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Nomah Posted: 1 Jul 2009 2:16 PM
So I'm a new ST starting my first chronicle, and I'm looking for some inspiration.
A big hurdle for me will be fleshing out the setting. Not the actual location, but the Kindred infrastructure (when I asked my players what location they'd prefer, it was a unanimous "Chicago" - where we live).

I've heard that Damnation City is a good resource, so I'll definately check it out, but I'm thinking the best resource is experienced STs/players (i.e. you guys) and stories of games that have gone well.

So lets hear 'em - major players, power structures, areas of influence, factions, ongoing power struggles...

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I haven't actually worked that much on the Kindred infrastructure (as you put it so well) of my custom setting of Echo City, but as soon as I do, it'll be up here on the boards.
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If your going to be running Chicago World of Darkness: Chicago would be a good pick up too.  And Damnation City probably is my favorite book to come out of the Vampire line, period.

As for my city.  It's New York City.  I borrowed heavily from the old New York City by Night book and made adaptations as necessary to fix things for a Requiem style game.  There are over 400 vampires living in the metropolitan area of New York City including New Jersey, Long Island and Yonkers.

The current Prince is Nicole de Lancrét an unaligned Duchange Daeva who took over the position after the Carthian Movement's Prince Helene Panhard was removed from power due to a vote of no-confidence.  Helene herself only held the position for about 5 years after an Unaligned Nosferatu Calebros shortly held after the fall of the Archbishop Polonia the city before stepping down as Prince.  As Prince Nicole wears a golden signet ring with a barbed ankh to represent her station.  She refers to herself as the Princess of the Greater New York Area claiming all of the Metro area plus more as her domain.

While there is a "ruling body" held over from the Carthian days of power called the Primogenture Senate for the most part it has no teeth as Nicole is a tyrant who often changes the rules as fits her whims, having hundreds of little laws that perhaps she doesn't know, or don't exist until she claims they do.  Unfortunately Nicole is too powerful as she has a powerful coterie made of Harpies called L'Espirit de la Nuit that have more political favors between them most of all the other Kindred combinded and she has put together a huge army of hounds called the Paper Dolls, who she dresses in whatever fashions she sees fit nightly.

While the Primogenture Senate has virtual no teeth as far as the Prince's decree's they do have control over other things.  The senate is run by a Proconsul who is chosen every full moon to lead the agenda of the Senate.  While the Proconsul technically controls the Senate, the Prince has full control whenever she attends the meetings.  When the Prince is not there her Seneschel usually is.  Besides that the Senate is made up of four councils.  The Primogen Council, Nicole's personal appointies who serve mostly as yes-men for her.  The Pricus Council, which Nicole is technically a part of made of the elders of the Five Great Clans.  The Master's Council made of the "Masters and Mistresses" of the Five Boroughs as appointed by Nicole. And the Pharessii the chosen representatives of the Five Great Covenants.  All members of the Senate wear Iron Signet rings similiar to Nicole's the Proconsul wears a silver ring of the same design.  The Senate itself proposes new laws but the Prince must ratify any law that the Senate votes on.

The Five Boroughs are ruled by 5 Kindred individually with Nicole standing over them.  In each borough they have complete rights of domain as if they were their own Princes, except that Nicole can overrule them and is the real power whenever she is in that borough.  Mostly they are made up of friends and cronies of Nicole but each borough is ruled by a different covenant.

That's a good starting look on how my structure is made, feel free to ask if you have any questions.
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Deimos_Masque:
The current Prince is Nicole de Lancrét...


So you're the one who wrote that! I read that today. I found it very well-written, and now I'm tempted to forget Echo City and just do my own New York instead.
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Wrote what?
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That write up of New York!  Brilliant work. I should've gone with the Big Apple to start with. I mean, the buroughs make for easy Regencies, right?

Assuming that this is the one on the wiki, of course.
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Flogging the carcass of an exhaustive partially crafted setting in need of closure is my rason d'etre


Plenty of characters, factions, storylines, infighting, back biting and sweet sweet blood


SnE Vampire the Requiem City Project:
London: City of the Damned

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Oh the wiki!  I forgot about that I did it so long ago.
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Nomah:
So lets hear 'em - major players, power structures, areas of influence, factions, ongoing power struggles...

I run a PbEM set in London, England. It was inspired by Roma Naim's incredible London setting - you should really check that out - although I've gone in a completely different direction.

