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
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Details
4 players following this game
Weekly / Friday - 12:00 AM UTC
Jul 17 / Session 10
Session Duration / 3–4 hours
3 / 7 Seats Filled
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About the adventure
The Camarilla didn't just fail to stop the raid on Vienna. They were behind it. Tremere had built itself into the most disciplined, self-contained power structure in the sect, the kind of hierarchy that doesn't need the Ventrue to function and doesn't owe them anything once it's strong enough to walk away. When intelligence suggested Tremere elders were positioning to defect toward La Nueva Alianza, Ventrue leadership didn't wait to confirm it. A rival that powerful was already a problem. A rival that powerful and disloyal wasn't a problem they were willing to live with. They used the Second Inquisition as the blade and let the humans take the blame. It worked, in the narrow sense. The old Tremere leadership is dead. It also confirmed, for every Tremere who survived, exactly what they'd suspected: the Tower doesn't protect its own, it controls them, and the moment you get strong enough to stop needing that control, you become a target instead of a member. House Goratrix didn't wait for an answer to what came next. They moved on the wreckage immediately, consolidating what was left of Tremere power into something built to last: El Concilio de las Cuatro Casas. Not a rebuilding of the old order, but a replacement for it. Goratrix became the new center of gravity, and Tremere from other houses fell in behind them, drawn less by ideology than by the simple fact that the Concilio offered structure where the Camarilla had offered a knife in the dark. What's left of House Tremere is whole again, just not in the shape the Camarilla ever expected. Under Goratrix, the houses that splintered long before Vienna have come back together inside La Nueva Alianza Tremere who once answered to different elders, different chains of command, now answer to the Concilio, and through the Concilio, to the Alianza itself. The clan survived its own near-extinction by rebuilding somewhere the Camarilla can't reach it. The Concilio is currently made up of four houses: 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, cripple the enemy, 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 (Goratrix), Brujah (Barca), Tzimisce (Kresnik), Ravnos (Caṇḍikā) 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
Players can either pick a pre-made character or build an original one using standard VTM 5E rules, whichever fits how they want to start the campaign. Character sheets are built directly in Alchemy, so everything's ready to go in the VTT from session one. You don't need to buy the Core Rulebook or Player's Guide. A clear, detailed character creation guide is posted in the Discord, covering everything you need to build a character from scratch. Beyond that, I'm there to help, whether you need a hand shaping the initial concept or just want a few finishing touches to make sure your character fits the campaign's themes.
What to expect
Preparing for the session
Players will need an Alchemy VTT account and a Discord account. Both are free, no purchases required on either platform. You also don't need to buy the Core Rulebook or Player's Guide, every rule relevant to this campaign is already built into Alchemy and accessible for free once you've joined. Session zero covers everything else you need before play begins: campaign tone, house rules, and expectations for the table. I'll walk through anything that isn't immediately clear once we're underway.
What D'Antonio brings to the table
I run grounded, mature crime stories built around characters players don't forget, the kind of people whose motives, families, and loyalties stay with you long after the session ends. As an audio engineer, I score every game personally: original music, field recordings, and sound design built specifically for each scene rather than pulled from a generic playlist. Every location is supported by custom photography and artwork, so the world isn't just something you're told about, there plenty of visual and audio aids to make the atmosphere easy to imagine and see! Factions have real internal politics. Characters have real stakes. I put significant work into cultural accuracy and representation across every setting I run, because the world only feels tangible if it's built with care rather than shorthand. My goal is a table where the line between the fiction and the experience starts to blur, and where every session leaves you with something to think about after it's over.
Homebrew rules
Combat runs on modified damage and weapon rules, including an overhauled autofire system, built to make firefights feel weightier and more dangerous than the standard ruleset allows. Conflict resolution is also adjusted in places. Where the standard rules default to a clean defender wins outcome, I'll sometimes rule that both participants take damage instead, reflecting how messy real violence actually is. Diablerie and Hunger also run on homebrew rules, designed to make the cost of losing control feel real at the table. As Hunger climbs, your character's grip on ego and emotion erodes with it, and social scenes carry the same stakes as combat: every decision your character makes while hungry has consequences that follow them. Full details on all homebrew systems are provided before play begins.
Equipment needed to play
Computer
Internet
Microphone
Platforms used
Safety
How D'Antonio creates a safe table
Session 0 is where all of this gets handled. I walk through the setting, the system, and the mature themes the campaign is going to lean on, and players bring their character concepts and any boundaries they want the table to know about going in. We also cover scheduling, play style, and general table etiquette, so everyone's working from the same expectations before the first real session starts.
Content warnings
Safety tools used