Some players will be more familiar with roleplaying, livegames and Vampire: the Requiem than others. For those who don't have much experience with any or all of these things, here's a quick primer on what this game is all about!
What is a live game?
You create a character for yourself and take on their role! Players get together in a set of rooms and talk and act in character to tell their stories. If you’ve done tabletop roleplaying before, it’s similar, but with a room full of people rather than a small group around a table. Plus, you get to dress up! Think of it as a mix of improvisation, murder mystery, and collaborative storytelling, with the Storytellers making the framework and the players driving the talk and action.
What is Vampire: the Requiem?
Vampire the Requiem is an urban horror roleplaying game set in the World of Darkness, a sinister reflection of our own world where hidden supernatural forces influence events from behind the scenes.
All the player characters (PCs) are vampires, grasping for survival on the city streets of the modern world. Vampire: the Requiem is about conflicts and alliances between vampire clans (families) and covenants (political and religious groups). Where groups collide - then it gets interesting.
A few Vampire: the Requiem terms:
-Kindred: vampires
-Kine: humans
-Vitae: blood
You'll pick up more as you go, but these are the essentials.
What is Dark Metropolis?
Dark Metropolis is a game that focuses on vampires that haven’t been vampires for all that long - 10 years or less, pretty much a blink of the eye to a potentially immortal vampire. They have less political power, less influence, and fewer allies, but on the other hand they’re more in touch with the modern world which makes them very useful pawns for the Elders who rule the city. You would be one of these pawns, and it would be up to you whether you want to play that game, or try to make your own way in the city.
It’s going to be a highly collaborative game - your character’s story will be woven by you, by the Storytellers, but also by the other players, and you’ll contribute to their game as well. This way players and Storytellers are all working together to make the game the most dramatic, and the most fun, that it can be!
When is it all happening?
We are running a couple of character development sessions - the first one is on Saturday October 25th at 6 PM, in Congregation Hall Room 01.20. The second character development session will be in November - date to be announced. If you can’t make the first one, you are still more than welcome to come to the second one!
These sessions, especially the first, won’t be focused on any rules of the game, or loads of specifics about the setting. Instead we’ll be thinking about what might make the game enjoyable for you, and will help you think about what kind of character would therefore be fun to play.
The first game will be in January 2015 - if you can’t make any character creation sessions in the Autumn but want to see what it’s all about in the first game, we’ll have lots of pre-made characters that you can try. Come see what it’s like!
Want to know more?
Peruse our introduction post for Dark Metropolis, and have a look at our clan and covenant posts for inspiration for your character and an idea of what the world of Dark Metropolis is all about!
Tuesday, 21 October 2014
Saturday, 18 October 2014
A Murder of Harpies
In Dark Metropolis, we are planning on adopting the Murder of Harpies concept first released in Invite Only. Instead of the traditional two Harpies (Prince and Priscus Harpies), we’re going to have five. The more astute amongst you might have noticed that this neatly gives us one Harpy per clan and covenant (and one per ST).
The Murder is a group of Kindred thrown together into an uneasy working relationship, each raised to the position of Harpy for a different reason and each pushing a different agenda through their influence. The Harpy is about more than gossip, each member of the Murder will say. It’s about information, says one: the Harpies keep the Kindred of both Upper and Lower Courts up to date. It’s about status, says another: the Harpies’ words make or break reputations, and how else can you tell who to throw your influence behind? It’s about raising the average, says a third: if you don’t have commentary on what’s hot and not, then people will get lazy when they should be striving to be noticed. It’s about the public face: controlling the media controls the population. It’s about the truth: the Harpies are the only ones who can tell it as it is. The Harpies all have their own ideas of why they exist, and that sometimes brings them into unlikely alliances or, more often, wars over column inches.
A Harpy is one of the main Court positions likely to have regular interaction with the Low Court Kindred (and therefore the PCs), even if that is simply noting the rises and falls of the fortunes of the lowly as well as the great. They are all weaving their social webs, each trying to uncover exclusives the others won’t get. After all, if you’re the Harpy the Court is listening to, you can tell them anything you like. They employ assistants and informants to be their eyes and ears in the Courts and on the streets, and an enterprising Kindred can find a speedy way of making friends by working for a Harpy. And probably just as many enemies…
The Harpies’ stock in trade is information, for all that they claim a higher purpose, and they pay well for it, though it's more likely to be a future positive mention in their columns or a good word in the right ear than anything so crass as money. And of course, smart Kindred only tell the Harpies what they want to see published, whether it benefits them or their allies or damages someone else’s reputation. Many a Kindred has come a cropper when they decided to tell a Harpy false tales – the Harpies didn’t get to their current positions by being gullible.
