The Book of Chantries – Haighters Gonna Hate #4

Welcome to another journey through the World of Dorkness. Today we’re continuing our quest to capture the first of the Skin-Dancer tribe, the one and only Samuel Haight. When we last left Sam, he had just slain the Dreamspeaker El Dorado in Rage Across the Amazon, a Werewolf supplement. We’ve still got three books (including this one) before we complete Sam’s adventure, and because Sam was intended as the big crossover villain, his final appearances are in two Mage books and a second Masquerade book.  

I’ll be honest, I don’t have the highest hopes for these final stories, considering Sam was an afterthought in the previous Vampire book he appeared in. He does have a bit more of a substantial story in this book, but there are some…interesting quirks to how he’s presented here, but we’ll get there when we get there. 

*Reviewers Note: In an attempt to be more culturally sensitive in my reviews, I will no longer be using the Werewolf tribe name that begins with a W, instead when this tribe name arises, I will be replacing it with W—–. 

*For Clarification: CoE = Cult of Ecstasy, SoE = Sons of Ether, OoH = Order of Hermes, AB = Akashic Brotherhood, VE =Void Engineers, VA = Virtual Adepts 

Let’s begin, as we always do, with the cover. 

I’ve said in the past that I like the general look of most of the Ascension books I’ve covered, the plain purple cloth as the main background Image is nice and very lowkey, though the static like borders that are used in these books doesn’t do much for me. I think the borders designed for the other games look much better. The cover painting here is fine, and I like the raised, golden text for the title.  

Let’s take a look at the back cover. 

The Book of Chantries 

Darkness Lives in Lands Beyond 

Beneath the Seas of Ash, through the Lost City X, in the twisting corridors of Doissetep, or the steaming jungles of Moreauvia, Mages ply their trade. In custom-built Horizon Realms, these wizards build Chantries, strongholds of their might and monuments to their vanity. 

Bearers of the Light Beware! 

Intrigue and betrayal, madness and hubris greet visitors to these hidden lands. The Path to Ascension takes many forms, and the temptation to stray from one’s chosen Path is strong. A Mage is never truly safe, even within the walls of her own Chantry. 

The Book of Chantries is a sourcebook for Mage: The Ascension, detailing the Mages’ places of power. 

  • Ten complete strongholds; Tradition Chantries, Technocracy Constructs and Nephandi Labyrinths, including over 40 NPCs. 
  • A ready-to-run scenario starring Samuel Haight, the werewolf skinner 
  • Complete rules for creating your own Chantry 

The sticker price for this book is $18, or $38 in 2023. 

Book of Chantries 

By Steven C. Brown, Phil Brucato and Robert Hatch 

With additional material by James A. Moore and Kathleen Ryan 

 
Credits 

  • Written by: Steven C. Brown, Phil Brucato and Robert Hatch 
  • Additional Material: “Harvest Time” by James A. Moore, “Beyond the Tapestry” by Kathleen Ryan 
  • Developed by: Phil Brucato 
  • Edited by: Robert Hatch 
  • Art Director: Richard Thomas 
  • Layout and Typesetting: Sam Chupp 
  • Art: Joshua Gabriel Timbrook, Larry MacDougall, Quenton Hoover, Drew Tucker, Lawrence Allen Williams, Craig Gelmore, Elliot, Andrew Robinson, Jeff Menges 
  • Front Cover: Scott Hampton 
  • Front & Back Cover Design: Michelle Prahler 

Special Thanks 

  • Brian “Sorcerer’s Apprentice” Campbel, for making the mushrooms sing 
  • Rob “Smoldering Angst” Hatch, for being Harlan Ellison’s long-lost love child 
  • Mark “Singin’ in the Rain” Rein●Hagen, for his Gene Kelly impression 
  • Steve “Stream-of-Consciousness” Brown and Phil “Gordian Knot” Brucato, for their mutual admiration society 
  • Ken “Out, Out, Damn’d Printer” Cliffe, for teaching the spider to fetch 
  • Stewart “Elric with a Buzz Cut” Wieck, for being around whenever Phil was cursing at the machines 
  • Bill “Glass Walker” Bridges, for teaching Phil how not to curse at the machines 
  • Andrew “Bibliomancer” Greenberg, for that handy reference library 
  • Shadow “Bad Office Humor” Leid, for her amazing flying pumpkin truck. 

 
Word from the White Wolf Game Studio 

“First of all, the good news; Mage is a hit. The overall reception has been enthusiastic, and we’re really pleased to say the least, that the game has gone over as well as it has. We thank you all for your continued support. 

Now the bad news; we goofed a bit on that first printing. Despite our best efforts, a few mistakes were made, and we are heartily ashamed. 

As we wipe the egg from our faces, allow us to direct you to the Mage errata in the back of this book and the tables in the Mage Storytellers Screen. Again, we apologize to our fans, and we will avoid such mistakes in the future.” 

First, I think it’s cool to see Kathleen Ryan’s name listed in this book. After popping up in Rage Across the Amazon as an intern, it’s pretty neat to see an intern get promoted to credited author in one of these books. Especially so quickly as Rage was released in August of 1993, and this book came out in December of that same year (according to the dates listed in the White Wolf fan wiki). Second, nice to see the team directing players on where to find the corrections for missing errata from the Mage corebook. I’m fairly certain that the version I read and reviewed was the updated version, considering I bought my copy as a PoD from DrivethruRGP, but we’ll chalk up my not checking to me just being a lazy bastard who doesn’t want to touch that corebook again until it’s time to review the 2nd edition version. 

 
I’m also incredibly amused by Brucato getting dunked on in the Special Thanks section in three different entries. I’ve made a few jokes at his expense in previous reviews, but as I’ve said, of the stuff that I’ve read to this point that he’s written, I haven’t come across anything that stands out as super gross or weird, aside from the naked Garou girl in his Valkenburg story, but considering some of the grosser things he wrote in other books, I don’t see much need to rag on the dude for something so minor. 

 
For those of you unaware, Brucato is known within the WoD fandom for having written some incredibly gross shit, and I’ll get to that stuff when I get to it, so if you wonder why I make jokes about the dude, you’ll understand when we eventually cover something like say…Freak Legion

But enough introduction, let’s get this party started!  

Table of Contents 

  • Prelude: Beyond the Tapestry 
  • Introduction 
  • Chapter One: Tradition Chantries 
    • Doissetep, Chantry of Cal Ladeim, The Lands of Thunder and Twilight 
    • The House of Helekar; Chantry of the Forbidden Lands 
    • The Lodge of the Gray Squirrel; Chantry of the Second World of Diné 
    • Vali Shallar; Chantry of Mu 
    • The Sepulcher; a Haunted Mansion of the Hollow Ones 
  • Chapter Two: Technocracy Constructs 
    • The Society of the Immutable Armature; Construct of MECHA 
    • Null-B; Construct of Yenosia the Wasteland of Dead Aspirations 
    • Research Plantation #4, Construct of Moreauvia 
  • Chapter Three: Nephandi Labyrinths 
    • Dracus Vachor; Labyrinth of the Ulic Batu, the Sea of Ash 
    • The Household of the Jade Demon; in the Maze of Ebon Gates 
  • Chapter Four: Chantry Creation 
  • Chapter Five: Harvest Time 
  • Appendix One: Other Strangeness 
  • Appendix Two: Optional Creation System 

Beyond the Tapestry 

We begin with the prelude story “Beyond the Tapestry” which I think is picking up with the Euthanatos assassin from the interstitial fiction from the corebook, but I’m not 100% sure. The story, all of about a page, follows a recently Awakened Mage by the name of Amanda who is driving through Phoenix, Arizona to her mentor’s Chantry, located in a rare books shop.

Upon arrival she discovers the corpse of a young man inside that her mentor seems unfazed by. As the corpse doesn’t have sharp incisors, he’s not a Kindred and Amanda stuffs him in a closet per instruction.  

The story ends with Amanda entering what I assume to be the Horizon Realm linked with the chantry, a place of vast plains and three moons, with a blood-colored stone mansion off in the distance. And that’s it, the story is incredibly short and to the point, but it’s clear that Kathleen is a talented fiction writer as this story does an excellent job of establishing its setting and vibe in just a page, while leaving dangling questions for the reader. 

Like who was the dead guy and how did he die? These are the things I need to know! 

Minor gripe about this story is there is some unfortunate smudging on the page over a few bits of text that make it difficult to clearly read. These look like they’re likely a printing error, and not just the art department using a funky background, so while it’s frustrating, it definitely looks more like an accident than something deliberate. 

Introduction 

What Are Chantries? 

We begin things with a brief discussion of what exactly a Chantry is. The more literal of the two meanings of the word is that it is the place where a Mage lives and studies. The second meaning refers to the physical building, as well as the members, Nodes, Horizon Realms, etc. of the place, and this is the definition that the book intends when addressing the term. 

Chantries are also, probably unsurprisingly considering this is the WoD and Wizards are douchebags, full of intrigue and haunted by the shadow of Hubris, or the deadly pride a Mage takes in their own power. 

How to Use This Book 

Chantries are a lot like Caerns in Werewolf, but unlike Caerns, which the Garou can essentially live without, if necessary, Chantries are essential to a Mage gaining power. This handy-dandy book provides ST’s with rules for creating and running their own Chantries, as well as information about the various aspects that make up a Chantry, such as the Cabals, Nodes, Horizon Realms, politics, etc. The provided story ideas are intended to allow ST’s to get the most out of Chantries in their stories, and rules are provided not only for Tradition Chantries, but also Technocracy and Nephandi Chantries. We also get 10 pre-made Chantries to plop right into our very own Chronicles. 

Elements of the Chantry 

Cabals 

Mages tend to gather in small groups, generally based on friendship, mutual goals or motivations, and these groups, when formed by Tradition Mages, are known as Cabals, while the Technocracy refers to their Cabals as Amalgams. While the Traditions and Conventions are the broad political representations of Awakened thought, Cabals, by their nature as smaller groups, tend to handle the day-to-day business of achieving victory in the Ascension War. 

Cabals can be formal or informal in their structures, and membership varies depending on the purpose of the Cabal. Often new Mage’s form Cabals together, as do spies, magical terrorists, tutors and basically any other kinds of Awakened groups. While the Technocracies Amalgams are generally made up of Mages of different conventions, the Traditions have also picked up on this method of Cabal building, and it is not unusual to see members of the various Traditions joining mixed Cabals. While Tradition Cabals are joined voluntarily, Amalgams are often formed by the superiors of a Construct. 

No one is sure if Marauders form Cabals, but the Nephandi do, usually pretending to be Tradition or Technocracy members to conceal their true nature so they can more easily infiltrate both Tradition and Conventions. When multiple Cabals come together, they typically form a Chantry. On occasion a single Cabal will own an entire Chantry, but this is generally only if the Cabal is extremely powerful or the Chantry itself is very weak. Chantries are generally composed of two to six Cabals, with three being the average, and each Cabal being assigned to a specific duty. 

Many of the occupants of a Chantry are not even Mages, they are servants, Acolytes, and other hangers-on who keep the place running, as the Truly Awakened are rare to find, especially in the “Media-saturated Western world”. 

Types of Chantries 

Most Mages have a place they call home, and in Tradition terms, this is a Chantry, while Convention Mages call them Constructs. Both terms refer to the same idea. A Chantry is a vital element of Mage existence, and the differences in Mage societies are often reflected in the Chantries they inhabit. Centuries old Chantries are often empty, while newer Chantries more closely resemble armed refugee camps where those raised in the shadow of the Technocracy can plot. 

In the steel halls of Constructs, the Technocracy molds the Awakened into the Technocratic Mages of the future.  All Chantries have a physical representation on Earth, while many have a permanent Umbral form as well, often existing in their own Horizon Realms, located in the space between the Near and Deep Umbra. 

Each Chantry serves different purposes, and more information can be found in the corebook under Life in the Traditions

Nodes 

Nodes are reservoirs of Quintessence, aka the source of Magic, and are found all over the world in spots where the inherent magical energy is strong. Chantries built on Earth are usually built on top of Nodes, while a Chantry with a Horizon Realm needs to draw energy from a Node to power the existence of the Realm itself. Chantries with larger or incredibly powerful Realms require multiple Nodes. 

Of course, Mage’s aren’t the only ones who need Nodes, as the Garou, Wraiths and Kithain also need to access these power sources for their own reason. To the shock of literally no one, this has led to battles over these locations. However, the best way to resolve these disputes is sharing the Nodes, or trading Nodes. In some cases, a Node is leased to a Chantry or even a single Cabal, though the price for such a lease is extremely high, even by the standards of Mages, and these bargains are referred to as “Devil’s Deeds”. 

To which I say, if the Garou come stomping in, you let them have the goddamn Node. Take your dumb wizard shit and get out, Gaia’s warriors are here to do stuff. Granted they’re probably going to fuck up in some spectacular way, but that’s beside the point. 

Horizon Realms 

A steady supply of Quintessence is required to create and support Umbral Realms, the aforementioned Horizon Realms. These Realms offer Mage’s control over the physical laws of the created Realm, allowing for the safe practicing of Magic without fear of Paradox. Because these Realms exist on the periphery of the Umbra, and are often well hidden, only those who are aware of their existence may find and enter them. 

No two Realms are the same, each is unique in its environment, ambiance, ecosystem and magical qualities, and are often much larger and awe-inspiring than the Chantries that support them. 

A Note to the Storyteller/A Warning to Players Sidebar 

For the Storyteller 

While this book provides backgrounds, rules and info, the authors have left plenty of room for ST’s to play around with.  

“As usual, the tale is the thing; all rules presented here are guidelines only. Appendix Two allows for personalized Chantry building, but should not be considered gospel” 

All terminology used in this book, unless otherwise noted, is considered Tradition parlance, as common terminology is easier to understand. 

For the Players 

“For maximum enjoyment, players should not read the sections detailing either the Chantry write ups or the enclosed scenario. Mysteries are best unveiled gradually. Knowing the best surprises of a book before play is not fun at all, but the choice is, of course, yours….” 

And that’s it for the introduction. While I understand the warning/note to players/ST, it always feels odd to me when the authors take these moments to speak directly to the reader and either remind the ST’s to do what they want or to tell players not to spoil the contents of the book/their gaming experience by reading the book.  

