Raven's Grove by Night Wiki

Raven's Grove by Night is an Original World of Darkness role-playing game created by the brilliant minds of the Chateau Family. The characters are various supernatural creatures that have come to the haunted and morose metropolis of Raven's Grove, out of a desperate need for protection and defense.

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The Story
An excerpt from the diary of Rachel Shaw:

October 31.

Halloween. A time for the child in all of us to celebrate those things that go bump in the night, to indulge our desire for the mystical and the macabre, when the midnight hours ring with the screams, howls, and laughter in joy of pretending to be what one is not. A night to be celebrated, but not for us. Not any more.

Our long dark winter began when the Technocracy unleashed a global pandemic meant to target and destroy for once and for all the formidable creatures of the paranormal and the supernatural. It struck among the Traditions first. Mages casting even the most innocuous of coincidental rotes were crushed under the frozen wheels of paradox. Among the Garou it unleashed their uncontrollable savagery and they turned upon one another and their shape-shifting kin, rending and tearing and biting until their minds, spirits, and bodies broke. The Fae gave in to a tormenting despair and faded into the mists and yawning graves of mediocrity and banality and faded away. The Kindred, for millennia thought to be immune to all manner of terrestrial disease and sickness burned where they stood. Even the dead, the wraiths of those long gone and recently dead both were vaporized when Oblivion swelled uncontrollably past its infernal boarders and took entire necropoli away in an instant.

On the heels of the pandemic came the armies of darkness whom had survived the pandemic, swarming from city to city to destroy any survivors. Black Spiral Dancers and their Wyrm infested allies deposed caerns and places of natural beauty. Specters howled through streets never again to know a peaceful night, the Nephandi and the Infernal rose to take their place as monarchs of this new horrid kingdom. Even here in Raven's Grove, the last bastion for supernaturals on the East Coast came Sarlo and his Sabbat army to lay siege, and siege it still they do.

To the astonishment of all, it was humanity itself whom saved us. The Camarilla and its newly struck allies sacrificed everything to keep the general populations blissfully unaware and ignorant of the pandemic, as it was not meant for them. Because human beings remained unaware of our existence they did not relinquish their belief in monsters, magic, and the paranormal. Consensual reality stretched to the very point of breaking and then snapped back, unleashing a second hell; but a hell that was a divine retribution against those whom spun and rejoiced in the pandemic.

The pandemic is gone but the damage remains. Millions have been lost. Here in Maine, only Raven's Grove had more than a handful of survivors and out of a desperate need for safety, protection, and defense we creatures whom have been for countless years enemies now find ourselves in mixed chantries and covens, where Kindred, Garou, Mage, Wraith, and Changeling come together to table. Reality is resetting, and we are growing. We are becoming strong again. But one wonders, will we be strong enough--any of us--really strong enough to survive this winter with no end in sight?

The Neighborhoods
The whole of Raven's Grove is divided into eight neighborhoods, often called tracts by the locals. Presented here is brief information. The name of the neighborhood is a link to the master page.

White Castle is one of the ritzier, more-expensive communities within Raven's Grove. Situated along the shoreline of the grand Atlantic Ocean, the median income for White Castle is $130,000. It's a politically-charged neighborhood, where it is common for Conservatives, Liberals, and Third-Party members to duke it out on political platforms. In White Castle, the wealthy and famous hold hands with the trappings of material wealth and ostentation. White Castle is an Essa neighborhood.

Nightfall Terrace is the crumbling, ancient historical tract of Raven's Grove. It is said that while Nightfall Terrace has many old and hidden secrets and treasures, it is the most haunted neighborhood of the entire city. Nightfall Terrace is an Essa neighborhood.

Glastonbury Downs is a pure tourist trap neighborhood. The Downs are modeled after a quaint British town and is celebrated for its authenticity and the pride of its mostly English, Irish, and Scot residents.

DenovoTokyo is designed for the delight and peace of mind for its mostly-Asian population of expat Japanese, Chinese, and Koreans. It matches the frantic, neon-fast pace of life of Tokyo of Japan.

