Showing posts with label Regencies. Show all posts
Showing posts with label Regencies. Show all posts

Wednesday, 21 January 2015

The Regency of Old Norwich

The Regency of Old Norwich

There’s little doubt that this Regency belongs to Samuel Asinelli, in part because he practically built the place in the aftermath of WWII. Taking his inspiration from the historical areas of Norwich like Elm Hill mixed with a soupcon of Paris and Byzantium Samuel’s regency is a haven for the arts and artists in the city. This definitive style, when added to the fact that the Regency occupies and exceeds much of the old center of Norwich is what gives its name.

While the outskirts of the area are easily accessible and navigable, the more central areas are another matter entirely. Making your way through the small, winding streets beneath the half timbered buildings and multi-level streets you’ll find cafes, galleries, studios and more nestled in the sometimes maze like area. It’s all part of the cachet and the culture of the area amongst the Kine. If you don’t know your way around then it’s almost like you didn’t belong there in the first place.

Geography

Old Norwich is on the Northern side of the city, bordering with both Prince Lockwood’s Arcology and the Black Friars Regency to the East. Norwich International Airport sits just North of the borders of the Regency and by Prince Lockwood’s decree is under no-one else’s control but hers.

Asinelli Tower, Samuel’s pride and joy, sits on the edge of his regency, close to the border with his eternal rival Simone Garisenda, so as not to intrude on the aesthetic that he’s tried so hard to create. The fact that it gives him an unparallelled view of what’s definitively 'his' is just a bonus. Over the years of the feud with Simone the tower has grown taller and taller, always maintaining the same architectural style, to ensure parity with the Garisenda tower.



History

Following the destruction of the Blitz and the transition of power Samuel Asinelli made sure to put himself forward to catch Prince Lockwood’s eye with his many, and varied talents, particularly with regards to how much of the city needed rebuilding. His particular ability as a civil engineer was very much in demand and through this service he was able to claim his territory, right in the center of the city.

While others were wary of staking their claim to it, the site of Prince Sebastian Cheverton’s Final Death, Samuel was undaunted. He quickly set about realising his vision for the area, a call back to the cities of his youth with enough modern touches so that it wouldn’t feel out of place in the metropolis.

Living in the Regency

Samuel appears to have a somewhat laissez faire approach to those living within his regency, provided the Traditions and his own, few laws, are kept that is. Those who can do that will be left to their own devices for the most part, unless they do something to earn Samuel’s favour that is.

Laws
  • There is to be no violence committed against Kindred, Ghouls or Kine within the bounds of Samuel’s Regency unless it is specifically authorised by the office of the Prince or Samuel himself. 
  • Acts of violence committed while in a state of Frenzy must be reported to either the local Baron or the Regent as soon as the offender is capable of doing so.
  • Only those given permission by Baron Bonnaire may make use of the Rack located in the Regency.
  • Do not interfere with the artistic pursuits of other Kindred. 

Samuel’s punishments for infractions tend to vary on a case by case basis. It is certainly true that those he favours have historically received more leniency than those he does not. His punishments tend to range from fines, increased feeding ground rent for a season or, in one particular case, banishment from the Regency and the confiscation of the offender's territory. It’s probably better that you don’t mention that particular incident around him, it just upsets him.

Samuel often claims that he’s more interested in talent, in any field, than the affiliation of a any given Kindred. As part of this he’s made a habit of surprising choices for his Barons. Given his status both within the City and the Invictus the fact that he’s granted a Daeva and a Carthian Baronies leads some to speculate that he either doesn’t care for the consequences or is just that certain of his position.

Samuel thrives on scandal and gossip as well as new, bold ideas and perspectives. He revels in being in the know, of finding the next big thing and has a habit of sending out assistants to scour the city for both Kindred and Kine who might just provide them.

Kindred looking to be on the cutting edge of Kindred society, particularly those involved in the arts or Kine society tend to gravitate towards this Regency. Others come for the chance at advancing themselves at Court by attracting Samuel’s notice and his patronage.

Districts

The Golden Triangle

This district, overseen by Mx Jamie Bonnaire, is where the rich, the famous and the infamous come to play when they don’t want prying eyes following them. Large, half timbered regency-era style buildings present a facade that blends with the rest of Samuel’s lands but beneath the careful soundproofing and pleasant surrounds excess of every kind can be found. Burgers coated in gold leaf, cocktails worth more than the nightly wage of the person serving it and more are there for those who can afford it, here where the night never ends and the party never stops.

