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.
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