VtM: The Borderlands
Mood: Gothic-Fantasy/Horror-Punk
Themes: Excess, Mystery and Intrigue
Setting: New Mexico
Things in the Territory have changed over the years. Change is the soul of the place, this so-called "Land of Enchantment". The Territory, as the state's come to be known, has a way of encouraging balance. There was an unspoken, quietly enforced, peace in the shadows that kept the place outside of complete sectarian rule. Throughout much of the 19th century, this peace held, and the 20th century seemed to promise more of the same, and the sparse Kindred residents were glad for that. They had settled down, and fallen under the most dangerous of delusions for any Kindred who values their unlife: they believed themselves safe.
It started in the Winter of 1942, when the Sabbat lost access to disputed territory north of the Mexican border, due to military appropriation. The Second World War had strained certain Kindred tensions to a breaking point, and what followed were nights of blood and fire in the cold desert. Seemingly without hesitation, packs of Sabbat organized a violent response to those Kindred they perceived as responsible, spawning masses of their half-crazed shock troops to steamroll over the (negligible) Camarilla domains of the state, and continued on to strike a blow to the heart of the state itself. Albuquerque, having nominally been Anarch territory since the end of the Civil War, was ill-prepared for a siege, and nearly fell to the so-called "Sword of Caine".
Before the city and surrounding territory were lost, however, a Justicar and a regiment of likeminded Archons and their Servirs were sent to wrest control of the area from the Sabbat. The Camarilla Kindred were successful in fighting off the driving force of the attacks, claiming the domain and asserting Praxis. However, many on both sides met Final Death, and in the aftermath, the city was left with dozens of sireless fledglings and disillusioned Sabbat. These vampires, after much friction and misunderstanding, were vouched for by the local unaligned native Tzimisce population and, eventually, by the Anarchs. The (now former) Justicar, Santiago, survived the bloodshed and claimed the seat of Prince for himself. According to most, he took the chaotic situation as an opportunity for peace and worked to make his newly claimed city a sanctuary of sorts. This led to what's been called the "Cortez Treaty", a contract made to ensure grudging cooperation between Anarch and Camarilla, to protect the Masquerade, the Territory, and the unlives of those who drafted it.
The events of the Sabbat attack were covered up and thereafter recalled as a series of accidents involving gas leaks by mortal officials. In the decades since, a fragile but functional balance has been kept amongst the (former) Antitribu, Anarchs and the Ivory Tower.
Route 66 (Neonate)
Welcome to the scenic beauty of the city on the edge of the desert, the mountain town of quaint adobe homes, the birthplace of the atomic bomb. The cities light the night like fireflies, attracting even the wildest Gangrel to chase them from time to time. The cities promise excess and power. The wide badlands and mountain forests promise freedom for those Kindred brave enough to dwell there. The Camarilla holds sway, with their authoritarianism masked as "Kindred Equality'. The offer sounds good. The Camarilla is strong. It's safe. ..But then then you have the Anarchs, and their former Free State. Could it be Free again? Decisions, Decisions. Ah, to be young and undead!
Cities of Gold (Ancilla)
The grind of city life impacts even the unliving, and life (or lack thereof) as they say, goes on. Routine can make even vampirism feel prosiac. An influx of Kindred from Central America in recent years has been a notable change, but thus far the new blood hasn't spoiled the punch. The neighborhood isn't going anywhere, and progress is the name of the game.
You're the Primogen of this newly built Kindred fiefdom, and its future may well rest in your cold, dead hands.
Mood: Gothic-Fantasy/Horror-Punk
Themes: Excess, Mystery and Intrigue
Setting: New Mexico
Things in the Territory have changed over the years. Change is the soul of the place, this so-called "Land of Enchantment". The Territory, as the state's come to be known, has a way of encouraging balance. There was an unspoken, quietly enforced, peace in the shadows that kept the place outside of complete sectarian rule. Throughout much of the 19th century, this peace held, and the 20th century seemed to promise more of the same, and the sparse Kindred residents were glad for that. They had settled down, and fallen under the most dangerous of delusions for any Kindred who values their unlife: they believed themselves safe.
It started in the Winter of 1942, when the Sabbat lost access to disputed territory north of the Mexican border, due to military appropriation. The Second World War had strained certain Kindred tensions to a breaking point, and what followed were nights of blood and fire in the cold desert. Seemingly without hesitation, packs of Sabbat organized a violent response to those Kindred they perceived as responsible, spawning masses of their half-crazed shock troops to steamroll over the (negligible) Camarilla domains of the state, and continued on to strike a blow to the heart of the state itself. Albuquerque, having nominally been Anarch territory since the end of the Civil War, was ill-prepared for a siege, and nearly fell to the so-called "Sword of Caine".
Before the city and surrounding territory were lost, however, a Justicar and a regiment of likeminded Archons and their Servirs were sent to wrest control of the area from the Sabbat. The Camarilla Kindred were successful in fighting off the driving force of the attacks, claiming the domain and asserting Praxis. However, many on both sides met Final Death, and in the aftermath, the city was left with dozens of sireless fledglings and disillusioned Sabbat. These vampires, after much friction and misunderstanding, were vouched for by the local unaligned native Tzimisce population and, eventually, by the Anarchs. The (now former) Justicar, Santiago, survived the bloodshed and claimed the seat of Prince for himself. According to most, he took the chaotic situation as an opportunity for peace and worked to make his newly claimed city a sanctuary of sorts. This led to what's been called the "Cortez Treaty", a contract made to ensure grudging cooperation between Anarch and Camarilla, to protect the Masquerade, the Territory, and the unlives of those who drafted it.
The events of the Sabbat attack were covered up and thereafter recalled as a series of accidents involving gas leaks by mortal officials. In the decades since, a fragile but functional balance has been kept amongst the (former) Antitribu, Anarchs and the Ivory Tower.
Route 66 (Neonate)
Welcome to the scenic beauty of the city on the edge of the desert, the mountain town of quaint adobe homes, the birthplace of the atomic bomb. The cities light the night like fireflies, attracting even the wildest Gangrel to chase them from time to time. The cities promise excess and power. The wide badlands and mountain forests promise freedom for those Kindred brave enough to dwell there. The Camarilla holds sway, with their authoritarianism masked as "Kindred Equality'. The offer sounds good. The Camarilla is strong. It's safe. ..But then then you have the Anarchs, and their former Free State. Could it be Free again? Decisions, Decisions. Ah, to be young and undead!
Cities of Gold (Ancilla)
The grind of city life impacts even the unliving, and life (or lack thereof) as they say, goes on. Routine can make even vampirism feel prosiac. An influx of Kindred from Central America in recent years has been a notable change, but thus far the new blood hasn't spoiled the punch. The neighborhood isn't going anywhere, and progress is the name of the game.
You're the Primogen of this newly built Kindred fiefdom, and its future may well rest in your cold, dead hands.
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