Many were surprised when Mx Bonnaire was made Baron of this district. While it’s true they’re of the same clan as Samuel, placing the responsibility for maintaining the High Court’s Rack in the hands of a Carthian is certainly something that set the rumour mill running. Even their worst detractors have to admit that they do throw some of the best parties though.

Mx Bonnaire’s very conscious that everyone’s watching, and most don’t have their best interests at heart. As such they’ve been very public about their adherence to both the Prince’s will and Samuel’s. How much of that is just an act however is anyone's guess. It's certainly true that their reputation amongst the Carthians has remained intact throughout their tenure at least.

Physical: Access +2, Safety +4 - Mx Bonnaire’s sticks remarkably close to Samuel’s first law as they’re well aware that the Kine won’t come to play if they don’t feel safe, and without them the Rack’s next to useless. Security is particularly tight, although discrete, in and around this district, both to ensure that everyone gets home safe and sound, if a little anemic now and then, and to dissuade any wandering paparazzi from catching the exclusive clientele at their worst. In support of this the streets are easier to navigate than the style of the buildings and the Regency as a whole would suggest.

Mental: Information -2, Awareness +2 - If you don’t know where to find the party then it’s unlikely you’ll be able to find it without help, and much like the rest of the Regency if you don’t know where to go then you probably don’t belong there. The streets may be better lit and easier to make your way around than other areas, but that won’t help you when you’ve no idea where you’re trying to get to.

Social: Prestige +4, Stability -2 -The Golden Triangle’s where you go when you’ve made it and you don't need to prove it anymore. Just being seen here’s enough to raise your cultural capital, although the higher you rise the faster you can fall. One false step in the circles that move here can be the end of your social career.

Downtime Hunting Quality: Abundant (4 Vitae)
Available Feeding Ground Dots: 2

The Alleys

Edward Hathaway runs The Alleys District, possibly keeping a much tighter hand on what happens within his territory than even his own regent. A member of good standing within the Invictus and Samuel Asinelli’s vassal it’s only natural that he’s risen as high as he has within the city. He’s well known amongst the Kine as the blind fashion designer who creates fabric miracles and amongst Kindred as an ever reliable source of news, information and gossip.

In many ways The Alleys is the heart of the Regency and very much lives up to the maze like reputation it’s developed. The winding, multilevel streets are home to a variety of boutique stores, small design houses, artists’ studios, galleries and cafes.



Physical: Access -3, Safety +3 - The Alleys are somewhat self contained, in part due to the nature of the community but mostly because it's so difficult to find your way around them unless you've lived there long enough to get used to them. Not helping matters is the fact that more than half the streets are cobbled. However, they're certainly one of the safer areas of the city. The locals look out for one another here and more often than not resolve their own issues rather than bothering the authorities. 

Mental: Information -3, Awareness +3 - The rumour mill's always going full pace in The Alleys and you don't have to look very far before you'll hear something interesting. Finding the right place to listen in might be a challenge though.

Social: Prestige 0, Stability +3 - Neither Samuel nor Edward want anything to disturb the residents here, whether they’re Kindred or Kine, and they’ve worked hard to foster the bohemian spirit that’s created some of the finest works of art in the last fifty years. While the area might be famous for its artistic endeavors not everyone wants to actually live there, possibly due to the slightly claustrophobic nature of the streets.

Downtime Hunting Quality: Average (3 Vitae)
Available Feeding Ground dots: 3

The Castle Museum District

Samuel once again raised a few eyebrows when he made Margery Gilbert a Baron. A Daeva, responsible for the site of some of the worst Kindred excess in recent memory and the death of Prince Sebastian Cheverton, with their reputation? Members of the Nosferatu however, are well aware of just why Samuel did it. How better to annoy his old foe than to raise an awkward member of her covenant with lands that sit on the border between his lands and hers?

While Margery may be aware of the Samuel's reasons, she's certainly taken the chance that's been offered to her. Since being made a Baron she's done everything she can to distance herself from those members of her clan who still refuse to play by the rules while ensuring that those who live within her district act as model citizens.

Unsurprisingly the District is named for the museum that lies within it, although Asinelli tower is also located within the district. Though Norwich castle was devastated during the Blitz, a large museum chronicling the rise of the city and it's subsequent rebirth was built around the ruins of the castle.