Thumbnail history: Up until 1666, the Lancea Sanctum was in charge, but they had drifted from the core tenets of their faith to become a sort of undead version of the Borgia Papacy, with the Morbus playing a major role in the Covenant. After the Great Fire wiped out their leaders (with a little help), the Invictus siezed power and ruled until 1941 when the Prince - who had fallen victim to the Ventrue weakness and become increasingly power-mad and tyrannical - was killed in the Blitz. The Carthians then took control and instituted a seven-member Council system (an idea I took from the status of the Primogen in late-period oWoD Chicago). There are four Carthians on the Council, plus the Bishop of the Lancea Sanctum, the Hierarch of the Circle of the Crone, and the Grand Wyrm of the local Ordo Dracul. Council membership is changed by agreement of the existing Council members plus a majority of the city's Kindred at the monthly Grand Courts. The system exists in a precarious sort of dynamic equilibrium, with the Invictus presently manoeuvering to put at least one representative on the Council. Politicking is intense, but rarely spills over into violence.

Major players - the Circle of the Crone Hierophant is a real ancient, Embraced in 64AD, but too cautious and conservative to sieze power. The Grand Wyrm of the Ordo Dracul was Embraced as a teenage prodigy by the former Lancea Sanctum Archbishop in 1639 - he's a humanist and sympathiser with Anoushka's Ladder, which puts him into conflict with the local Mystery-Sworn leader, "Bloody" Mary Aldridge, a former camp-follower of Oliver Cromwell's army who caught the eye of one of his barber surgeons and has been building on the medical knowledge she gained from him ever since. The Sanctified Bishop is a Victorian military pardre who saw service in Afghanistan more than a century ago. The Carthian contingent on the Council features a clever Victorian merchant and con-man who has formal responsibility for covering Masquerade breaches, a brilliant and idealistic doctor Embraced in the 1970s, a 1930s barrister, and an eighteenth-century cleric and smuggler (a little nod to Dr. Syn). The Sheriff is a former Victorian adventuress. 

This is the summary write-up I created for my game:-

***

London's Kindred average quite young for such an ancient city. Between the Great Fire, the Blitz, and the inexorable call of torpor, few of the city's presently active elders have been around for more than three centuries - little more than some, much younger, American cities.

The Covenant affiliation of London's Kindred is (very roughly), Carthians 35%, Invictus 25%, Circle of the Crone 15%, Ordo Dracul 12%, Lance Sanctum 11% and Unbound 2%. The Unbound fall into two categories - too young to have chosen a Covenant, or too old and powerful to need the support of one - with no real middle ground.

The Carthians

The Carthian Movement is presently on top of the Kindred totem pole, and they know it. Without a strong opposition to challenge them, however, they have become prone to factionalism, bickering, and internal naval-gazing. One faction, the Web, (named after the prominent mortal socialists Beatrice and Sidney Webb), espouse socialist ideals for both Kindred and Kine, arguing that the Kindred should attempt to influence mortal society, using their power to encourage what they rather vaguely define as "social justice" - a somewhat incoherent concept of equality of outcome imposed by an enlightened elite. Their main rivals, usually called the Gekkos (from the movie character who declared that "greed is good"), think grandiose social ambitions are so much horseshit. Attempts to change mortal society for the better, they argue, are bound to fall victim to either the law of unintended consequences, or the inherently corrupt nature of the Kindred, or both. Kindred should focus their efforts on watching each others' backs, helping each other maintain their Humanity - and on getting rich. (If you're going to be around forever, you might as well be comfortable). Mortals can and should look after themselves. The usual Carthian viewpoints - Humanists, Radical Collective Coteries, and others - can be found in both groups (although the Web boasts the bulk of the Humanists).

The Circle of the Crone

Marginalized for centuries, the Circle of the Crone has been undergoing something of a Renaissance since the Age of Aquarius in the 1970s. Some of its new members are, as one Carthian dismissively sneered, "Flower Children with blood under their fingernails", but curiously, a number have been scholars and academics who were given a chance to take their interest in older cultures and belief systems to a new level. As a result, London's Crones tend to be older-looking, smarter, better-educated, and more conservatively dressed than their popular stereotype would suggest. The Semioticians make up a significant portion of the Covenant's London membership.

Although their numbers are small compared to the Carthians and the Invictus, their occult knowledge - the new-blood scholars of the Circle tend to be particularly proficient at Cruac - give them a position of considerable respect. It helps, too, that their Hierophant is the oldest and most personally powerful member of the Council.

