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Nightborn Entitlement: Nocturne

Nocturne: Powers of Darkness
[p][/p][p]“IT’S possible for man to defend himself against threats from the outside, but those dangers that come from within—from man himself—are far more difficult to keep at bay.”[/p][p]―  Powers of Darkness: The Lost Version of Dracula[/p][p][/p][p] Nocturne is the Nightborn Entitlement concerning the Powers of Darkness. The Nightborn Lineage with Nocturne in the Inheritance are the Marra, Draugr, Orlok, and Carmilla. Nocturne’s Legacies are Metamorphosis, Umbra, and Malediction, Nocturne’s Magic.[/p][p][/p][h3]Metamorphosis [/h3][p] Metamorphosis changes the shape of the Nightborn who uses its powers. Nightborn scholars theorize Metamorphosis actually reveals the truth of a Vampire’s nature, rather than hiding it. The bestial monster this power of darkness shifts its user into is the purest from of Vampirism, in this theory.[/p]
  1. [p]Beast Within – Heightens the Vampire’s senses, allowing them to see the world with the world as an apex predator.[/p]
  2. [p]Partial Change – The Vampire starts to change enough that their fangs extend, they sprout razor sharp claws, and they appear feral.[/p]
  3. [p]Wolf Skin – Falling to all fours, the Vampire may run faster, hide easier, and has a devastating bite attack.[/p]
  4. [p]Giant Bat – Sprouting wings, the Vampire now has a limited-clumsy flight. Bite attacks now drain a little blood from living victims.[/p]
  5. [p]Gargoyle Form – The ultimate expression of Metamorphosis; Skin hardens defensively and claws sharpen cutting through armor like butter.[/p]
[p][/p][h3]Umbra[/h3][p] Umbra is control of shadows, stealth, and the night. A Nightborn’s shadow is an extension of the self, becoming part of their body, not merely the light they block. Manipulating shadows may help the Vampire not be seen or they may solidify shadow to harm their enemies.[/p]
  1. [p]Fade – Obscure the Nightborn making it difficult for other to see them as long as they remain in shadow.[/p]
  2. [p]Shadowgrip – Trip a target with their own solidified shadow or activate a switch near shadow as if you used your hand.[/p]
  3. [p]Slink – Bring shadows with you wherever you go, allowing you to sneak in areas where you otherwise would be easily spotted.[/p]
  4. [p]Vanish – Completely obscure yourself temporarily, making even enemies looking right at you lose track as if you were not there.[/p]
  5. [p]Shadowstep – Travel at the speed of darkness, effectively teleporting from shadow to shadow.[/p]
[p][/p][h3]Malediction[/h3][p] Malediction is Nocturne’s Magical Legacy. Magical Legacies require both blood costs and consume a spell component item. Malediction’s spell component is the Effigy Doll. Malediction spells are Curses, Hexes, and Inflict Disease & Poison. Malediction is sometimes referred to as The Dark Arts.[/p]
  1. [p]Weaken – The Cursed target take more damage  from attacks and may become breakable.[/p]
  2. [p]Sicken – The Cursed target because nauseated occasionally become stunned especially when hit. Sicken may spread to enemies near a stunned Cursed target.[/p]
  3. [p]Poison – The Cursed target gains the Poisoned status, any regeneration stops and they rapidly take damage as the poison runs it course. Feeding from a poisoned target spread the poison.[/p]
  4. [p]Mark – All will see the Cursed target as an enemy and attack them until the Mark is removed by wearing off or purged with magic.[/p]
  5. [p]Pestilence – All present become Cursed with a highly contagious disease that periodically stuns and does light damage until it runs its course or is somehow purged.[/p]

Nightborn Demo Dialogue Preview

[p][/p][previewyoutube][/previewyoutube][p]Dialogue is a core gameplay mechanic in Nightborn, as the game is a narrative-driven roleplaying game.

In the video above, you can see a sample of the dynamic dialogue system, which will be used to further quest objectives, learn world lore, uncover mysteries, purchase goods from merchants, and establish relationships.