Development Notes:
We liked the idea of the Murder of Harpies, especially as it means each Harpy has an ST to write for them. We wanted to give the feel of a lively group of NPCs with their own writing styles, agendas and political positions so that PCs could get involved with their machinations and effect subtle changes on status and reputation. The Harpies provide a semi-anonymous way of broadcasting gossip (though obviously there are still ways of finding out who was behind a particularly slanderous piece of information) and, we hope, give another social dimension to the game.
In Shades of Norwich, the Kindred Rumour Mill (the general one and the clan and covenant ones) met with great success as it gave players another way to affect the setting and have their social efforts rewarded, but it was a faceless groupthink rather than individual communications. It reflected significant player actions, but it was difficult to turn it to player advantage directly. The five Harpies give faces to the rumours and more effectual player influence over the way information is broadcast in the setting.
It is our intention that becoming an assistant to one of the Harpies should be a reasonable PC goal, though the timescale for it will depend on many factors. However, any PC can potentially interact with a Harpy’s assistant and make a profit (in whatever form that may take) as long as they have information to offer, which gives every single person in the Court a potential way of getting something they want, and a motivation to keep their ears open.
Introducing the Murder:
Samuel Asinelli – Nosferatu Invictus
Of course someone as important as Samuel is a member of the Murder: he makes or breaks the reputations of Kindred both low and high with but a stroke of his pen after all. He worked hard to secure his position at the top of his tower and you can be damn sure he’s going to do everything he can to stay there. If that means shading reports to support the status quo, so be it. His reports are often rambling, punctuated with flurries of excitement and excess punctuation when he finds something that really excites him and his muse. As such he makes a point of having his assistants keep an eye on the Low Court in case the ‘next big thing’ emerges so he can be the first to discover it.
Likes Reporting on:
Fashions and trends; the movers and shakers in Kindred society; what’s hot and what’s decidedly not; the politics of the city.
Avro Clark - Mekhet Lancea et Sanctum
A deeply faithful Kindred who insists that Truth is God and God Truth, sometimes to the point of causing unease among his own covenant. His commitment to telling the truths he perceives can cause ripples that the Sanctified would rather avoid. His Harpy reports are conspiracy-theory-filled rants about anything and everything, but they contain moments of utter clarity within them, which can be a compelling combination for his readers, and his obsession with puzzles appeals to many Kindred of the Court. Dismissed by some as a tinfoil hat conspiracy theorist, he nevertheless has a knack for breaking stories others can't, and he has a reputation for telling it as it is.
Likes reporting on:
Conspiracy theories; occult mysteries; religious events and miracles (regardless of denomination); political corruption.
Rosa Flores – Gangrel Carthian
Brought up from the Low Court as a surprisingly appealing and easy to get along with Carthian. Seen as somewhat of an appeasement to the Carthians, but she defends herself fiercely - she’s too Gangrel to want to be seen as a chosen for anything but her own merit. She truly believes in the work of the Harpies - voices of the people in a system that tries to drown out all but the most powerful. For all her ideology of representing the people, if someone threatens her status she crushes them immediately. After all, she’s worked hard to get where she is today.
Likes reporting on:
High drama; crimes and punishments; the gory stuff; territory fights and disputes; grisly Kine issues that may affect Kindred interests.
Freddie Hallam – Daeva Ordo Dracul
Affected and louche, Freddie fancies himself a worldly commentator on the shallowness of Kindred politics. He shows off by throwing in references to art, but he just can’t resist a good scandal. He is a pragmatic Daeva, one of the few members of the clan who plays along with the system, but he has a sneaking admiration for those who are a bit more chaotic. His political career is one of carefully walking a tightrope between keeping his position and shocking more conservative Kindred with his opinions.
Likes reporting on:
Interpersonal scandal, especially of the kind that shows Kindred aren't as removed from their Beasts as they'd like to think; reasons why people have been given positions or changes in status; anything that could cause ripples in people's relationships; Kindred interference in Kine matters.
Aurelia Tarrant - Ventrue Circle of the Crone
Aurelia is a magpie for strange phenomena, whether scientific, natural or magical (she would say it’s not for ordinary Kindred to interpret which is which). Embraced by a High Court Ventrue of good family, she is extremely well-educated, and in her news reports she demonstrates that she knows more than you do. Her reports are impeccably, and very densely, written. They must be combed through to extract that tidbit of gossip about just where that shadowy creature was seen on the street or beside which constellation the light in the sky was seen. If she were questioned, she would claim that she is making sure that the most worthy Kindred come into contact with these phenomena. While some scoff at her ivory-tower pose, intellectuals enjoy her mind-games and recognise that she is the first port of call for occult gossip.