The Invictus

Popular wisdom has it that the Invictus are a spent force in London. Popular wisdom, of course, isn't really wise, just popular. It's true that the Covenant's glory days are (for the moment), behind it. There is no realistic prospect of it regaining Praxis for at least the next few decades, unless all or most of the Council is taken out by a meteor strike. (The mages could probably arrange that, but several of the Council are allied with the mages, so nix that idea, grouse some elders sulkily).

But the Covenant's influence over mortal institutions, its access to wealth and influence in human society, makes it impossible to dislodge completely. The Invictus would no doubt claim that this proves their credentials as natural leaders. Most Carthians prefer to compare their tenacity to that of cockroaches.

Essentially, the deal the Invictus have been offered is this: the Council won't try to stop you from making money, as long as you concentrate on that and not on regaining Praxis. The few Invictus who were unwilling to abide by this "arrangement" have long since been expelled or destroyed.

Which isn't to say that the Invictus don't have a voice. For one thing, the Carthians' own more-or-less democratic ideals demand that opposing viewpoints be heard. For another, favors are the currency of Kindred society, and the Invictus are in a position to do a lot of favors. But ultimately, if they want to get things done, they have to be able to sell it to the other Covenants as being in their interest, too. In a quasi-Darwinian process of natural selection, that means that most of the major Invictus players are very savvy politicians - even more so than the Covenant's norm.

The Lancea Sanctum

If you start talking about God, observed Tony Blair, then frankly, people think you're a bit of a nutter.

This is the first of the problems facing the Lancea Sanctum in London; it's a religious, Christian-derived Covenant in a society which is increasingly post-Christian and post-religious. Year by year, the pool of believers from which it can draw new recruits grows smaller. (Of course, some neonates are driven to religion by the search for meaning following the trauma of their Embrace, but this is a chancy thing at best). The fastest-growing religion in Britain is Islam, a faith which denies the essential divinity of Christ, and hence the entire foundation of the Sanctified's beliefs. A few young radicals amongst the Sanctified have argued that faith is faith, and merely needs to be properly shaped - if mortals can be persuaded to commit suicide by the mere ranting of a charismatic mortal preacher, how much more easily might their beliefs be moulded by a Sanctified priest with decades or centuries of wisdom to call upon? Most of the Covenant, though, think the idea of trying to recruit Islamic radicals is as about as sensible as letting a fox loose in a hen house. Have faith, they tell the young hotheads, and God will grant us victory. You'd better hope He does, retort the Carthians - divine intervention is about the only way you'll ever get your hands on Praxis again.

The Lancea Sanctum's second problem is that the last time they held Praxis, more than three hundred years ago, they screwed up so badly that their reputation still hasn't recovered. Cruel tyranny, cry the Carthians, and for once it's not just rhetoric.

The Sanctified do have a few things going for them. For one thing, there are no time-servers or careerists in their ranks - their lack of power and the slight but pervasive social stigma that attaches to them is an effective mechanism for weeding out any such. If you're a Sanctified in London, it's because you really, really believe. And if you do decide to join, you're far more likely to find a welcome, and a mentor, than if you joined a Covenant that has fewer problems with recruitment. And your mentor is likely to be quite old and quite powerful, because Sanctified recruitment has fallen off sharply over the last five or six decades. The Sanctified have a voice at the highest level; their Bishop is automatically a member of the Council (albeit mostly so that the rest of the Council can keep an eye on him, which at least is a sign of their respect for his effectiveness). Finally, of course, they have Theban sorcery, which they guard more jealously than a miser guards his gold.

The Ordo Dracul

The second-least numerous Covenant after the Sanctified (a little way behind the Circle of the Crone and way behind the Invictus and the Carthians), the Dragons are nonetheless in a far stronger position than the followers of Longinus. For one thing, they don't have any problem with recruitment; neonates beat a path to their door, and they only stay small because they're so choosy about who they admit. They aim for quality, not quantity. For another, their leader is the single most popular member of the Council, and one of the few Kindred in the city who'd have a good chance of becoming Prince - if he wanted to be, which he doesn't. Finally, their occult interest and knowledge make them the de facto primary ambassadors to the other supernatural factions. The Invictus, of course, isn't willing to let them be the exclusive ambassadors; that would give them far too much power. Its own emissaries, notably House Skade, have the unofficial mission of thwarting the Dragons' monopoly in this area.

