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Nations in the Dark [Shard, Brainstorming thread]

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  • Nations in the Dark [Shard, Brainstorming thread]

    "Very well" the teacher said "Can someone tell me how the Nations have came into existence?"
    Only silence was heard as the children- all around 11 years old- looked at each other, until one of them rose his hand.
    "The Godfalling?" he asked
    "Very good" said the teacher "Although the actual term is the "Twilight of the Gods"" she nodded and continued "
    So, how did the event has effected our world?"
    This time, it was a girl who answered.

    "We discovered that there are monsters" she said
    "Again, good answer, but we don't say monsters" the teacher said "The official term is "post-humans". Until this day we don't know what has caused the Twilight. Some of the post-humans have their faith and theories, but we prefer the most simple one- the gods were never exist. They were simply the forces of nature- or more exactly, forces of the supernatural. After the Goldstien- Rozen Experiment, the ability of those forces to effect our reality has lessen. Who can tell me about the Goldstien- Rozen Experiment?"

    "An attempt to prove the existance of gods!" a child called
    "Please, rise your hand before talking, Dan!" the teacher scold and continued "But you are right- it was an attempt to communicate with higher powers. However, the experiment went wrong and instead of making a connection with the other dimensions, it closed them"
    "My father says it was on purpose!" one of the girls called
    "Elizabeth, please- ask permission before you
    interrupt!" the teacher answers "And we are talking about facts, not conspiracy theories, in history lessons. Now, saying that it closed the connection to other dimentions may be a little exaggerated- more exactly, it changed the way the connection to the other realms- or Irises- work. This event created quite a mess, for it also effected all of the post humans, forcing them into revealing their true nature. In an addition, it also stopped the ability of "higher powers" from effecting this world- or the "phenomenal world". Since that day, we are the ones who decide our own destiny, as we are protected from reality-shaping phenomena. Now, that also had a few disadvantages." she pointed at one of the kids "Richard! name two disadvantages!"
    Richard- who was busy at that time at trying to make a paper plane- looked around him terrified and stuttered "I.. I don't know.."

    The whole class has laughed for a few seconds, until the teacher silenced them.
    "Does someone else knows the answer?" she asked, and a girl named Erika rose her hand
    .
    "The Supernatural War and the Distortion of Space"
    "That's right"
    the teacher said "At first, we and the post humans has started to fight. Some organizations, which named themselves as "conspiracies", even rose to lead the rest of us against the post humans. The war was and both us and the post humans lost many lives. Eventually, we noticed that there were more urgent problems- without the help of the supernatural powers, the phenomenal world has started to loose stability. If nothing was to be done, reality itself would be torn apart. In order to stop that, we used the Goldstien- Rozen experiment again, and through it we managed to stabilize the world. The experiment has also given us a solution- it allowed us to divide our world into different sub-dimensions, and in each of them a certain race of post humans could live. Those places are called the Nations. Whiel there is no dimensional boundary between the Nations, and we can walk from one to another, each has its own laws of reality and works differently. Each Nation is made from a peace of reality which has survived the Distortion and has been adapted in order to answer the needs of the ruling post human race. Before the Distortion, it is even said that the world was round!"
    The children looked at the teacher with awe, and one of them asked "Really?"

    "This is what they say" the teacher answered with a shrug "It was long time ago, and we have no reliable records of that time. Anyway, who can name the existing Nations? Not including the Minor ones"
    One of the boys rose his hand and answered "Blood, Spirit, Soul, Fire, Fate, Death, Time and Machine"
    "Very good!" the teacher said "But you have forgotten two- first, the Free Nation, which is where we live. The second is the Will Nation- which is not actually a Nation. It is the boundary between the Nations, and there lives all of the humans who were against the agreement with the post humans and all of the self proclaimed "defenders of humanity". The outcasts of the other Nations also lives there, so we let them take care out each other"
    Elizabeth rose her hand, and the teacher asked "Yes?"
    "What about the Mirror Nations and the Other Nations?" she asked
    The teacher sigh and answered "They don't exist. It is just a rumor, and we don't care about rumors at history lessons"
    "But what about the Sea Nation?" the girl insisted
    "Like I said, it doesn't exist"
    "My father says it is"
    Before the teacher could say what she thinks about the theories of Elizabeth's father, the bell rang and the children has started to get their notebooks back to their bags, as the teacher sigh with happiness. Another torment has passed.
    "You are free to go to break" she said, and all students got up on their feet as one "But first- homework"
    The children all sigh and returned to sit.


    so this is an old idea of mine for a shard. The idea for this shard is that each supernatural template (or post humans) lives in a realm of its own, so in a way the game is truly about "each gameline is its own world". It also makes crossover into a literal thing- you actually cross over from one Nation to the other. Each Nation is supposed to capture the essence of each gameline, with the Nation containing anything which is related to that gameline. While there are regular humans in all of the Nations, they all serve the post humans- except of the Free Nation, which is the only Nation which belongs only for humans with the supernaturals being a minority and mostly overlooked by the humans. Minor Nations also exist for minor templates which may share the same "territory" with a major gameline but lacks an official gameline (for example, the purified have a minor Nation within the Spirit Nation, which is officially ruled by werewolves). Hunters are found in the "Will Nation", which is not actually a nation, in order to mirror the fact that hunters are not a major template but are a gameline. The "Mirror Nations" and "Other Nations" are rumors, which are in fact a way for those who want to allow a crossover between CWoD to NWoD (the Mirror Nations) or adding a fansplat as one of the "Other Nations" (yes, the Sea Nation is for Levaithen).

    So, this is the basic idea. Any help is welcomed, especially in designing each Nation so the essence of the gameline will be preserved. So feel free to comment and propose your own ideas!


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    "And all our knowledge is, Ourselves to know"- An Essay on Man

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  • #2
    Well for the two gamelines I worked on:

    The Sea Nation is just a rumour, no one's ever found proof. Well there's a reason for that. The Leviathans who ruled the Sea nation sunk the entire landmass during A 100 way everyone vs everyone civil war. What remains is at the bottom of the ocean and somewhat resembles a cross between biblical style patriarchs and Aztec style blood religions. Individual leviathans travel the sea floor, with their family, their slaves, and their herds of cattle. Occasionally rich Leviathans construct elaborate temples that flow red with sacrifices, other leviathans battle to control temples. Only the rediculous birth-rate keeps the nation alive. It is common for individual Leviathans to have over 1000 children a year, of which only a few survive the year. The rest die in bloody, pointless, battles, on the alter, or in brutal slavery after being captured by another Leviathan.

    Seriously, you're giving Leviathans a nation the major theme is that the Tribe basically can't build any sort of civilisation. It always ends in bloody civil war, weaponised environmental disasters and ridiculous amounts of blood sacrifice. Normally when it ends the Tribe go and mooch of humanities civilisation instead, but without normal humans to lead the way a lot of Leviathans trapped with each other basically would need that kind of ridiculous birthrate because, well, they keep killing each other. Normally Leviathans just fight with dominance displays but if the loser can't slink away they'll just eat each other.