I don’t have a satisfactory solution to the problem of “Maybe players are going to read a book directed at ST’s” because as I noted in the Sabbat Handbook review, there’s literally nothing stopping a player from picking up and reading any of these books, other than cost and availability.  

Basically, you just have to work on the honor system that players who may or may not have read the same sourcebooks as the ST aren’t going to fuck with the game by arguing about some element of the game that the ST drew from a book and presents differently. Which I feel like most players would be cool with but considering the scolding tone these books have taken at various times when addressing game elements, it’s hard to not immediately start thinking about worst case scenarios. 

With all that said, this is a short and concise introduction, taking up just two pages. It’s fine as far as introductions go. 

Chapter One: Tradition Chantries 

What follows are several examples of Tradition controlled Chantries. These are meant to give ST’s an idea of how to develop their own Chantries and should not be taken as the only possibilities of what a Tradition Chantry could look like. 

Tradition Chantries 

The last 300 years have given rise to the multi-Tradition Chantry. These are diverse, often powerful collectives that have achieved success through their ability to meet any challenges head on. Even in the Mythic Age, the Traditions (or Hermetic Houses of the time) realized the value of working towards a common goal, and with the expansion of the Technocracy, cooperation has become the norm. 

Many believe that the multi-Tradition structure is essential to survival, as it presents a dynamic evolution from the more rigid single Tradition form, while more conservative factions lean towards inter-Tradition rivalry, though some see this as feeding stasis instead of encouraging growth. With the Technocracies iron grip on reality, dissension among the Traditions is the last thing they need. 

The Ages 

Chantries are not static, as they grow and change just like their inhabitants. These ages are often compared to seasons and represent the rise and fall in fortunes of the Chantry. Like the Awakened themselves, Chantries gather power and influence with age, but that vitality is eventually lost, and the torch must be passed from old to new, even if it must be pried from the fingers of the elders. 

Newly Established Chantry 

Status: 0-2 

New Chantries, those established within the last few decades, generally have had a rough go of finding Nodes to support the creation of Horizon Realms, and so are uncommon among newer Chantries, while some older Chantries have lost their Realms due to loss of Nodes to either being captured or completely drained. 

Most of these newer Chantry’s support between two and four Cabals, ranging from Disciples to Masters, though Disciples are the majority. While the diversity of these Chantries helps them defend against a common enemy, they lack the guidance of elders and often value their independence over good advice. 

New Chantries are typically found in cities or towns, often in estates, small apartments or large houses, penthouse suites and even entire floors of buildings. Most of these Chantries have loose structures, but this isn’t always true. Most have some loose covenants, which are typically direct and functional, and unlike older covenants, they generally deal with current issues head on, while older laws require regular reinterpretation. 

New Chantries are rarely in direct contact with older Chantries, though elders still tend to watch them from a distance. Older groups are not above using younger Chantries as pawns, though they will protect them from the Technocracy when necessary. Most younger Chantries try to establish themselves, but often encounter difficulties in achieving this goal, and many have supernatural enemies (such as Garou, Kindred, etc.) Young Chantries that are targeted by Constructs don’t tend to last very long. The research capabilities of these Chantries tend to be limited, though they usually have ultramodern information tech, as the Virtual Adepts typically belong to younger Chantries. While these Chantries often have many contacts, they generally only have a few spies. 

Respected Chantry 

Status 2-4 

Most multi-Tradition Chantries fall into this category, having succeeded where their peers have fallen, and while warring with the Technocracy has taken its toll, it has also honed these Mages abilities to survive. Usually composed of three to five Cabals, each Cabal has its place within the grand scheme while also following their own path. The Mages of these Chantries have learned the value of secrecy, respect and wisdom, and while the leaders may have lost their naive vigor, it has been replaced by hard earned experience.  

Petty rivalries are common but never serious, and these Chantries are more cautious than their smaller and larger counterparts. These Chantries typically control three to four Nodes of varying power levels, which generate approximately 15-20 points of Quintessence a day. These Nodes are of course well protected. 

Despite this wealth of power, few of these “middle-aged” Chantries support Realms, as the cost to do so is too prohibitive, and those that do rarely create Realms of a massive scale. Generally differing in appearance and ecosystems from Earth, these Realms tend to be only about 25 miles wide. These Chantries are usually found in discrete areas like a suburb, and are treated more as meeting places than homes, often stockpiled with weapons, equipment and cash reserves. 

The internal structures vary, with most being under the leadership of a panel of Deacons, and the covenants are heavily detailed but outdated, lacking provisions for such things as mass-media, information system access, high tech monitors or rules about the treatment of Rogues. Often the resident Mages have unofficial policies to deal with these matters, but these are rarely put in writing. 

The rise of computer technology has led to changes in these “Summer” Chantries, with some offering places to the Virtual Adepts to take advantage of their expertise in magical computers and information resources. These computer systems are often protected by elaborate tech-wards, and the Cult of Ecstasy has adapted well to the new tech, with many enjoying BBSes, faxing things all over hell and creation or jacking into VR for new kinds of stimulation. 

Nearly all Chantries of this type have some Status, though rarely above a 3, and while they generally have a Reputation amongst other Awakened, they are typically unknown to sleepers. The many Contacts these Chantries have allowed them to verify incoming data more quickly, though few have spies. These Chantries also tend to have excellent laboratories and libraries, a handful of enemies, a rival or two and some allies. 

Old and Revered 

Status: 5 

Doissetep is a perfect example of an old and revered Chantry, those that have survived since the Mythic Age, though there are less than 15 of these known to exist, while others are still sealed in Realms or obscure corners of the Earth.  
 
These older Chantries typically have four to seven Cabals, with Doissetep having 10, and the internal strife of so many Cabals would surely destroy a younger Chantry. Most limit their membership in some way, either with strict initiation tests or just straight up discrimination, to say nothing of the way new recruits are treated. “Tenured” members hold the highest ranks while apprentices handle all the shit work and Orphans, Renegades and refugees are looked down on. 

While outright hostility is rare, that doesn’t mean that resident Cabals aren’t working against each other in secret, nor does it mean that individual rivalries are not potentially deadly serious. Cabals rarely do more than is absolutely needed from them to aid their fellow Cabals, and while these Chantries put up a unified, powerful front, the constant bickering, especially amongst the older Mages, undermines this. Some believe that decades of magic use have had a corrupting influence on the older Mages, ranging from extended Quiet to raging Hubris, while others claim that the resonating effect of Realms seems to have affected those who have been long time residents. Either way, these older Chantries seem to ferment intrigue and weirdness. 

Old Chantries are believed to control 10 or more nodes each, that provide between 15-40 Quintessence points a day, and with such power, they have little difficulty supporting their Realms, prolonging the lifetimes of the Mages within at the potential risk of their sanity. 

Unlike the considerably smaller Realms of the Respected Chantries, these Realms are rarely smaller than 200 miles in diameter, and most have their own ecosystems and unique natural inhabitants. These Realms are subject to the powers of their founders, and some believe, their moods. Old Mages do not tolerate upheaval in their Realms and so rule them with an iron fist.  

The buildings that house these Chantries are also massive, and while their appearances vary, they all bear the marks of power and leadership. Most have more Acolytes than they need, allowing the Mages to ignore worldly matters and focus instead on their “hobbies”. These Chantries often have multiple Earthly outposts. 

Their covenants are often dry, lengthy, tedious and painstakingly hand scribed on parchment, and many apprentices have honed their handwriting by copying these endless documents. New circumstances must be drafted into the covenant, leading to many being contained in thickly bound books. A panel of Deacons, featuring a representative of either the Cabal or Traditions represented in the Chantry is common, though dictatorship is not unheard of. The politics of these massive Chantries involve intricate alliances, deceit, trickery and debts. 

Because for all their cosmic power, Mages are just as petty as Sleepers (and the rest of the supernatural community of the WoD if you think about it.). Few Mages gain the power to establish a Chantry like this, and as such these Chantries are immensely powerful and well respected, with high Status and widely known Reputations (for good or ill, usually ill). While they regularly make and break alliances, they at least try to do so honorably, and alliances with younger Chantries are backed with more force than in the past, as the survival of the Traditions is in danger. Orphans are not welcome here. 

Magical tutelage is good, with a healthy dose of real-world political experience and hands-on sparring to supplement the academics. Libraries of these Chantries are often massive, as it is customary practice for all books owned by a Mage to be bequeathed to the Chantry upon their death. Their mundane libraries are also large, but generally 15-20 years out of date, with a few being hundreds of years out of date. Information systems are on par with middle-aged Chantries, but rarely better. Older Chantries have dependable contacts and spies within the Technocracy and other Tradition chantries, and their laboratories are great, though the lower-ranked generally get pushed off to the shitty research spaces. 

Types of Chantries 

A Chantry is typically shaped by its purpose, and provided are several of the most significant types for on-going chronicles. 

War Chantry 

Some small Chantries are devoted to a singular purpose, with only one or two Cabals, usually formed of Rogues from other Chantries, uniting under a common banner. Membership is by invitation only, and these single purpose Chantries typically have short life spans, either disbanding or going out in a blaze of glory within their first five years of existence. 

War Chantries are just such an example of a single purpose Chantry, specializing in leading attacks against various enemies. Some are splinters of larger Chantries, but most are free agents who have pledged to avenge a fallen friend. These are not a modern invention by any means, as these types of groups have existed for centuries, though the war with the Technocracy has given them more targets to focus on. Many have some of the best warriors in existence but need to engage in open combat to achieve their goals. 

A War Chantry merges a lot of power, both mystical and other, and often have heavily fortified buildings, compact but secure Realms, powerful Guardians and as many Nodes as they can take and hold. Their obsessive nature often leads to debts and risk taking that no rational Chantry would consider, but the sheer fervor of the Cabals within often leads to triumph, even if only temporarily. 

The politics of such a Chantry are generally simple and direct, traitors die, and loyalty is fierce. Arguments are resolved quickly for the greater good, and while their research capabilities are limited, their hands-on training is excellent. Outsiders are always suspect, and new recruits are put through a gauntlet of tests. Visitors are welcome but carefully watched at all times. 

The intensity of these Chantries offers ample room for storytelling, such as a player who must deliver an important message to a Chantry that is hostile to their Tradition, or an obsessive warrior becoming fixated on a player and dragging their entire Chantry into the mess. Players being players might want to form their own War Chantry or join an existing one, and in that case, the enemies, trauma and friction of total war will take its toll. 

Exploration Chantry 

These Chantries serve the same purpose of the Void Engineers, to map reality, though instead of imposing their reality on the cosmos, they simply record what they find so that others can interpret it. Today, most see the members of the few remaining Explorer Chantries to be dreamers without dreams, simply playing around at the fringes of Ascension. 

These Chantries are generally not well regarded by the more war-like or practical Mages, with some claiming they are connected to the Void Engineers or Nephandi as the explorers seek the secrets of the Deep Umbra. Explorer Chantries typically house two or more Cabals, who spend their time in research and experimentation, with most specializing in astral travel, spirit walking and the altering of consciousness through VR, drugs, fasting or any other means. The Dreamspeakers, VA and Cult of Ecstasy are the most common Mages to find in these Chantries, which doesn’t help their standing with the other Traditions. The Sons of Ether have at least one Chantry that orbits the Moon, decked out in Victorian splendor and utterly unconcerned that its very existence violates scientific reality. It’s said they’ve made a pact with the Fae to protect this Chantry from the Void Engineers. 

Because Arcadia is either on the moon or in the Umbral reflection of the moon? I don’t remember exactly, but the Kithain are associated with the moon. 

These Chantries tend to tap Nodes that others haven’t noticed and have small Realms as their true focus is outside. After all, what’s the fun of exploring something you can create? Often found in inaccessible and remote places such as mountaintops, ocean depths or deserts, they typically have extensive research facilities and their internal morale is typically high, with plenty of debate but few major problems. 

Stories involving these types of Chantries could include breaches in the barriers of perceived reality, assaults by strange and unknown forces or visits from other groups hell bent on proving a pet theory at the expense of the Chantry. 

Ancestral Chantries 

Most of the earliest Chantries were Ancestral or controlled by a single Tradition. While Mages have been teaming up since the Mythic Age, many only feel comfortable around their own Tradition. As such these Chantries are more of an aspect of the past, having been replaced by the newer, multi-Tradition Chantries, though some still try to return to the old ways. 

Some have survived on the outer fringes of the Horizon, powerful but inflexible, as they are steeped in their heritage, their lack of diversity makes it difficult for them to survive outside of their Realms. To step into one of these Chantries is to step into a forgotten world, and it is this embracing of stasis that has led these Chantries into long “Winters”. 

Hereditary Chantries 

Some smaller Chantries are just extended family groups, such as the Crombey Farm in Chapter 5. This form of Chantry is common among the Verbena, Dreamspeakers, Euthanatos and Celestial Chorus, who often raise their children to shrug off consensual reality. Some of the Euthanatos Chantries are composed entirely of the first son of each generation, while all-female Chantries are more common among the Verbena, and even some members of the Order of Hermes keep their traditions within their families. 

Hereditary Chantries generally have stronger bonds, but fall more easily to familial trust, hubris or isolation. 

College Chantries 

While all Chantries are centers of learning, only those known as College Chantries devote the entirety of their resources to educating the newly Awakened, providing neophytes with the most well rounded and intense tutelage in the universe. It is in these Chantries that those destined for greatness are honed for the tasks set before them. 

A holdover of the Mythic Age, they saw a resurgence during the Victorina era prior to the Technocracy locking down reality through the laws of science. Magic Colleges are exceedingly rare, with small classes of three to eight students. When these schools were originally formed during the Mythic Age, the halls were packed with students and the attention of tutors was at a premium. In the modern age however, the halls are mostly empty, standing as monuments to a bygone era with Acolytes and servants making up much of the population. Despite this, getting accepted to such a college is difficult and the work is more demanding than ever before. 

The remaining Chantries of this kind were founded in the 1800’s, though some smaller schools have opened during the Ascension War, with only three from the Mythic Age still known to exist, the Nerentus University in the Cloud Realm, Yulen Academy of Internal Mythology in the Dream World of Orthos and the School of Ghenrojok in the Kingdom of Strykar. 

Whole chronicles could be built around students at a magical college, and not just your shitty Harry Potter fan fic. 