Politically, the Ordo Dracul doesn't tend to get involved. As long as it can pursue its research in peace, the rest of the Kindred, let along the mages and Uratha, can go hang as far as it's concerned. (Thomas Wyncham, its leader and Council member, does take an interest in Kindred politics, but that's more of a personal choice than a reflection of Covenant policy). As a result, when it does issue a dire warning - "Fools! If you tamper with this sacred site you will doom us all!" - it tends to be listened to, and more importantly, believed.

An ideological split of sorts exists amongst the London Ordo Dracul. A few on either side refer to the competing philosophies as "Researchers" versus "Humanists", but they aren't organised factions, just two groups of Dragons with a broadly shared outlook on the Great Work.

The Researchers are, in all honestly, probably truer to Dracula's original vision of the Order. They have the coldly callous attitude to their experimentation, willingly engaging in practices such as Chasing the Dragon's Tail.

The Humanists maintain that this is short sighted and counter-productive. The Beast, they argue, is the antithesis of everything the Dragons are - it embodies degeneration rather than elevation, animalistic mindlessness rather than higher reason, and unthinking stagnation rather than purposeful change. Therefore, any act that strengthens the Beast at the expense of the Man is, in the longer term, a betrayal of the Great Work.

A few of the bolder Researchers whisper that this is just a rationalisation for pursuing the agenda of the Sworn of the Ladder. The boldest even whisper that Wyncham himself is secretly one of the Ladder-Sworn, but they whisper it quietly. Wyncham's development of the Coil of the Heart has given him recognition and status not just in London, but throughout the entire Order, he has the loyalty of the majority of London's Dragons, and as an elder of the Sworn of the Mysteries and former confidante and student of Lisette herself, he isn't someone to be challenged lightly. And anyway, there are too many Humanists to believe that they all belong to the Ladder-Sworn, even if one factors Wyncham's support into account.

At least, that's what the Researchers earnestly hope...



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Here's a short overview for my setting: Amsterdam

Theme: The Masked City

Amsterdam is feudal; every Kindred that legally resides within the city has a place on the ladder. Everyone serves a lord above him. The Elder Regents grow fat on their bloodtaxes and their Vassal Lords manipulate their lessers in exchange for scraps.

You are nothing without land. For without land, you have no right to the Blood.

Mood: Suffocation

Bound by traditions and laws, the Kindred of Amsterdam have little room to maneuvre, and their Requiems are under constant threat: Cross one canal too far and you travel into the domain of a Lord who does not permit trespasser, feed in the wrong place and you will be put to the death or worse, use the wrong form of greeting with an Elder, and you can kiss your Requiem good night.

The Netherlands has always had Vampires, near as anyone can tell. When the Camarilla extended its reach to the modern day Netherlands, the border of the Roman Empire with the bulk of Germania, there were already Vampires feeding off of the local tribes. The fall of the Camarilla was not the end of the Kindred; Europe fractured into a thousand disjointed domains and covenants, and the Netherlands was no exception in this trend. Legends abound in mortal and kindred society alike regarding events in those nights, but none as important (and factually supported) as the rise of the Invictus Empire and Clan Ventrue.

A Clan of Kindred known as the Ven, had been ruling barbarian kingdoms throughout the Germany, the Netherlands, and Great Brittain since the days of the Camarilla; ignored and marginalized by the Camarilla, these Kindred wanted nothing more than that level of power for themselves; a desire they managed to eventually fulfill through the Frankish kings. The Netherlands had been an integral part of the Frankish culture and kingdoms, whom feuded amongst each other near constantly. Behind their thrones, stood the Ven; dominating the minds of Kings and generals, bending their wills to their own. Claiming lineage and affiliation to noble institutions of the past, such as the Invictus of the Camarilla Senex, these Ven started maneuvring these kings as part of their grand strategy; from the ashes of the Merovingian Dynasty, was born out of Dutch lands, the Carolingian one. The Dynasty of Charlemagne, who would build his Holy Roman Empire…the empire of the Ven. The Ventrue.

The 'Invictus', and the Lancea et Sanctum, ruled the night side by side; the Invictus as the politicians, the Sanctified as the clergy. But they were still a fractitious lot, until one amongst the Invictus declared the need for unity; through agressive lobbying and politicking, she managed to call Princes from across the Holy Roman Empire, and brought them together to form Das Heiligen Reich Der Nacht; the Holy Empire of the Night. Known tonight simply as, the Invictus Empire. For a century, this Empire stood, and solidified the culture of Invictus and Sanctified alike. And it was in this time, that Amsterdam would come to the attention of the Kindred; attracting the first Prince of the City, Haco van Amsterdam, of the Invictus.