    Now the Princess nation was destroyed. They saw how the Vampires were abusing people, how the Mages hubris blinded leadership neglected matters of state for their research, the Werewolves were savage and violent, and they decided to step in. Unfortunately there were a few too many princesses following their hearts and not enough following their heads and they ended up in a 3v1 one war and lost. Yet there are rumours of the Empress of Hope. Why do people hear a young girl's words of encouragement when they hope for something better than life under the supernatural yoke? The Shining Kingdom of the Princesses exists in the hearts of everyone who believes things can be better.

    Even the Mages, who sometimes see it on a distant hill in their astral journeys dare not continue their attack for to destroy their enemy is to destroy hope itself. They know that one day the mortals will rise against them, and they hope that it won't be today. When they think that, they realise how badly they've lost.

    (The Empress of Hope is of course Madoka; look at Stormwracked and Goalenu in the Princess book for what Empresses can do)


    “There are no rules. Only Principles and natural laws.” - Promethius
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    Full length fan-books I contributed too: Princess: the Hopeful, Leviathan: the Tempest, Dream Catchers

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    • #3
      I'd make the correspondences between nations a bit more complicated than that. Taking the purified as an example, yes they serve spirits which is a natural connection to werewolf, but it's something that can be achieved through thaumaturgy which would be another minor realm connected to mage, and since Egypt is one of the origins of the purified there ought to be a connection to mummy too.

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      • #4
        Originally posted by The Kings Raven View Post
        Well for the two gamelines I worked on:

        The Sea Nation is just a rumour, no one's ever found proof. Well there's a reason for that. The Leviathans who ruled the Sea nation sunk the entire landmass during A 100 way everyone vs everyone civil war. What remains is at the bottom of the ocean and somewhat resembles a cross between biblical style patriarchs and Aztec style blood religions. Individual leviathans travel the sea floor, with their family, their slaves, and their herds of cattle. Occasionally rich Leviathans construct elaborate temples that flow red with sacrifices, other leviathans battle to control temples. Only the rediculous birth-rate keeps the nation alive. It is common for individual Leviathans to have over 1000 children a year, of which only a few survive the year. The rest die in bloody, pointless, battles, on the alter, or in brutal slavery after being captured by another Leviathan.

        Seriously, you're giving Leviathans a nation the major theme is that the Tribe basically can't build any sort of civilisation. It always ends in bloody civil war, weaponised environmental disasters and ridiculous amounts of blood sacrifice. Normally when it ends the Tribe go and mooch of humanities civilisation instead, but without normal humans to lead the way a lot of Leviathans trapped with each other basically would need that kind of ridiculous birthrate because, well, they keep killing each other. Normally Leviathans just fight with dominance displays but if the loser can't slink away they'll just eat each other.




        Now the Princess nation was destroyed. They saw how the Vampires were abusing people, how the Mages hubris blinded leadership neglected matters of state for their research, the Werewolves were savage and violent, and they decided to step in. Unfortunately there were a few too many princesses following their hearts and not enough following their heads and they ended up in a 3v1 one war and lost. Yet there are rumours of the Empress of Hope. Why do people hear a young girl's words of encouragement when they hope for something better than life under the supernatural yoke? The Shining Kingdom of the Princesses exists in the hearts of everyone who believes things can be better.

        Even the Mages, who sometimes see it on a distant hill in their astral journeys dare not continue their attack for to destroy their enemy is to destroy hope itself. They know that one day the mortals will rise against them, and they hope that it won't be today. When they think that, they realise how badly they've lost.

        (The Empress of Hope is of course Madoka; look at Stormwracked and Goalenu in the Princess book for what Empresses can do)
        wow.. thanks! while the Other Realms are not my top priority, I'll remember those once I'll get there

        Originally posted by StSword View Post
        I'd make the correspondences between nations a bit more complicated than that. Taking the purified as an example, yes they serve spirits which is a natural connection to werewolf, but it's something that can be achieved through thaumaturgy which would be another minor realm connected to mage, and since Egypt is one of the origins of the purified there ought to be a connection to mummy too.
        Ammm... well, that's a good point. Maybe the Minor nations would be either under the control of another Nation or be in the crossroad between the Major Nations? Also, which minor templates should get a Nation? For now, I'm going to give a Minor Nation for the Purified, the Possessed, Skin Thieves, the "nice claimed" from skinchangers,Thaumaturges, Dark Heroes and maybe the Shapeshifters and the Changing Breeds- any other lesser template/ major template without a gameline in mind?


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        "And all our knowledge is, Ourselves to know"- An Essay on Man

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        • #5
          so now, about the "Core Blue Book Nation"..

          The Free Nation- where humanity rules

          The Free Nation got its name by right, not grace. While there is a human population in all Nations, this is the only one where the humans are the ones in control. For someone who doesn't know the details, it would seem strange- after all, the so called "post humans" (as the Free Nation name all of the supernatural beings which are originated from humans) have great and terrible powers- from their powerful bodies to the ability to command the world. How does the regular humans, who lack almost any supernatural resources, gained their freedom?

          The answer- the Goldstien -Rozen Experiment.

          This device, which looks like a particle accelerator, is the source of humanity's power, for it grant them a monopoly which the other post humans lack- the ability to control reality. It controls the connections between dimensions, and without it the whole world (or what was left from it) would vanish in less than a year. Also, some post humans need an interaction with other dimensions in order to fulfill their role or use their powers, and the Experiment could stop those connections at once- and a werewolf is not the same once he lose the connection to his totems and spirit patrons, and that without talking on a mage which has lost her connection to the Supernal Realms.

          Thanks to the Experiment, the Free Nation is composed almost entirely from regular humans. It doesn't to say, however, that there are no supernatural creatures in it. After all, while there is no access to another realms in it, things still hide in the state of Twilight in the streets of this Nation. Creatures which are not originated from humans or which has no place in other other Nations also roam in there, creating urban legends and horror stories. Renegades from the other Nations also try their luck in that Nation, preferring it over living as an hunted by the hunters in the Boundary. And even if all of those were not, humans still sometimes spontaneously manifest supernatural powers, from telekinesis to senses to the supernatural, and the living still leave ghosts behind from time to time.

          Still, there are some rules that any supernatural creature which wish to live in the Free Nation must follow. First, all post humans and citizens which has supernatural powers must declare about their existence in the Ministry for Supernatural Interests. Post Humans must get a special authorization in order to live within the Free Nation, while humans with supernatural powers must prepare themselves for the fact that they must serve in the Ministry if it would decide it needs their abilities. While Psychic abilities are appreciated, the Ministry especially seeks after those with Unseen Senses in order to find illegal post humans and people which manifested supernatural powers yet try to hide it. Unintelligent supernatural beings must by either kept as "pets" and registered in the Ministry, or that they will be captured and collected by the Ministry for research purposes, or even kept in some kind of "zoos" for the wide population's enjoyment.

