Showing posts with label Covenant. Show all posts
Showing posts with label Covenant. Show all posts

Thursday, 8 December 2016

Kindred Status Merits

Given that there seems to be some confusion as to how the Status merit works when applied to clan, covenant and (the vampiric) city, we thought we’d take the opportunity to clarify and also tweak the rules to produce a better play experience.

The Status merit is bought separately for each different kind of Status at 1 Experience per dot, with each kind of Status having 1-5 dots available. This covers mundane Status (in professions or areas of the setting) but the clarifications we want to talk about are specifically the Kindred Status merits.

Each character has three kinds of Status available: clan, covenant and city. The default for each character that we recommend is one point of Status in each.

City Status means that you’re acknowledged in Kindred society and protected by its laws, and can hold Feeding Grounds.
Clan Status means that your clan accepts you as one of theirs and their structures (e.g. the Necropolis) will allow you access without any trouble.
Covenant Status means that your covenant accepts you as one of theirs and, more importantly, will potentially allow you access to their secrets.

The likelihood is that every character will have a dot of each of these - if you start the game with 2 or 0 points of Status in any of these, make sure to talk to the STs about it, as it is unusual for a starting player character. It is possible for these to change in play but thanks to the Sanctity of XP, you will have the Experiences for any stripped Status merits returned to you so you can spend them on something else or work to regain your Status.

You will have a primary Status for both clan and covenant. This is your character’s clan (or the clan they have announced themselves to be part of publicly, if they are hiding their clan) and the covenant they are part of at the start of play. If they are Unaligned at the start of the game, primary covenant Status will be the first covenant they join in play.

Their primary Status can potentially change. This is unlikely to happen for clan but is possible, if your character has their Clan Status stripped and is adopted by another clan - this happened in our previous chronicle. However, this is an exceptional situation and you should talk to the STs about it should something like this occur.

By the word of the rules, a character’s secondary Status in other covenants cannot equal their primary Status (so, if your character originally joined the Lancea et Sanctum, they would need to have 2 dots of Lance Status before they could buy 1 dot in Invictus Status). However, we are changing this: your character’s secondary covenant Status cannot exceed your primary covenant Status but can equal it (so, now the Lancea et Sanctum Kindred only needs one dot of Lance Status before they can gain a dot of Invictus Status). This is for simplicity and because of the lower power levels in our game.


Your character can only have access to the covenant secrets of your primary covenant (Cruac, Theban Sorcery, Coils of the Dragon, Invictus Oaths and Carthian Law) without risking serious in-game consequences. A player character or NPC can potentially teach you the secrets of their covenant when it is not your primary covenant, but it is highly dangerous for both teacher and pupil, leading to at best expulsion from the covenant and at worst...well, whatever punishment the covenant can cook up to fit a crime of that magnitude.

If you started in one covenant and have become disillusioned, don’t despair! You can change your primary covenant. In-game this involves finding members of that covenant who are willing to accept you into their society, then letting the STs know you want to change your primary covenant. Once you have changed your primary covenant and gained Status within it, you can learn that covenant’s secrets with minimal repercussions, though there may well be social consequences for your character from their old covenant, especially if they have learned covenant secrets in the past. Depending on your relative levels of covenant Status, you may lose some dots of Status in other covenants and mentors may become less accessible. However, any merits you no longer have access to will be refunded or you will have the opportunity to regain them.

Your total number of Status dots in all the covenants put together cannot exceed 5 at any point.

If this seems overly complicated, please do come and ask an ST to explain it. Changing covenants is meant to be a big deal in the game and should be an important part of your character’s arc, but we also need to make sure there are restrictions on and consequences for covenant secrets being shared. It is possible to hold secondary covenant Status and even be part of the Circle of the Crone’s Chorus or a Lay Member of the Lancea et Sanctum without changing covenants, but learning any of the unique mechanics of that covenant or covenant secrets will have the consequences discussed above. Covenants guard their knowledge fiercely and don’t take kindly to people joining just to learn them. For instance, we have an NPC called Melissa Pryor who has declared herself ‘covenant neutral’ - she started in the Invictus and has 2 dots of Invictus Status, but she also has a dot of every other covenant’s Status except the Carthian Movement. She does not have access to Cruac, Theban Sorcery or Coils (or at least, if she does, she’s keeping it quiet).

Example:
Larry is a Lancea et Sanctum vampire with 1 dot of Lance Status as his primary covenant Status (and 1 dot each of Gangrel and City Status). He finds himself increasingly drawn to the Invictus rather than the Lance and an Invictus player character, Tommy, helps him to gain the respect of other Invictus, meaning that he can buy 1 dot of Invictus Status. All fine and dandy. If Tommy then teaches Larry Invictus Oaths and anyone finds out, both Larry and Tommy are in all kinds of trouble.

Larry decides that he wants to learn Invictus Oaths and become a Notary, but he doesn’t want to risk him and Tommy being chucked out of the Invictus for it. He tells the STs that ha wants to change his primary covenant to the Invictus, meaning that the Lancea et Sanctum is now his secondary covenant Status. He can now learn Invictus Oaths without it negatively impacting his standing in the Invictus. However, he also knows 1 dot of Theban Sorcery - the Lance don’t like him leaving the covenant with that ability, so he has to assure them that he will not use it and if he does use it again and anyone finds out, he’s in trouble! He also finds that his mentor in the Lance is more distant and his old friends and allies there trust him less, and some in the Invictus suspect him of being a Lance infiltrator. He can work on these through socialising and proving himself trustworthy, and potentially keep his Lance mentor or have the Experiences refunded.

As a final point, the effective maximum any player character can have in a single clan, covenant, or city Status is 3.  If you get more Status than that in one group or the city as a whole, you’re moving into the lofty arena of the High Court, and so will become an NPC.  Don’t worry, we won’t impose this on anyone, although it’s a fine end of game goal to have for your character.

As ever, if you have any questions about this or want to clarify anything about your character’s Status merits, please e-mail us at shadesofnorwichdarkmetropolis@gmail.com.

Friday, 24 October 2014

FAQs: Wave 1

Welcome to our first FAQ post. As you may notice, we haven't included all of the questions here! These are the queries that we feel are most relevant at this stage, before the first concept discussion session.