But the Empire shattered; the Emperor of the Night, whose name is erased from history, could not prevent infighting from leading to the collapse of the Empire. Forever broken was the dream of a unified Kindred governance. But a greater unity existed now than before, regardless; the thousand covenants that once ruled Europe had been reduced to but a few; and though they were nowhere near as unified as many might have liked, they would nonetheless survive into the modern nights.

For centuries, the Pagan Acolytes battled the Sanctified Crusaders in the dark forests of Europe, but the Acolytes, as fractured as they were, could not prevent the rise of a strong centralized Sanctified authority in the Netherlands. Saint Willibrord, the Methusaleh of Utrecht, came to power as the Cardinal of that city, forging a stronghold of Sanctified power in the Netherlands which remains until the modern nights. A bastion for Sanctified and their allies.

But alliances and the trust within them, shatter.

The Thirty Years' War raged across Europe both during Day, and Night. It was the time of the Anarch Revolt in the Holy Roman Empire, which the Netherlands was no longer a part of. It was the time of Protestant Sanctified starting to question their Elders. Of Invictus domains waging war upon each other in an effort to secure power. Kindred used mortal battles and armies to strike at their enemies. For three decades, the Danse Macabre of Europe was defined by total war. When the dust settled, a third of Europe's Kindred and three quarters of Germany and Austria lay in ashes.

No longer were the Invictus and Sanctified two sides of the same coin; though remaining allies (for the most part), they were no longer one culture, one society…but instead two Covenants. Acolytes and the new 'Ordo Dracul' had not been idle either; securing their positions as best they could.

While the rest of Europe's Kindred licked their wounds, the Dutch were quick to get back on their feet; at least those amongst the Invictus: It was the Dutch Golden Age, and mortals were building the first corporations, founding colonies and trade around the world. Why should the First Estate not profit? Amsterdam became the wealthiest city the world had ever known, and for a century, the Kindred of that city, under their Prince, Haco, were ecstatic.

It wasn't all glory and wealth however; the Plague struck the city, and with it came accusations and civil war amongst the Damned; the 'Decade of Black Blood', as it became known.

When the growth of the city began to stagnate, so too did the Kindred; until they were shaken up, violently, by a coterie of five Invictus Ancillae. It was 1805, and the Domain collapsed in its entirety. The Prince and his most ardent supporters were slain, and a 'Kerzian' Council was formed. The beginnings of the Carthian Movement. Though the First Estate ousted them from their short reign, the damage had been done. These 'New' Anarchs, heretical 'Dragons', and the ever-present threat of the Acolytes, all of them chipped at the power of the Invictus for the coming centuries.

Fast forward to 1945: The city remains under Nazi occupation, and the infamous 'Hunger Winter' strikes. Famine grips the city, and chaos reigns amongst the Kindred as the Invictus leadership disappears. No one knows what happened, but the Sanctified step in, and under the rule of Antonius Severijn, begin rebuilding the society of the Damned.

Having to deal with Invictus resentment over the loss of the City, Carthian fervor over their birthplace, Differences of theology with his fellow Sanctified, the known but hidden presence of the Dragons, and the pagan wrath of the Acolytes, will Severijn be able to keep the peace and rule his city? Or will the Carthians destroy the feudal structure, the Invictus retake their prize, the Hardliners drive things to a full scale war, or the Acolytes corrupt the city?

The Covenants Tonight:

The Carthians Tonight

In 1987, the Prince, having been approached by various members of the Movement from time to time, finally gave in, and allowed the Carthians full citizenship and entry into the domain, so long as they abide by the Traditions and rule of the domain. While the Carthians might ultimately want to change the restrictive feudal nature and laws of the city, they are comfortable, at the moment, to keep the status quo. Their position is still very weak, they realize, and besides; despite their religious fervor, many of the Sanctified, including the Prince, aren’t all that bad; and to act too aggressively against the Prince that was gracious enough to allow them entry after all of the past’s events between the Invictus and Movement, well it wouldn’t look particularly good.

And so the Movement debates in Elysium. Holds rallies. Writes up and spreads manifestos. And attempts to expand it’s influence so it can curtail Invictus power, who are sure to try something to put the city back into their hands sooner or later…something the Carthians are not going to let happen.

