Player Information

 

Venue Name:
Chapter: City of Strangers (CK-001)

 

Genre:
'Camarilla/Anarch'

 

Contacts:

Shane Lucy CST                 shanelucy@hotmail.com

Frank Dermody CC    

Tom O'Neill DST                  aenghus@yahoo.co.uk

Domain OOC mailing list        Corkcam@yahoogroups.com

Chapter IC mailing list          Strangers_City@yahoogroups.com

 

Place/Time:

Games are generally held the first Monday night of the month upstairs in the Franciscan Well pub on the North Mall. Game details, i.e. Court night, Downtime or Salon will be announced at previous session and on the mailing list.

 

Theme:

 

The Theme of the City of Strangers is one of Darkness and Alienation. It's a port city 30 miles from the sea; it was a Christian stronghold amongst Pagans; a Viking settlement amongst the Celts; a Norman town amongst the Irish; an English City in Gaelic Munster. To rise in Cork is to feel cut off from those around you.

Cork is mostly a city of young vampires. Some are the former Anarchs who drove off the Sabbat, after the Camarilla abandoned them. They are young and confident, not yet oppressed by the weight of ages. They had little experience of Kindred Society, but those who have survived have adapted and learned. They do not talk about their past after the recent suppression of the Anarchs by archon Walthemstowe and the office of the Justicar. Some are now recognised as Ancilla and support the very society they once despised.

In the last year or so, older vampires have made their presence known. True ancillae and elders have emerged from hiding to reclaim the power they consider theirs by right. It is unlikely that they will succeed without a struggle.

Hindering players attempts to advance themselves in kindred society will be an increasing encroachment of the chaos and disillusionment of the mortal world, something mirroring the very hearts of the kindred in the city.

 

Loaned/ VisitingCharacters

 

       I’ll decide on loaned and visiting characters on an individual basis, but as long as the game isn’t unbalanced as a result of their arrival it shouldn’t be a problem. 

 

·         Your character may travel to Cork in the following ways.

1.      By road. There are major routes to Cork from Waterford, Michelstown, Mallow, Bandon and Kinsale. Occasional police checkpoints and the Lupines represent the principle dangers here.

2.      By air. The airport in Cork servesDublin, Shannon, and a number of British and European airports. Check your arrival times! Traditionally, the Prince prefers to be notified of air arrivals in advance.

3.      By rail. The main line comes from Mallow, connecting to Tralee, Dublin and Limerick Junction. The main line is relatively safe and is the recommended way to get to Cork from Dublin.

4.      By sea. Cork is a major seaport, with extensive docking facilities. In addition the deep-water port of Ringaskiddy.is nearby.

·         Note that Challenges are resolved according to the ST’s interpretation of Laws of the Night and the Camarilla 6.0 Supplements.



Storyteller Information

Chapter Storyteller
Name: Shane Lucy
Title: CST
Address: 16A Eagle Valley, Wilton, Cork City
Phone: 086 8093856
Email: shanelucy@hotmail.com

 

 

Domain Storyteller


             Name: Tom O'Neill
             Title: DST
             Address: 4, Eglinton Place, Western Rd
             Phone: 086 8723275
             Email: aenghus@yahoo.co.uk

 

The game is primarily one of political intrigue set against a background of multiple dangers. No one danger can threaten the united kindred, but as long as they remain divided amongst themselves they will be vulnerable. A lot of the plotlines in the future will reflect this in their theme.

 

 

Characters entering the Domain by rail or by air will probably be met by envoys of the Prince. These can arrange a meeting with the Prince or Keeper of Elysium, and advise on how to avoid local difficulties.

 

Characters entering Cobh by sea or crossing the bridge onto Great Island are probably dead. The town was devastated recently and is quarantined by the army and police. Packs of Lupines, Elder Gangrel, or Cabals of Magi: whatever it is, no kindred enters and returns.

 

Characters arriving on the docks of Cork are in dangerous territory. The docks at night are home to Anarchs, Bone-Gnawers and worse. An unknown kindred detected in this area will be assumed to be up to no good.

 

Finally we come to kindred travelling by road. Whilst the least easily regulated, it exposes kindred to the greatest danger in the vicinity of Cork, the Lupines. The moon-beasts have several nearby strongholds, and passing kindred are considered 'fair game' by these savage creatures.

 

The major road entries are kept under observation by the Sheriff, and any unusual visitors will usually come to his notice, often to the regret of the visitor.

 

 

Intrigue (politics and negotiation): 4

Action (combat and challenges): 4

Mystery (enigmas and investigation): 3

Drama (ceremony and characterization): 2

Darkness (probability of player character death or corruption): 4