IronShoes:ALIVE!
I now own Night Horrors: Wolfsbane, and the format seems to be thus:
There’s about four pages (roughly 1,000 words, though with double columns this might be a little off) of intro fiction at the beginning of the book, followed by the typical intro section detailing the proper uses of the book and what’s in it. Basically, the book is an antagonist book for Werewolf with profiles on 28 enemies that can be lifted easily and placed into any Werewolf chronicle. These 28 profiles are split into three sections: Wolves, Shadows, and Idigam.
The Wolves section contains characters who are actual Werewolves (both Forsaken and Pure) who have, in one way or another, broken a taboo of Werewolf culture or are otherwise notable as being especially ferocious and terrible. Each profile in this section starts with a list of known aliases. Each profile also has detailed information on the character’s background, physical description, secrets (things that players may discover throughout the course of the story which the character doesn‘t want his/her enemies to know), rumors (both true and false impressions of the profiled characters as relayed or observed by others--followed by reasons as to why such impressions are correct or incorrect), and finally stats for the character (and/or totem if applicable). These sections I have listed in order. In side-bars, there are, of course, little caveats, and each profile comes with a side-bar that lists at least for story hooks. Note: any new powers listed in stats (that were obviously not explained in the core) are explained at the very end of the stats section.
The Shadow section has detailed profiles on evil spirit characters, Hosts, and generally unfriendly denizens of the Shadow. Each profile is broken down in the same way as those in the Wolves section.
The Idigam section has detailed profiles on antagonists only briefly mentioned in the core, and so this section begins with a history of what the Idigam are (or might be), where they come from (or the most accepted story on where they may have come from), mechanics for how these creatures behave/interact within the WoD, alternate theories on why the Idigam exist and do what they do, and finally any crunch for powers that are common among all Idigam. After the lengthy (but necessary) introduction, the section carries on as the others, with profiles arranged in the same manner.
So, that’s how Night Horrors: Wolfsbane is arranged. I don’t suspect that the other Night Horrors books are arranged much differently. As for contributions, feel free to supply whatever you wish--we'd be more than happy to receive the help! Also, just to throw this out there: IMO, I think the three sections into which we should split the profiles for Fleshed Freaks should be entitled Freaks, Abominations, and Aberrations. Freaks will contain profiles for those Created (and now-human Created) who have sinister or decidedly darker bends to them (without being among the Centimani and the like). Abominations will contain profiles on notable Centimani, Pandorans, Sublimati, and the like that are especially viscious or unusual. Aberrations will contain profiles that fall outside of this range and, by all accounts, most certainly should not exist and are truly creatures of chaos (the Stillborn, the Qash that is self-aware, etc.).
Kingme1:Vampire and Changelings have Courts, Werewolved have lodges, Mages Orders and cabals, and now Prometheans have . . . . Caravans! Basically large throngs that reach double digitets, most likely 10 to 15individuals who move from place to place but remain in a sort of pattern. Winter is spent in Miami, Dallas and Reno. Spring in Virgiana, Newerk New Jersy, and Denver, Summer in Detroit and Columbus, and fall up and down the Midwest. and the cycle repeats itself. Only the oldest and most knowledgable Created make the majority of the decisions, but everything is take as a vote. They travel in trucks, R.V. and other vehicles. They move in and out of areas they have visited before to assure continuity and their numbers greatly help mitigate disquiet. All must be branded into the Caravan. If one leaves, they must find or "birth" a replacement, although they can be aded by their throng mates in this matter. Strength in numbers and in this case, is a bulwark against the ravages of the Promethean condition upon mortals and the land.