Thank you for all your questions, and please keep them coming - especially if any of the below answers throw up any more for you.

A note about bloodlines:

We’ve had a lot of questions about bloodlines and while we will cover them in more detail in our second post, we wanted to say the following: we don't want to rule out the option of PCs starting as members of a bloodline, but we generally feel that the process of joining a bloodline would be best done in play. It's also worth coming up with ideas sans bloodlines, and then talking to us about the possibility of adding a bloodline.


Character Creation

Can I start with Allies 5?
No PC will be able to start with any trait at 5.  We want people to have something to develop in play!  It's also worth noting that NPCs will have sway in given areas, so you may not be alone or uncontested in your influence.

Can I play a ghoul? What about a mortal?
We fully expect to see ghoul PCs, and would ideally encourage them to have PC Regnants.  Mortal PCs would represent a fundamental breach of the Masquerade, so will not be allowed.

Can I be a childe of a named NPC?
Absolutely, although some NPCs will not be suitable sires - you're unlikely to be able to play the childe of the Prince, for example. This will require investing some XP into a suitable Merit if you want to have a positive relationship with your sire, and with any connection to a Kindred NPC, the higher ranking they are, the more costly and time-consuming they will be to keep happy.

Can I start with no covenant or opt to ignore/not disclose clan?
Yes, although it will make things substantially more difficult for your PC and you will be cutting yourself off from a large part of the game.

We expect nearly every Unaligned PC to have the character goal "join a covenant". Generally, we feel players will get significantly more out of the game if they are able to engage with the opportunities for roleplay that a covenant represents.

As the clans each hold significant sway in the city in their own way, keeping your clan secret will present a major obstacle to advancing in your covenant or the city, as other Kindred will distrust anyone who's keeping something as fundamental as their clan under wraps.

We'd want a strong reason for your PC to be keeping their clan secret, and as with any secret in Dark Metropolis, a plan and an expectation for it to be revealed at a suitably dramatic moment!

What kind of size can a group concept be?
Between 2 and 4-5. We’d generally discourage larger group concepts, as otherwise they may represent a significant proportion of our players, make unwieldy power blocks and dilute the group concept! We actively encourage also having ties to PCs outside of your immediate concept/coterie.

Can I be from out of town or do I have to have been Embraced in norwich?
We would strongly prefer that PCs have been Embraced in Norwich.  However, if you have a specific concept that you believe is enhanced by being from outside of Norwich, please get in touch with the ST team.

Can I be an old vampire who has just come out of torpor?
No. We want all PCs to be neonates who have been Embraced for a decade or less.

How much Status of various flavours will we be able to obtain?
At startup, a PC can choose to buy up to 2 dots of Clan, Covenant or City Status. During play, PCs will be able to buy up to 3 dots in Clan, Covenant or City Status.  Achieving more than that will move you firmly into NPC territory and character retirement.

NB: While Status, and Merits of any kind, can be lost over the course of play, the XP used to buy it will be retained. Essentially, a player cannot “lose” XP if they drop in Merit dots.

Will there be the possibility of being in multiple covenants, something which Blood and Smoke seems to encourage?

Having Status in multiple Covenants is possible, although there may be a level of distrust if you’re not a “full” member of the covenant.  We are looking at how the mechanical aspects and covenant resources such as buildings and information would work across multiple covenants, and keeping an eye of the Merits being developed for Secrets of the Covenants.

Can I be in the holy engineers/brides of dracula/tier 3 covenants?
No. We’re focusing on the covenants in Blood and Smoke and exploring the possibilities within them!


During the Chronicle

What length of game session are you looking at?
We’ll usually be looking at sessions on Saturday evenings, to fit with the UEA GamesSoc live games schedule. Sessions will be booked from 6pm for sign in, player queries and any issues that need resolving, with time-in aimed for 7pm. Sessions usually last until 10.30pm, with tidying up and vacating premises done by 11pm.

How much of an uptime and downtime split are you expecting? Will anything happen in downtime periods that is not in a downtime? Are you expecting people to talk to each other in downtime?
We plan on the main emphasis of the game being in uptime. Downtime is a good point to pursue personal plots that cannot be pursued in uptime, to research into uptime plots to help further them next session, paying rent and maintaining territory, and to develop your character both in terms of mechanics and story.

People are welcome to roleplay with each other during downtime, but we do not wish to make it a required part of the game.  Where possible, we'd like to keep as much roleplaying in uptime as possible, to maximise the number of players that can be potentially involved.

It’s worth noting that we expect all players to be able to attend games and submit downtimes on a regular basis. If a player does not attend a game three times in a row, then we will get in touch to see how we can support them in engaging more closely with the game.

What court positions can I get without being NPC'd? Or Which court positions are held by NPC and which can player characters work towards?
Becoming Clan Priscus is a way to sidle into influence and power, though some clans might find it more of a challenge than others. We're currently working on the basis that players can become Harpies and Hounds as mid-term goals for their characters.  Once you move to the High Court, you become an NPC, so becoming the Sheriff, Herald, Seneschal, or any other High Court role would be firmly in NPC territory.  That said, we fully expect PCs to work as assistants to some of these positions.

As far as territory is concerned, becoming Regent of one of the seven Regencies would result in a character becoming an NPC, but being Baron of a District, its landlord, reporting directly to a Regent, is something that both better-respected Low Court and High Court Kindred can achieve.

Will going High Court always be a player choice?
As Dark Metropolis is a collaborative story game, succeeding in becoming High Court will always be something that is achieved through Player and Storytellers working together. We’ll flag up character goals that will end up in the High Court so there are no surprises. We don’t want players to stop playing characters they’re enjoying, and if someone decides that they definitely don’t want to join the High Court then we will work with them to explore stories that alter the character’s path in a fun and interesting way.

Remember, it takes a concerted effort over a period of time to join the High Court, so it won’t be accidental or unexpected!

