Oblivion
Oblivion is the Discipline of darkness, decay, and the grave. It is two intertwined heritages: the Lasombra’s shadowcraftand the Hecata’s necromancy. Both drink from the same abyss — a power tied to nothingness itself.
To mortals, it manifests as unnatural darkness, ghostly whispers, or the cold of the grave. To Kindred, it is a reminder that unlife is only one step removed from death.
Narrative Uses
Lasombra cloaking Elysium in living shadow, choking rivals with tendrils of night.
A Hecata necromancer consulting a wraith for forbidden knowledge.
A vampire vanishing into blackness to escape hunters.
Shadow blades cutting foes who never see them coming.
Binding spirits to guard a haven or curse an enemy.
Oblivion is feared because it corrupts its wielder: the longer one calls upon it, the more the abyss stares back.
Powers by Dot Rating
● (Shadow Cloak / Sense the Dead):
Lasombra: summon minor darkness to conceal.
Hecata: perceive spirits and traces of death.
●● (Arms of Ahriman / Ashes to Ashes):
Lasombra: summon tendrils of shadow to strike or grasp.
Hecata: rot and corrode flesh, call on necrotic energy.
●●● (Shadow Step / Oblivion’s Sight):
Move through shadow as a doorway.
Or see into the Shadowlands, glimpsing wraiths and the dead.
●●●● (Umbral Shroud / Wraith Command):
Envelop an area in supernatural darkness.
Or summon, bind, and command a ghost.
●●●●● (Abyssal Maw / Necrotic Gate):
Call forth a living abyss to devour foes.
Or open a gate into the lands of the dead, walking where no living soul can tread.
Themes
Oblivion is the antithesis of life: it reminds vampires they are not only predators but corpses.
Lasombra use it to dominate, proving their right to rule.
Hecata use it to control the dead, blurring the line between necromancer and lich.
Other clans see Oblivion as blasphemy, a curse within a curse.
Mortals who glimpse it rarely survive; shadows do not leave witnesses.
Oblivion reminds every Kindred that eternity is not guaranteed — the abyss waits, and it answers when called.