Physical: Access +1, Safety +3 - Tourism is one of the main sources of income for many of the Kine who live in the district, and as such Margery's made a special effort to establish links with the city's police force to ensure that regular, visible patrols are on the streets. Safe tourists are happy tourists after all. There are reasonable bus links too, running often enough to get people into the area but not so often that they don't leave too soon.

Mental: Information +4, Awareness -1 - Like much of the Regency this district's streets have that maze-like quality, but unlike anywhere else it's particularly well signposted. Margery has taken great pains to ensure that both locals and tourists alike can find their way around as part of her attempts to refine the science of herd management.

Social: Prestige +2, Stability +3 - Margery is first and foremost a herd scientist and as such has taken great pains to ensure that there is a real community spirit amongst the Kine living in her district. She's a well known public figure, sitting on the board of the Museum as well as sponsoring community outreach programs and taking part in the local small business forum that she arranged the founding of.

Downtime Hunting Quality: Sparse (2 Vitae)
Available Feeding Ground dots: 3

Earlham Road

Jennifer Carter, a member of the Lancea et Sanctum of middling importance, holds sway over this district that mostly consists of high class housing and the Catholic Cathedral that sits in the middle of it. She's a long time supporter of Samuel and he's been heard referring to her as his "spiritual council on more than one occasion.

The District is one of the quieter ones within the Regency, lacking as it does the artistic spirit, the exclusive nightlife or the tourism that features in the other districts. That suits Jennifer just fine, so much so that she's spent her time as Baron working to increase the levels of security for the majority of the District to discourage any criminal activity, whether it's Kindred or Kine related. The only exception being where the feeding grounds are located. The less prying eyes there the better.



Physical: Access +2, Safety +3 - Unsurprisingly, given the wealth of the inhabitants, the District's both safe and easily accessible with regular police patrols in addition to the private security and high levels of CCTV coverage.

Mental: Information +1, Awareness +3 - If there's one thing this district's known for it's that while a career in burglary might be very profitable it's rarely worth the risk. There's almost always someone watching here, day or night. How else are the residents going to feel safe in their beautiful homes?

Social: Prestige +4, Stability +3 - This quiet corner of Norwich, with its grand houses and perfectly manicured lawns is the place to live, provided of course you can afford it. It's genteel, tree lined streets are a haven of peace and quiet which its residents seem to think is well worth the price of admission.

Downtime Hunting Quality: Sparse (2 Vitae)
Available Feeding Ground dots: 3

Monday, 19 January 2015

The Acle Straight Regency

The Acle Straight Regency
This easterly stretch of the city is heavily industrialised, containing one of the city’s power stations as well as the remnants of Norwich’s once sizeable manufacturing base.  The area has taken a major hit over the last few decades as businesses have moved overseas, leaving the area an impoverished shadow of its former self.  The Regency is governed by Nemo, a Mekhet of the Circle of the Crone.



Geography
Located in the eastern side of the city, it borders on the Great Yarmouth docks.  The drained lands of what were once the Broads form the majority of this Regency, and it has expanded to include the towns of Acle and Reedham among others.  To the north of the Regency is an area of wetland that is protected as a nature reserve by both the human and Kindred authorities.

History
Once the industrial heart and centre of much of the city’s wealth, the Acle Straight area has been in decline since the 1960s.  The assorted chemical plants around Reedham give a high-tech first impression of the area, but urban decay has set in across the rest of the Regency.  There’s been talk about projects to renew the area on and off for the last decade or so, but nothing has been done on that front to date.

Living in This Regency
Nemo has the Mask of the Faceless God, an identity which acts as a vessel for divinity, of whatever kind the cult of Circle they are working with worships. They are rumoured to have an extensive group of mortal, ghoul and Kindred followers who focus on the Cult of the Faceless God - a doctrine focused on mutability of the self. Nemo oversees and draws together the various small cults of the Circle within the Acle Straight Regency, making it the last remaining stronghold for the Circle of the Crone in Norwich.

Nemo’s relationship with their clan is strained, as the Mask of the Faceless God and its mutable identity are the antithesis of the kind of solid anchoring identity and sense of self most Mekhet desperately seek.  However, Nemo is deeply respected by the Circle for the services they provide, and Mekhet Acolytes in particular know just how much Nemo gives up in service to the gods.

Nemo has a distant and hands-off style of governorship over their Regency.  While they are often seen walking the streets, it’s rare that they will stop and interact with their tenants.  However, the two laws they enforce without mercy are:

  • Do not destroy, damage, deface or desecrate symbols of faith.
  • Do not frenzy on holy ground.