How important will clan/covenant be relative to each other?
Fundamentally, both are factions within the city. Being an Daeva Ordo Dracul is different from being a Gangrel Ordo Dracul, but you’re still an Ordo Dracul (and a Daeva or a Gangrel). You’re also a Vampire and a business person and the favourite of an Elder and the Regnant to a ghoul and a member of your coterie, so you will be having to juggle all of your obligations and responsibilities, to Clan, Covenant and City.

Can I visit London? Can I visit Kings Lynn/other outside locations?
We're planning on Dark Metropolis being focused on one city: the inter-Fief politics and exploration of the rest of the UK from Shades of Norwich are not stories we want to focus on in this game. Travelling is a risky enterprise for Kindred at the best of times, and being in someone else's territory puts you at their mercy. This isn't to say it can't be done, but you will be putting your PC’s life at risk if you travel outside of the city - not least because vampires are extremely territorial, but there are other things out there...

I'm a Gangrel, can I go live in the woods?
All PCs will live in Norwich, although the area of the city will have very sizably increased! Living in the outskirts is doable, but is dangerous. The Gangrel of Dark Metropolis are urban predators rather than backwoods survivalists, so would generally prefer to be close to the heart of the domain and look down on those who eschew city living.

How counter-Invictus/Prince can you get before your game becomes all dodging assassination?
The Carthian Movement are pretty counter-Invictus, and we'd recommend that PCs who want to go in that direction strongly consider the Carthian Movement for their covenant, or explore having ties or alliances with them. Prince Lockwood doesn't believe in killing Kindred in general, preferring social maneuvering and political pressure to keep her enemies at bay.  That said, direct violent towards the Prince or her allies may well be met with a forceful response!

The more friends, allies, status and standing you have, the harder it is for you to disappear with no questions asked.  A lone unaligned neonate is at much more risk than a Kindred who is a recognised member of a clan and covenant, but it’s not so much to do with personal risk to life, but more to do with finding it difficult to get allies and status in the city. If you are too outspoken, even those who might otherwise approve can risk losing status by being your ally, so you may find yourself without feeding grounds or anywhere to live.

Can we have human ghouls/animal ghouls/humans who are clued in to the masquerade?

We actively encourage PC ghouls, and NPC ghouls or other mortal assistants and friends can be represented via the Retainer and Touchstone merits.  That said, humans who aren't ghouled are an inherent risk to the Masquerade, and the Kindred character would be in trouble if found out...

Can I own mundane business(es) and/or properties?

Absolutely!  We fully anticipate that PCs will have a wide range of business interests, and homes to call their own haven. As with Feeding and Havens, for Kine-related activity we will work with you to help you work out which District you call your home and how that may influence your character’s efforts (see Territories in the Setting questions below).

How much effect will characters be able to have on the city at large?
Shades of Norwich: Dark Metropolis is going to be a player-responsive game; PCs can have a substantial impact on the city, including manipulating Kine affairs, making inhospitable areas suitable for Kindred, or running areas of the city into the ground.  Of course, the larger your plans, the more likely you are to catch the attention of the High Court, for good or ill.


Setting

How much interaction between High Court and Low Court is there going to be? Are they mythical beings or do we see them everyday like our neighbours?
The Low Court are very aware of the reality of the High Court, as they are their landlords, Regents, Prisci and the face of the Prince's authority.  Various officers of the Court may attend Low Court gatherings to do business, investigate problems, or look for gossip.

It's much harder going in the other direction.  For a member of the Low Court to attend a High Court gathering requires an invitation and sponsorship from a High Courtier in good standing, and they will be under the closest scrutiny.  However, if you can impress, it can do wonders for your career.

The Prince is like the Mayor in the real world - you probably only see her at ceremonial occasions, you might have met her once if you've got a particularly enthusiastic and well-connected mentor, and you certainly wouldn't expect to see her at the Low Court meetings.

Below that, the Primogen and the Seneschal are unlikely to be in your neighbourhood often, or ever, but they're slightly more accessible than the Prince. The Sheriff is someone you don't want to see, because it means you're in a world of trouble. The Herald is slightly more accessible because they make announcements, but they mostly interact with the Low Court through their assistants. The lower-level Harpies and Hounds are the roles where you're most likely to be able to put faces to names. While they also have assistants, they generally try to attend Lower Court events and get to know all the Kindred of the city.

We’ll go into this in more detail in the future. It'll be safe to say, though, that you at least know who your clan Priscus is and have contact with them. Not necessarily true with the head of your covenant (which, it should be noted, does not necessarily coincide with a city role).

Are the Clans and Covenants getting special places for themselves?
There are going to be locations specific to clans and covenants.  The Nosferatu blog post touches on the Necropolis, the Daeva have claimed the city's storm tunnels as their own, and other locations will be revealed as we uncover more about the city in the blog.

In-character, such locations are likely to only be accessible to those with status in the faction or those who are invited and accompanied by another well-thought-of member of that faction.

Can I know about mages/werewolves/changelings/geists/mummys/the god machine? What do I know about the brood/VII?
PCs with suitable Occult scores or specialisations will be aware of the other supernatural residents of the World of Darkness.  Even without any dots in Occult, you will have heard rumours of there being other supernatural creatures, although you may be a lot of potentially dangerous misinformation.


Most Kindred will have heard stories about the Brood and VII, although they'll be rumours or "I heard from a friend of a friend" type of thing.  More detailed information about antagonist groups can be researched during play, although needless to say that may come with its own risks…

Will players be custom making their territories or should we give an outline of the sort of turf we want and you slot it in somewhere appropriate?
We will be detailing the city in terms of 25-30 districts based in 7 different Regencies. Our expectation will be that all PC owned territories will be based in one of these districts, leased from an NPC landlord, or Baron. However, we're happy to collaborate with our players to work out the details of their turf of one or two blocks of the city, especially what their feeding grounds, Havens and Herds look like in the game.

There will also be opportunities to try to reclaim some areas of the city that not even the Hounds have tried to clean up...

How many vampires, give or take, are there in the city?
Approximately 100, although that number is subject to change according to the needs of the game.