Likes reporting on:
Phenomena and anomalies; changes in kine behaviour; intellectual rivalries; new discoveries; anything that presents the Circle in a positive light.
Development Notes:
We liked the idea of the Murder of Harpies, especially as it means each Harpy has an ST to write for them. We wanted to give the feel of a lively group of NPCs with their own writing styles, agendas and political positions so that PCs could get involved with their machinations and effect subtle changes on status and reputation. The Harpies provide a semi-anonymous way of broadcasting gossip (though obviously there are still ways of finding out who was behind a particularly slanderous piece of information) and, we hope, give another social dimension to the game.
Introducing the Murder:
Samuel Asinelli – Nosferatu Invictus
Of course someone as important as Samuel is a member of the Murder: he makes or breaks the reputations of Kindred both low and high with but a stroke of his pen after all. He worked hard to secure his position at the top of his tower and you can be damn sure he’s going to do everything he can to stay there. If that means shading reports to support the status quo, so be it. His reports are often rambling, punctuated with flurries of excitement and excess punctuation when he finds something that really excites him and his muse. As such he makes a point of having his assistants keep an eye on the Low Court in case the ‘next big thing’ emerges so he can be the first to discover it.
Likes Reporting on:
Fashions and trends; the movers and shakers in Kindred society; what’s hot and what’s decidedly not; the politics of the city.
Avro Clark - Mekhet Lancea et Sanctum
A deeply faithful Kindred who insists that Truth is God and God Truth, sometimes to the point of causing unease among his own covenant. His commitment to telling the truths he perceives can cause ripples that the Sanctified would rather avoid. His Harpy reports are conspiracy-theory-filled rants about anything and everything, but they contain moments of utter clarity within them, which can be a compelling combination for his readers, and his obsession with puzzles appeals to many Kindred of the Court. Dismissed by some as a tinfoil hat conspiracy theorist, he nevertheless has a knack for breaking stories others can't, and he has a reputation for telling it as it is.
Likes reporting on:
Conspiracy theories; occult mysteries; religious events and miracles (regardless of denomination); political corruption.
Rosa Flores – Gangrel Carthian
Brought up from the Low Court as a surprisingly appealing and easy to get along with Carthian. Seen as somewhat of an appeasement to the Carthians, but she defends herself fiercely - she’s too Gangrel to want to be seen as a chosen for anything but her own merit. She truly believes in the work of the Harpies - voices of the people in a system that tries to drown out all but the most powerful. For all her ideology of representing the people, if someone threatens her status she crushes them immediately. After all, she’s worked hard to get where she is today.
Likes reporting on:
High drama; crimes and punishments; the gory stuff; territory fights and disputes; grisly Kine issues that may affect Kindred interests.
Freddie Hallam – Daeva Ordo Dracul
Affected and louche, Freddie fancies himself a worldly commentator on the shallowness of Kindred politics. He shows off by throwing in references to art, but he just can’t resist a good scandal. He is a pragmatic Daeva, one of the few members of the clan who plays along with the system, but he has a sneaking admiration for those who are a bit more chaotic. His political career is one of carefully walking a tightrope between keeping his position and shocking more conservative Kindred with his opinions.
Likes reporting on:
Interpersonal scandal, especially of the kind that shows Kindred aren't as removed from their Beasts as they'd like to think; reasons why people have been given positions or changes in status; anything that could cause ripples in people's relationships; Kindred interference in Kine matters.
Aurelia Tarrant - Ventrue Circle of the Crone
Aurelia is a magpie for strange phenomena, whether scientific, natural or magical (she would say it’s not for ordinary Kindred to interpret which is which). Embraced by a High Court Ventrue of good family, she is extremely well-educated, and in her news reports she demonstrates that she knows more than you do. Her reports are impeccably, and very densely, written. They must be combed through to extract that tidbit of gossip about just where that shadowy creature was seen on the street or beside which constellation the light in the sky was seen. If she were questioned, she would claim that she is making sure that the most worthy Kindred come into contact with these phenomena. While some scoff at her ivory-tower pose, intellectuals enjoy her mind-games and recognise that she is the first port of call for occult gossip.
Likes reporting on:
Phenomena and anomalies; changes in kine behaviour; intellectual rivalries; new discoveries; anything that presents the Circle in a positive light.
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.
Mask: The modern Prometheus stealing fire from the gods
Dirge: Dangers to society and themselves in the single-minded pursuit of progress
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.
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.
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.
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.
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.
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?
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…
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.”
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.
“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
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?
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.
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.
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.
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?
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
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.
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.
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.
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?
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