The Invictus Tonight

World War 1 passed the Netherlands by, preventing the rapid rise of the Carthian domains as occurred elsewhere in Europe. But while the rest of Europe’s Kindred were more prepared for WW2, the Dutch Kindred were still taken by surprise by the sheer brutality of it all. A brutality not even they could match. It started with the destruction of Rotterdam. In less than an hour, virtually the entire First Estate of Rotterdam had been wiped out by bombs and fire, allowing the Carthians to step in and take control. Elsewhere, Kindred simply disappeared, either going into voluntary torpor to escape the horror, or being taken out by the Nazi’s for reasons unknown. In Amsterdam, during the hunger winter of 1945, the Prince and the Inner Council disappeared, and were replaced by the Sanctified.

And so the First Estate of the Netherlands knows shame. Shame for having lost the two biggest cities in the country, though they would never act as if they should be ashamed. Indeed, they act as if they still control Amsterdam. Sure, the Prince is a Sanctified, but they’re still Unconquered, they still hold all the *real* power, they’ll argue. And it’s true, to an extent; they do still hold a frightening amount of power in the capital.

Other cities in the country were not as affected by the war. Nijmegen remains the strong Invictus domain it has been since the nights of the Invictus Empire. And the Hague too, remained firmly Unconquered. With the loss of Amsterdam and Rotterdam however, the Covenant has lost much of its influence with the mortal world, much to the dismay of the ‘new’ Invictus (Which includes plenty of Elders), which seeks to return to the time of grand conspiracies and involvements with mortal politics. These Kindred have not let their assets go to waste; and have their fingers in everything in the Hague. And considering the international position of that city, that’s a frightening prospect. As the International City of Peace and Justice, the Hague knows a staggering number of international organizations; Headquarters of everything from charity organizations, to Europol and the International Crime and War tribunals are centered in the city, and many (particularly amongst the Carthians), fear what the Invictus might do with such influence.

Meanwhile, the Covenant operates on a more unified basis in the western Netherlands than is the norm; the Invictus of the cities in the Randstad, a conurbation that includes the 4 biggest cities in the country, communicate closely together, coordinating their efforts.


The Sanctified Tonight

The presence of an involved and strongly conservative Monachal archbishop in Utrecht, central to the country, has ensured a surprisingly centralized organization of the covenant in the Netherlands, though the occasional ‘heresy’ or divergent creed does show up. The only real challenge to the Monachal Creed is the Westminster Creed, which was formed in the 18th century and which was more in line with mortal expectations of religion at the time. It has slowly worked it’s way into the hearts of many Sanctified, though the Monachal Creed remains by far the most common and influential.

Prince Severijn, an anointed Priest, is the most prestigious and well known Dutch Kindred who considers himself a part of the Westminster Creed, and in this matter he is opposed by the Bishop of the city, Cato Wesp, who holds to the traditional Monachal interpretation of the Testament. The theological conflict between the two is unlikely to result in any overt action between the two camps, but should it ever come to that, there is no doubt that Bishop Wesp has the numbers.

Cardinal Willibrord, meanwhile, remains feared as the presumably oldest (and most powerful) Kindred in the country, yet no one has reportedly seen him in over a century. He continues to communicate with the covenant however, giving directions, but some are beginning to wonder if he’s still around, and whether or not the directives are being sent by someone else whilst Wilibrord is in Torpor, or worse…

The Ordo Dracul tonight

The Ordo Dracul in the Netherlands is seemingly split in the middle between adherents of the Palatine Rite and the Wallachian Rite, with the latter most commonly found in citys in the south and west, while the Palatine Dragons are dominant in the north and east.

In Amsterdam, the Palatine Rite is the dominant force, and colors the local academy. Some conflict exists between the two rites, though this is rarely if ever violent in nature, focusing more on philosophical discussions and the like. Their presence in the country remains officially a secret, though all but the youngest of Kindred have at least heard rumors about the Dragons. Most such rumors are wildly inaccurate of course, but the fact is that the other Covenants are, by and large, aware of the Ordo Dracul, they are simply unaware of how far they stretch, and what precisely they do.

http://www.nokturnis.net  - Launching soon, looking for additional ST's.
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My Cities Information on the White Wolf Wiki

I'll try to add more to it in the coming days and fix some details that have altered slightly of the year I was gone.
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The community over at GotExp? made a city called Raconok.
...jump from the leafless and dance on nothing until the dance is done.
-Neil Gaiman, American Gods

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My nWoD chronicle will be taking place primarily in three (or four, depending on how you count) cities.