What's the state of the countryside? Is it still farming fields and forest, or is it more scrubland made unsuitable for farming by the adjacent metropolis?
Norfolk still has a heavy focus on agriculture and commercial forestry.  That said, the area in the immediate surrounds of the more industrial areas of Norwich are likely to be polluted and unsuitable for farming. The Broads are substantially changed, with some of it overtaken by the city itself, with a large number of industrial facilities for the extraction of natural gas and oil replacing the current landscape and small, poverty-stricken mining towns slowly emptying of people as gas mining becomes less profitable.

Kindred generally avoid the countryside at all costs.  There’s no good territory or feeding grounds out there, and there are things in the darkness of the night that scare even vampires.

How multicultural is the city? Are there different area where different cultures live? What about faiths?
The city will be culturally and ethnically diverse, similar to London. As in real life Norwich, it is a centre for immigrant and asylum seeker settlement for the UK. We foresee a combination of a ‘melting pot’ in some areas, with others more characterisable by a particular faith, ethnic or cultural background.

Friday, 10 October 2014

The Ordo Dracul

Read Blood and Smoke for an exploration of the Ordo Dracul mindset and covenant aims. Our notes below give an idea of how they will function socially and politically within Dark Metropolis.

Please bear in mind that these are still early notes and are not set in stone, especially as more setting information becomes available from White Wolf. However, we do not anticipate deviating from these notes drastically when we run Dark Metropolis.

The Ordo Dracul

You could be so much more...


Mask: The modern Prometheus stealing fire from the gods
Dirge: Dangers to society and themselves in the single-minded pursuit of progress

Who Are They?

Part secret society, part excitable group of scientists, artists and innovators of all kinds, the Ordo Dracul push the boundaries of the Kindred condition. They see Kindred identity and form as malleable and espouse their peculiar brand of philosophy (each to their own) with a fervour verging on fanaticism, rejecting any naysayers with confident intellectual superiority.

They can't turn down a good mystery and will often be at the forefront of investigations into any number of areas (not just, as many people assume, the occult). They guard their covenant secrets carefully, but are generous with the knowledge and investigations they can share with others. There can be no advantage to locking magical objects away in vaults or hoarding knowledge that you never intend to be shared: they wish to improve the lot of all Kindred. They just want to be the first to do it.

Where Did They Come From?

Dracula. Taking inspiration from the life of Vlad Tepes a.k.a. Dracul, the Order of the Dragon follow his writings, The Rites of the Dragon and constantly forge themselves anew into a better shape.

The Dragons have been making their mark on the city for a long time. One of the most coveted Regencies in Norwich has been in Ordo hands since before the current Prince began her reign and they are, and have always been, a necessary evil. They helped develop some of the most important innovations in the city, and as such they are respected for their abilities. If that means that some of their...indiscretions...have to be brushed under the carpet, well, sometimes you have to take the good with the bad. As long as the covenant makes it all neat and tidy afterwards, they can keep their position. Kindred make uncomfortable jokes about their experiments, but they always acknowledge that it’s only in jest. They aren’t that bad really.

By now, they are a Kindred institution, and they intend to stay that way.


What Do They Want?

The Ordo Dracul maintain that the Kindred condition is a) flawed and b) filled with potential. They dedicate their Requiem to experimentation and innovation, always striving with to find and surpass the limits of the Kindred condition. What do they want? To be better. To be more. To be the one who rectifies a weakness, who improves Kindred everywhere. It’s ambitious and dangerous, and that’s how the Ordo like it. Safe experiments are for those who lack the courage to innovate.

They also want to continue their experiments undisturbed, but other Kindred keep getting in the way with their narrow ideas and twisted moralities. The Kogaion is aware that the order exists on a knife-edge and keeps a careful eye on what's going on in the city, and there are rumours of the 'discouragements' for those stupid enough to cause a mess. Luckily, the Prince sympathises with their position, being a bit of an innovator herself, but they make sure to respect the Traditions and, most importantly, they have become very good at covering things up. They've gained a good reputation for keeping the Masquerade, often teaming up with the Lancea et Sanctum to keep things off the Internet and out of the papers. There’s a running joke that is told with a dangerous grin: the Ordo are the best at covering things up because they have the most to hide.

What Do They Do?

Anything and everything. There is, predictably, a strong vein of science in the Norwich Ordo’s approach, but there are also artists, social scientists and experts in many other disciplines. The main thing is that they all have some area of interest that they believe can aid in furthering the Kindred condition. And they’re not selfish about this - while the Coils and the Scales are protected within the covenant, they share many innovations with other Kindred.

The sins that are frowned on within the covenant are apathy and lack of responsibility. Resting on your laurels is boring. A good scientist tidies up when the experiment is over. A good artist doesn’t let the aftermath of their art spoil its effect. The Ordo expects its members to clean up after themselves or call in the covenant to do it for them. They exist in a delicate balance at the Prince’s pleasure, and the Prince likes things to tick along quietly.

From the outside, the Kogaion is definitely in charge. The public face of the covenant and the warden of this madhouse, they are certainly the covenant's voice in the city. However, internally the Ordo has a labyrinthine and archaic hierarchy based on achievement and many other factors. Those within the covenant sometimes have difficulty working out its politics, but they know that you're nobody until you've proved your worth, either as a lackey to the higher ups, or, more rarely, through some innovation the High Court Dragons can't ignore.

Then there is the Lancea et Sanctum. The Sanctified seek out anything that might rock the boat, and the Ordo seek out the biggest waves. However, given their relatively equal standing in the city, they have come to an accord: as long as it doesn’t upset the status quo, the Dragons can have it. Or, at the very least, as long as they clean up afterwards. In fact, the Lance and the Ordo often find it useful to work together. After all, covering up after the fact is always harder if you don’t know what happened.

The Ordo Dracul doesn't have a monopoly on any kind of research, as long as it isn't going to upset matters, and in fact they generally try to work with Kindred of other covenants. The idealists say it's because every covenant can bring something different to an investigation. The cynics say that the Ordo just love to observe the powers of other covenants up close. The realists say it doesn't matter: what matters is that everyone knows more at the end of it than they did at the beginning.

Development Notes

The Ordo Dracul are largely unchanged in Blood and Smoke (though their Coils are very different between the two editions), but the overwhelming idea that came across was that they were more intense, more driven, even to the point of endangering themselves and others. Considering our Kindred Court values self-control and the status quo, we had to wrap our heads around why they’d allow such activities, or risk watering down the covenant’s passion. We came up with the idea that they are a necessary evil, something the Invictus have to encourage because the Ordo hold keys to the systems that make the city work well for the Kindred.