Magical Tutelage Sidebar 

Training at a magical college is more detailed and diverse than apprenticeship, as students are trained in not only the philosophies of magic, but Continuum Lore, which covers a general overview of the other Traditions and Conventions. Continuum Lore can be purchased as a Knowledge, but generally only available through college training. Most colleges will have tutors of each Tradition, though this is not always the case. The VA have broadly had a tough time joining colleges as either students or instructors, while the Order of Hermes and Sons of Ether are widely represented as they can take advantage of the resources to conduct experiments in their free time. 

Admission Policies 

Students can be either apprentices or sleepers with Avatars that show promise. The former must pass a board of sponsorship and review, while the latter are typically just recruited off the street by Acolytes. The dedication, character and talents of these “Applicants” is weighed heavily before admission is considered. 

Tuition 

Ain’t nothing free, and generally students are expected to perform assorted services for their tutors, ranging from the mundane like washing windows to the more extreme, like capturing or killing an enemy. Students are regularly put into situations that require them to consider and make a sacrifice of some kind, testing both their knowledge and character. Even after graduation, they remain in debt to the school, because even though you’re a wizard with amazing cosmic powers, student loan debt is still a thing because fuck you. This debt can be repaid in service, arcane books or Talismans. Generous Alumni often receive more assistance from their Alma Maters, while those who default suffer reputation damage or worse. 

Fellowships 

Some colleges have fellowships, or more plainly, fraternities including both male and female students. These groups compete in debates and special competitions. They stress honor, achievement and excellence through hard work and skill. 

Grading 

Students are tested and graded, being rated by degrees as they face various challenges. These test scores can be provided to any Chantry the student wishes to join after graduation and can work for or against their admission to a Chantry. 

Disciplinary Codes 

Each college, like the Traditions, has a certain code of conduct, though the specifics, of course, vary. A college sponsored by the Celestial Chorus for example would likely have strict rules about sexual relationships while a Cult of Ecstasy college would be considerably more lenient in that regard. Honor and Responsibility are the heart of disciplinary codes, and a Mage who lacks either is a danger to all. Repeat violators are sometimes punished with Gilgul, though most punishments are far less severe, and range from simple revocation of privileges to expulsion. 

Graduation 

Displaying a level of comprehension of the Spheres is required to graduate, though other skills play a part in the “Degree Requirements” such as Knowledges of Cosmology, Culture and Occult, Skills in Leadership, Meditation and Technology or Talents like Athletics, Brawl (Martial Arts) and Expression. 

The Alumni 

Graduates tend to have strong bonds with their classmates, and these bonds can lead to many story opportunities, from rivals, partnerships, love affairs, or even master-student interplay. Players may also take Backgrounds like Mentor, Allies or Destiny through their college association. 

So magic school is as overpriced as regular school, and lord help you if you get stuck going to a Celestial Chorus school, which sounds like it would be one of those shitty “Faith” based schools Jerry Fallwell started. 

Squatter Chantries 

Places without Nodes to sustain them are known as Squatter Chantries, and typically have a bad reputation as they often make a habit of raiding other nodes for their Quintessence. Like Small Chantries, they have no Realms, few if any magical protections and low to no status. These Chantries are common among the Hollow Ones and other Orphans, because other Mages are dickheads who won’t help them out. 

Which isn’t to say there aren’t younger Tradition Mages or even single Tradition Cabals and Chantries that lack permanent Quintessence sources. Unfortunately for everyone involved, these are common targets for the Technocracy, as they prove to be easy targets. Generally, these Chantries are based out of abandoned buildings, large apartments or out of the way houses. Others are completely mobile. As these Chantries have so little to lose, more powerful Cabals will use them as pawns, offering help or Quintessence for “just a little favor”. These don’t have to be collections of outlaws and vagabonds, though that is the common belief. Some are simply temporary HQs for established Mages who are on the run, while others are fortified strongholds that have been cut from a permanent supply of Prime energy.  

Typically, they house between one and three small Cabals, with a sparse covenant and meager research capabilities. Bickering is common but tight friendships are regularly formed in the face of adversity. A strong internal rift could be deadly not only to the Chantry itself but to everyone associated. 

Players are likely to form their own squatter Chantry at some point, and stories such as the search for Quintessence reserves, hiding from powerful enemies, or facing off against a rival over turf are all possibilities to explore. 

The Chantries 

Each of the Chantries provided below include a list of the resident Mages and detailed write ups of members of interest. Background, Nodes, Realms, etc., are all outlined as well. Story ideas associated with each Chantry are also provided. Chapters Two and Three cover Technocracy and Nephandi Chantry descriptions in the same format, while rules for Chantry creation are provided in Chapter 4, and alternative rules provided in Appendix 2. The adventure Harvest Time in Chapter 5 also has a fully detailed Chantry. 

Chantry Listings sidebar 

There are 10(!) Chantries detailed across Chapter 1-3, and they all follow the format laid out below. 

  • Name of the Chantry 
  • Brief introduction 
  • Cabals:
    • listing the Cabals, their history, purpose and nature, including characters of note to represent the tone of the Cabal, as well as offering a template for other characters in that Realm. Each character also has various story possibilities. While not every Cabal can be represented, the included should serve as inspiration. 
  • Nodes 
  • Horizon Realm 
  • The Chantry 
  • External Relations 
  • Stories 

Doissetep: Chantry of Cal Ladeim, The Lands of Thunder and Twilight 

The greatest of the Tradition Chantries stands alone, with cyclopean towers, ominous black walls and gargoyle covered stonework, the Chantry of Doissetep exudes power like the Shard Realm it is found in. If a case were to be made about the resonance effect, Doissetep is the example. While it is nearly invulnerable to external assault, the Chantry rots from within as the Mages squabble over who will rule next. 

Cabals 

The largest known Chantry houses ten Cabals, each dedicated to their own agendas, and all wishing to dominate it. While only a few of these powerful Mages hold real power, the goal of Ascension has been mostly forgotten, replaced with the hubristic quest for dominance.  

Doissetep is a dangerous place for those who live there as well as for visitors. 

The Drua’shi – Seekers of Truth 

Members: Porthos (Order of Hermes-Master), Alonius (OoH-Master), Hue de Frome (Verbena-Master), Lillian Weihl (Verbena-Master), Kwon Hsu (Akashic Brotherhood-Master) 

Don’t be surprised when essentially every vaguely Asian sounding name is associated with the Akashic Brotherhood.  

Background: This Cabal has existed for centuries, though those now associated joined long after its formation, and it is the oldest Cabal in residence. While they hold enormous power, they are no longer able to stave off potential usurpers, and are quickly losing power to the same tactics they once used: lies, deceit, conspiracy, blackmail, murder and more. While they cling to power, they put too much faith in their servants, many of whom are now secretly serving the three contenders to the throne: The Janissaries, the Followers of Bonisagus and the Followers of Tytalus. 

While not the recognized leaders of the Chantry, the collective voice of the Cabal still holds tremendous sway in the council with three members sitting on the Panel of Deacons. They continue to strictly adhere to doing things by custom and the Chantries covenant. This has led Doissetep to gain a reputation for its adherence to the ancient practices of loyalty, honor and politics. Which has done nothing to push back the tides of greed, lust, hatred or secret disrespect. 

The Cabal meets once a week to discuss the status of the Chantry and decides on the best course of action. They fear the other Cabals and know they will be assassinated if they appear to be too much of a threat. Two members have already made this mistake, and to keep themselves alive, the Cabal distracts its rivals by keeping the Chantry firmly locked in the Ascension War. 

The Cabal has many loyal servants (except the ones who are selling them out) who serve as their eyes and ears everywhere, though their rivals have nonetheless kept a great degree of secrecy. They take an interest in all new entrants to the Chantry, with the intention to use them as pawns, and especially focus on field agents as the Cabal no longer leaves the Chantry for any reason, fearing ambush and assassination that could be easily blamed on the Technocracy. 

Porthos 

Greasy looking bastard 

  • Nature: Martyr 
  • Demeanor: Caregiver 
  • Essence: Primordial 
  • Tradition: Order of Hermes 
  • Spheres: Correspondence 4/Entropy 5/Forces 6/Life 4/Mind 5/Matter 3/Prime 5/Spirit 4/Time 3 
  • Willpower: 10 
  • Arete: 9 
  • Quintessence: 16 
  • Paradox: 10 

Background: Born to an urban crafting family in Breslau, Germany in 1403, Porthos became an alchemist, renowned for his elixirs that could cure everything from the common cold to the Black Death. A Mage from Doissetep recognized Porthos as an Orphan of tremendous power, and took him in. 

Porthos wife and child were killed by Hermetic Mages of another Chantry, and while he sought revenge, he could not take the lives of those who had wronged him. This failure has haunted him ever since, and he has never forgiven himself for his own betrayal of his family. 

He has dedicated his life to acquiring magical knowledge in the hopes of achieving either atonement or self-confidence. He has failed at both. Though he is incredibly powerful and generally a loving, fatherly figure, he still considers himself weak and unworthy. He takes a special interest in those that remind him of his lost children and occasionally suffers delusions that certain individuals are, in fact, his children, caring for them, watching over and scolding them as only a near Oracle father figure could. In many cases his “Fatherly punishments” have led to the death or insanity of his wards, which has done nothing but reinforce his guilt. 

He does not like being part of the Panel of Deacons, as he fears betrayal and trickery from all, and while he has never intentionally killed anyone, he has sent plenty to their graves through his occasional lack of self-control. He manages to keep his political clout through sheer power and respect, as everyone fears him, not because he is devious or evil, but because he’s near omnipotent and crazy as fuck. 

Image: A gaunt man of average height, he has greasy, straight black hair that he rarely combs or washes. He has a penchant for antique bifocals and gray pinstriped suits with vests. He also wears a gold watch that tells the time of the location of a person he visualizes while looking at the watch. He also wears a platinum right with a large ruby which belonged to his mentor. Occasionally he can be found dancing naked in the halls and singing old folk songs, wandering around in a pink bathrobe or dressed in armor, claiming he is off to fight some mythical beast in another Realm, often returning with bizarre Tass. 

Roleplaying Note: You’re a friendly, fatherly, honorable, gentle and completely batshit crazy wizard. Power radiates from you in a tangible aura, and when you get angry the static electricity is strong enough to cause others hair to stand on end. You protect and help those that remind you of your children while avoiding those you dislike. While you will defend yourself, you prefer not to kill. However, your sleepwalking raids are often deadly to any who happens to be wandering the halls at the time. 

Sanctum: Porthos maintains a series of large, octagonal chambers made of mahogany and gold, varying in size with a central chamber over 100 feet across and 30 feet tall. These chambers are filled with magical devices, Talismans, fetishes, animal trophies, Tass in various forms, antiques and junk, several cats and countless books, beakers and vials. 

Boy oh boy, I sure do love my wizards overpowered and bug-fuck crazy! What could possibly go wrong with such a being? 

 
The Janissaries 

Members: Caeron Mustai (OoH-Master), Robin Herod (Verbena-Master), Geneva Bye (OoH-Master), Tokiko Anzue (Akashic Brotherhood-Master) 

Background: The Janissaries trace their history as far back as the early 1700’s and became a highly respected addition to the Chantry shortly after their formation in Turkey, and their history is littered with great successes against the Technocracy. 

Some would say that they are the real leaders of Doissetep, and that Caeron is the real leader of the Cabal. They wield great power and command even greater respect due to their prior tangles with the Technocracy. The Cabal is waiting for the right time to make their move against the Drua’shi, knowing the older Mages’ schemes and playing along for now, hopeful that some other rival Cabal will do the job for them. They act with precision and unity, just the way Caeron wants, and Caeron always gets what he wants.  

In the last few years, Caeron has claimed a seat on the Panel of Deacons, becoming its most outspoken member, especially loved by the younger Mages who have yet to tire of blood and battle. He fully backs the plans of Drua’shi, but this is subterfuge as his Cabal implements the plans and gets most of the credit for the success. The Cabal has spies everywhere, many of the household servants, especially among the Drua’shi and Tytalus are Janissaries spies. Caeron has begun using Rogues to carry out assassinations and has already removed one of the Drua’shi this way. 

The Cabal are bitter enemies of the NWO, and they are the primary convention the Cabal focuses their attacks on in any outside conflict. 

Caeron Mustai 

Pretty sure I knew this guy in the 90’s 

  • Nature: Architect 
  • Demeanor: Visionary 
  • Essence: Dynamic 
  • Tradition: Order of Hermes 
  • Spheres: Correspondence 3/Entropy 3/Forces 5/Life 4/Matter 2/Mind 2/Prime 4/Spirit 3 
  • Willpower: 9 
  • Arete: 7 
  • Quintessence: 14 
  • Paradox: 6 
  • Background: Born the son of a Bedouin leader in Syria, he was kidnapped by a Doissetep Mage 200 years ago when he was 12, where he was instructed in the ways of the Order of Hermes. In that time, he became one of the most powerful and ambitious Mages of the Chantry.  

 
Over the last 200 years he’s been a soldier, a traveler, a sheik and a spy, and has served Doissetep well, and now he seeks to be repaid by the Chantry by being made undisputed leader, as either Pedagogue or as the Deacon with the most influence. While he has many enemies, his allies are secretive and nearly as many.  

He has deluded himself, becoming a victim of his own hubris as he seeks to destroy the NWO, and if given the chance, he would turn Doissetep into a great war machine. He may soon put wheels into motion that cannot be stopped. He has few interests beyond political power, and his pastimes include killing Technomancers, discovering rare and perverse pleasures of the body, mind and spirit, and forming alliances with supernatural creatures. He always uses others, especially younger Mages as pawns, sending them on missions and collecting objects for him. 

Image: Broad-shouldered, handsome and athletic, appearing to be in his mid-30’s, he has tanned skin, blue-black straight medium hair and a goatee. He dresses in stylish, custom fit suits for business, and jogging suits or jeans and a t-shirt when relaxing. He always walks with a quick pace and speaks in a deep, confident, accented voice. 

Roleplaying Notes: You’re a highly adept political shark, friendly to the right people and never openly declaring your hatred for anyone. You prefer to do your own dirty work, sometimes in the shadows. You never reveal your secrets unless you gain greater knowledge in return, and you pick at others through feigned friendships or sharp and confusing conversations. In your mind there are only two kinds of people, enemies and potential enemies. 