          When the Ministry needs to deal with ephemeral beings- like spirits, ghosts and angels- they would usually call for a "specialists"- which is, a post human from the Nations of Death, Spirit or Soul. because ghosts are a common problem, it is already common to see a mage or a sin eater in the streets of the Free Nation while they are accompanied by the Ministry's agents. Wondering spirits are more rare because of the lack of a direct connection to the Shadow, but they do happen to o lost or be attracted by the huge amount of unclaimed Essence in the Nation- which force the Ministry to call for a Werewolf or a spirit mage. Angels and Infernal Demons are the rarest among the ephemeral beings, with gates to Inferno being locked down and the fact that most of the God Machine has been moved out of the Nation (although some claim the the Experiment itself is part of it), but they do show up from time to time and are hard to get rid from. The Ministry usually call to mages to take care of them, although they do bring from time to time an agent of the Lucifuge from the Boundary Nation. Angels are seen as top priority target, for if they are outside of their Nation it is usually because of their mission- and that means that they may fall. As long as they don't attempt to harm someone or do trouble they are usually left alone but watched closely- and if they Fall, they are immediately captured and are given to the Machine Nation, as was decided in the agreement between the Nations.

          Also, according to the rules of the Free Nation, no post human citizen is allowed to hold a political position or harming a human. Doing so is an immediate deport to their Nation, and may even end up with a capital penalty if they kill someone. In general, the Free Nation is neutral and is used as a diplomatic moderator between the other Nations. Once a year, all of the representatives of all Nations are gathered in the Free Nation to sign the Peace Treaties- a symbol used to show that the war is over and that the Nations work together. The peace, however, is a fragile one, especially because the hunters of the Boundary Nation are not part of that agreement, and that the other Nations are not as united as they wish to look. Still, a fragile peace is better than war, and the Council has even managed to create some significant changes in their Nations by the use of the Goldstien- Rozen Experiment- lately, they have even did a major improvement to the laws of physics in all realms and some significant changes to the Blood Nation, with similar changes in the horizon for the Spirit and Soul Nations.

          Few words of the Council- the Council is made out of the representives of each of the Great Nations, accept of the Boundary Nation. The Minor Nations and the Boundary Nation could ask to participate in the Council's meetings, but they must ask for a special permission from the Free Nation and can't vote, only watch and give their opinions if asked. The Other Nations and Mirror Nations are not officially recognized, and as such they are not part of the Council and can't even ask to participate in it. The Council meets at least once a year in order to sign the Treaties, although they usually meet more than that. During those meetings, the representatives may propose any laws they wish and the Council vote on them. The Free Nation, however, has a Veto right upon each of the laws and rule them out, thanks to their control over the Experiment.

          In short, it seems that finally, it is good to be a human in the World of Darkness.

          Special Rules: All the humans in the Free Nation (and only those who live there) enjoy the trait of Conviction as a supernatural tolerance stat from Mirrors, and they retain that trait while moving to other Nations (only registered citizens of the Nation have it). There are no gates to other realms in that Nation, so any power which works by using other dimensions is automatically failed. Things could still exist in the state of Twilight, however, and the light of the Supernal Realms still touch the Nation, which allow the few mages which lives there to use their magic- in a limited way. Treat their Gnosis as two Dots lower than their true trait (with a minimum of 1). Also, they have 1 dot less in each of their Arcana. In an addition, while humans could have any supernatural merit which is allowed to them, it is expected that they would declare about it to the Ministry, and the Ministry could ask for their help in any given moment. A character could try to hide her powers, but using them in public would cause panic and draw the attention of the Ministry. If that supernatural merit is an Unseen Sense of some kind, and the character didn't hide her powers, the chances are that the Ministry has requited her. Finally, after the last meeting of the Council, the Nation has been updated to the God Machine Rules! :P


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          "And all our knowledge is, Ourselves to know"- An Essay on Man

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          • #6
            I'd go for the border areas for minor templates, yes.

            As for other minor templates that might justify a realm, what about psychics and proximi?

            Since ghosts are playable in mummy perhaps a ghost realm that might be tied to mummy, sin-eater, and mage realms.

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            • #7
              Originally posted by StSword View Post
              I'd go for the border areas for minor templates, yes.

              As for other minor templates that might justify a realm, what about psychics and proximi?

              Since ghosts are playable in mummy perhaps a ghost realm that might be tied to mummy, sin-eater, and mage realms.
              I'm not sure about psychics, because the GMC update pretty much allows psychic powers to any mortal, which kinda (IMO) killed their status as a "template". Proximi, ghouls, wolf blooded and such will be an integral part of the major Nations, because they are "proto templates" for mages, werewolves and vampires. For ghosts, I agree- they really should get their Nation, although there are ghosts anywhere- you may say that only those who regained their free will and became playable are part of the Nation. Also, while Minor Nations could be in the border between the Major ones, there still should be some territory which is not under the rule of any Nation (which is the unofficial Boundary Nation of the hunters)


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              • #8
                Oh something trippy I thought of, you could have different realms for different versions of the splats too. For example, there might be a general werewolf shard, a lone wolves shard, a simplified gifts werewolf shard, there might be a mage shard, a MCG psychic shard, an enlightened scientist shard, a supernatural martial arts shard, etc, etc.

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                • #9
                  cool idea- but first I think I should make the "core template" ones before start making sub-nations for shards or something like that :P


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                  "And all our knowledge is, Ourselves to know"- An Essay on Man

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                  • #10
                    so.. today I was supposed to do the Blood Nation and explain how the bloody empire of the vampires works- but Flyboy has sent me a draft for the pseudo- nation of the Hunters, so I've decided to post it here (after some editing)

                    thanks for Flyboy254!

                    The Will Movement- Man will live for Man alone

                    The Will Movement (also sometimes called as the Boundary Nation or the Will Nation by the Free Nation) isn't so much a real nation as it is a political movement, the result of control by all other nations, spread by the idea that mankind should be the master of it's own destiny as in the Free Nation. While not sanctioned by the Free Nation (which itself is often a victim of their actions for their corporation with the post humans), the Will Movement has one overarching goal; all other Nations must fall.

                    Part terrorist group, part social movement, and wholly devoted to their own ends, the Movement is in an uphill fight. The Blood Nation consider them a dangerous insurrectionist element that should be destroyed. The Wolf Tribes of the Spirit Nation see them as wild as the spirits they pursue. The mages of the Soul Nation see them as a social upheaval not willing to accept enlightened rule. All the Nations, major and minor, have variations on this belief, but the Movement of Will doesn't care. They follow their own plans, waiting to strike one blow after another against their enemies.

                    The Movement has been around since the most ancient times, and has almost been utterly destroyed either through external actions, but more often from internal bickering. Always it revives, and always it fights harder. Some of the members of the movement prefer to appeal to the common workers in each Nation, leading to massed strikes or sabotaged production. Others rely on their own cells inside the cities and towns of the other nations, skirting their peace officers through a mix of guile and knowledge of the local environment. Still more are little better than killers and criminals, indiscriminately killing any in their way, or stealing to supply their ongoing "war". There is no one leader of the Movement, only leaders of various cells and bands devoted to their cause.