These are met with swift punishments levied in the form of blood sacrifices, hefty fines or beatings.


Districts
Reedham Chemicals



The assorted Reedham chemical plants cover a sizeable area, producing a range of chemicals for the city and beyond.  It’s one of the few well maintained parts of this area of the city, although far from picturesque.  The assorted towers and chimneys of the plants dominate the skyline, towering over the plant worker’s homes and the few shops that serve them.

Baron Jack Snagsby rules the District, although he plays things quite fast and loose.  Rumour has it that he’s not in one of the more favourable Nosferatu Regencies due to some dodgy dealings in the past.  Whatever the truth, Jack has made a made himself at home in Reedham, and is happy to meet with his tenants in the faux-plush office he’s set up.  

A lot of chemicals come out of Reedham, and not all of them are legitimate.  If you want to buy meth or an assortment of party drugs in bulk, there are people who can hook you up...

Physical: Access 0, Safety +2. There are few commuters to the plant, with most of the workers living in the immediate area or the nearby Burgh Castle housing projects.  As such, the main traffic on the roads and rails in the area are delivering raw materials to the plants, or shipping finished products away to the rest of the city and beyond.  The area is well patrolled by security guards, and both the police and fire departments respond quickly to any disturbance given the highly volatile nature of the chemicals held on site.
Mental: Information –2, Awareness +3.  The area isn’t set up with visitors in mind, so there’s little in the way of signposts beyond some stern warnings about trespassing when you get to the plants themselves.  CCTV is pretty prevalent in the area, and the residents are quicker to call in any suspicious behaviour than in most part of the city.
Social: Prestige –1, Stability +3. No-one really wants to live here, but it’s a better option than Burgh Castle if you’ve got the choice.  However, the residents form a close-knit community as workplace friendships carry over into the home.

Downtime Hunting Quality: Sparse (2 Vitae)
Available Feeding Ground dots: 2


Acle Industrial



Dozens of factory buildings fill this district, ranging from early 1900s construction to angular late 1960’s architecture.  Most are now derelict, with broken windows and collapsing roofs.  The few active factories churn out goods for the city day and night, with a steady traffic of shift workers flowing in and out of the area.

Acle Industrial is ruled by Baron Tarvos Smith, a Daeva of the Circle of the Crone. Baron Smith is known as a supporter of the Trade Unions that grew from the industry in this District and there are rumours that he has formed a cult that worships a divine Smith figure.  He has a reputation for having ferocious strength, even for one of his clan, and a temper to match.

The desperate and poor can find homes here, although it’s a dangerous place to live.  There’s little in the way of shops and services other than a few 24-hour diners to feed the workforce and more than its fair share of dive bars for those looking to drown their sorrows.

Physical: Access +1, Safety -3. It’s easy to get in and out of the area, with the stretch of the Acle Straight leading between the centre of Norwich and the Great Yarmouth docks.  However, once you move away from the A47 it turns into a maze of minor streets leading to the factories, with the street lighting flickering dimly in the night.  Street crime is rife here, and at least one of the bars will erupt into a brawl on any given night as tension rise.
Mental: Information -2, Awareness -4.  If you work here, you know your way around.  Otherwise, there’s little information to be had, with the city mostly trying to avoid paying any attention to the bedraggled remnants of its once great industrial heart.  The workers and residents have been worn down by years of fear and neglect, and walk head down swiftly past any but the most serious disturbance.
Social: Prestige -2, Stability -3. As the fortunes of the area have faded, so too has its reputation.  Murals speaking of the once innovative and optimistic spirit of the area can still be faintly seen under the grime and neglect of the last thirty years.  Any sense of community has faded with it, to the extent that the remaining residents eye each other with suspicion.

Downtime Hunting Quality: Abundant (4 Vitae)
Available Feeding Ground dots: 4


Broadland Power



The twin gas and coal Broadland Power Plants struggle to keep up with the demands of the city.  The concrete towers were state of the art when they were built in the early 1960s to meet the city’s growing demand for electricity.  Now they are stained with decades of pollution, and the rusty chain-link fences that surround the plants offer little in the way of a barrier to any intruder other than the risk of tetanus.  While publically running smoothly, a lot of effort has been put into covering up the several accidents that have taken place over the last few years…

Baron Arianrhod, a Gangrel of the Circle of the Crone rules this area.  She’s a fairly solitary Circle who worships Taranis, and seems to regard the power plants as a place closer to the gods.  People generally give her a wide birth, although the few Kindred who live in the shadow of the power stations find her a fair if distant landlord.