Sanctum: Caeron maintains a ten-room complex within the Chantry, decorated with antiques and many modern conveniences stolen from the Technocracy. He spends much of his time in the Barcelona aspect of the Chantry, where he is free from the threat of enemies telepathic probing, he can plot his strategies for continual accumulation of power. 

 
The Fraternal Society of Bonisagus 

Members: John Visballi (OoH-Master), Avis Malone (OoH-Master), Ronald Veatch (OoH-Master), Georgina Milono (OoH-Master) 

Background: Founded shortly after the end of the Mythic Age, many of the Hermetics of House Bonisagus wished to keep their house and turned it into a fraternity. Over the centuries the fraternity has dwindled, and now only this Cabal carries the legacy of the once glorious House.  

The members of the Cabal are ruthless conspirators and merciless fighters against the Technocracy, powerful and harsh in their dealings with those who openly oppose them. However, they are challenged by the Janissaries whose methods rival the Bonisagus in cunning and deadliness. The Cabal is unaware of the danger posed to them by the plans of the Glass Eye. 

Their purpose is the destruction of Metropolis2, a Technocracy stronghold, and they constantly work towards this goal, providing freedom fighters in the Realm with as much food and equipment as they can smuggle in, and while they have numerous spies within the Realm, one of their spies is actually a Technocracy double agent, as well as having spies in both Doissetep and other Tradition Chantries.  

The Cabal rarely spends time on political debate, preferring open action or covert favors. Avis Malone suspects that Doissetep has been infiltrated by Nephandi and is determined to find them. 

Avis Malone 

  • Nature: Rebel 
  • Demeanor: Traditionalist 
  • Essence: Primordial 
  • Tradition: Order of Hermes 
  • Spheres: Entropy 2/Forces 5/Life 3/Mind 4/Matter 4/Prime 3/Spirit 3 
  • Willpower: 10 
  • Arete: 6 
  • Quintessence: 18 
  • Paradox: 2 

Background: Born in San Francisco the illegitimate child of an opium dealer and a prostitute, she ran away from her mother and became a prostitute herself, soon learning she had the power to make others do as she wished. By reading the thoughts of her johns, she could give them pleasure, pain or simply kill them. 

She left San Francisco and traveled the country until she reached New York, where one night a strange man came to her with an offer of a considerable sum of money if she would spend the weekend with him at his estate. Unable to refuse, she was taken to Doissetep and became his apprentice. 

A strong-willed woman, she refuses to be bullied or controlled, and while she supports the political status quo, she is nonetheless ruthless and cunning, constantly striving for both political and magical power. A true rebel at heart, she studies Technocracy magic and knows how to use it to her advantage. Her ability to counter this magic, as well as working around Paradox are amazing and almost certainly the result of knowledge acquired from her enemies. 

In her spare time, she enjoys photography, traveling the world to take pictures, and is quite skilled, with some of her photos appearing in bestselling magazines. She’s also known for her taste for sadomasochism, taking intense pleasure in conquering new apprentices she finds attractive, bold or charismatic, though her interest rapidly fades. 

Image: A lithe and athletic woman in her early 40’s, she has long curly auburn hair and dresses in jeans, t-shirts and a black leather jacket bearing the House Bonisagus symbol. When taking part in official Chantry business she wears attractive dresses of the latest fashion. Her voice is soft and deep, commanding attention, though she rarely speaks among crowds. She wears sunglasses, a nose ring and frequently carries a handgun and camera when traveling abroad. 

Roleplaying Notes: Rough and tough when you need to be (or when it’s fun), you are usually reserved, allowing John Visballi to lead the Bonsagai and represent the Cabal to the Chantry. You enjoy manipulating people to ascertain their attraction to you. 

Sanctum: Avis’s sanctum covers an entire floor of the main castle, where she keeps her technology. Only one large room serves as a laboratory, while the others are very cozy and personal. She has a dog named Ambrose and a large, enclosed aquarium, filled with bizarre sea creatures from both Earth and other Umbral Realms. She also has an S&M room filled with various devices. 

The Followers of Tytalus 

Members: Klaus Hortremone (OoH-Master), Juanita Quave (OoH-Master), Leontine Overmyer (OoH-Master), Beatrice Rentschler (OoH-Master), Winifred Tiagonce (OoH-Master) 

Background: A fraternal order like the Bonisagi and formed around the same time, they too have dwindled in size over the years, there are three other known Tytalus Cabals that do not hold membership with Doissetep. The Followers are also in contention for control of the Chantry, considering the Janissaries their primary rivals. They have been considering assassinating Caeron, but have yet to decide on when or even how to carry out this goal. Turns out Caeron is really good at staying alive. 

The Tytali have other goals of course, such as returning the Tremere to the Order of Hermes after their abandonment of the order to become Kindred. Many Hermetics believe the Tytali are in league with various Tremere, if not the entire clan, and if that’s true, who knows what they’re planning? 

The Tytali have long supported the Drua’shi because they support their efforts regarding the Tremere. Regardless, with the Cabal’s dwindling health and collapse inevitable, they have been forced into the fray for control over the Chantry, fearing the Janissaries will use the Chantry as a personal weapon, thus preventing the Tytali from achieving their Tremere related goals. The Cabal has a long-standing feud with the Bonisagi, fearing certain members are in league with Nephandi, though they despise the Janissaries more.  

The Cabal enjoys competing amongst themselves and against other Cabals, quick to call for duels against those they can defeat and prove themselves magically superior to, while preferring conspiracy for those of greater power. They are considered very aggressive and violent in comparison to the other leading Cabals. 

Klaus Hortemone 

  • Nature: Bravo 
  • Demeanor: Director 
  • Essence: Primordial 
  • Tradition: Order of Hermes 
  • Spheres: Entropy 4/Forces 5/Life 4/Mind 4/Prime 4/Spirit 3/Time 2 
  • Ghoulish Powers: In addition to enhanced Physical attributes, he has the natural power to see in pitch darkness (Forces 1) and can grow claws and fangs at will (Life 3) as well as possessing two levels of Thaumaturgy. 
  • Willpower: 10 
  • Arete: 6 
  • Quintessence: 10 
  • Paradox: 9 

Background: Born into a noble Swiss house, he was formerly a manorial Lord, abbot of three Abbeys and Bishop of two bishoprics in France. He was selected by the Order of Hermes to become an apprentice at the age of 40 as his wealth and influence could help the declining Chantry. 

He enjoys testing himself and strives to develop his mind, body, soul and Arete beyond that of his fellow Mages, hoping to become as great and powerful as possible. He is also an expert swordsman and master of fencing who trains and spars with many of the Chantries inhabitants. 

He has a deep interest in stage magic and uses it as a shield against paradox. He spends a great deal of time on Earth and has strong connections to the Tremere. He is, in fact an independent ghoul, having collected a great amount of Kindred vitae through his work. He hopes to one day reunite the Tremere and the Order of Hermes, directing most of his efforts to this goal. His loyalties may lie with Doissetep, but he is not above entangling young Mages in missions for the Tremere against other Clans, paying generously for the dangerous work. 

Image: A stocky but athletic man in his 50’s with short silver-gray hair and bright emerald eyes, he has scar on his face from an old sword injury. He never displays emotion of any kind and is always a well composed gentleman who speaks with a mixed French/German accent, and when speaking about magic, lapses into Latin. 

Roleplaying Notes: You’re always in control and never lose your cool or display open hatred, love or fear. The only time you laugh, or smile is when fencing, your true love. You are a manipulator and killer, but you’ve never wavered from your path of Ascension. 

Sanctum: A labyrinthine complex below the Chantry is where Hortemone makes his sanctum, and rumor has it he’s one of the few Mages in Doissetep who knows every secret passage and tunnel and where they lead. The sanctum is like a modern home, with many antiques, including a study full of books, televisions that can pick up early broadcasts and various Talismans of great power. He has a live-in manservant named Clive. 

The Glass Eye 

Members: Walter Thrun (Euthanatos-Master), Julianno Galbrese (OoH-Master), Christophe Fenaes (Verbena-Master), Marian Rampullo (Cult of Ecstasy-Master), Aido-Wedo Magnum (Verbena-Master) 

Background: The Glass Eye formed 150 years ago, serving as the lead Cabal of Sentinels. Its members proved so dedicated and skilled that the Cabal was given the permanent position of Chantry security. The Cabal acts like an external police force whose authority is only second to the Drua’shi. Additionally, they are now the overseers of the Horizon Realm and its inhabitants, guarding the Portals and serving as liaisons to other Chantries. 

Secretly, they wish to control Doissetep, though it has kept this quiet, to the point that none are aware they are responsible for the death of one of the Drua’shi. They are not above murder, extortion or bribery, though usually it is done in the name of the Chantry. The Cabal members are deeply loyal to each other and are slowly ingratiating themselves with members of the other leading Cabals.  

They have spies everywhere and are in league with two Nephandus and three Technomancers. As these Mages are not loyal to their causes, they barter with the Eye, supplying information concerning the activities of the Nephandi and Technocracy. The best informed of all the Cabals, the Eye shares much of their knowledge with the Drua’shi, and some with rival Cabals, putting all sides in their debt. While they feign loyalty to the rival Cabals, they refuse to openly display any loyalties, instead waiting for the rival powers to eliminate each other so they can take over. 

Aida-Wedo Mangum 

  • Nature: Caregiver 
  • Demeanor: Caregiver 
  • Essence: Primordial 
  • Tradition: Verbena 
  • Spheres: Entropy 4/Forces 3/Life 5/Mind 4/Prime 4/Spirit 5/Time 5 
  • Willpower: 9 
  • Arete: 6 
  • Quintessence: 15 
  • Paradox: 5 

Background: A priestess of the Ibo tribe in Africa before being captured by the allies of slave traders who traded her for rum, Aido’s time as a slave on a Saint Domingue sugar farm was worse than other plantations, and her ability to provide her fellow slaves with a sense of hope and self-respect made her a threat. She was a founder of Vodun and through her efforts, the disparate, formerly enemy tribes were united under a common spiritual belief.  

Her role in the creation of Vodun drew the notice of a Verbena Mage who purchased, then freed and mentored Aida. She quickly picked up the teachings as they perfectly meshed with what she already knew from being a tribal priestess and Mambo. An excellent student, she later used what she learned to aid Toussant L’Overture, Henri Cristophe and others in the uprising that freed Haiti from the French, and to this day she keeps an interest in Haiti and the West Indies. While she has not been able to restore Aristide to power, she is trying. 

In the 1800’s she spent much of her time living and socializing among the freed black and Creole communities of New Orleans, and in the 1850’s assisted with the Underground Railroad. Today she continues to fight for the downtrodden, with her focus on equality among the races and sexes, as well as providing money and assistance to help abused and runaway children. 

She has not given up her goal of Ascension, and it has rewarded her more than hubris could. Aida attempts to befriend all Mages who enter the Chantry and assists young Mages as long as they do not become dependent on her, or use her for their own gains. Despite this, she has made many personal enemies among the Mages of Doissetep, as she is not afraid of doing what needs to be done, understanding intrigue and when to use it. While she’s never taken a life without a good reason, she’s ruined numerous schemes and brought down more than a few powerful wizards. 

Image: A short, elderly black woman in her mid-60’s, she’s slightly overweight and wears her white hair in a bun and wears plain dresses or the occasional traditional African robes. She nearly always has a smile on her face and speaks with a slight French accent. An odd aspect of her appearance that no one has commented on is that she appears to be getting younger and improving in health. This effect is a result of an elixir she developed that ages the drinker to the age they feel in their heart. With this potion, it’s possible she could return to her mid-20’s, a time when she was a vibrant and attractive woman of influence and power. 

Roleplaying Notes: You seem like a caring, maternal figure but there is more to you than that. You know how to have a good time and continue to attend various social functions on Earth as well as keeping close relations with your descendants, including one you intended to take on as an apprentice. You will trust characters so long as they deserve trust and aid when presented with problems contrary to your view of Ascension. Those foolish enough to make you an enemy see their personal schemes for power backfire with distressing regularity until they make amends or prove their sincerity to your satisfaction. 

Sanctum: A single large wood paneled room with low tables, Japanese screens and dozens of plants nurtured by sunlight that comes from an unknown source. The room has a pleasant cinnamon smell and colorful, hand-woven carpets everywhere. 

The Eye of the Storm 

Members: Vigenza Garcia (OoH-Master), Syed Pinckey (Sons of Ether-Master) Eve Haisten (Verbena-Master), Suzanna Quintana (OoH-Master) Ohren Brune (OoH-Master), Chon Won (AB-Master) 

Background: Established in the 1400’s, its current membership aggressively brings the fight to the Technocracy, as all members have lost much in the war. The Eye is now dedicated to the destruction of the Technocracy. They are loyal to Doissetep, and while they do not wish to control the Chantry, they also haven’t chosen to support another Cabal’s bid for leadership. 

A militant Cabal, they spend much of their time in the field and have brought down a Technocracy outpost on their own. They are true warriors with hearts of steel, and have little use for spies, though they have numerous contacts. The members are very mysterious individuals, though their ferocity precedes them. The Eye concentrates its efforts on Iteration X and the NWO, as well as making long term enemies out of a Progenitors Amalgam as the genetic masters have proven especially difficult to kill permanently. 

Syed Pinckey 

  • Nature: Deviant 
  • Demeanor: Fanatic 
  • Essence: Questing 
  • Tradition: Sons of Ether 
  • Spheres: Correspondence 2/Entropy 2/Forces 4/Life 4/Mind 5/Matter 5/Prime 4/Spirit 5 
  • Willpower: 6 
  • Arete: 6 
  • Quintessence: 10 
  • Paradox: 10 

Background: A surgeon and barber in the mid-1800’s, Dr. Pinckney’s “experiments” eventually caught the attention of a Doissetep Son of Ether who took him under his wing and trained him in the ways of the Tradition. Syed learned the “alternate science” of the Sons and began applying it to his work, eventually giving up his practice and dedicating himself solely to the study of his Traditions magic. Through his efforts at Doissetep, he has achieved great acclaim and power. 