We also ran into the classic conundrum: how to make the covenants fun when the Lancea et Sanctum and the Ordo were set up as going head to head over occult matters in Blood and Smoke? From experience, we know that having a faction in the game that exists purely to regulate how many occult artifacts other players have access to can be really frustrating. And that’s before we get to the question of making the occult mysteries accessible to other covenants, which we’re addressing through other bits of the setting. We decided that the Sanctified and Ordo would be going after very different things, and that, the way the Lance were set up in Norwich, it would be in their best interests to work with the Ordo, and vice versa. That’s not to say tensions won’t come in - in fact, we’ll be making sure that there are conflicts and tensions all over the place - but we’re also trying to build in reasons for the covenants to work together.

We also chose to emphasise that the Ordo don’t just experiment through hard science. They are innovators in all fields, and if the arts and social sciences can be part of the growth of Kindred as a species, then they will embrace it wholeheartedly, which is a part of the Ordo that is implied but not explored in Blood and Smoke.

Questions to think about for Ordo Dracul characters 

In what way are you seeking to further the Kindred condition? What are the implications for Kindred society?
How are you going to make a splash in the covenant? How will you stand out in a covenant of equally brilliant Kindred?
How do you make sure your experiments don't attract the wrong kind of attention from your superiors?
What are you doing to make yourself useful? The Ordo, and the court, appreciate usefulness.
Do you hang on every word of the Rites of the Dragon, or is Dracula just a figurehead for your ideals?
The mentor-student relationship is very important in the Ordo. Who is your mentor and what is your relationship with them?

Thursday, 9 October 2014

The Lancea et Sanctum



Read Blood and Smoke for an exploration of the Lancea et Sanctum mindset and covenant aims. Our notes below give an idea of how they will function socially and politically within Dark Metropolis.

Please bear in mind that these are still early notes and are not set in stone, especially as more setting information becomes available from White Wolf. However, we do not anticipate deviating from these notes drastically when we run Dark Metropolis.


The Lancea at Sanctum
The Sanctified, the Second Estate

Mask: The historians and scholars of Kindred society, doing God’s work
Dirge: The dark morality of the Kindred, loyal only to tradition and stability



Who Are They?
The Lancea et Sanctum (the chapel and spear) are the organised church of Kindred society.  They believe the Embrace is damnation, but a Kindred’s unlife can be turned to a holy purposes by doing God’s work - no matter what dark purpose that might be.  They act as the archivists and librarians of Kindred society, keeping records and histories of dating back centuries.

Or at least that’s what the upper ranks do.  Down on the streets of the Dark Metropolis, it’s all a little more chaotic than that.  It’s less the rarefied atmosphere of delicate politics, and more footsoldiers for God and punk street preachers bringing the Testament of Longinus to anyone who’ll listen. 


Where Did They Come From?
Ever a religious city, the history of the Lancea et Sanctum in Norwich mirrors the fortunes of the mortal church.  The Sanctified can trace their history in Norwich back to its Norman foundations and have shepherded its population, Kindred and kine alike, since then.

They are a constant pillar of tradition to the city, and have firmly earned their title among the Invictus as the Second Estate.  However, this isn’t to say they’re staunch supporters of the Invictus, but rather tradition and stability…

They’ve also been the constant prickle of paranoia among the Kine, the feeling of being watched in the dark, a cautionary tale in the making for those who stray from the path.  God may see all of your sins, but the Sanctified try their hardest to keep a catalogue of them as well.



What Do They Want?
To preach.  They act as a conscience for the Kindred, and a danger in the darkness for the kine.  They welcome members of other Covenants to their services, so they may too see God’s purpose for the Kindred and know they are Damned.

To uphold tradition.  The Lancea et Sanctum work to try and preserve the old ways, the ways things should be (or at least how the Sanctified believe they should be).  When the Lancea et Sanctum act, it’s to preserve the status quo, or remove a chaotic element from their plans.  A Prince comes to power through their political acumen, charisma or martial strength.  A Prince stays in power with the support of the Lancea et Sanctum.

To study.  Rare is the Sanctified who is not a scholar in at least one field.  They search out historical documents, and curate the largest vampiric libraries and archives the city has.  The Sanctified are the guardians of Kindred history - although at times they’re not above rewriting the history books.



What Do They Do?
The Lancea et Sanctum believe they are the thorn (or even perhaps, the spear) in the side of the mortal church.  They act to test the faithful, and remove the weak or sinful from the flock.  Fear is a potent tool in inspiring faith, and temptation an easy lure for those who would stray.  But the Sanctified’s efforts aren’t just limited to the mortal world.  The act as a morality for the Kindred, reminding them that there is only purpose in their damned state if they seek to work God’s will.

To help them improve Kindred society, they seek stability.  The Lancea et Sanctum work hard to maintain the traditions of Kindred society (at least the ones they approve of) and preserve the Masquerade.  They’re not above burning books, hiding diaries or fabricating evidence to support a prominent Kindred who works to maintain Kindred society.  Equally, they have large archives and long memories to dig out dirty little secrets or past misdeeds when Kindred start to rock the boat.  The Sanctified’s support is key for any Kindred to become Prince in Norwich, something that all of the members of the High Court are well aware of…

Vatican bookshelves

Of course, there’s a big gap between the High Court and Low Court Sanctified.  The High Court style themselves as lofty scholars, advisers to those in power, and a channel to God to hand our damnation or absolution.  The less charitable describe them as meddlers and puppet masters, bending the High Court to fit their vision of Kindred Society regardless of the cost.  Either way, the Lancea et Sanctum of the High Court don’t rule, but they like to think they have influence over every aspect of Kindred society.  No-one can deny they’ve got a lot of sway...