                    Because of the anarchic nature of the Movement, all of the Nations consider its members as outlaws and criminals, and punish any of its members who are caught in their turf. While some, like the Death, Soul and Free Nations are m,ore humane and simply send them to jail, others, like the Blood Nation, give them the capital punishment publicly. In fact, the blood of those who are executed for this crime has became an "high class" drink for the vampires, and it is sold in an auction for a lot on money right before the execution. The only Nation to actually summon the members of the Movement from time to time is the Free Nation, which is more open to accept help from the self proclaimed "hunters". Because of that, most of the members of the Movement are exiles who live in the Boundary, the place between Nation where the laws of physics aren't that stable, hunting the exiles of all other Nations- and any other monster they can lay their hands on.

                    While the Movement lack any single leader, there are few political groups which maintain their power over many members of the Movement. Most of those organizations are relatively small, named as "Compacts", while the Conspiracies hold most of the political power over the Movement. While there are numerous Compacts in existence, each with its own agenda, there are six great Conspiracies which try (without much success) to direct the Movement. The six conspiracies are the VASCU, Cheiron Group, Malleus Maleficarum, Ascending Ones, Aegis Kai Duro and Network 0. There are, however, rumors about other conspiracies in existance- from Anglican knights which hunts witches and up to mad anarchists which attack the Nation from the shadows.

                    Many of the Movement prefer to fight in a specific nation. Some devote themselves to further disrupting the Blood lords and their machinations. Others see the efforts of the Tribes to enforce their spiritual beliefs on those in their territories as dangerous as the animal's claws. Still others focus their efforts against stranger things, ones that are part of no nation but are dangerous nonetheless. Some act out of a religious drive. Others see theirs as a political war for mankind's oppressed. Agitators, revolutionaries, killers, madmen, philosophers, healers. The list of who is a part of the movement is endless.

                    What is the purpose then? That's another nebulous goal. Some want to see the creatures that rule all other Nations destroyed forever. Others want to elevate mankind to equal positions among the governments of these other Nations. Still others just want to find the secrets behind how these creatures are able to do what they do.

                    Special Rules: Because of the nature of the Boundary, post humans which are transformed while in it are a mutated form of the usual races- meaning, they are made by using Dread Powers and the other laws Hunter use for making monsters. Simply entering the Boundary does not change the capabilities of the post human- only being created while inside of it. Also, as you may noticed, Task Force: Valkyrie and the Lucifuge has lost their status has Conspiracies since the War, while Network-0 rose to that status and VASCU became a "core member". The reason is that without the founding of the vampires and the fact that most of the Children of 7th Generation are born under the control of the Infernal Nation has, respectively, made those groups some very hard life. While they retain their Endowments (they didn't lost ALL of their power, after all), there are few changes in their rules (for VASCU see Slashers. For Network-0 as a conspiracy see Compacts & Conspiracies).

                    Endowments: while the two fallen conspiracies still has access to their powers, the lost knowledge of the Lucifuge and the lack of the ability to maintain Valkyrie's technology has harmed their power. Add -2 modifier to any of their rolls for using their Endowments.

                    Goal: While the Lucifuge still do what they always did, Valkyrie has lost much of its mission, without an "Uncle Sam" to protect or any reason (or means) to hide the supernatural from the masses. Instead, their mission is to try and make the Movement into a functioning Nation (under their rule, of course) with a government and rules. The vampires of the Blood Nation (some of them still remember the days when they funded the organization) has recognized their common interests at restraining the Movement and offered them their financial help. The organization still didn't decided if they should accept it. In the meanwhile, in order to show them their "good will", the vampires no longer kill the agents of Valkyrie when they are caught in the Blood Nation, and instead fake their death and secretly return them back to their organization, in a similar way Valkyrie once treated their vampiric founders.

                    Lucifuge Status:
                    0- you get Unseen Sense (demons)
                    000- You get only one dot of Resources instead of 2
                    00000- the same (yes, she is STILL alive, and she will survive as long as the Lucifuge survive. She is the organization, after all)

                    TF:V Status:
                    0- Resources for 1 dot
                    000- the same
                    00000- still 3 dots in Contacts- just with the Blood Nation and Free Nation instead of the US government.
                    Last edited by LostLight; 12-24-2013, 02:17 PM.


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                    "And all our knowledge is, Ourselves to know"- An Essay on Man

                    I now blog in here

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                    • #11
                      The Blood Nation- The Death Keep on Dancing

                      Vampires aren't working well with changes. They are walking bodies, after all, trapped between life and death, Man and Beast, song and dance. In an addition, vampires are parasitic beings by their very nature- they can't live without humans, else they'll fall upon each other. In that case, how is it that those bloody creature don't only manage to build up a Nation- but even make it into one of the most prosperous among the all major Nations?

                      Because the vampires are survivors.

                      When the Great War has started, the vampiric society has descended into chaos. The Masqueraded has fell, and for some weird reason the Blush of Life has stopped working. Some vampires- mostly unaligned, Carthians and Acolytes has glorified themselves with the breaking Masqueraded, trying to embrace the change, while the Invictus and the Sanctified did what they could in order to maintain some kind of control over the madness. The Ordo Dracul simply stood in the corner, watching and learning what they could in order to see how things will turn up. During that time, Belial's Brood and VII has started to attack more and more often, with the first no longer need to hide themselves in the chaos and the second using the chaos in order to assassinate as many vampires as possible. While very few still vampires has survived that awful time (Zagreus and the Unholy, for example), those who do remember that above the fire and war, above the death and blood, were the delighted screams of the Owls, as the shadows like beings watched the Kindred society turning to ash..

                      And than, the Distortion has started, and the vampires understood that something had to be done.

                      In a way, you can say that the vampires are the ones responsible for the structure of the Nations. Seeing what happens when the Masqueraded breaks apart and that the only winners are the Owls, the five leaders of the five greatest factions within the five Covenants has met together after deciding to put their disagreements aside and thought about what they should do- and after a long night, they decided they should send an emissary to the human leaders and offer their help in the crisis. The humans accepted the emissary, and together they set and made the first Council by sending letters for the other post humans, gathering all of them in the same place. Together, they decided to stop killing each other and start working on a solution- and it was the emissary of the vampires to suggest the structure of the Nations. The rest of the Council has agreed, and the Glodstien- Rozen Experiment was used again in order to stabilize the world.

                      Since than, the power of the Blood Nation has only grown. When the Nation has only started, they demanded that some humans will live in their territory for they can't live without blood. While the humans has objected at first, the vampires has told them that they ask only for those which were already bound to them (blood dolls and ghouls) and for those humans which were already poor and couldn't care for themselves. They promised to give them autonomy and feed on them only on a specific scheduled, letting them to rule their life as they will. They also asked to close any portals to other realms, not willing to mess with spirits and other, weirder things. In return, the Kindred will keep the peace and help the future free Nation with anything they need. The Council agreed, the the Blood Nation was founded.

                      This was the beginning of the Grand Masquerade.