His experiments often use unsuspecting Sleepers he recruits as assistants, making his labs places of death, discovery and far, far worse. His latest field of study is psyche-reshaping, developing devices that will allow him to reprogram the beliefs and personalities of his test subjects. He’s been partially successful and hopes to develop new emotions never experienced to unleash upon the Technocracy. However, those who know little of his experiments fear he will use his devices on Tradition Mages. And even if Syed himself doesn’t, what’s to stop other Sons of Ether, or Doissetep from doing so? Or perish the thought, it falls into the hands of the Technocracy or some other enemy faction? 

Fucking wizards, never asking if they should do something, only if they can

In addition to his current research, Syed has taken a keen interest in the cavernous complexes that riddle the Earth’s crust, and his hobby of rock collecting has led to several encounters with Wyrm things living below the earth, and in turn, leading Syed to fanatically research the nature of the Wyrm, often using younger Mages to handle these “Fact-Finding” missions into Wyrm tunnels. 

Image: Syed has a scarecrow like build, with short straight black hair and brown eyes. He wears thick, black framed glasses for his myopia, and dresses in old-fashioned suits, or a button-up dress shirt, tie, slacks and a (regularly blood splattered) white lab coat when working. He moves around a lot when talking and generally has a nervous demeanor. 

Hobgoblins: Syed has a Hobgoblin that is a 14-year-old version of himself. It is a lusty brat going through puberty that pesters every woman in the Chantry. Worse, “Woody” as the staff have affectionately taken to calling him, runs around the chantry nude and constantly plays practical jokes on people. Dr. Pinckney feels very uncomfortable about “Woody” but has been unable to get rid of it. 

That’s a long way to go for a dick joke. 

Roleplaying Notes: You are the stereotypical mad scientist, ranting endlessly about experiments and spending days on end without food or sleep while working on projects, you take failure miserably. While you keep a gentlemanly composure most of the time, you are always excited and obsessed with some new research or experiment. 

Sanctum: Dr. Pinckney has a large sanctum on one of the upper floors of the Chantries main keep, and it is almost always a mess despite the efforts of the brace staff who try to pick up after him. It is filled with gadgets, beakers, tubes, wires, nameless appliances and tools. Half-eaten, days-old food lies on the floor and only the bedroom is in any way organized or clean, as he seldom uses it for more than a crash space. He has three large containment machines built into the sanctum with large antennae protruding from the side of the keep collecting electricity Elementals for use in experiments. 

The Society of the Esoteric Answer 

Members: Virgil Endrina (OoH-Master), Yu-Chian Chou (AB-Master) Katsuhiro Kawamoto (AB-Master) 

Background: Founded 20 years ago with the purpose to seek Ascension, the Cabal does this through study and contemplation, as well as spending a time traveling everywhere they possibly can. The members have survived many conflicts with supernatural threats ranging from zombies and demons to Wraiths and Garou. 

They control many supernatural creatures that they use in their quest, and the Society does not want power of its own sake but does have some influence among certain groups of supernatural’s on Earth. They primarily study these creatures and analyze their magical nature.  

The Society is believed to be closely aligned with the Arcanum and is said to share information with many of their leading members. They occasionally carry out missions for Doissetep against the Nephandi and other creatures but confronts the Technocracy only when they stand in the way of their quest for Ascension. 

Virgil Endrina 

  • Nature: Bon Vivant 
  • Demeanor: Avant-Garde 
  • Essence: Questing 
  • Tradition: Order of Hermes 
  • Spheres: Forces 5/Life 3/Mind 2/Matter 4/Prime 3/Spirit 5/Time 5 
  • Willpower: 8 
  • Arete: 7 
  • Quintessence: 16 
  • Paradox: 4 

Background: Virgil Endrina was a knight of the Order of Calatrava (A Castilian religious/military order), who despite fighting valiantly against the Saracens, was accused of devil worship. While innocent of the charges, he was still tried by the Inquisition. In a daring rescue attempt led by a fellow knight (who was a companion to one of the Mages of Doissetep), a group of Mages from Doissetep assaulted the trial and rescued Endrina and three others.  

When the Mages discovered Virgil’s magical potential, they offered him an opportunity to serve as a companion which he accepted, eventually taking it upon himself to learn magic from the various Mages who offered their knowledge freely. After 30 years of study, he was a masterless, self-taught Hermetic Mage, and had achieved success in developing a longevity elixir.  

Virgil has remained a loyal member of Doissetep ever since and has a great deal of influence within the Chantry. This may be because he never became power hungry like many older Mages. He is a swordsmith with 100 years of study in both Kyoto and Toledo and makes Talismans and fetishes for those who do services for him. He is deeply interested in studying the Fey and Marauders, and has become the unofficial spokesman to both groups, spending centuries seeking a truce with a group of Marauders but has been unsuccessful so far. He has been successful in turning these potential allies into pawns against enemies of the Chantry, earning him a place of power and respect within its walls. 

Image: A brawny, large chested man with bronze skin, long, shiny black hair and a golden patriarchal cross earring that represents his continued belief in Catholicism despite his Arete and experiences. He wears his hair tied back with a red ribbon and generally dresses in jeans, button up shirts and boots, looking more like a ranch hand than a wizard or former knight. He carries a powerful fetish sword named Latarigus which stays hidden in a pocket Realm until needed. 

Roleplaying Notes: You’re a friendly, down to earth fellow who would rather discuss horses than magic, and you’re very masculine in a coarse way. While you’re friendly, you’ve learned to be suspicious of all newcomers until you know more about them. You are very moral and continue to live by your knightly code of honor. 

Sanctum: Endrina lives in a two-story stone building attached to the main keep. The lower level serves as his stables with the upper floor serving as his home. The smell of the stables is blocked via magic (naturally), and he has a sword foundry, laboratory, a large bedroom, private library, den and dining room. He spends most of his time either abroad or in his sanctum. 

The Crucible of Thig – The Ruby Children 

Members: David Kavannagh (AB-Master), Sharad Osei (OoH-Master), Sarah Rao (OoH-Adept), Ulice Scott (Dreamspeakers-Master) Vanessa Rosser (OoH-Adept), Malcolm Sebaugh (Orphan-Adept), Altimeas Cowing (OoH-Adept), Beulah Frith (OoH-Adept), Teodora Maldonado (Verbena-Disciple), Marvin Thigpin (OoH-Disciple) 

Background: Founded as a mystery sect in the early 1700’s, the “C.o.T” grew into a larger society with its own Sleeper mystery sect. Based in Manchester, England, the CoT has a few chapters in the US. The Cabal that resides in Doissetep is one of three Cabals that make up the CoT. 

The Ruby Children, Doissetep’s branch, maintains several customs and practices, with the Cabal readily accepting new members, though leaving the group is…problematic as they seek Ascension through occult means, while others feel they are missing the point. Members seldom unite for a cause and the Cabal has its own internal cliques and intrigues. Two members made plans to gain power but were quickly put down by the Tytali. 

The Ruby Children put loyalty to the Cabal above loyalty to the Chantry, though they have always been willing servants of Doissetep, serving faithfully in numerous missions against the Technocracy. Most members spend their free time studying, and the group meets once a week. Once a month on a full moon, they hold mysterious ceremonies at one of the Chantries Earthly Nodes. 

Altimeas Cowing 

  • Nature: Deviant 
  • Demeanor: Deviant 
  • Essence: Primordial 
  • Tradition: Order of Hermes 
  • Spheres: (Variable, based on sanity. The more insane, the more powerful) Entropy 2-4/Forces 3-4/Life 2-4/Mind 3-4/Prime 2/Spirit 2-4 
  • Willpower: (Variable) Insane 8, Sane 3 
  • Arete: (Variable) Insane 5, Sane 3 
  • Quintessence: 14 
  • Paradox: 6 

Background: Altimeas was never liked by the other kids in school because he was “different”, and even his parents and teachers knew something was off about him after they discovered he’d brought the remains of his dog, Snoodles, to school to explain how he’d tortured it to death. His family quickly started taking him to a psychiatrist, though it did little good. After another year of morbid games and psychotic episodes he was placed in a sanitarium. 

His Avatar was accidentally awoken by Technomancer shock treatments, and over the course of the next three years he gained greater control of his Avatar, making him immensely powerful, though it seemed his control over magic was linked to his sanity. As he became saner, his power over his Avatar dwindled. After growing tired of the sanitarium, he forced his doctors to release him. 

A year earlier his mother, father and baby brother were killed in a car accident, thanks to Altimeas’ unusual experiments with controlling spirits. With no one to stop his release, he walked out into an unsuspecting world and began having fun. 

While traveling through Detroit, he rescued a Doissetep Mage who had been captured by an NWO outpost that Altimeas had been terrorizing. While this may have seemed like an altruistic act, he was simply curious about the Hermetic. After being rescued, the Mage offered to take Altimeas back to Doissetep to be an apprentice. He agreed and has remained in the Chantry ever since. 

While his insanity has proven incurable, it is somewhat treatable, and he now has much greater control. However, he’s taken to raising rats and believes himself to be an agent of a being he calls the “Rat God” who supposedly relayed this information to him via his 100’s of pets. He has never revealed this secret mission to anyone out of fear of being cast out of the Chantry, or worse. He spends most of his time in his room reading and studying magic. 

Somehow, I feel like being the servant of something called the “Rat God” is less likely to get you booted from a Chantry than the whole being a psychopath who killed his parents via magic but what the fuck do I know. 

Image: Thin fellow in his teens, he’s very plain looking with medium brown hair and brown eyes, dressing in jeans and collared shirts. He is soft spoken and shy, a recluse who acts normally and is generally unnoticed by his fellow Mages. 

Roleplaying Notes: You’re usually sane, though still bizarre. You no longer revert to your cruel and twisted ways. You avoid most people, but those who attempt to befriend you find that you’re unswervingly loyal. Aside from the belief that you are a minion of a rat deity, you are perfectly sane. 

Except for the part where he killed his dog and his family. That seems pretty fucking insane to me. 

Sanctum: Altimeas has a small apartment in the keep that is very neat and organized with most of the conveniences of Earth. He also keeps his rats in cages here. None are allowed into his sanctum, not matter how well liked they are. 

The Golden Dragons 

Members: Tomoyuki Hashimoto (Dreamspeakers-Master), Kunio Ashida (AB-Master), Shih Feng (Dreamspeakers-Adept), Karoe Hashiba (Celestial Chorus-Adept), Risaburo Kawamoto (AB-Disciple), Tsun-Hsiung Kao (Virtual Adept-Master) 

Background: Established 200 years ago, the Cabal was originally based in Japan, but its members immigrated to the US in the 1870’s, establishing a squatter Chantry in New Jersey before being offered membership at Doissetep. They now have the duty of protecting Sleepers from the Nephandi and the Technocracy. 

The Golden Dragon members decided to use wealth as a means of accomplishing their task, and now control a number of Japanese corporations, as well as a couple in the US. Several Syndicate run companies, two Yakuza clans and a “Mysterious company called Pentex” have all battled the Dragons, and how the Cabal has lived to tell the tale remains a mystery. 

The Cabal is not interested in the politics of Doissetep, instead focusing on their own success and accomplishing missions. While very loyal, they are competitive, and they meet every morning to discuss agendas. Recently they have met with strong resistance from Pentex who have seemingly infiltrated the Dragons companies and learned of the Mages’ involvement. The Cabal has figured out that their rival has supernatural ties and fear they have jeopardized the security of Doissetep in the process. They are keeping this information extremely quiet. 

Kunio Ashida 

  • Nature: Architect 
  • Demeanor: Director 
  • Essence: Dynamic 
  • Tradition: Akashic Brotherhood 
  • Spheres: Correspondence 2/Entropy 3/Forces 4/Life 4/Mind 5/Matter 2/Prime 4/Spirit 1/Time 2 
  • Willpower: 10 
  • Arete: 7 
  • Quintessence: 18 
  • Paradox: 2 

Background: A former Buddhist monk, Ashida was taken in by the Mages of Doissetep in the mid 1600’s and trained by the Akashic Brotherhood. Since then, he has been a Japanese warlord, a VP and spy within Pentex owned companies and a cult leader. He is also the representative of the Chantry when dealing with the Yakuza and the Gaki. He is currently the CEO of a Megacorps dedicated to crushing the Syndicate and Pentex. 

Kunio is a powerful man with a keen understanding of spiritual and practical matters, spending much of his time overseeing the operations of his company while also making time to study magic, Do, military strategy, history, philosophy, comparative religions, and criminal science. 

He has many allies and well as enemies among the Gaki and Glass Walkers of Japan and controls his own cult of Acolyte terrorists who carry out his every order, preying on unsuspecting Pentex subsidiaries. 

Image: A slight, athletically built man in his late 40’s, he has black hair and amber eyes, dressed typically in expensive, custom fit suits, and he moves with grace and precision. 

Roleplaying Notes: You have an imposing presence despite your size and appear to be very self-confident and with a head for business. You are kind to all but hate to be bothered and have little time to waste on trivialities. 

Sanctum: Kunio keeps a small set of chambers within the keep, decorated in a plain but elegant traditional Japanese style, as well as an office that is set apart from the apartment where he meets with other members of the Chantry, especially his Cabal. The office is very western and modern, filled with fax machines, computers, and televisions broadcasting 24-hour news channels. 

The Society of the Case-Hardened Soul 

Members: Mack Freeman (OoH-Adept) Misako Hatanka (AB-Adept) Felicia Thomas (SoE-Disciple), Leroy Alderman (Verbena-Adept) Jeffrey Jackson (Celestial Chorus-Adept) 

Background: Formed only five years ago by survivors of personal suffering at the hands of Iteration X, the Cabal now seeks the Conventions’ destruction. They are magical terrorists and loose cannons, but they get the job done. 

FREEMAN! TURN IN YOUR WAND AND BADGE! 

They are an efficient and cohesive Cabal, and most of their missions have been successful because of this. They do not seek to control Doissetep, as they know they have no chance. The Cabal has considered starting their own Chantry, for fear of the Masters growing tired of their inability to follow orders. Ironically, the Cabals’ members are better respected than they know, as their successes reap great rewards within the Chantries halls and various rival factions are seeking the Cabals’ support. Currently they are leaning towards the Bonasagi as the two groups have similar goals and have worked together on several missions. 