In the Low Court, it’s more of a struggle.  The politics of the street is a far more mercurial thing than in the High Court, and it’s frequently resolved in a more brutal fashion.  Speaking to the souls of your fellow Kindred is all well and good, but do they really care if they don’t know where the next drop of Vitae is coming from?  And the elders never seem to run out of seemingly random little tasks for the Low Court Sanctified to do.  Tonight you’re stealing and burning some financial papers, tomorrow you’ll be exhuming a body from one grave and burying it in the plot next door.  Last week saw you negotiating hard with the owner of a pawn shop for an old VHS player covered in marker-pen scrawled scripture at the Bishop’s request.  You know better than to ask why - just get the job done, and know that you’re doing God’s work - but you can’t help but be curious...


Development Notes
The Lancea et Sanctum have had a significant shift in focus between Vampire: the Requiem and Blood and Smoke.  There’s a much greater emphasis on tradition and curating knowledge than before, although elements of this may be more familiar to Shades of Norwich players who interacted with Lancea Sanctum NPCs in Ely and beyond.

They’re also have less of a mystical focus than before.  While Theban Sorcery is still a core element of the Covenant, they’re less focused on the occult than before, except where it overlaps with their social or religious interests.  The Ordo Dracul and Circle of the Crone are the mystics of this setting, while the Sanctified are the historians and preachers.  This isn’t to say that there won’t be conflicts between these groups - we’re aiming to pack as much potential IC conflict and tension in as we can - but by default the Dragons and Sanctified won’t be fighting too much over who gets the arcane amulet and who gets the elder’s Requiem diary.

It’s also worth mentioning that we see the Lancea et Sanctum being separate from, but complementing the mortal church.  You won’t see the Sanctified preaching directly to mortal flocks, but they will be watching saints and sinners alike from the shadows to prove their worth or tempt them into damnation.


Questions to think about with Sanctified characters
Which comes first for you - faith or tradition?  While the Sanctified value both highly, there’s a big difference between the preacher filled with zeal evangelising to his fellow Damned or the more pragmatically, politically minded members of the covenant.

What do you study?  Not every Sanctified is a historian, but almost all of them have an area of scholarly expertise - be it art, medicine, politics, sociology, literature or a science.

What have you done for the Lancea et Sanctum?  No Low Court Sanctified sits idle, and you’ll have done something you don’t understand or something regret at some point to be welcomed into the fold.

Wednesday, 8 October 2014

The Invictus

Read Blood and Smoke for an exploration of the Invictus mindset and covenant aims. Our notes below give an idea of how they will function socially and politically within Dark Metropolis.

Please bear in mind that these are still early notes and are not set in stone, especially as more setting information becomes available from White Wolf. However, we do not anticipate deviating from these notes drastically when we run Dark Metropolis.


The Invictus - The Conspiracy of Silence
“An investment in the Invictus is an investment in your Requiem.”

Mask: Meritocracy of the elite, guiding the city through a golden age
Dirge: Backstabbing elders, mismanaging power-hungry neonates

Who Are They?

The Invictus are the ones in charge; they’re the ones who keep Kindred society orderly and stable and they’re very much aware of that fact. Without them to keep the Traditions and laws of the city it wouldn’t be long before the Beast that lurks in every Kindred came to the fore and with it the downfall of Kindred society as a whole. Or at least that’s what they say. Besides, who else are you going to trust to keep a city the size of Norwich under control? The Carthians?

Of course not.

Kindred need leaders who have proven ability to actually lead. This isn’t about antiquated notions like “a divine right to rule,” it’s simply a matter of capability. The Invictus have ‘friends’ among the Kine government, emergency services, major corporations and anywhere else that’s useful. Their ranks are filled with people from these backgrounds, people who demonstrated that they have the necessary drive to make their mark on the world and exercise their will upon it. 


Where Did They Come From?

The Invictus have existed for centuries; some say they’ve been around for almost as long as Kindred themselves. Empires have risen and fallen, with or without their help. Other Covenants have come and gone and they’ve survived it all. Unbowed. Unbroken. Undefeated.

Throughout it all, it has been the Invictus who kept the Traditions; who managed, through fair means and foul, to keep the Kine from realising that monsters lurk in their midst. Even at their lowest point in recent years, when the worst excesses of Prince Sebastian Cheverton became almost too much to conceal, they maintained their hold over the Kindred. This is, of course, due in part to the swift action of Prince Lockwood following the bombing raid that sent her predecessor to his Final Death.  

What Do They Want?

There are two things that members of the Invictus want: power and the maintenance of the society they have built. Woe betide the Kindred who obtains the former at the expense of the latter.

The Invictus are aware that their society can only function if Covenants co-operate - the more important Covenants, anyway - and so it is natural to want to keep close ties with the other power blocks of the city. In practice, this ends up meaning the Lancea Sanctum first and foremost, the Ordo Dracul with their unpredictable, experimental ways coming in second, and the Circle of the Crone and Carthians further behind.

What Do They Do?

The Invictus may present a unified front, calm and in control of both themselves and the city at large, but the truth is behind the scenes there’s backstabbing betrayals and vicious conflict, Elders trying to vie for more respect or resources, or the younger members trying to eke out what little patronage they can. A typical Invictus is always looking to climb to the next rung of the ladder while keeping those below them down where they belong.


Beyond that, any single Invictus is expected to pursue their own path. Some might be surprised at how understanding an Invictus Elder can be of a respectable ancilla pursuing an odd, modern interest, but the only thing that matters is success. Power and control. Whatever you do as an Invictus, whether that’s maintaining territory, beating in Carthian heads, preserving the Masquerade, involving yourself in Kine business, being a teacher or mercenary for a particular skillset - you’re simply expected to be very, very good at it, and preferably the best.

Of course, loyalty and fealty are familiar concepts to some Invictus (no matter what the Carthians may say), and if a member of the First Estate has loyal allies then the whole bloc can end up a force to be reckoned with. Knightly Orders, Guilds and other social groups within the Invictus advertise themselves as almost safe havens from the politicking and paranoia - though in practice there’s almost as much vicious ambition within their walls.

The bottom line for Invictus Elders is that they need Neonates - both to oppose the Carthians and to act on their behalf, whether in the Low Court, in the daytime, or with people the Elders just don’t particularly want to work with. They give the spiel of rising through the ranks, many pointing to themselves (and Prince Lockwood) as self-made-Kindred, but they try to keep secret the true nature of the Invictus: a pyramid scheme. Rising through the ranks isn’t an option for many if those above you are paranoid, powerful, long-lived and very, very territorial about what they have carved out for themselves.