                      Today, the vampires seem to keep true to their word- the humans in their territory have their own rule, while they stay in the shadows. There is even a day in the Blood Nation- a thing the Kindred has objected to at first, but was forced to agree by the Council. However, behind the scenes, the vampires are the true rulers- there was never a vampiric prime minister, but there is always a vampiric vizer. The laws of the Blood Nation may say that vampires are allowed to feed from the humans only when agreed and on a specific schedule- but the truth is that everyone just try to hide the evidences. Sure, the Free nations does its regular check up and sometimes a vampire is punished for breaking the laws- but the unofficial leaders of the Blood Nation simply make sure that there will be no anemic people during the check ups, and for some reason the vampires which are punished are always political rivals or extremists which no one would miss.

                      The Blood Society's true rulers are the Second Camarilla. The Camarillia contains the five great Covenants and govern the vampiric way of life. The inner circle of the organization is made from the five leaders of the Covenants, each rules as a "Prime Prince" for five years before giving his chair to the next Covenant. The order of rulership is Invictus, Lancea et Sanctum (they have decided to return to their old name after the War), the Ordo Dracul, the Carthian Movement, the Circle of the Crone and than the Invictus again. Of course, not all vampires has agreed to this way of rulership, but those which objected has since been exiled to the Boundary and have been killed by hunters, and today most Kindred has accepted that as a way of life. The ruling Covenant has a major effect on the way of life of the regular citizen, which knows to go to church during the rule of the Sanctified and to make sure to vote when the Carthian rule.

                      Sounds too good to be true?

                      It is.

                      In fact, the vampires keep stabbing each other in their back and fight over control. With five political powers and a structure of government which requires that 4 of them would listen to one, you can be sure that it is a wonder the Nation didn't collapsed already. The only reason the Blood Nation is still functioning is because they see the Free Nation as a common enemy- and they won't even think about attacking it for they know that without it their delicate society will be torn apart. The ruling Covenant makes its best to create diplomatic connection with other Nations, hoping that with enough power they could rule alone- but the other Covenants jeopardize their attempts again and again. Actually, that chaotic way of life was the one to create so many agreements and diplomatic contracts with the other Nations, which enriched the Blood Nation, for each such a contract is a political victory over the other Covenants.

                      However, there are few improvements in the Blood Nations way of life. First, the Brood seems to vanish from view- some claim they were extinct. Other think they live in the Boundary. Few believes they now lives undercover, waiting for their time to shine (with hellfire, of course). VII is still around, but their attacks are less wild than before. Also, new vampires- which are not Kindred- has also been found to exist. Thanks to the effect of the Goldstien- Rozen Experiment, the Kindred has learned how to change those vampires' abilities in order to make them more similar to the Kindred. While some prefer to not join the Kindred and live as exiles and outcasts, others have requested to become "true Kindred" for the political benefits. For now, only the Jiang Shi has been accepted, as the five rulers heavily consider the effect of joining a "new clan" to their society. Unfortunately, the strixs has also survived, and somehow they seem top be able to cross the dimensions even with the effects of the Golstein- Rozen Experiment.

                      Other than that, the (un)life are good. The Danse Macabre is still active, the blood flows freely and the Masquerade is as strong as ever. Actually, the Masquerade is so convincing that the current Prime Leader (an Invictus) has managed to convince the Free Nation to "update some laws of reality" by using the Experiment, eliminating some of the effects of the Fog of Eternity and enhancing the vampiric innate powers and blood magic- a victory the Invictus doesn't stop to rub in the face of the Carthians.

                      Special Rules: Each person, both alive and dead, on the Blood Nation belongs to one of the Covenants. While vampiric citizens gain benefits from it, regular humans and blood dolls only have a single dot is Status, to represent which Covenant has the right to use them for "drinks". Ghouls have some protection if they join a Family, which makes sure their Ghouls will gain a certain rights and resources, allowing them to buy up to 3 dots in Status. The Wicked Dead (see Night Horrors) are social outcasts and lack a Covenant- accept of the Jiang Shi, which are now an official Clan. Also, the Blood Nation uses the laws of Blood & Smoke, as represented by the "Reality Update". Finally, in order to keep the Kindred's population under control, it must be approved by the ruling Covenant to Embrace a certain person- which could mean no Embracing at all, if it is the time of the Lancea et Sanctum.


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                      • #12
                        The Spirit Nation- Hunting in the Wild

                        The Spirit Nation is unlike most of the other Major Nations. Where most of the others are urban, the Spirit Nation is made up of endless wilderness. Where the other Nations have some modern form of government, the Spirit Nation is a tribal society. And finally, where in the other Nations the representatives come from the rulers of the Nation, the emissaries to the Free Nation are the desperate rebels.

                        Some may wonder how did it happened- after all, why would the Free Nation would seek an agreement with the few and powerless Forsaken instead of trying to bond with the more numerous Pure? Why didn't the Pure jumped on the opportunity to reform Pangaea by getting rid of the Gauntlet? The answer to those questions could be found during the early times of the Supernatural War and Distortion of Space.

                        While the Uratha as whole are a very spiritual race, the Pure are more depended on Hisil than their brothers. Most of their power is focused on the Shadow, based on spirit allies and access to Verges and Luci. When the Experiment has started and the wall between worlds has became solid, the Pure has lost almost any connection to their source of power. That, together with the side effects of the Experiment (Lunacy failed and many werewolves were stuck in their war form), made the Pure think that perhaps the End of Times has truly came and that they failed their Firstborn. Their answer to that crisis of faith was an all out war against the Forsaken, believing that by washing their hands with the blood of their brothers they could repent. When the emissaries of what would turn to be the Free Nation has approached them with the offer for an alliance, the Pure refused, each tribe for its own reason- the Fire Touched simply didn't believed that regular humans could change the structure of the world, the Ivory Claws were too proud to accept their help and the Predator Kings weren't willing to use anything made by humans. They declined the offer for peace, not willing to bow their heads before the sons of Man- and by doing so, they have lost their opportunity to restore Pangaea forever.

                        Seeing that they has no allies among the more numerous and powerful Pure, the representatives of mankind has turned to the Forsaken. While most of the Tribes were skeptical at first, the Iron Masters were quick to convince their brothers that they should at least try, and the constant war against the Pure was more than enough to convince them they they needed allies- even if those allies were powerless mortals, monstrous bloodsuckers, and unstable magicians. Together, they shaped the future Spirit Nation- there will still be a Gauntlet, but there will be more Loci and less Verges and Wounds. They also demanded a human population, for the Uratha can't breed among themselves, and they promised to protect them from harm and protect them as their kin. The agreements were signed, the Spirit Nation was made and now, that the Forsaken had control over most of the human population and free Essence, it looked like finally, the Forsaken were winning.

                        But the War wasn't over yet.

                        With the restoration of connection to the Shadow (and few minor links to the underworld, as the Bone Shadows asked), the Pure discovered they were able to create connection again with their spirit allies- unfortunately, as a result of the Experiment, the highest among the spirits has became even more distant, with even their messengers being confused and lost. Worse, they discovered that now all of the wolfblooded and humans in the Nation were under the control of the Forsaken, and that they had control over most of the Loci. They understood that laughing in the humans' face wasn't the right decision. Sure, they were still more numerous than the Forsaken, and they still had few wolfblodded families, but in a few years and without new blood it was only a matter of time before they'll be either extinct or absorbed by their bastard brothers. The question was- what should they do?