Twin Cities (Minneapolis/St. Paul)
The Twin Cities of Minneapolis and St. Paul, Minnesota, are a hot bed of Kindred politics, mostly due to the fact that the Invictus holds control over St. Paul, and the Carthian Movement controls Minneapolis.  The various suburbs are divided up between the Covenants, with some independents.  The other three Covenants (Ordo Dracul, Circle of the Crone, and Lancea Sanctum) work as well as they can between the two feuding political powers, but getting anything done invaribly involves currying favor with one of the two political powers.

Theme:  Political Warfare
Both the Carthian Movement and the Invictus are in a state of "cold war."  There is no (or very little) violence between the two Covenants, but every night sees some sort of political maneuver designed at ousting the other and taking control of the entire Twin Cities.  Even Kindred with no political aspirations whatsoever will, sooner or later, find themselves embroiled in some political plot.

Mood:  Manipulation
To accomplish nearly any goal, every Kindred will have to curry some kind of favor with either the Carthians or the Invictus, sometimes even both.  Political "horse trading" is commonplace, and no favor, no matter how trivial, comes for free.  And you can rest assured that, no matter how important what you wanted is to you, the political masterminds who made you fetch a stick got a lot more out of the bargain then you did.

Basin City (Sin City)
Few cities are as corrupt, violent, dangerous, and downright ornery as Basin City, known with a bizarre mixture of scorn and pride by it's residents as Sin City.  Basin City is a haven for crooked cops, degenerate priests, self-serving politicians, and anyone else looking to come out ahead at the expense of someone else.  Gunfire and violence in the streets is a nearly nightly occurance, and the residents of Sin City are so jaded that even minor displays of supernatural power fail to phase them.  A man who flips over a car or take a bullet to the head without slowing down is veiwed as just another Bad-Ass Motherfucker.

Theme:  Gritty Violence
Sin City is a place of gritty violence, where doing the right thing invariably means wading hip-deep through dead bodies.  More often then not, cops are just as dangerous to someone looking to do good as criminals are, 99% of the police in Sin City having been paid to keep only select citizen's best interests at heart.  Storytellers should call for fewer Degeneration checks in Sin City. . . the place is so rotten it's really hard to actually be noticibly worse then anyone else.  Still, Sin City leaves a gritty stain on all those who spend much time in it.

Mood:  Film Noir
Sin City is classic Flim Noir, amped up with post-modern action and nearly pornographic violence.  In Sin City, all the men are tough, all the women are gorgeous, all the coats are long, and all the cars are classic.  Dialogue tends toward the "macho haiku," though there's surprisingly little swearing. . . things are bad enough in Sin City without everyone being a potty mouth to boot.

Gotham City
Most modern American cities feature skyscrapers of steel and glase, smooth towers of gleaming modern accomplishement.  Not Gotham City.  Gotham's buildings are built of stone and concrete, great Gothic edifices which lend the city it's name.  Gargoyles and statues adorn nearly every building, and whispers abound about the architects and founders of the city who created these buildings, dark whispers of occult knowledge, demonic pacts, and channeling of dread powers.

Theme:  Lovecraftian Horror
Gotham City is a place where Things Man Was Not Meant To Know have literally been built into the city.  Whether through accident or by design, the men responsible for building Gotham City built many monuments to beings alien and unknowable, beings who now use these edifices to garner power in our world.  Perhaps these eldricth beings are only popping through at random, able to be put down and pushed back by intrepid groups of mortals and supernaturals.  Or perhaps these occurances are only the opening cacophany of an orchestra tuning up, and all too soon the dread overture will begin. . .

Mood:  Gothic Horror
Gotham City, despite sharing a name with Batman's protectorate, isn't a place of heroes and villains.  Rather, it's a perfect venue to run stories of gothic horror, of horrible dealings by madmen with eldricth entities.  Things go bump in the night all the time in Gotham, and the characters must decide whether to bump with them or bump back against them. . .

That's all I have right now for my three cities, but it's a good start.  Once I get Damnation City, I'll start fleshing them out.
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This is the City I used in my 7 session game that was just completed. The AP is in my signature if you want to see how it played out.

The City of Santaria (L.A.)

Santaria is a city built on broken dreams. It is located on the coast of California with water to the west that wraps around to the south. Mountainous national parks are to the north, wild forested land dominates and all but the meanest Gangrel stay out, for many things go bump in the night in these woods. To the east is a mountain range, and highway 10 is the only way out: after that miles and miles of desert. The place is locked in by mountains and water on all sides.

But who would want to leave Santaria? It is a major metropolitan area, and people move here all the time with big dreams of becoming a writer, actress, journalist, or movie maker.