Not all higher-status Invictus view the Neonates as simple cannon fodder and foot soldiers. The Invictus have organised patronages, where higher status members sponsor promising young blood and formally support them, often in pursuing a specific role, skill or title that is related to the higher-status Invictus. Part apprenticeship, part servitude, part public quasi-adoption, these patronages can be pursued by the younger or elder Invictus, but most often a patron will announce their availability and let the masses of prospective apprentices fight over who will be chosen. This way they expend the least effort, they get the best apprentice, and they get all the bribes and favours along the way.

Development Notes

We specifically chose for the Norwich Metropolis to be an Invictus Fief, as we wanted the familiarity and easy-access of such a Fief. Many people know what to expect from an Invictus Fief! However, we wanted to play around with the idea that all Invictus are old-money aristocrats from a forgotten age, with dusty frock coats, et cetera - and also the idea that they’re all businesspeople in the meeting room.

Our Invictus are successful in the modern, fast-moving Metropolis and by necessity have to be more than just a bunch of old nobility. We want to emphasise how many Invictus have made themselves what they are now - whether they’re Elders, Ancillae or Neonates - and we want to explore how these achievements affect someone’s mindset, especially when there’s so much fresh blood knocking on the door and demanding their fair share.

Questions to think about with Invictus characters

Were you specifically chosen by an Invictus Kindred as someone to be Embraced and brought into the fold? If so, what made you special?

Do you have a patron, and if so how respected are they within the Invictus and wider Court? What do you do for them?

If you don’t have a patron, how are you looking for one? Or why do you not want one?

What do you really think of the Invictus? Is it all a scam, or does everyone have the same opportunities to make someone of themselves?

Tuesday, 7 October 2014

The Circle of the Crone

Read Blood and Smoke for an exploration of the Circle of the Crone mindset and covenant aims. Our notes below give an idea of how they function socially and politically within Dark Metropolis.

Please bear in mind that these are still early notes and are not set in stone, especially as more setting information becomes available from White Wolf. However, we do not anticipate deviating from these notes drastically when we run Dark Met.

The Circle of the Crone
We see the truth, we hold the truth, we are the truth.

Mask: Confident mystical advisers touched by divinity
Dirge: Frightened relics of a bygone age

Who Are They?

United in their worship of the Crone, the Circle are nonetheless separated by a common religion. Schisms, opposing cults and internal squabbles make the Circle a disunified group from the outside … but few outsiders would dare mock them. Seeking freedom, creativity and a close connection with the Crone, it is said that they exult in the kind of chaos that could bring down a Fief.

No wonder the Prince is afraid of them.


Where Did They Come From?

Descendants of Boudicca's poisoned children vengefully Embraced; lares and manes travelling hidden but venerated with Roman invaders; a group sprung from a bloody ritual enacted with a ghostly black hound ... the Norwich Circle's origins have been lost over time, shrouded in mystery and mythology, and the cults like it that way. After all, every Acolyte forms their own relationship with the Crone - why should their origin stories be any different?

But in more recent history, stories become more similar. Ask an Acolyte when the Golden Age for Kindred was, and whatever the answer, it won't be now. Once, the Circle of the Crone were a glorious, diverse presence in Norwich, thriving in the spiritualist scene of superstitious nineteenth-century. But as the Age of Reason firmly got its claws into the kine and industrialism spread, the Circle found it harder and harder to adapt to the restrictions imposed upon them. Prince Cheverton was a rationalist, and had little time for what he considered superstitious nonsense - though like any hypocrite, he was happy enough to indulge in the lacryma and drugged concoctions some canny Acolytes provided for his parties.

When Prince Lockwood took control, some members of the Circle rejoiced. But they quickly realised that she too has an eye on the future - and, worse, on stability and stagnation. Now, the Prince undermines the Circle's beliefs and territories, and they are desperately trying to find a place in a Metropolis that does not always feel their own.


What Do They Want?

Stagnation is anathema to an Acolyte, and they need space to thrive and seek spiritual growth. If that brings chaos, so be it. They need the freedom to enact change the way they want it, and the way they choose it. Prince Lockwood's Invictus Metropolis run like clockwork makes this challenging at best, and spiritually barren at worst.

The Circle used to own vast swathes of the city, and had the freedom for different cults to control districts and flourish, but the Prince has slowly been eroding their influenc. One of the Circle Regents was recently removed from the position and the territory gifted to the Carthian Movement. The Prince’s Office cites Masquerade-threatening Kine cults, the public witnessing Circle rituals, and generally risky behaviour, but the Circle have been doing this for milennia. They know what they're doing and the confiscation of their territory was unfair and targeted against them. The Prince is simply afraid of their power and their knowledge that nothing lasts forever.

Some Circle cults are considering moving to a more sympathetic district, carving out territory on the dangerous outskirts of the city,  time will tell whether the Circle cults will move to a more sympathetic district, or try to work with the new Carthian in charge...


What Do They Do?
The Circle of the Crone might be able to wield more influence in the city if it was truly unified. But ultimately the Norwich Circle prizes being true to oneself to such a strong degree that this seems impossible. Religious differences, disagreements over esoteric aspects of the Crone, arguments over their standing within the City - all of these make the Circle a disparate collection of mystical cults.

However, they do all agree on using this diversity to keep other Covenants on their toes, and with their mystical and frightening insight and practices, can cultivate as much fear as they can get away with.

Acolytes need spaces to worship, and they need followers, so many find themselves seeking ways of inching more territory from the other Covenants, or finding ways of paying rent to sympathetic Kindred landlords. Other Acolytes disdain spending each night simply trying to survive and try to transcend such petty concerns, pursuing creative or occult interests whatever the consequences.

Within a cult, Acolytes are deeply loyal to one another, and they support each other in seeking or keeping territory, in gathering Kine worshippers, and in trying to wield Court influence. Though Kindred from different cults may be always looking for ways to outdo or undermine each other, physical altercations are rare. They recognise that ultimately they're all on the same losing side of history.