                        The answer, which came from the Predator Kings, was simple- let's take the humans back.

                        That made a second war, which was called as the Pure Crusade. They descended upon the Forsaken, killing anyone they could find, using their spirit allies in order to track them down. They took control over Loci, draining their Essence in order to empower their allies from the other side. The only ones who were protected from their wrath were the humans- which were kidnapped and moved to "breeding farms" supervised by the Ivory Claws, with the future children being educated by the Fire Touched and trained by the Predator Kings.

                        The Forsaken asked for help from their new allies, but the other Nations weren't willing to interfere within the interests of another Nation- as it was decided during the peace agreements. While they were willing to help them with weapons and resources, they weren't willing to use the Experiment or sending soldiers- especially since the hunters of the Will Movements roamed the Boundary and would attack any such force with zeal. Eventually, the Forsaken has managed to survive- but they have lost much of their resources and humans which were under their protection.

                        Today, the Pure roam freely in the Spirit Nation, either killing or kidnapping any human they find in their way. Their wolf blooded are taught to hate the Forsaken since their birth, while the Ivory Claws watch closely on the breeding program. Those lines with a great number of Uratha among them are given a better treatment than the rest of the population, while experiencing the First Change is seen as the goal of each person alive and the Pure are seen as gods- while the Forsaken are demons.

                        The Shartha still roam the wilds, for the Distortion of Space barely effected them. While the Azlu were a little confused at the beginning when the connections between the worlds were severed, they quickly returned to routine after the situation was fixed. Humans, however, has turned into a very rare prey for them, for each is under the constant supervision of a werewolf- but they still mange to steal a body from time to time.

                        The Bale Hounds has also turned to be a rare phenomena- with the fabric of worlds being stabilized and the Maeljin becoming more distant, the percent of Wounds has became lower and lower, and with the fell the number of Bale Hounds. However, Wounds are still being opened from time to time, luring naive Uratha into them, and while they are few they still have some kind of information network between the members. Still, their life has became extremely difficult, for among the Pure even the slightest hint of serving evil spirits could make you executed.

                        The Claimed are also more rare than before, with both the Forsaken and the Pure disallow that practice- either because of their ancient mission of the first or the lack of human population for the later. However, a spirit may petition for an host body in the places ruled by the Pure by asking a Fire Touched, and after consulting with an Ivory Claw and seeking after someone who isn't likely to change, if the spirit shows loyalty and promise to obey the Pure they are allowed to claim a person.

                        There are almost no Ghost Wolves, with any of them risks being capture and either killed or converted by the Pure.

                        The idigam are powers by themselves, hiding in the deepest corners of the Spirit Nation. While the strongest among them were banished during the Godsfall, there are still enough of them hiding, capturing werewolves, humans and spirits for their terrible experiments and creating new breeds of horrors to protect themselves, further their agenda or simply out of boredom.

                        Finally, the Forsaken- the "formal representatives" of the Spirit Nation. They still get support from the other Nations, which see the Pure as a threat. They live in distant and hidden places, protecting their human tribes from Pure raids while hunting down their old enemies- spirits, hosts and idigam. They seek after unclaimed Loci before the Pure could capture them and keep a low profile. From time to time they make guerrilla attacks against the Pure and free as many wolf blooded as possible. Their greatest fear is that one day, the Nations will decide they had enough of helping the rebels and decide to make deals with the ones who truly control the Nation. The Free Nation, however, is always quick to deny those claims and promise to always help the Forsaken, including updating their reality in the same way they updated the Free and Blood Nations- all that while negotiating with the Ivory Claws from behind the scenes.

                        Special Rules: all of the humans in the Spirit Nation has a 2 dot Wolf blooded merit (see Blood of the Wolf), to represent the breeding programs and closed tribes in which they live. Those with 4 or more dots in that merit, or which are belonged to a Wolf Blooded Family and are found among the territory of the Pure get some benefits- represented with 2 dots of Resources. Because of the Godsfalll, there is no direct connection with any spirit with a Rank of 6+, and those are practically unreachable. The only realm in which the Spirit Nation has connections with are Hisil and the Underworld, although mages can still use their magic normally.


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                        • #13
                          The Soul Nation- Pentacle and Pyramid

                          The Soul Nation- a place of magic and might. When it was founded, it had two paths before it: one of becoming so great that Atlantis would become a pale shadow of it, or becoming a place bound by lies and deceit. However, both of those paths didn't happened, and the Soul Nation became a thing no one has expected. Why, do you ask?

                          Because the Soul Nation is split into an half.

                          During the time of the Godfalling, magic has stopped working as it was supposed to. Either it was absolutely useless, or that it turned wild, bringing Paradox with even the slightest hint of magic. Summoning spells have stopped working all in once. Hallows had dried up. Things were even worse for the Seers, for the Exrachs and their archmasters has fallen silent. Many cults and secret orders which were based around the ones who turned archmasters have fallen into chaos. Even the abyssal spells of the scelesti weren't protected from that time, for even the Abyss stopped whispering. Many mages turned Mad because of that situation, and both the Pentacle and the Seers did everything they could in order to stop the chaos from destroying everything they built.

                          And so, without choice, both the Orders and the Ministries did what they have never dreamed they would do- they worked together.

                          When those who would found the Free Nation came to them for help, both the Seers and the Pentacle sent representatives. For the first time, the two groups worked for the same goal- to stabilize the world and stop the distortion of space. While they didn't trust each other, they knew that if they won't work together, there won't be any winner to celebrate the fall of its enemy. Slowly and surly, the two groups has shared enough information between each other and the mortals in order to understand the Experiment- until finally, it worked. The world returned to be how it was.

                          More or less.

                          For some reason, the archmasters and ascendant beings has lost any connection with the Fallen World. No longer could the powers of the Heavens to direct their followers. Sure, the greater beings of the Abyss also lost connection to the world, but it wasn't enough for most of the mages to feel good about themselves. Than, the first council was gathered, and they asked the mages to choose one representative- which didn't ended up well.

                          Unlike in the case of the werewolves, both factions has sent help, and neither of them was extremely dangerous for mankind (the Free Nation didn't cared about the politics between the Truth and the Lie. As long as the world was working as it was supposed to, things were good enough for them). However, both factions had a very different ideas about how things should be- the Pentacle wanted a new Atlantis. The Seers wanted to keep things as they were, in case the exrachs would return (not to mention they liked having all of the power). After long hours of debating and ruling out the way the vampires would rule the Blood Nation, the Free Nation agreed to have two representatives from the Soul nation- in one condition. The Soul Nation will be split to two, and both sides are disallowed to attack each other. Something like a new Berlin Wall- just with metaphysical backup. Both factions agreed, and the Soul Nation was made.