Mack Freeman 

  • Nature: Bravo 
  • Demeanor: Rebel 
  • Essence: Dynamic 
  • Tradition: Order of Hermes 
  • Spheres: Correspondence 2/Entropy 3/Forces 4/Life 4/Mind 2/Matter 3/Prime 2 
  • Willpower: 9 
  • Arete: 6 
  • Quintessence: 14 
  • Paradox: 6 

Background: A former insurance salesman from Mason City, Illinois, Mack was taken to Doissetep by a Hermetic at the age of 29. He was already Awakened at this point and had been pursued by the NWO who kidnapped and murdered his parents and sister. He proved to be a good student, turning his anger into his studies and dreaming of the day he would avenge his family. 

He originally belonged to the Crucible of Thig but left to create the Case-Hardened Soul after discovering other Orphans whose lives had been destroyed by the Technocracy. He has become a contact for the freedom fighter Sons of Ether in Metropolis2, and implacably destroys any Technomancer activities he discovers. His personal interests include becoming as magically powerful as fast as he can, to better increase his destructive abilities, finding the secret to immortality, accumulating wealth, bodybuilding and creating reanimated servants to act as unthinking shock troops. While he’s taken little interest in the politics of the Chantry, he will eventually, and when he does, he’ll prove himself as ruthless as every other power seeker. 

Image: A burly man in his mid-30’s with medium length dark brown hair and dark blue eyes. He looks more like a lumberjack than a Mage, visibility displaying his emotions at all times. When angry, he suffers a permanent Paradox effect, of his eyes glowing and blue electricity flashing back and forth between his teeth. When wounded in this state, bursts of energy blast from his wounds, injuring anyone close to him. 

Roleplaying Notes: You chew tobacco and have a habit of spitting on things you don’t like, including people’s feet. While rough, you are generally friendly to new Mages, especially those with a hatred of the Technocracy. You’re also a very emotional individual, but also very tenacious and dedicated. Nothing stands in your way for long. 

Sanctum: Mack lives in the Fugeson Estate in upstate New York and maintains a sanctum in Doissetep that is comfortable but lacks any sense of decor. His pet rottweilers, Sodom and Gomorrah, serve as his friends, pets and guards. Gomorrah is expecting puppies and Mack is looking for anyone interested in taking one. 

Quite the collection of NPCs hanging out in this Chantry, and as we move from the top of the Doissetep hierarchy down, I find the Cabals much more interesting. The Dura’shi are about what I expect from a group of high-powered Mages, accomplishing not a whole lot other than being paranoid, while the lower-level groups are actually doing interesting things that aren’t just politicking for power within the Chantry. There’s an Ascension War happening you dorks, stop in-fighting and deal with the Technocracy! 

Nodes of Doissetep 

I can’t begin to tell you how tired I am of typing the word “Doissetep”, but at least it’s been added to my dictionary so when I inevitably spell it wrong, the spell check catches it and suggests the correct spelling. 

The Nodes outlined below are not the only ones Doissetep controls, however these specific nodes stand out because of their potency. The Chantry controls at least 10 other Nodes, but they are not provided here as ST’s should bring these unnamed Nodes into their games as needed. 

The Tain Burial Site  

A burial site near Tain, Scotland that not only serves as the crypt of several chieftains but also as a Node, providing the Chantry with a massive amount of Quintessence that is used to fuel the Chantries Shade Realm. 

The site is near a BSD labyrinth, which causes its own set of problems. Mages are often summoned by a guardian spirit to help protect the Node from Banes. The spirit is a Level 5, however when Banes raid the node, they do so in great number and very quickly. 

The Mages want to explore the BSD tunnel system, as they believe the depths contain other beings besides the BSD, with some believing that the ley lines connected to the Node run deep into the earth, and that another Node may lie deeper down. If there is another Node, it is likely very powerful and while taking and controlling it would be a difficult task, it is one that could potentially reap great rewards. 

Yes, please, go invade a fucking BSD Labyrinth. See how well that works out for you when you’re all either devoured by horrible Wyrm creatures or likely worse, become possessed by Banes. That’s how you get Fomor Mages. Do you want Fomori Mages?! 

The Lake Monster Dens  

Several lake dens that are still inhabited by marine dinosaurs are controlled by the Chantry. The power of the node allows these creatures to survive the post-Cretaceous extinction, and they are believed to be evolved Plesiosaurs that are highly intelligent and sentient, capable of telepathic communication with each other, and potentially more. The Chantry has kept these creatures from being discovered, and in gratitude the creatures gather information and provide it to visiting Mages. Occasionally this is valuable information concerning supernatural events as well as creatures in the oceans of the Northern Hemisphere. 

The Arms of Var  

Very well-hidden monuments in the Balkans, they are protected by three spirit guardians (all level 4). The monoliths are alien in design, though one has power usable by Mages, allowing for travel directly into the Deep Umbra to any point the traveler desires. This is a one-way trip however, and once in the Deep Umbra, finding your way back is extremely difficult. 

The monoliths are made of an unusual stone with mottled green and red-brown swirling patterns, resembling three large stone forearms rising from the ground, their seven fingered hands raised to the skies as if about to clutch something. The Umbral travel power actually requires that a Mage sit in the palm of one of these hands while concentrating. The other two hands likely have a similar power, but no Mage has been brave enough to find out. 

The current conflict in the area (the Bosnian war) has threatened the security of the Node, and Sleepers have been stationed as guards, however these guards seem to always disappear or go insane, and no one has been able to determine why. Some suspect the Tremere, while others fear Deep Umbral entities are to blame. 

The Manchester House  

A haunted house outside Manchester, England (shocking, I know) is a powerful Node site but not an aspect of the Chantry. Once haunted by countless spirits, all but the most ancient and powerful have since been exorcised. Regardless, many Mages dislike spending extended periods of time there, and the spirit guardian, Vasiglias, has begun disappearing for periods of time. The Mages worry that the guardian is in league with the ghosts of the Node but are unclear on why. The house has also been raided multiple times, and the Mages are unaware of who or what is behind these raids. 

Recently the guardian tangled with a small group of Malkavians, leading many to believe the Node is dedicated to insanity. 

Gee, who could have guessed that hooking up to a Node that’s in a haunted house would be a bad idea? Once again, Wizards out here sticking their dumb noses where they don’t belong. Let the Wraiths have the haunted house you asshats. Or leave it to the Malkavians, what’s the worst that can happen when a bunch of crazy Kindred get their hands on a Node?  

The Waterfalls of Acajutla  

A waterfall outside the town of Acajutla, El Salvador supplies copious amounts of Tass in water form, that collects in natural crystal basins near the bottom of the falls, which is used for research. Many Mokolé have taken up residence nearby and they do not like Mages, often sending their own spirits to attack the Chantries guardian, who has survived so far. While the Mages could try to wipe out the Mokolé, they have no idea how many there are, and they could enlist them as allies, however, this is too dangerous an idea to follow through on. 

Once again, wizards in places they shouldn’t be, and when the Mokolé are involved, just leave. It’s not going to end well for you when a fucking were-dinosaur comes stomping through the jungle towards you because you’re in their habitat. If the Mokolé can wreck the Garou, I don’t think squishy Mages, even with magic, are going to stand much of a chance beyond being chew toys. 

Stonehenge 

The third most powerful Node on Earth, the stone ring may be a tourist attraction, but it has a very real power, and is necessary for the continued function of Doissetep. It is protected by the Chantries’ most powerful guardian spirit, the Kurajal (level 8), an eccentric but loyal guardian. Of course, the Technocracy would like to take this Node or failing that, use it to lead them to Doissetep, though they have so far been unsuccessful. 

Additionally, Stonehenge is closely tied to Luna and her children, the Fey. The Node serves as one entry to Arcadia but has fallen into disuse as Mages fear the potential paradox involved with such travel. Many faeries have a keen interest in Stonehenge, and while they allow the Chantry to use it, they still consider it theirs. 

I’m going to go out on a limb and say that Stonehenge likely was at one point a path to Arcadia, but likely no longer functions as such because of the Shattering, so those Mages probably don’t have much to worry about. 

The Caern of Black Clouds 

Located somewhere in the mountains of Tennessee, it once belonged to the Uktena. It was taken by the BSD, who were in turn defeated by the Mages of Doissetep, who have controlled it for the last 200 years. The Mages have kept a low profile at this Node, but the Red Talons wish to reclaim the caern. It is made of large granite blocks that form the pattern of two intersecting arrows. Many strange and magical creatures lurk in these mountains, ranging from bone-eating monsters to Unseelie Fae and Sabbat. There are also rumors that a Progenitors construct may be working in a nearby small town. 

Once again, just give the fucking thing back to the Garou. Of all the tribes you don’t want to piss off, I feel like the BSD are at the top with the Talons and the Get following close behind. You’ve got the literal “Genocide all humans” tribe wanting to take this caern back and these dumb assholes are just hanging onto it because wizards gonna wizard. 

I hope if Doissetep ever falls in-fiction, it’s because a bunch of Garou rolled in and fucked them up. 

The Horizon Realm 

Basic Concept 

The Chantry resides in the Shade Realm of Forces, which is connected to the Shard Realm of Forces, though the connecting Portal never remains in the same spot for long. The Shade Realm has been shaped to resemble Earth in many ways, and at the center lies a mountain that resembles Mount Celidar, surrounded by mountains of slightly less grandeur. Doorstep sits atop this clone of Celidar, dominating the Realm. 

The Shade Realm is a valuable key to the ultimate understanding of the Forces sphere, and if it were lost to the Technocracy or another faction, most of the Traditions’ Forces magic would be useless. The Oracles of Forces are known to travel the Realm, using it as a passage into the Shard Realms of Forces, though they are not known to visit Doissetep. 

The Chantry is very clearly in its Winter stage, as it retains great power, its core is rotten with intrigue that cannot last in the way it currently is for much longer. Sadly, for the Mages who call the Chantry home, they are blind to this fact. 

Because as I’ve said in every Mage review: Wizards are fucking idiots. 

Environment 

All who enter the Realm feel like ants in the eye of a storm, and the power inherent in all things is overwhelming. While superficially like Earth, emphasis should be put on Superficially. The sky is reddish-purple, crackling with sparks, meteors and particle beam blasts. Impossibly symmetrical mountains stretch across the entire Realm, and between them are many forest filled vales, with plants and animals resembling the fractal structures of energy. Firepits, active volcanoes and energy vortices puncture the landscape, and the Realm is very rocky with reddish brown soil in most areas. 

In some regions, vast plateaus of dried, cracked earth loom against the sky while black storm clouds hang overhead, and there is always a thunderstorm occurring somewhere in the Realm. During these storms the celestial display grows fierce, and the ground is splintered by lightning bolts, gravitic surges and magnetic pulses. 

Denizens of the Realm 

Despite the hostile environment, the Realm is home to numerous Indigenous lifeforms. Ballums (Sturm Giants as the Mages refer to them) are huge humanoids with grayish-blue skin, glowing golden eyes and long white beards and hair that dwell on the top of most mountains. These creatures are very territorial and have great control over electricity and storms. 

Hirgujaks (Trolls) live deep in the earth, controlling the magnetic energies in metals, which they have used to fashion their own underground cities of steel. These creatures are also immensely powerful and xenophobic, resembling large, stocky humans with black skin and no hair, ovid eyes, large tusks. “Long black hair and tremendous amounts of body hair” 

So, are they hairless or not? Literally one sentence they’re described as hairless and the next it says they have long hair. Get it together editing team! Also, I assume they mean “black skin” in the sense of like…the color black and not just how people of African descent are described. 

The Hirgujaks wear beautiful silver armor that is mystically woven from monomolecular metal threads. Their outcasts, known as the Kalu, live in stone huts and caves, occasionally indulging in cannibalism. 

The Vaskha (Forest People) live in stone and wooden buildings of their own construction and are ugly humanoid creatures with pale skin and chubby human features. They have language and culture and numerous clans across the Realm. They hunt the beasts of the Realm as well as serving as slave labor to some Hirgujaks, while a small number serve the Chantry as Realm Guides. They are proficient with bows and wide-bladed scimitars. 

Are you just describing the Drow? Because it sounds like you’re trying to swing some D&D elves into this shit under the radar 

Speaking of beasts of the Realm, there are several small animal breeds, including deer, rabbit, squirrels, porcupines and bears, that have adapted to living in caves to avoid Elementals. Some beasts have mastered Forces magic, including small snake-like beings that fly through reversal of gravitic fields and spiders that generate protective electrical fields to guard against outside energies. 

In addition to these creatures there are also Energy Elementals. Fire Elementals gather in the volcanic region of the Realm, while the Electricity Elementals gather on the huge, barren fields. Kinetic Elementals that resemble collections of glowing black particles gather in the valleys among themselves, causing earthquakes that are felt throughout the Realm, while Gravity Elementals that resemble swirling vortices of dust and debris stay high in the air. Electromagnetic spirits are generally unnoticed as they stay in the upper reaches of the atmosphere, but when visible, they resemble balls of light. 

Other Details

Magical Ratings: Correspondence -2/Forces +4/Life +2/Matter -1/Mind +1/Prime +2 

Chantry Description 

There are four earthly manifestations of Doissetep, though none resemble its appearance in the Shade Realm, and these locations provide for near instantaneous access to many parts of the world. 

Doissetep Castle  

Doissetep proper resembles a powerful fortress of black stone seated atop the highest mountain in the Realm with added wings, levels, etc. constructed on to it over time, presenting an architectural potpourri, ranging from the ancient, thick, squat buildings to Gothic flying buttresses. The castle is a mile in diameter at its widest and stands 30 stories high. 

It is a formidable castle that is always guarded by the Chantries army, in addition to numerous special weapons. The area outside the castle is filled with huge lightning rods to attract the dangerous amounts of lighting produced by the storms. The interior is dimly lit with small electromagnetic Elementals bound in wire cages. The cages and the Elementals within them vary in size based on the room. The stone hallways are lit by bread box sized cages every 40 feet while the largest chambers are lit by cages that are nearly human sized. These Elementals can be commanded to vary their illumination levels from nothing to full daylight, and have been made incapable of communicating, to protect the privacy of the Chantries’ inhabitants. 

Yo, so they’re just enslaving Elementals for lighting. YOU ARE FUCKING WIZARDS AND YOU CAN’T FIGURE OUT HOW TO JUST MAKE LIGHTBULBS?! 