In the Nightborn Demo, you will be looking for a Nightborn Vampire captured by monster hunters. Watch the video to learn about how the dialogue system works, the options you have, the powers you may use in dialogue, and how choices will change character mood. [/p]

Nightborn Lineage: Lamia

[p]Dealing in Werewolf blood was always a risk. Sabine eyed the merchant-of-the-arcane in front of her. The woman was clearly sizing Sabine up.[/p][p]“Ten thousand cash, the artifacts we discussed, and you owe me a favor… a big favor,” the seller demanded. The vial flashed in her palm for a moment before she tucked it back into a sack.[/p][p]Sabine was not impressed. “A favor is not given lightly in our market and a big favor is too rich for that blood,” she smirked then continued, “not that you expected me to agree to your terms. Interesting tactic, trying to goad me, insult me to get the mark off her game.”[/p][p]The jig was up. The liar toss her belongings, and the vial cracked, leaking mundane human blood onto the cobblestones. “What gave me away?”, the question turned into a growl as the woman become a hulking Werewolf.[/p][p]“I’ve been in this business for a long time, and no one has been this eager to deal with the Lamia,” Sabine explained as she casually stepped onto the only exposed patch of dirt.[/p][p]The Lycanthrope lunged at her with ferocious claws and snarling jaws powerful enough to tear a car in twain. Or at least that’s what the creature would have done, had she not been bound in place with arcane runes. Surprise was oddly recognizable across her wolfen face.[/p][p]As Sabine sank into the earth to safety, she revealed what would happen next, “I’m the one who earned a favor today. I believe you are already acquainted with these hunters.” The ground winked, then the shooting started.
[/p][p]“Left to herself, the serpent now began[/p][p]  To change; her elfin blood in madness ran,[/p][p]  Her mouth foam'd, and the grass, therewith besprent,[/p][p]  Wither'd at dew so sweet and virulent;”[/p][p]― John Keats, Lamia
[/p][p]The Lamia Lineage is known most for trafficking with Supernatural creatures other than Vampires, which is considered a risky prospect by Nightborn Society. Lamia Nightborn always have a scheme in the works, complete with a plan, collaborators, and at least a few betrayals.[/p][p]Lamia are often sly, fearless, and keen to work as intermediaries, especially for profit.[/p][p]Lamia are merchants, diplomats, and  explorers, though other Nightborn whisper about the Faustian bargains they strike with Demons and Fae. The Gothic Setting of Nightborn has a big world, a world as big as our own. Lamia see keeping only to their own kind as a waste of potential and resources. As they explain it, while other fear the unknown, they will experience all the unknown so that they may be feared.[/p][p]
Lamia
 Entitlements are Carnal, Power over Flesh, and Dominion, Power over Nature.[/p][p]The Carnal tree includes physical powers, such as Inhuman Endurance or the Strength to bust through a wall, power over Temptation and Social Influence, and Blood Magic.[/p][p]The Dominion tree includes defensive powers, such as Hardening the Body or Discorporating into Mist, control over Animals and the Land, and Elemental Magic.[/p][p]
The Lamia of the New Orleans Vampire Court rarely support any political faction, focusing instead on the other Supernatural Creatures. Some Lamia join the Orthodoxy faction to combat the horrors from beyond.[/p][p]They are often appointed to diplomatic roles or tasked with trade negotiations due to both their expertise and politically neutral stance.[/p][p] Most Lineages have distant or strained relationships with the Lamia. An exception to this is when the Lamia pledges to the Orthodoxy such as the contingent in New Orleans' The French Quarter. In that case, they are highly valued by the Marra and Draugr for their knowledge of the Supernatural, and highly reviled by the Ruthven and Bruxo, who accuse them of working with devils.[/p][p]Orloks make it a point to meet with Lamia to establish boundaries regarding business pursuits, hoping to avoid open conflict between Lineages. The agreement is simple: Lamia may trade outside the city, but within New Orleans they work only with Orlok-owned fronts.[/p][p]
The Lamia Lineage symbol is a Snake wrapped around a Human Skull.[/p][p] [/p]

Nightborn Demo UI

[p][/p][p]
Above is a screenshot in-engine of Nightborn's Demo with numbered labels keyed to the explainers below.

