stone does not bronze.
come from the earth but from the salamander. It draws fire to
it and then burns with that fire, without harming the bearer.
Anyone carrying salamander hairs gain +2 dice to soak fire

Dark Myth and Legend

26
PLANTS HOUSELEEK
This plant originally grew in rocks, but has been

Most of these plants are naturally occurring, though transplanted to grow upon the roofs of houses as well, hence
recognizing their power is the realm of Hearth the name. The plant never dies of natural means, no matter
Wisdom. the coldness of winter or the lack of water (though without
water, it will not grow in size either). Anyone who eats it
will instantly be cured of any poison, no matter how potent.
AGLAOPHOTIS In addition, anyone who eats the plant during a day can
subsist on poor food and water for that day alone. Anyone
This plant is related to the peony blossom. It wards off
who eats it with adequate food and drink will have their
demons, witchcraft and fever; the wearer gains +3 dice to
passions inflamed, gaining +1 die to all Courage rolls, but -1
resist any fever disease, any hostile magic and the power of
die to all Self-Control rolls. In addition, eating the plant
the infernal.
along with sufficient sustenance makes the eater
BASTARD BALM exceptionally fertile. No known method exists to make the
houseleek affect Cainites.
This plant has small, pink-white flowers and draws to it
the beasts that man has made to serve him, such as bees, HUNGRY GRASS
cattle and dogs. Even wild animals of this type will act docile
Some say these patches of grass are planted by fairies,
in the presence of someone carrying this plant.
others that they grow where an unshriven corpse is denied a
CHECKERLILY Christian burial. Anyone who walks through hungry grass is
cursed with insatiable hunger. Some legends say it is only
This plant bears a flower like a serpent’s head. While
while walking through the grass, others that it is perpetual,
growing, the plant attracts all serpents in the immediate
only to be removed by magic. As bad as it is for mortals, it is
area. If the plant is powdered and the powder burned, those
worse for Cainites; no matter how full their Blood Pool is,
who inhale the fumes will see visions of snakes all around
they always feel and act as if it is only at 1 (unless it is
them.
empty).
CINQUEFOIL LILY OF THE VALLEY
This low-growing and far-spreading plant gains its name
The small plant grows pretty, bell-like flowers in the
from its leaves, which look like the hand of a man, with five
spring. Any mortal who carries it will never grow tired and
fingers. Anyone who wears it becomes extremely persuasive,
cannot sleep, though their body will certainly be fatigued
gaining +3 dice to all social rolls to persuade or lead.
after a while. Cainites still sleep during the day, but get +1
FERN FLOWER die to rolls to awaken during the day (see page 336 of
DA:V20).
This plant is found in Eastern Europe and blossoms only
on the summer solstice. It is guarded by evil spirits, but MOLY
should someone defeat these spirits and pluck the flower
Odysseus carried this plant, a variation of the snowdrop,
while it blooms, they will experience great fortune. Over the
to protect himself from the magic of Circe when he went to
coming month, they will receive three extra background dots
rescue his companions. Carrying this plant gives the wearer
through sheer luck.
+1 die to resist hostile magics and makes him immune to any
HENBANE supernatural attempts to alter his shape, such as Vicissitude.
This herb carries a fruit in the shape of a pair of jaws and MONK’S HOOD
is poisonous, even though its taste is sweet and pleasing.
This plant has beautiful, purple flowers. If properly
Anyone who carries it on their person secretly, gains +1 die
prepared, anyone who ingests it will be given great strength
to all social rolls to impress others.
(equal to activated Potence 2) for a scene. Then, he will
HOUND’S TONGUE suffer 2 levels of unsoakable bashing damage as he convulses
and raves wildly for several minutes. After this comes a
This herb blooms with deep purple flowers. It attracts
death-like stillness, during which the victim is fully aware.
dogs and any dog that smells the flower loses its bark until
This lasts for a full day and then the person recovers. There
the sun next sets or rises.
is no known way for monk’s hood to affect Cainites.

27
power and so, herbalists looking for the plant must use
specially trained animals.

SILPHIUM
This was one of the premier medicinal plants of the
ancient world. It came from the city of Cyrene in Northern
Africa and trading the plant was so vital to the city that it
appeared on its coins. Sadly, knowledge of where to find the
plant and how to harvest it has been lost to the ages.
However, were it to be rediscovered, it could be used to
create the most potent medicines, curing all manner of
illness and complaint.

MOONFLOWER
This plant grows in places of waste, such as middens, SUNFLOWER
and only blooms under the moon. If ground up and treated As the name suggests, this bright yellow plant is the
correctly (a well-known procedure involving an extended herb of the sun. Anyone carrying a sunflower on them while
Intelligence + Hearth Wisdom roll, difficulty 6, requiring 5 sleeping will dream of those who have done them harm,
successes, with each roll representing half an hour’s work), it even if they do not know about the harm done. The wearer
creates a paste that can be applied to a person’s eyes. That also gains +1 die to all social rolls to persuade others not to
person can then see in darkness and his eyes shine like the harm them.
beasts that run beneath the moon; this is equivalent to Eyes
of the Beast (Protean 1). VALERIAN
This plant bears many small flowers of delicate pink and
NARCISSUS white. Anyone eating this herb, either on its own or in food,
This flower grows in the Mediterranean regions and will find any negative emotions (anger, hatred, jealousy,
lands just to the north, at the gates to faerie places. The etc.) to be calmed completely. If Cainites drink the blood of
white flowers have a pleasant smell and may protect against anyone under the effect of Valerian, they gain +1 die to their
magic when in bloom. If planted as the door of a dwelling, it next Self-Control/Instincts roll.
protects the room just beyond the door; no Necromancy,
Thaumaturgy, or other magic may affect it from outside as VERBENA
long as the plant blooms. Anyone who carries this plant is protected by either a
ghost or a spirit of the air. However, unless the bearer is a
PENNYROYAL child or a woman, the plant will lose its power within a
This small plant grows close to the ground and has a week. The spirit of protection prevents the wearer from
very strong smell. Any person or beast who eats it will being touched or possessed by infernal beings. If given to
become barren for a season. Any person or animal who someone who is already possessed, the demon will be cast
deeply inhales the scent of pennyroyal will fall over as if dead out.
unless they make a Stamina roll, difficulty 8. This state only
lasts a few minutes, though. NINE HERBS CHARM
This charm is put together with nine different herbs;
RASKOVNIK mugwort, cockspur grass, lamb's cress, plantain, mayweed,
This four-leafed plant grows in Eastern Europe. It has nettle, crab-apple, thyme and fennel. If correctly
the power to open anything that is closed or locked if constructed, it cures all poisons and infections in the person
touched to it. However, no person can recognize the plant; it is touched to, no matter how potent.
only beasts that burrow or live beneath the ground has the
Dark Myth and Legend

28
There is an animal called the beaver,
which is extremely gentle; its testicles are
highly suitable for medicine. Physiologus
says of it that, when it knows that a
hunter is pursuing it, it bites off its
testicles and throws them in the hunter's
face and, taking flight, escapes.
— The Aberdeen Bestiary

Cainites are not the only supernatural creatures to


walk the Dark Medieval world and their Disciplines
not the only magic. Mortals know of great items of
power and plants with curious effects.

Inside, you’ll find:


• A list of legendary weapons, armors and items.
• A bestiary of mythological creatures
• Descriptions of plants and minerals with
supernatural properties.

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