The castle is filled with catacombs and chambers, as well as innumerable secret passageways and all the buildings are connected, so that inhabitants can reach any point within the Chantry without ever seeing the light of “day”. Private chambers vary, though most public areas have a medieval ambience, including the computer and meteorological tracking rooms. The Chantry has an indoor garden, filled with exotic plants and creatures that are tended by the Verbena, and it serves as not only a source of magical accouterments, but as a place to relax. There is also a hangar where cloudships are kept. 

Below the castle in the mountain are hundreds of twisting tunnels that lead into various chambers and at the lowest point, to the Gateway. The Gateway is a large well-lit domed chamber of pure gold with 60 doors along the walls, none of which are labeled. These doors lead to various Realms, earthly sites, the Chimerae and the Umbrae. Special Portals leading to the various earthly manifestations of the Chantry are not located in the Gateway, but in the upper portion of the castle. 

The Delono House  

This manifestation is in Boston and is a two-story wooden mansion surrounded by a low stone wall, located in a wealthy neighborhood. It serves as the home of the Jhonisett (detailed shortly) and as an outpost. It is an old house, but well-kept with all the modern conveniences, as well as a huge garage where 10 automobiles are kept, including the six belonging to the Jhonisett, two expensive sports cars, a van and a jeep. The underground area features labs and a hidden armory, and there is a holding cell in the basement. 

Fulroony Manor 

A three-story manor house on the outskirts of Manchester, England, it serves as the earthly home of the Crucible of Thig, and several smaller individual homes are located on the property. The manor house is stockpiled with weapons, as well as there being 15 or more cars at the estate as well as a helicopter. 

Castigo’s 

A three-story building in Toledo, Spain with an antiques shop serves as the facade, both literally and figuratively. It is exceptionally large, incredibly old and the home of the Tytalus. Like the earlier locations, it has a stockpile of weapons and equipment, but only two cars. 

Purpose 

Doissetep has numerous purposes, as each Cabal seeks to use the Chantry for their own goals, however the true goal as established by the rewritten covenant is to provide all Traditions and Tradition Mages a bastion of safety against the Technocracy, as well as leading the fight against the Technocracy to bring about the Ascension of all mankind. Ignore that no details about Ascension are given, so even if they did succeed against the Technocracy, the Cabals would likely fall to internal struggles. 

History 

Founded before recorded history, some claim that the Pure Ones founded the Chantry, but most consider this theory to either be wishful thinking or simply an outright lie. The Chantry originated in Southeast Asia in what is now Thailand, and was home to a sorcerer king named Kwa Hu, who some claim is now an Oracle of Forces. 

The Chantry survived war, plagues and peasant uprisings, and by the 4th century was a center of magical learning. By the 8th century, it had succumbed to internal dissension and was taken over by usurper Mages, then magically moved to Turkey. By the 9th century, it was overtaken by Mages who would become the Order of Hermes and was again moved, this time to Spain. 

During the Mythic Age, the Chantry was a strong center of power for the order, but with the rise of the Technocracy, it became a prime target. Eventually, the earthly manifestation was destroyed, and the Mages vowed to keep the remnants hidden in the Shade Realm where it would be safe. Eventually the war against the Technocracy forced the Order of Hermes to abandon its xenophobic practices and embrace the Verbena and Akashic Brotherhood as members, and soon earthly manifestations of the Chantry were established, though they change continuously as the Technocracy finds and destroys them. 

Now, on the edge of the new millennium, the old leaders are dying, and the Chantries Mages must make the right choices, as well as surviving those choices, if they are to reach Ascension. But as has been established at this point, Power, not Ascension, is what most within its walls seek. 

Chantry Inhabitants 

Doissetep retains over 400 servants, while the earthly manifestations generally only have a few servants each, most being descendants of former Mages, Acolytes and servants. These servants know the Chantry like the back of their hands, and most know more than they’ll reveal, often more than even the Mages who live there know about the place. 

Each servant has their duties, and they have shifts, holidays, days off, etc. like any other job. They are also well provided for, and have access to any material items they desire, so long as the request is not too greedy, ridiculous or a detriment to security. The Mages treat the servants with respect and the servants in turn are humble and respectful of the Mages, as they fear the Jhonisett, the secret police of the Chantry. Few who live in the Chantry ever travel to Earth, and even fewer travel the Realm, other than via cloudships. 

Many of the servants have aligned with the various Cabals, providing secrets in exchange for special services or gifts, though most keep a bit of information to themselves for an emergency. There are two special servants in the Chantry as well, the Vantikor and the Jhonisett, the stormtroopers and secret police. 

The Vantikor serve by defending the Chantry by dealing with unwelcome visitors and serving as shock troops when the Chantry comes under attack from the Technocracy. There are 200 members that are subdivided into divisions of 50 and units of 10, and they are also tasked with patrolling the Realm and piloting the cloudships. 

The Jhonisett are the insidious secret police and are considerably smaller in number than the Vantikor at only 50. They have the power to arrest anyone in the Chantry, including Mages, to be brought before the Chantries judges for trial. They also perform reconnaissance, advanced scouting and espionage missions. Oh and a bit of kidnapping and assassination of the side. 

“It has been pointed out more than once that these groups seem uncomfortably close to the Technomancer organizations that Doissetep so despises. While many in the Chantry agree, the Bonisagus, Tytalus and Glass Eye Cabals argue that such measures are necessary for the Chantry’s security. Retorts that similar arguments have been used to justify the Technocracy’s own methods have fallen on deaf ears.” 

I’m glad the authors are well aware of how this place comes off to a reader, because yeah, having secret police sounds exactly like some Technocracy shit, and lol of course the wizards just hand wave it away. 

Internal Structure and Relations 

As has become plainly obvious at this point, Doissetep is chock full of fuckery and conspiracy. But on the surface, the Chantry appears to be an amiable place, though the Panel of Deacons wield all the power, and isn’t that interesting, most of the Deacons are members of the Drua’shi, and they could probably lead the Chantry more effectively if they weren’t paranoid about the other Cabals. Instead, they lead the Chantry into pointless conflicts to keep the others busy.  

Unsurprisingly, they’ve been very successful. 

The covenant was rewritten 200 years ago, but is still full of volumes of precedent and bylaws, to the point that some servants spend all day just studying the covenant so that they may serve as barristers and judges for cases, most of which are focused on other servants, though they do hear cases against Mages and are protected by the Jhonisett. 

External Relations 

Doissetep serves as the foremost Tradition Chantry, and has led the way in maintaining inter-Tradition relations, proving the effectiveness of teamwork. It also serves as a symbol of the Traditions unity against the Technocracy, and while other Tradition Chantries and Mages may not like or trust the Mages of Doissetep (and let’s be real, they absolutely shouldn’t), they still take pride in the power it represents. 

Status and Reputation 

All the skullduggery and bullshit has not gone unnoticed (except seemingly by the Mages who live there) and rumors about the various Cabals are rampant. This of course has led other Tradition Mages to fear and distrust the Chantry, but that doesn’t change that the Chantry is still powerful and can be called upon for assistance in times of need, as well as serving as a beacon of the Traditions war efforts. 

Status 5/Reputation 2 

Policy Regarding Outsiders 

The Panel of Deacons has ruled that no one should be brought into the Shade Realm from the outside world. Outsiders need to be handled somewhere else, and even those seeking initiation must complete the rituals on Earth. The fear that the Technocracy will discover the location of the Realm is real. 

Rogue Cabals are not openly endorsed or used, though covertly speaking, some Mages do hire them to carry out personal missions. Orphans are not allowed into the Realm unless they’ve proven themselves loyal and undergone all initiation rites. Good Acolytes are put through their own initiation, and successful “Pledges” become members of the Order of Questari. Like a Cabal, the Questari have their own rites, secrets, initiations, rights and duties, and only those who have proved their loyalty may join, which also requires deep telepathic probing. 

Allies and Enemies 

Cataloging the enemies of Doissetep is a fool’s errand, as every Cabal has ties, both good and bad to Sleeper agencies, supernatural beings, Umbrood and other Mages of all factions, and they use these connections rather liberally. 

Of course, the Technocracy, Marauders and Nephandi would love to see the Chantry fall, though they lack the power to do so themselves. Each of these groups, however, has agents within, hopeful that it will crumble under the weight of its own intrigues, while many independent supernatural agencies are trying to manipulate the stronghold to their own purpose. Essentially, everyone who knows the Chantry exists, wants a slice of its future or downfall. 

Research Capabilities 

A center of magical learning, Doissetep has no known rivals in this matter, and they pride themselves on the freedom they allow their members in their research. Mages can do as they wish within the Realm, so long as nothing causes permanent damage. The more dangerous experiments are however, handled in temporary lab bases constructed by the Vantikor in distant locations within the Realm. 

Most of the Mages of the Chantry have apprentices, and despite the amount of time and secrets a Mage and their apprentice share, these Mentors rarely encourage their apprentices to join their Cabals. Apprentices spend 10 hours a day in schooling, as well as performing chores each day for the Chantry and their masters. It is a tough program and those who do not “pass” either get memory wiped and dumped back on Earth or become servants. Students must survive numerous trials, especially those apprenticing under the Followers of Tytalus. 

The Chantries arcane library is potentially the largest in existence, though some claim Ancestral Chantries and some College Chantries have larger libraries, it is still a point of pride for the Chantry. There are libraries dedicated to each Sphere as well as two covering various forms of unclassified magic. Access to a Sphere library is limited to the Mages rank, so students need to know the Sphere in question before they can study it, and then be at the level they wish to study. 

Turns out this rule is in place because centuries ago, a Mage accidentally burned down half the library because he was studying something he didn’t comprehend. This is also why the separate Sphere libraries were established. In addition to these libraries there is also a massive mundane library that fills an entire three-story building, and all inhabitants of the Chantry have access to the mundane library. 

I’m starting to notice that the three-story buildings and 30-foot-high things are extremely common numbers in a lot in these books. 

With the acceptance of Virtual Adepts, the Chantry has joined the computer age, now sporting a powerful computer linked to numerous networks, as well as slightly less powerful models being built in each of the Chantries’ earthly aspects. 

Stories 

Corruption is the theme of Doissetep (no shit?), and many of the Mages there are centuries old, riddled with hubris and nearly insane (again, no shit? I couldn’t tell). The mood of the place is foreboding as the Chantry is a big gun in the Ascension War, but it is ultimately a loose cannon that will crush anyone in the wrong place at the wrong time. 

Story Ideas 

  1. A war for control breaks out among the Cabals. The players must choose a side, or everyone will turn against them. On top of this, Marauders and Nephandi swoop in to attack. Could someone within the Chantry be aligned with these evil forces? 

Yes, yes, they are. We have established that some of them are. 

  1. Terrible energy storms and powerful Elementals force the Mages to move the Chantry to a safer location. But where? The trouble is being caused by a Celestine-like being that has been accidentally summoned to the Realm. 

Or you know, they’re pissed that all their Elemental homies are being caged up to be lightbulbs because apparently wizards don’t understand that you can just buy a 60w bulb at the drugstore. Or you know, torches. Literally anything else other than enslaving sentient creatures to generate light

  1. The Crucible of Thig are suspected of sacrificing innocent Sleepers to increase their own power. Is it true? If not, where is their new found power coming from? Can the players join the Crucible and acquire some of this “Free” power, or are they the next victims? 
  1. The remaining Deacons of Drua’shi die. Caeron and others with political power within the Chantry back the players to become the new Deacons. How do the players handle this new power? Are they really in control? What do the masters want? Can they stave off assassination attempts, and what are they going to do when it’s revealed the Dura’shi Deacons were murdered? 

I dunno, maybe don’t accept becoming the fucking Deacons of this hell hole. That’s an effective way to avoid the issue. 

  1. The players discover a spy in the Chantry. The traitor is a Mage of great power and has planted an energy Elemental “bomb” in a heavily populated area. If the players don’t assist in their schemes, the device will be detonated, killing hundreds of innocents. Do the players betray the Chantry to save the innocent or is loyalty more important? 

Hey look, a confusing political alliance chart! 

On the one hand, I hate Doissetep, which I’m sure was part of the authors’ intentions, as they point out in the above notes about the Mood and Atmosphere of the place. On the other hand, I’m really impressed with what a dysfunctional mess this place is. Everything about this Chantry is a giant red flag, from top to bottom.  

I do like that it’s glaringly obvious that for all the good this Chantry does as a representation of unity and power against the Technocracy, they’re really no better than the Technocrats. It’s almost as if they’re trying to make a point that the more powerful Mages become, the bigger bags of douche they become. 

Not to mention that when you really think about it, Master Mages, and to a lesser degree all Mages for that matter, are essentially walking, talking nukes that can unleash obscene devastation on the world, and as their destructive power increases, they tend to get crazier and crazier. 

I can’t believe I’m going to say this, but bravo Mage, you’ve done a really good job of making clear a concept about the setting with this Chantry and I dig that. Still think 99% of the folks running around his place are fucking monstrous lunatics who should probably be cast into the Deep Umbra for the safety of the rest of the universe, but what can you do. 

The House of Helekar: Chantry of the Forbidden Lands 

The Euthanatos have a subcult known as the Consanguinity of Eternal Joy. Throughout the Traditions history, the Consanguinity have served as an independent sect of assassins, killing any who pose a threat to the Euthanatos as a whole. The sect has always been loyal to the Tradition, despite their secrecy, leading many to wonder if they have ulterior motives. 

I mean, probably, let’s be real here, the entire WoD is thick with ulterior motives. 

The true depths of the sect would make most of the Tradition shudder, and Voormas, master of the faction, has lost sight of the Traditions ideal, instead leading a collection of cold-blooded killers whose “Ascension” has less to do with the recycling of souls than it does the “Eternal Joy” of straight up murder. 

The House of Helekar, despite its great age, has sustained itself in a period of long Summer, and the popularity of murder and genocide in the modern world only encourages the cruelty of the Chantry. 

Cabals 

The CoEJ is composed of three Cabals and a dictator above them. While the names, nationalities and methods of these Cabals may have changed, their motives remain the same. They are the penultimate fanatics, ready to die and kill at a single word from their leader’s lips. 

Voormas is going to lead a jihad across the Umbra isn’t he. This is all just an elaborate Dune reference isn’t it you fucking nerds! 

Maudib! Maudib! 