Nightborn is an RPG, with deep lore, various combat, puzzle, dialogue, stealth, and magic systems. The in-game interface is a utility to communicate these features and current states with the intent to inform the player of their options. [/p][h2]
1. Location Types[/h2][p][/p][p]In the world of Nightborn, there are different location types which inform the player what to expect from the encounters in that area. [/p][p][/p][p] A Sanctuary is a location where combat is forbidden by magic or strict social graces. There are areas where Supernatural beings have agreed to treat as neutral ground for their dealings. Goblin Markets of the Fae, Underworld Nightclubs, and Nightborn Courts are some of the places you may fund under a Sanctuary spell.

Public Areas are where you will encounter most mortals. Nightborn are generally expected to behave themselves here, but a little violence is forgivable, especially if one cleans up after themselves. Too much naughtiness will bring the ire of the Mortal Authorities, Vampire Hunters, or a Nightborn Enforcers depending on the severity. Keeping a low profile and just doing your business is expected of Vampires if they way to maintain good standing in Nightborn Society. Most of the Hubs in the main Nightborn game are Public Areas.

Combat Zones are locations which are occupied by already hostile entities. Most beings encountered in a Combat Zone will attack your character on sight. Surviving a Combat Zone requires being well armed, slick and stealthy, and/or supernaturally empowered. Killing in a Combat Zone does not have any repercussions with Hunter attention, as the Hunters either hunt what occupies the zone or the zone is occupied by Hunters. There may be benefits to being undetected in these areas, however.

Holy Ground is the opposite of a Sanctuary. This location is actively hostile to Nightborn. Vampires are weakened when in this location and there may be additional further harmful effects unique to each Holy Ground. Hunters like to make bases of operation on Holy Ground for this reason. It is harder to remain stealthy or in disguise on Holy Ground, but not impossible.
[/p][h2]2. Stat Bars[/h2][p][/p][p] There are three Stat Bars.

The top blue bar displays Health. Vampires have an innate slow regeneration. Health is restored upon feeding. Faster Health Regeneration, an increased Health Bar, Damage Reduction, and Fast Healing are all effects from various Nightborn Legacy Powers.

The middle red bar display Blood. Blood is what fuels a Nightborn's Legacy Powers. Blood is restored upon feeding. Blood regeneration, an increased Blood Bar, Blood Cost Reductions, and Blood Bar Restoration are all effect from various Nightborn Legacy Powers.

The bottom purple bar displays Passion. Passion starts a zero and ramps up from various stimuli such as getting hit, being seduced (wanted or otherwise), or failing at a puzzle. Passion represents the character's Temper, Ambition, Fear, Desire, and other strong emotions. When this bar hits its threshold the character may go berserk and the player temporarily loses control. Vampires are deeply emotional beings who feel much stronger than mortals, and this becomes hard to contain. There are ways to spec a character to dampen Passion gain to achieve a cold and unyielding heart. There are also ways to spec into Passion to use it as a resource to enhance Powers and optionally lean into the boosted Berserk state.
[/p][h2]3. Equipped Weapons[/h2][p][/p][p]While Nightborn characters do have an inventory, they may only carry on melee weapon and one ranged weapon at a time. Vendors will happily sell your character weapons and ammo. The keyboard number buttons toggle which weapon is equipped. 1 toggles unarmed, 2 toggles melee, and 3 toggles ranged. Left clicking the mouse initiates an attack.[/p][p][/p][p] The basic unarmed state with no weapon equipped. Nightborn are quite strong, so combat with fists are no joke. Monstrous claws and other Metamorphosis forms also count as unarmed combat.

