El Mago | Andalusía - Morocco | Sandbox | Tremere Mage Mafia
Vienna broke the Tremere—then Goratrix rebuilt them. Now the Concilio rules with four houses and a dangerous alliance.
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$29.99
/ Session
Details
3 players following this game
Weekly / Friday - 12:00 AM UTC
Jun 26 / Session 9
Session Duration / 3–4 hours
3 / 7 Seats Filled
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Schedule
About the adventure
House Tremere’s leadership was destroyed in a brutal raid in Vienna—an assault that did not just kill the elders, but shattered the old Tremere order. In the aftermath, the Camarilla’s promise of protection rang hollow. Tremere who survived were left with a single question: if the Camarilla could not defend its own, what was the point of loyalty? House Goratrix answered that question with action. They moved quickly, seizing the remnants of Tremere power and rebuilding it into something new. El Concilio de las Cuatro Casas was born—not as a revival, but as a replacement. Goratrix became the dominant Tremere house, and many Tremere from other houses joined them, drawn by one certainty: the Concilio offered stability where the Camarilla had failed. That shift did not go unnoticed. As the Camarilla’s influence weakened, the Tremere’s renewed structure began to feel less like an ally and more like a rival. The tension was quiet at first—just a few suspicious glances, a few guarded meetings—but it grew into a fracture that could not be repaired. And the Concilio did not rebuild alone. They formed an explicit alliance with La Nuova Alleanza, the Hecata-led confederation. The Concilio’s power is not only blood and ritual—it is also political and criminal. Their ties run deep, especially through North African networks, with the Moroccan and Tunisian Mafia acting as their shadow infrastructure. The Concilio’s strength is enforced through four houses, each a distinct engine of control: House Goratrix (Tremere) “To believe in hierarchy is to believe in order.” The architects. The system. The new center of power. House Barca (Brujah) “I am not a man who can be intimidated.” They move first, strike fast, and leave no room for resistance. House Kresnik (Tzimisce) “The sacred is not a thing, but a mode of being.” They treat territory as living, and shape it like a weapon. House Caṇḍikā (Ravnos) “The Divine Mother is the only reality.” They bind spirits, seal wards, and turn the unseen into power. Every Clan will begin with a different form of Blood Sorcery. Only the following clans are playable for this campaign: Tremere Brujah Tzimisce Ravnos As your GM, I’m a sound engineer and musician—each session is scored with original tracks and supported by custom photography to make the world feel real, dangerous, and alive.
Game style
Theater of the Mind
Roleplay Heavy
Sandbox / Open World
Realm Building
Game themes
Meet the Game Master
About me
Storyteller specializing in grounded, character-driven narratives set in hostile, morally complex worlds. My campaigns draw from organized crime dramas and psychological thrillers, set against the Western states and Northern Mexico, regions I know firsthand and build with real geographic and cultural accuracy. I primarily run Vampire: The Masquerade 5th Edition. The system rewards moral ambiguity and factional tension, and that's exactly where I like to live as a GM: long campaigns where political maneuvering matters, every choice carries weight, and the cities, families, and factions you interact with keep evolving whether you're paying attention or not. I also score my own games. Original music, in-world songs, atmospheric audio, built specifically for each table, to make the setting feel less like a backdrop and more like something with a pulse. My chronicles center on cartel politics and mafia rule across the borderlands, spanning California, Baja, Nevada, Arizona, Sonora, Texas, and Tamaulipas, with every city and rural stretch in between treated as real, lived-in territory rather than a backdrop. I've also taken the Ashirra into the spiritual battlegrounds of the Sahara and Sahel, and run Tremere-focused chronicles of esoteric mage-mafia intrigue stretching across Southern Europe and the North African Mediterranean. For players who want something faster and louder, my Cyberpunk Red campaigns pull from classic sci-fi and underground rock and roll, scored with analog modular synths and distorted guitars driving every session. Whatever the setting, I run the kind of table where your decisions actually move the story. Sessions are immersive and character-first, built for players who want a world that pushes back.
View Profile →Character creation
Creating your character
Character creation will be handled during session 0. Players are free to either choose a pre-made character, or make a original character by the vanilla VtM 5E rules. Character sheet will be created within Alchemy for easy use within the VTT. The Player's Guide and Core Rulebook is enough for the players, I can provide information on anything from the other books.
What to expect
Preparing for the session
Players will need to make a Alchemy VTT account, and a Discord Account. No purchases are necessary on either website. Once a player has joined the Alchemy room, they will be able to easily choose a premade character or make an original one. During session zero, or when a player first joins, I will make sure to go over the essential rules, however everything they need to know will be mostly within Vampire: The Masquerade 5E Core Rulebook and Player's Guide. Campaign rules and guidelines will be sent in a pdf file.
What D'Antonio brings to the table
As your Game Master, I deliver a cinematic, theatre-of-the-mind experience crafted for players who want more than just dice and dialogue. Every session is supported by custom artwork, photographed backgrounds, and immersive audio that goes far beyond ambient noise. Gunfire has weight (sound effects), voices echo in abandoned urban buildings, and night clubs crank with punk rock and modular techno, and original songs that reflect your the mentality of characters in the world—sometimes even telling your story. I voice every NPC with care and personality, making conversations feel grounded and alive. With my background in sound engineering, I shape each scene with a level of audio detail rarely seen in TTRPGs. This is storytelling with a pulse—built to pull you in and not let go.
Homebrew rules
Players may only choose from Clans and Bloodlines included in the Concilio. There are new playable Bloodlines, ask GM for more information. Weapon and Damage Values have been adjusted for improved Realism. Combat and Driving house rules have been adjust for more satisfying encounters.
Equipment needed to play
Computer
Internet
Microphone
Platforms used
Safety
How D'Antonio creates a safe table
During Session 0, the Game Master and Players come together to discuss the campaign’s rules, expectations, and tone. The GM explains the setting, system mechanics, themes and concepts, while players share their character ideas and establish boundaries. This session also covers the group’s play style, scheduling, and etiquette, setting the foundation for a smooth, respectful, and immersive campaign experience.
Content warnings
Safety tools used