I decided to open this space to share the drawings I've made in the last few years, mainly focused on the Vampire The Masquerade RPG campaign, which I'm currently playing with my friends.
This campaign has been a wellspring of creativity for me, ignited by the enthralling narratives of the game and the camaraderie with my friends. Now, I'm thrilled to extend this creative journey to you, inviting you to explore the intricate plotlines and vibrant characters that have brought me immense joy over time.
Each artwork I present will be accompanied by detailed character descriptions and story insights. However, I encourage your curiosity and welcome questions in the designated section if you wish to delve deeper into this immersive universe.
To kick things off, let's start with a brief introduction to the captivating realm of Vampire: The Masquerade. Conceived by Mark Rein-Hagen in 1991, this gothic RPG transports players to a shadowy world where vampires battle for supremacy and survival. Themes of morality, immortality, and the eternal struggle between good and evil are woven into its fabric.
Vampire: The Masquerade is a pivotal part of the expansive World of Darkness, a fictional universe crafted by White Wolf Publishing in 1991. This expansive realm encompasses various settings like Werewolf: The Apocalypse and Mage: The Ascension, delving into the interplay between humans and supernatural beings. Notably, this universe is characterized by its dark and authentic backdrop, where characters confront their inner demons and grapple with profound moral choices.
Before we embark further, a few critical points must be addressed. The narratives I illustrate may touch upon sensitive topics and include instances of violence, as well as characters navigating morally ambiguous territories. While there are virtuous and uplifting characters, the overarching tone of the setting leans toward darkness, decadence, and tragedy. As such, characters often emerge as intricate figures with both negative and complex traits. It's important to note that no depiction is endorsed or justified – some content might allude to acts of cruelty, including torture and sexual assault. If these themes are distressing to you, I advise you to proceed with caution.
The narrative unfurls in 2013 as a fledgling group of vampires, known as a Coterie, rebels against London's reigning Prince. This rebellion results in the establishment of an independent domain, reshaping the dynamics of power in the city. Amidst whispers of an impending apocalypse (The Gehenna) and its prophetic omens, characters like Danya Vetranov, Luc Gossens, Nathan Black, and Elizabeth de Lacy set foot on a path they are yet to comprehend fully.
Allow me to introduce you to the key players in this intricate saga. Danya Vetranov, hailing from the Ravnos clan, arrives in London with her circus, accompanied by Luc Gossens of the Bruja clan. As the story unfolds, they cross paths with Elizabeth De Lacy, a Ventrue clan member, and Nate Black, another Bruja. Together, they strive to forge a harmonious coexistence between humans and vampires, a stark contrast to the prevailing exploitation and predation of humans. Simultaneously, their quest for a tranquil vampire existence encounters relentless challenges – from other vampires' machinations to the enigmatic force of Gehenna.
Their journey forces them to confront not just external ancient evils, but also enigmatic biblical forces and their own inner darkness. Despite starting as allies, the characters' paths might diverge into adversaries at any juncture. Their responses to the Gehenna differ: Luc embraces a path of violence and vengeance; Danya seeks redemption and transformation for even the most malevolent vampires; Elizabeth aspires to political supremacy while mediating between extremes; Nate's actions oscillate between cruelty and kindness, firmly grounded in his friends' ideals.
Before delving deeper, some groundwork is necessary. Vampire: The Masquerade immerses players in a dark, gothic universe where they embody vampires. This alternative reality intertwines vampires' existence with the mortal world. Players select a clan for their character, each with unique skills that directly impact gameplay. Crafting your vampire's attributes, powers, and personality becomes paramount.
Embedded in this world are essential rules, with La Masquerade taking center stage. This doctrine mandates that vampires keep their true nature concealed from humans, warding off potential persecution. This adherence is pivotal to avoid inviting unwanted attention and the wrath of humanity.
The pivotal element of Clan Warfare propels the game's political intrigue. Vampires vie for power, influence, and advantage, spawning alliances and betrayals that amplify the tension and complexity.
Within this mesmerizing realm of darkness and drama, I hope to offer you a captivating glimpse into my artistic odyssey. Thank you for joining me on this journey, and I genuinely appreciate your interest and presence here!
And we started playing Curse of Strahd today. Noted, it was the first time I have ever run a module. I usually run homebrew oneshots and mini-campaigns, but I have to say I am already incredibly excited for this.
My party is a band of three humans (a wizard, a druid, and a cleric), a hill dwarf druid, and a lizard folk monk fighter multiclass. And, they all chose to make their characters LGBTQ men. Not a single straight guy, or female in the bunch.
First session in and I have already given the ex-dictator lizard four bottles of free wine, the greasy wizard has two new books of spells and a sticky black cursed orb, the dwarf nearly had a panic attack several times but came out of Lady Morwen’s house with several books on elves, oh and my lovely cleric has a bag full of jewels. That...they rolled incredibly low insight on what it is made of. He thinks it’s gold.
Lady Morwen’s head of security, a butch lesbian NPC my party immediately fell in love with took them to the Vistani encampment that was just outside Daggerford. The ex-dictator lizard was half tempted to agree to drink some of their liquor, but the cleric stopped him, claiming that they “needed to see the others drink from it first”. They eventually did agree to speak with Madam Eva, though there were several sad groans about the fact they couldn’t commit arson and burn down the wagons of the Vistani.
Too bad they convinced Nick, their beloved NPC, to make sure they made it safely to Madame Eva.