[/p][p] Melee weapons such as a simple knife will do additional damage in combat. Other melee weapons include baseball bats, axes, and swords. Vampires are much stronger than mortals, so non-enchanted weapons may break under the stress of their impacts. [/p][p][/p][p] Ranged weapons require ammo. The top numbers show how much ammo is loaded / the max ammo number that can be loaded. Under that, it shows the ammo number in the inventory which is not loaded in the weapon. While ammo can be found on enemies using that type of ammo, ammo is not often found in the world as loot. The R key reloads a ranged weapon.
[/p][h2]4. Legacy Powers[/h2][p][/p][p]The Nightborn Demo will launch with only the Legacy Power under the Nightborn Entitlement of Carnality. The Carnality Legacies are Brutality, Glamour, and Blood Magic. All Entitlements have three Legacies, one of which is a Magic Legacy. All Vampire Powers cost Blood to use. Magic Powers tend to be more powerful than other Legacy Powers, but require Blood and additionally consume a spell component from you inventory, kind of like a Magical Ammo. The Mouse Scroll switches between powers that have been purchased via experience points. Right-clicking the mouse initiates the active Legacy Power.

Brawn is the starting Legacy Power in the Brutality tree. Activating Brawn imbues the player character with physical might, making their muscles bulge and their expression fierce. While in this state, their dialogue Intimidation is increased and their unarmed and melee strikes are greatly enhanced.

Charm is the starting Legacy Power in the Glamour tree. Charming in dialogue makes the target treat the player character like a friend, opening conversation possibilities. When used outside of dialogue, Charm makes the target stop what they are doing to stare at the player character for a few second. The more powerful the target, the less Charm effects them.

Syphon is the starting Legacy Power in the Blood Magic tree. The Syphon spell requires a Crimson Candle, made from virgin blood, in order to cast. Spell components may be found in the domains of those that traffic in magic, including being sold in Magic Shops. The number of the corresponding components will be displayed next to the component's symbol. Without a component, the spell may not be cast. Syphon will drain all the blood out of a target at a range. This is an instant kill when used against a mortal and will damage and temporarily disable the powers of Supernatural targets. Syphon may be used to extract information based on context and clever application. Nightborn Magic is often more versatile than expected.[/p]

Ravenous Hunger: The Werewolves of Nightborn

[h2]Fangs & Fury[/h2][p][/p][p]We are Animals. Some of us are closer to their primal nature than others. Then there are those who have more in common with the monsters in the dark than those who cling to the light.

Werewolves and Therianthropes (Werecreatures of any animal affinity) have existed in myth and legend as far back as humanity had myth and legend. They have existed since before the invention of the written word and possibly co-existed with us since the evolution of homo sapiens.

Humans have a Primal Fear of vicious beasts, somethings left behind by our ancestors when they would huddle near a fire to escape the darkness. And yet, we all share a connection to the natural world and some of use even feel a deeper connection to the supernatural where humanity meets instinct and we can hear the howl of the wolf inside of us.

There are those who walk among use whose inner beast has been unleashed. These protean creatures go by many names and have been rarely understood, as their Origins are nearly as varied as the forms they take.[/p][p] [/p][h2]Bestial Origins[/h2][p][/p][p]Not all Werefolk change into wolves, though that is a common expression of a shapechanger’s existence. Technically, Werewolves are not shaping their form into wolves (Canis Lupus), but rather expressing long dormant genetic memory as interpreted via one form of magic or another as a true incarnation of uncompromising fear and primal dread. This means, while a shifter can appear to be an imposing hybrid human-wolf, -feline, -alligator, etc. none of the species they appear to emulate actually match the characteristics of a real species, at least not as cataloged by modern science.

There are multiple ways someone may become a Lycanthrope, and some of the more common ways are as follows:[/p][p]Loup-Garou – Once bitten and put through the fever trial, which if they survive, they join the pack as a full-fledged member. This Origin behaves like a supernatural disease passed on via body fluids which only the strongest survive.[/p][p]Chimera – Cursed by a being of immense power and otherworldly mien, such as a Fae, Old God, or Eldritch Entity. Chimera must spend their lifetime in restitution for violating some ancient law or arcane slight.[/p][p]Ravenous – Those who committed atrocities against humanity yet were never punished may awaken the Beast inside without supernatural assistance. They are rewarded with insatiable hunger and unending pain.[/p][p]Ridden – The Beast rides these unfortunate souls who are possessed by an entity which uses them to wreak havoc on the corporeal world. Many Ridden seek a balance and accord with their rider, lest they be torn apart.[/p][p]Therians – Magicians who have found a ritual using claws and fang of animals to scar their flesh and unlock the Beast, in a possibly misguided quest for power.
[/p][h2]Insatiable Hunger[/h2][p][/p][p]One characteristic all Werefolk have is a taste for Human Flesh. Cannibalism is the only way they fuel their powers and without it, they lose control, killing indiscriminately or eating parts of their own body if nothing else is available.