                          Today, the two halves of the Soul Nation are in a state of a "cold war". One side is illuminated by the light of the Supernal, while the other is filled with the shadows of the Lie. While the Pentacle didn't managed to create a new Atlantis, it did managed to return things to be, more or less, how they were once. The Adamantine Arrow work as the army, the Silver Ladder are the leaders, the Mysteruim are the teachers and the Guardians are a secret police. The Free Council still exist, of course, and they are always there to propose new changes and ideas and remind the rest of their allies that there are mortals in their turf, which should be cared and protected while stopping any attempts of discrimination against the regular citizens. That makes the Council into the most favored Order on both the citizens of their half of the Nation and on the Free Council. Actually, it was thanks for them that the Free Nation has decided to "update" their laws of reality.

                          On the other side, however, things look more or less like they have always been- only darker. The Seers no longer need to hide, and they rule fiercely upon their citizens. With Ascension and Archmastery no longer an options, the Seers went on earthly power, educating people since their childhood top worship the Exrachs and wait for their return. No one is allowed to choose is job or way of life, and all must obey the great Ministries. The Paternoster is responsible for that education, while Panopticon makes sure that everyone will follow those rules. The Hegemonic has returned to life, working together with the two other Ministries in order to make sure the society will work without thinking and follow any order, while the Praetorians work on keeping the borders safe and make sure the Pentacle won't even think about invading. Mammon is still trying to achieve the status of a great Ministry, seeking after resources and alliances so it would return the Hegemonic to were it belongs- to the grave. The other Ministries still exist, with the Secret Order of the Gate hides in the shadows.

                          The Scelesti lost a lot of their power with the fall of the Ziggurat and the rulership of both sides. They fall into minor cults, and while there is a movement to unite them, back together they lack a lot of success. The Tremere also survived, for the lack of their archmasters has left them more or less intact. They are still hunted own on both halves of the Nation, so they keep on a low profile. Left Hand mages are as they always been- outcasts and exiles.

                          The Nameless Orders are also still part of the Soul Nation- although they are a more common in the Pentacle than in the Pyramid, for the free Council protects them as long as they don't do too much troubles.

                          And in the middle- the Wall. A great structure coverd with atlantean runes. No one is allowed to pass the Wall. No one is allowed to touch the Wall. Both the Arrows and the Praetorians make sure of that. Each side avoids attacking the other at all cost- while constantly searching after new inventions which will help them in case there would be a war. Each side in constantly seeking after a proof that the other side plans a war, so they'll gain the support of the Free Nation and destroy them. Until than, the only thing they can do is to grow a generation after a generation of mages filled with hate for their neighbors, for reason forgotten so long ago that they aren't relevant anymore.

                          A lot of things may die out, but Hate is not one of them.

                          Special Rules: Because of the way reality works in the Soul Nation, Sleepwalker is now a 2 dot merit. Also, all of the Paradox rolls in the Pentacle's side get +2 dies, while on the Seer's side the mage lose 2 dies. While magic works as normal, one can't summon beings with Rank above 5. All the realms are connected to the Soul Nation. Proximi are an official part of the society, and get a free Resources of 1.


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                          • #14
                            The Flame Nation- Eternal Wasteland

                            Unlike the rest of the Nation, the Flame Nation is not a true political power. Instead, it is a desolated place, where both food and water are rare resources. The Nation suffers from countless natural disasters, and most of the region itself isn't feet for living. Very few plants grow in that place, and even less animals survive ion the harsh conditions.

                            The few people who do live there don't do so in cities. Instead, they live in small and isolated communities. Those places don't welcome strangers and live under endless paranoia- they can't say what exactly makes them feel unease. It is something in the air. They don't travel, and leave their homes only when they are in groups of two or more. Some madman live in the wasteland alone, however, and they are seen as lunatics and psychos by the rest of the population.

                            From time to time, a stranger come to those communities, asking for help. Those strangers never stay long enough- after all, the communities don't like strangers at the first place, and those who do stay there are eventually kicked out by the paranoid people- that is, if they are lucky. Sometimes, a charismatic leader rise among the community and blame the stranger for all of the problems they suffered. That zealot turn the population into an angry mob in seconds, and all of them descend upon the helpless stranger, and he can't escape he is usually torn apart.

                            And in a way, he deserve it, for he is the one responsible how things are in that Nation.

                            Unlike most of the founders of the Major nations, the founders of the Free Nation didn't sought for help among the prometheans. The reason was that they didn't knew they were even exist. However, as the other future representatives has gathered together, they have started to divide the different phenomena of the supernatural world into the ones who are responsible for them. The strixs were easily connected to the vampires, while the Abyss was attributed to the mages. However, some of the phenomena didn't belong to neither of future Nations, yet they seemed to be connected to each other. The reanimated. Moving statues. Angels of fire. Unexplained cases of wasteland and paranoia. It took them some time, but eventually, they managed to understand that there was a type of energy out there which seemed to be destructive- the Divine Fire.

                            After a little more research and under the protection of Mind spells, the Council has managed to track down the so called "prometheans". Doing so was an hard mission, for unlike other supernatural groups the Created lack any true society or hierarchy. Yet eventually, they managed to track them down and make contact with them, and under the guise of good will they offered them what they have always sought for- an home.

                            Finding someone who will be used as a representative for the Council was a more difficult thing- without an hierarchy, how could they choose who will represent the Flame Nation during the yearly meeting? Eventually, the Nations understood that they didn't really wanted to deal with the Created, and found a better solution- each year, a member of the Aurum (which were the closest for humanity) will be chosen randomly in order to represent the prometheans in the Council. Sure, that job didn't had any real power, but it showed respect to the prometheans so they won't feel hurt. Than the borders were established- borders which blocked the effect of a wasteland generated by hundreds of prometheans- and the Nations thought it was the end of it.

                            Only that it wasn't.

                            Apparently, the Experiment couldn't stopped the Divine Fire from manifesting, and any human who was desperate enough could have called it down from the heavens and create a new promethean. While the practice was legally forbidden (and so was the very research of the Divine Fire), those who were desperate enough didn't cared about the rules at the first place. The punishment give to them was simple- both the demiurge and the created would be sent to the Flame Nation for the rest of their life.

                            Slowly, the Nations has found a use for the Flame Nation- as a prison. Anyone who did too many problems didn't deserved death was sent to the Nation. Criminals, exiles, poilitical and religious revolutionaries- all of them were sent to the "garbage can", as some of the more cynical among the Council called the Flame Nation. Those and their descendents have made the future human population of the Flame Nation. However, the Nation has also became the home for those who were executed by the other Nations- the bodies are sold to the prometheans who search after a New Dawn by creating a progeny.

                            While the place was named as the "home for the Created", the Nation is nothing like an home. So much Divine Fire in a single place makes terrible things for the environments, and the Disquiet could be found anywhere. Firestorms happen daily, and pandorans and sublimati roam the wilderness, free to move as they wish with so few human population and so much free Pyros. The qashmalim manifest there regularly, although they sometimes wander to other places in the search for their mission. Still, weirder things travel the Nation, with the Zeka cover the world with their radioactive shadow and the inhuman Unfleshed showing up in the laboratories of lone and mad scientists.