The Circle have a particular niche within Kindred society that they exploit to the fullest potential: they understand many of the nooks and crannies of the occult world and often sell themselves as advisers or consultants to those in need. They try to strike a delicate balance with the Ordo Dracul: too antagonistic and the more socially powerful Ordo will fight back, too cooperative and the Circle lose what edge they have. Still, its not unusual to see Circle and Ordo working together, especially in the Low Court where Covenant secrets are less valuable.


Development Notes

We wanted to explore what the Circle's approach of looking backward and inward whilst embracing chaos means in a bustling, modern Metropolis. We are looking to explore what happens when such a diverse group is put in a relatively weak and disrespected position - will characters seek to unite in solidarity or simply focus on getting their own needs met?

Questions to think about for a Circle of the Crone character


You are younger than the Circle who remember the glory nights. How do you deal with your Elders being so resistant to change?
What about the past appeals to you, and how does it affect your nightly Requiem?
What is your particular belief system? Do you work with a Circle cult, or are you even more of an outsider?
Does your belief system have a Temple or dedicated Kine followers? What are they like - or how are you trying to gain them?

Monday, 6 October 2014

The Carthian Movement


The Carthian Movement
We're fighting for your future. Join us.

Mask: Chaotic rabble of iconoclasts
Dirge: Terrifying, amoral militaristic cult

Who Are They?

The Carthian Movement are a disparate group of neonates and ancillae, but the one goal the leaders work towards is the destabilisation of the status quo (the Invictus) and the Prince herself. 


They are disrespected and overlooked, with only a few Carthians in any positions of power - and those who manage to gain power are often treated with suspicion by other members of the Movement, in case they have defected to the enemy.

Where Did They Come From?

The Carthians are a relatively new development in Norwich: there were always individual rebels, those who were dissatisfied with the status quo, but only in the tumult of the 20th Century and in the disappointment of yet another Invictus Prince, have they organised themselves and become a Covenant that, if it cannot be respected, at least cannot be ignored.

What Do They Want?

Carthian interests are as diverse as the misfits and troublemakers who are constantly recruited. People are drawn in with promises of revenge, of safety for the misfits, of iconoclastic fun, of ideology or answers that the other Covenants cannot provide: anything that will get them to sign up. 


Once someone has joined the Carthian Movement, the higher status members cultivate them into supporters of the fight, whatever their interests and whatever their skills.

Consequently, all of the Carthian Movement have at least a passing interest in the political arena of the Metropolis. They contribute as they can - and as their leaders dictate. This is all for the greater good, so most recruits follow the party line. Those who fail to comply obviously don’t have the Movement’s best interests at heart.

What Do They Do?

At the ground level you are equally likely to find a Carthian poking into esoteric mysteries, protesting a Kine law with Kine brethren, pulling strings behind the scenes in large businesses or making territorial war with other Kindred. The Carthians like to poke their noses into whatever the other Covenants are doing, and sometimes inevitably come into conflict with the other Covenants - especially with the Invictus, who would rather see the Carthians out of Norwich forever.



The three leaders of the Carthian Movement of Norwich treat this struggle like a war. They rule the Movement as half a cult and half a militaristic terrorist organisation, operating the neonates in cells and unaware of the details of what other cells are doing. Those with a reputation amongst other Carthians display their affiliation with literal badges of honour - anyone who is Recognised or higher displays a Carthian loyalty badge and if they fail to, it will be noticed. Cells known for particular activities take this one step further - a particularly militaristic cell known for never backing down from a fight may all wear red; a cell known for their ability to throw the wildest parties with no warning may all wear blue headpieces of various kinds. Other cells are more diverse, acting as a ‘one-size-fits-all’ group that can deal with any situation.


This isn’t to say that there is complete separation between cells - Carthians work together, aware that safety is most definitely in numbers - but when it comes to special jobs given by those up top, secrecy is key. That way, no one except for the leaders can spill everything if they are captured … or if they turn on the Movement.

They recruit from the downtrodden and especially watch carefully for products of accidental embraces, claiming them as childer of the Movement in return for loyal service. Some more brutal recruiters seek out Kine who they think are vulnerable to their ideologies, have useful skills or are searching for a purpose, embrace them and claim it accidental, and petition for mercy from the Prince. They need numbers if they are going to try to win this war.

There is a huge separation between the High Court Carthians - what little there are - and the Low Court. The Carthian Movement is ruled by three Carthians - one of the Prince’s Advisers, one of the Regents and a true rabble-rouser who eschews the High Court and acts as hero to the people. Carthians of moderate status enjoy the fruits of their labours, brought a little further into the inner circles and given greater responsibility. Some balk at the idea of using the neonates and the low-status as cannon fodder, but it is what the Movement requires. They comply, or they are no longer truly loyal.

The Low Courtiers have little to no idea of how the Elders see them. They believe in what they do, or at least they believe that the Movement is a safe place to be with a bunch of allies who will back them up in a fight. They are encouraged to always be on the lookout for Invictus and Lancea Sanctum infiltrators. By the time they have a chance to learn any different, they have been inculcated properly as true Carthian.


Development Notes
We wanted to make sure that the Carthians are a cohesive group in Dark Metropolis, whilst keeping them diverse and unpredictable and broken into disagreeing factions. The Party Carty, the Working From The Inside, and The Firebrand are all people who would be brought into the Movement for their individual skills.

Of course, having such a range of people in your organisation while keeping people loyal requires a lot of extra effort. We plan on exploring the cult-building techniques, brainwashing rhetoric and manipulation to see how far Carthian characters are willing to be pushed to prove their loyalty.

It’s worth noting that the characters in Dark Metropolis would have no awareness of this darker side of the Carthian Movement - it is something carefully kept from the younger members to ensure they still willingly fight.

Questions to think about with Carthian characters
Why did you choose to join the Movement - or, how did they get you to sign up?

How do you demonstrate your value and your loyalty to the Movement?

How do you express your particular ideological values about Kindred society - do you try to take down the system from the inside, are you an anarchist, or are you somewhere in between?

What cell are you part of and what sort of activities are your cell responsible for?