This Hunger can be quelled with raw Animal Flesh, but this is not very effective and requires vast quantities. Many packs seek alternative ways to meet their dietary needs, so graverobbing and other similar methods are common.

Eating Human Flesh powers up the Werefolk. Each Origin has affinity for a different suit of powers. Lamia Nightborn scholars have recorded the following Werefolk Powers from their research and dealing with the Changers: [/p][p]Wyld – Powers over Nature, the Land, and Animals.[/p][p]Warp – Powers over Size, Proportion, and Teleportation.[/p][p]Weal – Powers over Shifting, Mimicry, and Additional Forms.[/p][p]Wyrd – Powers over Elements, Energy, and Weather.[/p][p]Woe – Powers over the Underworld, Emotion, and Death. [/p][h2]Internal Conflicts[/h2][p]
The most common Lycanthrope Origin in Nightborn’s New Orleans is the Loup-Garou, who have several packs in and around the city. They have been in Louisiana since before the land was given that name and consider New Orleans their territory. The Loup-Garou of New Orleans take the form of the Wolf to show solidarity to their Pack.

Chimera Werefolk have also held a majority of New Orleans in the past. There are rumors they may be challenging the Loup-Garou for dominance of the city, once again. Many Chimera have been created by the Primal Spirits of the Land, bolstering their numbers and making them a threat. New Orleans is a hub for the Supernatural in trade and magic, thus it is highly valued, and the crown jewel of the American South. The Chimera of New Orleans may take many forms, though the shape of Alligators, Sharks, and Spiders may be favored.

Therians never had a majority hold of New Orleans and usually try to stay out of the power struggle between the Loup-Garou and the Chimera. They do often try to get permission to operate in the city to confer notes and exchange knowledge with the large Witch and Wizard communities the city also houses. Therians in New Orleans take many shapes, but Wolves, Bears, and Wild Cats are most adopted.

Both the Ravenous and Ridden don’t have a foothold in New Orleans, but that does not mean they don’t end up there or find themselves on one side or another of the conflict, serving as mercenaries. Since there are not many of them in New Orleans, no one form is common.[/p][p] [/p][h2]External Relations[/h2][p][/p][p]Nightborn and Werefolk have been known to go to War over territory throughout the ages. Both Supernaturals tend to step on each other’s toes when it comes to resources, meaning human blood and flesh.

In New Orleans, Nightborn have had to defend The Arts-Warehouse District and The Central Business District from Loup-Garou and Chimera incursions, depending which group was dominate at the time.

The Lamia Nightborn were able to strike a deal with the Lycanthropes where The French Quarter would be neutral ground for all parties, Marigny, Bywater, and Gentilly will be the Werefolk hunting ground, while the Arts/Warehouse, Downtown, and Garden Districts would be left to the Nightborn. No Nightborn faction has officially recognized this agreement, yet these terms are tacitly accepted by most simply to avoid carnage in the streets.

Werecreatures and Faeries have a love-hate history, sometimes the greatest of foes and other times the best of allies. In modern New Orleans, the Unseelie Fae trade and deal with both the Loup-Garou and the Chimera, while the Seelie don’t want to be involved in their conflict even during quiet periods.

Lycanthropes will occasionally hunt Cryptids, both for sport and to eliminate a competitor for Human meat. Some of the more cunning Cryptids hunt their hunters, presumably for the same reasons.

Therians have been known to maintain relationships with Witches and Wizards. For this reason alone, most other Origins are wary of Sorcerers, as they don’t understand their powers or why Therians would choose their condition over less cannibalistic forms of magic. Magic Wards do keep Werefolk at bay, yet those who have sampled Wizard flesh say it is most exquisite.

There is still a lot the Nightborn do not know about the Werecreatures and Therianthropes. Nightborn scholars still debate what information they think they know if it is fact or fiction. Lycans are such Mercurial creatures their lore is difficult to document.

[/p]