The Players/Covenants:

The Prince: Danika Tyranus

She is a bitch. Dressed in the latest punk gear, hair died and cut short she looks like every girl you have ever seen at that concert you went to. She is Bipolar, and has a horrid temper, she rules with an iron first. Her vice is Wrath and her Virtue is Charity: if you are on her good side you will live nice, if you on her bad side you won't stick around.

She hit this town only a couple years ago, and she quickly made her way up the social ladder. She was the previous Prince's, a Deava Invictus, plaything: they seemed inseperable and they looked like a true love story for the Kindred. She decided to throw a big party and everyone was invited(made to come) byt the current Prince. But when everyone arrived the current Prince wasn't around and everyone was locked in. Danika decided to take over, she declared that she killed the current Prince and had taken his spot. There was an uproar, but she was ready with her army of Paper Dolls. They were mostly Carthian and they were simply too powerful all together for anyone to say anything. Anyone that did object was killed viscously as an example: the Prince removed their head with a wicked Silver Sword. Over the course of one night the previous Prince fell and she took his place. But it was good, for the last Prince was a totalitarian Invictus, and she was a charitable Unaligned Ventrue.

The power had shifted. Her Sherrif and Leader of the Paperdolls and the Carthians is a large Hispanic Deava male that simply goes by the name Wrench. He is named as such for his tool and weapon: a 18 inch monkey wrench which is covered in stains of oil and blood.

He is in direct opposition of a Gangrel Invictus, the King, a black chunk of a man who believes in family ties and strict territory. The two covenants are in an open war, using human gangs to do most of their fighting: each have their fingers strongly in the gang culture. He runs a major portion of the Invictus, although he doesn't have the respect of many of the Elders. Kindred say that if the Invictus wasn't split this way, and if they could coalesce as one order, that they could take this city as their own again: but with this fictionalization of new Invictus versus old they are stuck.

The Lancea Sanctum used to be the only Covenant in the city, they founded the area and Santaria was largely under Lancea Sanctum rule: the strong Hispanic Catholicism helped to bring together the vampires from all across the area. But slowly Santaria's landscape changed to a place of new hope. Santaria became increasingly bureaucratic and in the 1880's the First Estate slowly took control. The Lancea Sanctum thinks they are still the real rulers of the area, but they are only a portion of their former glory and their ways of thinking are too old, outdated and nostalgic. The leader of this organization goes by the name The Bishop and he is a nice old Mekhet with an extremely high humanity for someone of his order.

The Ordo Dracul is very small. For some reason they will only ever allow 13 members into their organization. They don't openly recruit and instead seek out those that they think might be interested, but only if they have a position to fill. They own some territory across different religious and scholarly institutions. The highest ranking member, not necessarily the leader, of the Ordo Dracul is a truly fearsome Nosferatu who is known to treat his many ghouls in very torturous ways. He is master of Masquerade, and a cleaner of sorts, making sure that the Masquerade stays solid.

The Circle of the Crone all follow a central dogma around the Greek Goddess Artemis. Their base of power lies within the City park and the Greek theater that is in this park. In the park they have a ghouled plant garden and they do most of their rituals here by night. Since they venerate the goddess Artemis they also have a strong belief in “the hunt” as not just being modernized but many actually hunt with rifles or bows and arrows in large hunting parties. This practice is on the brink of breaking the masquerade, but for some reason the Prince turns a blind eye to this vulgar practice. The Circle of the Crone is very Cultish and largely governs itself: they are a mean bunch who are too organized and if they wanted political power they could get it: but for now they are content with their rituals of mass bloodshed. The leader of this organization is a truly old Nosferatu female. She is slender and black, with white orbs for eyes: she is blind. She has a scar from the top of her shaved head running down the left side of her body, through her breast, and down her left thigh all the way to her big toe. Some say this scar is from a bolt of lighting that hit her many years ago. If anyone asks about it she immediately goes into frenzy.

Now. The Prince said she killed the previous Prince, but secretly he is locked up in a room in the tallest building in the city. She keeps him barely alive and has been getting info from him about the city for a while. Also she is making him teach her the discipline Majesty. She already wields dominate like a pro, and with these newfound powers she is becoming more manipulative and controlling every night.

Also, she owns a truly fearsome sword. It is a silver sword with an unintelligible runes that seem to be written in an ancient Asian lettering system. The sword is a blessed holy item and does one lethal damage a turn to a vampire that holds it, and deals aggravated damage to vampires that feel its blade.

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