Physical: Access –2, Safety -1. The narrow roads leading to the plant are barely adequate for the industrial traffic that rumbles along them.  The security for the plans is outdated and the fences nearly rusted through, but a few particularly dedicated NMPS officers take time to patrol around the area.  More than a few “Danger! High Voltage” signs have fallen into the marshy ground surrounding the plants, making trespassing a somewhat risky endeavour.
Mental: Information -2, Awareness –2. Outdated technology and management cover-ups are the order of the day here.  The plants’ employees are focused on trying to keep the failing plants running and have little time to spare to pay attention to people who don’t belong.
Social: Prestige -1, Stability 0. No-one really cares about the plants, as long as they’re working, and there’s a lot of effort put in to keep the appearance that all is well.

Downtime Hunting Quality: Sparse (2 Vitae) 
Available Feeding Ground dots: 1


Burgh Castle



Burgh Castle is not a nice place to live.  Anyone who can live somewhere else does, but it’s the cheapest part of the city to call your home.  Boarded up shops sit next to crumbling tenement blocks, and at night the sounds of the docks and trains echo across the area.  There’s little in the way of a police presence, and drug dealers openly do business on the street corners.  

Burgh Castle is ruled by Evan Draper, a Nosferatu of the Carthian Movement.  He owns a lot of property in the area, wringing rent out of his human tenants and offering Feeding Ground to the Kindred at a very reasonable rate.  Feeding isn’t hard in the area, and you’re unlikely to be disturbed while preying on the residents.

Evan hosts a good number of Carthian meetings as this is fairly neutral ground (by virtue of its Circle Regent) and it’s a place where the higher ups are unlikely to have agents.  Plus the local Kindred usually control their herds fairly well.  For those in the know in the Movement, Evan’s seen as a slightly dodgy neutral party - no-one trusts him but his interests are divided enough between various interests that he can’t afford to take sides.  As such, he’s often called on to settle disputes, although he always has an eye towards how he can profit from any such exchange.

Physical: Access 0, Safety –3. The buses stop running early out to this side of the city, but the trains are still there.  That said, no-one visits if they can avoid it.  Burgh Castle is a hot spot for burglaries, muggings and street crime, and those who can afford them have hefty locks on their doors and bars on their windows.
Mental: Information +2, Awareness –3. If you’re in with the right crowd, this is a good place to hear the word on the street.  People tend to keep their head down and keep walking, pausing only for things that directly affect them.
Social: Prestige –4, Stability –3. No-one wants to live in Burgh Castle, and the number of boarded up shops and empty houses is testament to that fact.  People who live here are too scared to pull together, and the gangs in the area exist in a state of near open warfare with each over over a street or two of turf.

Downtime Hunting Quality: Abundant (4 Vitae)
Available Feeding Ground dots: 5


The Encampments


The Encampments District is ruled by Janis, a Daeva of the Carthian Movement. The Encampments is an area on the very outskirts of the city, where homeless people and transients gather under bridges and beside train tracks. It is a scrubby area of industrial land that provides small shelter for the desperate, but it is their best chance of survival. The police periodically clear the Encampments but they always flock back when the police have gone, encouraged by Baron Janis.  After all, they've got nowhere else to go...

Physical: Access -3, Safety -3. This District is not restricted, but finding your way around it is difficult. It has extremely limited transport, because no-one comes out here if they can avoid it. The police largely turn a blind eye to what happens here until they need to look like they’re doing something. If bad things happen here, they don’t get reported for weeks, if at all. The people here know nobody will listen. But for the most part the locals are not violent - they just want to get on with their lives, and are unlikely to bother you unless you bother them.
Mental: Information -2, Awareness +3. It’s difficult to get people round here to talk. They aren't forthcoming, because they've spent years being ignored or berated. However, there are some sources of information if you know who to ask - and you can compensate them appropriately. No-one wants to come a cropper for telling someone something they shouldn't have, but you can guarantee that whatever goes on in this District, it is witnessed.
Social: Prestige -4, Stability +2. It is not a good thing to live here: if you can, go somewhere else. You’re marred by association. However, people who live in such circumstances have a tendency to form groups, because someone to rely on and trust is important here. They will sometimes even step in to protect one another.

Downtime Hunting Quality: Abundant (4 Vitae)
Available Feeding Ground dots: 2