Silver Ash is a neighborhood known for its tragic history, where those accused of witchcraft were hanged until dead. The neighborhood still carries a sense of the foreboding.

Venus is the largest of Raven's Grove's neighborhoods and the seat of the city government. Here on will find the Mayor's office, City Hall, the City Council offices, and the local prison.

Verdant Hills is the most beautiful of Raven's Groves neighborhoods, featuring lush gardens, well-tended parks, and housing prices which are much higher than those of other neighborhoods.

Gaumont is the lost neighborhood, long since ceded to those whom live and appreciate the Goth and Emo lifestyles. It's said by the residents of other neighborhoods that Gaumont is the place where "angels lose their way."

Essa's House Rules
Naressa is the GM for Mage: the Ascension, Vampire: the Masquerade, and Wraith: the Oblivion. If you desire to play a mage, vampire, or ghost, then Essa is your GM. These house rules stand until she changes her mind about her house rules. Which can happen. Often does, actually.


 * 1) All characters will be made in accordance with the Second Edition Original World of Darkness core rulebooks because the GM thinks these are the best of the lot. Characters can be made only in accordance with the 2nd Ed. core books. Means no playing Sabbat, Specters, Risen, or the like; no playing ancient methuselahs, no playing master Mages whom can snap reality with a thought, yeah?
 * 2) Powers, skills, talents, and such from Second Edition Clanbooks, Deadbooks, and Tradition books are acceptable to apply to characters. In some cases, supplements from Third Edition will be allowed because they have some really keen stuff also.
 * 3) If you want to make things really wild and execute a perfect ninety degree left turn, players will be allowed to play ghouls, living fetters, and Mage associates. This means these characters, though fully aware of the World of Darkness, are normal human companions, spouses, lovers, etc. They do not and will not have any special magical powers or abilities.
 * 4) HUGE change to Kindred: sunlight does not destroy vampires. However, it does limit them. When inside or on a very overcast day, all vampiric Disciplines except Fortitude are lowered to 2 dots, and 2 dots maximum. When out in bright sunlight, vampires cannot access any Disciplines at all, except Fortitude which is a constant. Made this change because many of the upcoming Episodes will take place during the day and nothing is worse than having a vampire character and being forced to sit and watch the game because the vampire will burn in sunlight. I really hate leaving anyone out.
 * 5) Characters cannot pick up new Talents, Skills, Rotes, Arcanoi, or Disciplines out of the blue. They must have someone to instruct them, with the sole exception of Mages creating and testing their own new Rotes. Preferably the instructor will be another PC, because that makes for fabulous roleplay sessions. Of course, if the character has the Mentor background, the mentor will be accessible for teaching, which means fabulous roleplay sessions with ME. \o/
 * 6) Essa really hates saying no. If you want something out-of-the-box, bring a gift of lemon-flavored anything.
 * 7) Remember, Essa doesn't write about or mention anything frivolously. Everything written and described has a purpose, a secret, or a mystery for the PCs to discover.
 * 8) Click on this link for Essa's Rules of Kind for more explicit and detailed house rules for the Kindred, Mages, and Wraiths of Raven's Grove.
 * 9) Lastly, Naressa confirms in this statement that she cannot and will not overrule any decision made by Sakuryu that concerns Changelings of Werewolves.

Sakuryu's House Rules
Sakuryu is the GM for Changeling: the Dreaming and Werewolf: the Apocalypse. If you desire to play a fae or shapeshifter, Saku is your GM. These house rules stand until and unless Sakuryu changes her mind about things and scrambles them up a bit.


 * 1) Sakuryu cannot and will not override Naressa on any matter concerning Vampires, Mages, or Wraiths.
 * 2) Players may choose to play any kind of shapechangers, except extinct ones or those marked as antagonists, such as Black Spiral Dancers and Skull Pigs.
 * 3) Lupis and Metis characters require that their players have prior experience playing them.
 * 4) All characters must have a flaw. This is mandatory.
 * 5) Experience Points may only be spent at the end of a Story or during RP between Stories.