                            Despite its' name, the Flame Nation is found in an endless Night. Still, the hope is always there. Who knows? Maybe the Nation itself would achieve a New Dawn eventually.

                            Special Rules: Everyone who is found in the Flame Nation suffer automatically from the first stage of the Disquiet (all of them). However, because of the constant paranoia, the residents of the Nation are more resistant to the Disquiet, getting a +2 modifier for all rolls. Those rolls are made only when a promethean is close enough. Also, the whole Flame Nation is another the effects of a first stage Wasteland from all 5 major lineages. Firestorms happen at least once per day. Pandorans are always awake, unless they suffer from the Disquiet by a human near by.


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                            • #15
                              The Fate Nation- Land of Endless Dreams

                              The Fate Nation is a wild place- most of it is covered with trees and bushes, which shines with bright green. While the Great Forest may look alluring, it hides hidden dangers inside- many people who go to wander the forest don't come back, for there are strange beings who roam the forest. Those beings are seen as gods by some, and as demons by others, but those who maintain the Nation name those beautiful and terrible things by another name: the True Fae.

                              However, there are safe havens in this primal wilderness- small cities, which are protected from the madness of the Gentry. Their protection isn't based around walls or soldiers, but upon something more subtle, which for the Fae is stronger than even the coldest iron- an agreement, a vow sworn upon the name of the Wyrd itself. The protectors of this Nation are those who escaped the diabolical realm of the Gentry and returned to the world. Thanks for the hundreds of pledges and vows, things always happen as they should in the Nation, with the Wyrd making sure that the story of the Nation will be fulfilled. Yet, there is still a danger for the dwellers of the Nation, for each of the four kings and queens of the Nation is actually found on the brink of madness, and it may only be a matter of time before the Wyrd will decide that the story needs a new villain in the story- one of their own.

                              When the Fate Nation was established, the purpose was to block the True Fae once and for all. Sure, the Nation was supposed to contain Charlatans, Fetches, and Changelings together with everyone who was exposed to the magic of Arcadia. With most of those beings being sterile, the chances were that the Fate Nation will become a minor Nation in a matter of decades, with the population being made up mostly from Enchanted mortals which will be than joined by the Free Nation. Those terms were decided in advanced, and in the meanwhile the Lost would supervise the Nation according to their monarchical way of rulership, with the four great Courts change their place every season. The Changeling accepted the terms (although the Autumn Court protest, mourning for the lose of the Fae magic), for they knew it was for the best- finally, thr gates of Arcadia will be closed once and for all.

                              Only, that things didn't worked as expected.

                              At first, things seemed to be normal- a world without the Gentry to torment those who lived there. However, slowly, things has started to become a little.. weird. People has started to vanish without trace, and while at first people thought that they ran to the Boundary, some has started to become suspicious. Things became even more scary when the first of the new Fetches was discovered, which claimed that he didn't had any knowledge about how he came to existence. Then, bushes has started to grow up- strange plants which carried weird and magical fruits. Goblin Fruits.

                              All hell broke loose when the Great Forest has risen during a single night, covering most of the Nation and stopping any communication with the other Nations. hundreds of homes were swallowed at once, with the Changelings managing to create few pockets of sanity in the madness thanks to their magic. An emergency council was called, gathering the leaders of all Freeholds- meaning those who dared to leave into the Great Forest. After all, everyone could hear the laughter echoing from the woods, mocking them. The Gentry returned, and no one knew how.

                              During the Council, the Autumn Court has proposed a theory- according to them, when the Experiment made the Distortion of Space, the connection to Arcadia was severed. While the Experiment blocked the influence of the Fae upon all of the Nations, apparently there were some hidden pacts which has still bound the True Fae to the world- the Lost themselves. The Court assumed that the Primordial Pact which allowed the Gentry to kidnap people on the first place was depended on the existence of faerie magic in their world, and this is why the Fae can't attack the other Nations- but they still can attack their own. Also, the reason that the Hedge has managed to grow up and become the Great Forest was that something that the other Nations had and their own Nation lacked (which may be the presence of some other supernatural creature) was part of the Primordial Pact and was meant to limit the influence of the Hedge. Now, their Nation is vulnerable to the attacks of the Gentry- and they must find a way to renegotiate with them if they wish to survive.

                              Until this day, no one knows why exactly the Gentry agreed to meet with the Council of Seasons. Some claim it was part of an ancient pledge. Other say they were simply bored. Whatever the case was, the Gentry sent representative to agree upon the terms on which the Hedge and the Gentry would interact with the Changelings and their kind. While it was a long negotiation, in the end there were a number of decisions- first, the Hedge would stop growing on the edge of the remaining Freeholds. Second, the True Fae may not be able to get into the cities without being invited by a Changeling. Third, any being who is found in the Great Forest is a legit target for the Gentry. The oath was swore upon the Wyrd itself, so no side will dare to break it- the Fae won't enter the cities, and the Changelings won't be able to protect any human who was lost in the woods.

                              Those pacts are still valid to this day. Now, the only danger which the Nation stand against is the hobgoblins who sometimes go out of the Forest and attack the cities (after all, the pledge was about the Gentry, not the creation of the Hedge). While most of the Freeholds are isolated, for most people fear going out to the Forest, the Freeholds all keep a special information network which is based on dreams and hobgoblins, in order to make sure that the rulers of all Freeholds change their ruler according to the seasons. All of them listen to the Monarchy, the greatest Freehold which has the four Kings and Queens which make the Council of seasons. Of course, there are still minor Courts out there, which maintain control upon one or two Freeholds, but they are rare- for they weren't part of the pledge and they have their own way to protect their own freehold. Also, Fetches are now a part of the population- although they are treated as a B type citizens, which make most of them try to hide their true identity. Still, they have their own uses- for the Gentry seem to lack interest in the things they created by their own hands.

                              Still, there are other dangers in the Nation- dangers which hide in the shadows, waiting, lurking. After all, being exposed to so much magic on daily basis makes sure that the Changelings won't be able to maintain the Clarity of the mind, and with so much faerie magic in the same place the Wyrd go out of control, and does what it knows the best- creating great stories, which is why it starts to send Moriaes more rapidly. Sure, it may be nice to know that there is an higher force which protects you and makes sure that each plot will be fulfilled as it is supposed to, but there is one thing which troubles the Lost od the Fate Nation- the Wyrd tells the story, but it didn't promised an happy ending.

                              Special Rules: Every mortal in the Fate Nation is Eternally Ensorcelled. Fae Touched may buy Court Status as Changelings. Fetches are discriminated in the Nation, making Status, Resources and similar merits being capped at 2. Changeling suffer a -1 modifier to all Clarity Breaking Points. A Gentry or an Hobgoblin with a Wyrd above 5 may not be found in the Forest, and Arcadia is unreachable (the Gentry live and make Changelings in the Forest). All uses to Tellcrafting gain +2 Modifier for all rolls thanks to the open eyes of the Wyrd.


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