The Grand Harvester 

The House of Helekar is dominated by a single figure, the Grand Harvester of Souls (which is such a cool fucking title, got damn) named Voormas.  

“He is very, very wicked”.  

No shit? You mean the guy who has a title that sounds like a Mortal Kombat villain is wicked? Perish the thought! 

Voormas rules over the Chantry as a dictator and claims to be in contact with the Oracles of Entropy. In truth, he does venture into the Shard Realm of Entropy and returns bearing “orders”. Other strange human figures are seen entering the Realm, though none of the Chantry’s Mages have approached them, for fear that it would be an insult to the Oracles. 

Voormas is a master death-dealer and the sole authority among the 13 Mages of the Chantry and all Cabals answer to him (That is usually what a Dictator is). He gives them missions but does not stand over them. Mages are allowed a great deal of freedom, as they wouldn’t abuse it or make mistakes. They are all aware that the punishments for such stupidity are swift and merciless. 

Voormas, the Grand Harvester of Souls, Master of the Realm 

  • Nature: Curmudgeon 
  • Demeanor: Fanatic/Deviant 
  • Essence: Primordial 
  • Tradition: Euthanatos 
  • Spheres: Correspondence 3/Entropy 6/Forces 4/Life 5/Mind 4/Matter 3/Prime 3/Spirit 5/Time 5 
  • Willpower:10  
  • Arete: 7 
  • Quintessence: 19 
  • Paradox: 0 

Background: Once a Thugee priest, Voormas spent most of his early life killing for his Euthanatos masters, passing through various ranks, learning more truths along the way. By the time he’d reached the innermost body of the sect, he was a Euthanatos Mage, having given up the ways of life for those of death. 

The young Thuggee’s acceptance into the Euthanatos was accompanied by membership into the House of Helekar, and he continually provided more of the chosen with the “Good Death”, gaining fear, respect, trust and power as the centuries wore on. Finally in 1709 he was named the Grand Harvester of Souls. In an elaborate ceremony, he killed the old Mage who held the title and assumed the mantle. Since then, his name has been synonymous with death and fanaticism. 

He is now a Postulate, hoping to gain acceptance into the ranks of the Oracles. However, unbeknownst to him, the beings he believes are the Oracles are not, in fact, the Oracles of Entropy, instead they are mighty spirits aligned with the Wyrm, but they are not Nephandi. 

He has few personal interests save morbidity, and spends much of his time meditating, studying magic and traveling about the Shard Realm “testing” himself, scrying on potential threats to the Tradition and directing the Mages of the Chantry. Occasionally he handles assassinations on his own if the target is worthy or powerful. 

Despite the provided picture and description, I can’t help but imagine Mola Ram from Temple of Doom  

Image: Voormas is a bony, dark-skinned man of at least 100, nearly bald and dressed in black, dark brown or white robes. He hobbles around on a sturdy cane made of solidly joined human vertebrae with a child’s skull on top. He has an evil, near-toothless smile whenever he’s plotting. 

When engaged in physical combat, he uses a Life effect to assume the form of a giant, black-skinned, multi-armed demon, an aspect of the goddess Kali. In this form his Physical attributes increase to the parenthetical numbers listed (lol I’m not listing those stats), though his appearance drops to 0. 

For those who may not know what Kali looks like. 

Roleplaying Notes: To most you seem totally insane. And while that may or may not be true, you are undeniably brilliant, paranoid and evil. You hope more than anything to be accepted into the ranks of the Oracles before it comes time for your own “Good Death”. No one knows, and it’s doubtful you consciously know it, but you fear your own death. 

Sanctum: Comprising one entire “arm” of the Chantry that appears as a tower, it is dark, gloomy and filled with implements of death and destruction. Any who enters feels an overwhelming sense of impending doom. 

The Abyssians 

(All members are Euthanatos unless otherwise noted) 

Members: Ulku Baydar, Eugene Clemens, Serge Pajak, Joseph Russo 

Background: Founded in India centuries ago as a Thugee sect, the name has changed as language has evolved, but it has always meant “Those who sit over the vast pit of nothingness” 

Which is Metal as Fuck 

The Abyssians quickly climbed the Chantries ranks and were the top Cabal in short order. They are the brains behind the Chantry and carry out all extortion and spying, collecting and examining information and determining what needs to be done, and who needs to die next. 

They report their findings to Voormas, who has the final say. While they are trained assassins, they don’t usually perform the actual killings. 

Friends of the Soul 

Members: Jorge Salbon, Fleta Natrajan, Richard Somnitz, Rosa Zlonstreth 

Background: The Friends of the Soul are the Mages who seek out those who deserve the Good Death and have more leeway in how they conduct missions than the Freedom Razor. This Cabal performs most of the long-term missions for the Chantry. 

Richard Somnitz 

  • Nature: Deviant 
  • Demeanor: Judge 
  • Essence: Dynamic 
  • Tradition: Euthanatos 
  • Spheres: Correspondence 3/Entropy 3/Forces 1/Life 3/Mind 3/Matter 2 
  • Willpower: 10 
  • Arete:
  • Quintessence: 14 
  • Paradox:

Background: Richard was an all-American boy, he wasn’t abused as a child, and he had the best middle class suburban home life a white kid could hope for. He was star quarterback and king of the Homecoming dance, went to an Ivy league university and had better than average grades. He seems to be a kind, gentle, level-headed and honest person.  

Which begs the question: Why is Richard a Serial Killer? 

He took up what he affectionately refers to as “the hobby” while a senior in high school, having a knack for choosing the right girl to butcher and the intelligence and luck to not get caught. He found murder to be a thrill greater than anything mundane life could give him. He felt like he was a cold and merciless God who could destroy anyone without reason. It felt good.  

He committed two more murders in college, but after graduation and taking a job as a lawyer, the murders picked up, and in all he claims to have murdered over 90 people without a hint of remorse or pleasure, just cold satisfaction. Generally, he preyed on widows and young girls, but old men, boys and babies were also chosen. 

His penchant for killing drew the attention of Ulku Baydar, a member of Helekar who tested Richard and once finding him worthy, offered him an apprenticeship. Richard had never believed in the supernatural, but he did believe in death (so goth), and Baydar offered him a chance to take even more lives than he could with his current MO. 

He’s now a fanatical killer who obeys the will of Voormas without question, and his only interests are the killing of others, raising exotic birds and meeting other Mages. 

Image: Richard is an attractive man of average height and build with short black hair and brown eyes. He dresses to fit the occasion but has two basic looks, nerdy recluse and Blood Doll. The first includes drab clothing, glasses and a pocket protector. The Blood Doll outfit is his more common attire. He does not carry guns unless necessary, instead relying on a large hunting knife, honed to a razor’s edge. 

Roleplaying Notes: You’re totally insane, but your charm and apparent innocence are deceptive. You have no real friends and do not care to have any. You respect those who “understand” what it is to take a human life, and you’re very brave but cautious, never killing rashly or allowing your trail to be known. You are a cold, rational killer. 

Sanctum: Richard keeps a small, three-room sanctum filled with items he has collected over the years that he keeps meticulously neat and clean and allows very few into the sanctum. He also keeps several exotic birds, as well as a fingerbone from each of his victims, mounted on a few large boards with the date and location written below each, along with the name, age and occupation of the victims, if he knew it. 

So, we’re swinging for the psychopath fences so far it seems. 

The Freedom Razor 

Members: Ayman Loutfi, Virginia Adams, Shelton Bruntee, Theora Hetirck 

Background: Charged with handling the standard assassinations for the Chantry, the Razor is composed of the youngest of the Consanguinity’s members. What they lack in experience they make up for with fanaticism. Originally founded in Persia in the 800’s as a Euthanatos assassin cult, they joined the Consanguinity shortly after it was formed. While the names and faces associated have changed over the years, the Cabal holds on to its old customs and ceremonies, as vile as they may be. 

Theora Hetirck 

  • Nature: Bon Vivant 
  • Demeanor: Conformist 
  • Essence: Questing 
  • Tradition: Euthanatos 
  • Spheres: Correspondence 3/Entropy 3/Forces 1/Life 3/Mind 2/Prime 2 
  • Willpower: 5 
  • Arete: 3 
  • Quintessence: 17 
  • Paradox: 3 

Background: Born into a family of morticians, she appeared to be an otherwise “Normal” child. She of course wasn’t, and her Avatar Awakened at an early age through a Mage who had died.  

While working on the body, she somehow “reanimated’ the Mage, though he was in a delusional state. The walking, talking corpse then woke her Avatar, as well as giving her a ring that allowed her to see the spirits of the dead. The zombie Mage then wandered out of the mortuary and smashed to pieces while crossing a busy highway out front. 

I wish I had thought that last bit up as a joke, but it is not, that’s literally what happened to him, and bravo, that’s hilarious. 

Theora never told a soul about her experience, and it was only the beginning of her journey into the world of death. She developed enough power to animate corpses in the mortuary who she would sing, dance and play perverse and childish games with. When her father caught her one day, he thought she’d been possessed by a demon. He then dragged her into a back room to beat her. In terror for her life, she grabbed a scalpel and slashed her father’s throat. Unable to comprehend what she’d just done, she fled the mortuary and never returned, wandering aimlessly for a year before Voormas sensed her. 

She has served Voormas ever since, though she dreams of escape. She’s interested in studying vampires, playing flute and performing assassinations for Voormas. 

Image: Theora is an attractive woman in her mid-20’s with a slender build, medium length dark brown hair and bright brown eyes. She dresses mostly in black, as is the custom around the Chantry. On Earth, however, she dresses in colorful dresses. 

Roleplaying Notes: You are a frightened, innocent and slightly crazy young woman in a no-win situation. You would do anything to be free of your responsibilities to the Chantry and to live a “Normal” life. You’re jovial and friendly but perform your duties with the solemnity and precision of a seasoned assassin. 

Sanctum: Theora spends as much time as possible on Earth in the Chantries Miami house. She has a cozy, five room sanctum filled with all the modern comforts, and filled with comfortable, modern furniture and pictures of her family. 

Okay, so far, we’ve got two utter psychopaths and a girl who’s mildly nuts but otherwise decent. While I can admit that House of Helekar is more obviously leaning towards being straight up evil, I still find these psychopaths more amusing and interesting than I do the Doissetep Mages. 

Nodes of the House of Helekar 

Dachau Death Camp 

“This despicable place of human atrocity now serves the Chantry as a place of magical power. The disgusting energy of the death camp is very great, and no other Tradition (or Convention) would employ such a place as a Node” 

Jesus Christ. Even the evil Technocracy draws the line at taking Quintessence from a fucking concentration camp, so I guess the Technocracy has some morals. Also I may be misremembering but I’m pretty sure that Dachau is also a Necropolis in Charnel Houses of Europe, so not only are these Euthanatos rolling in and harnessing a source of incredibly dark energy, ignoring that it’s just fucking gross to harvest Quintessence from a god damn concentration camp, but they’re also likely fucking up the Shadowlands version of Dachau with this shit. 

Okay I take back what I said about liking these guys, they’re monsters. 

Rothchild’s Wax Museum 

A wax museum built in Winchester, England by the Euthanatos, it rests over a node site where an ancient temple once stood. The museum uses the embalmed and wax coated bodies of those who have been given the Good Death and altered to look like famous historical figures. Hell, some of them are historical figures. 

Okay you’ve swung me back to kinda liking these guys because the spooky, corpse filled wax museum is great, even if they’re just stealing from House of Wax

The Obelisk of Thanatos 

Located in Jordan and well hidden by members of the cult, it is a large bluish-black, rectangular marble column standing (wait for it….) 30 feet high and adorned with carvings and a stone door. Anyone who steps into the small black chamber behind the door and closes it will receive a vision of someone’s death, usually their own or that of someone the viewer must kill to accomplish a personal goal. This death scene takes place as if it were an illusion before the viewer. If the Mage commits the murder, they often feel as if they are being watched (possibly by themselves from another time and place) 

Okay, that’s also cool. Though I wonder what old Talaq thinks about having Euthanatos running around his country. 

The Necropolis of Brujhi 

Located below the streets of Old Delhi, the necropolis is accessible only through a special entrance found under an old building which leads into a maze filled with various deadly traps. The Necropolis is a huge underground city filled with strange creatures known as Crypt-Fiends, that feast on the ancient bones of the former civilization, as well as hunting and eating each other. They are gargoyle-like humanoids with skin colors ranging from moldy gray-green to dusty brown and greasy black, and they have glowing red eyes that allow them to see in absolute darkness. Besides the Crypt-fiends, the necropolis is full of buildings, bridges and streets, as well as a dark, brackish lake near the center. If something lives in the lake, no one knows about it. 

Okay, once again, you’re swinging me back into thinking this group is pretty cool, as you’ve now given me three interesting Nodes that do a quite a bit of heavy lifting to make you forget that they’re using fucking DACHAU as a Node.  

The Monkey’s Heart 

A giant red rock in the shape of a monkey’s heart located in Cameroon, Africa. It holds great power for those who know how to use it. With the correct ritual, a body placed at the foot of the Heart may be brought back to life. The victim suffers any ailments they had pre-death as well as rigor mortis which must be cured through magic. If the body was embalmed, the victim becomes an animated, zombie-like corpse. 

The Nameless Pit 

Another former BSD caern that was captured by the Euthanatos 40 years ago and located in northern Kentucky. The upper levels resemble a gigantic cave complex, but further down the tunnels become uniform and a ward placed by the Mages protects it from Wyrm minions. This is the only thing that has kept the Node from being overrun by Wyrm creatures from the depths or from being haunted by the spirits of the slain BSD, who are now trapped in the caern below the pit. 

The Horizon Realm 

Basic Concept 

Known as the Forbidden Lands it is a giant graveyard, a maze of mausoleums, catacombs, wrought-iron fences, monuments, vaults, barrows and crypts. It’s very spooky and very dangerous, and strange undead creatures and scavengers prowl the grounds, eating whatever they can find. 

The Realm has taken on the warped demeanor of Voormas, likely fed by the evil energies of the foul nodes that power it, which in turn aids in the corruption of visitors to the Realm. While it supposedly serves the Euthanatos, the Realm of Voormas would put some Nephandus to shame. 

Environment 

Anyone entering the Realm receives a horrible, all-pervading feeling of death, so you know that’s nice. Human remains in various states of decay litter the ground and trees, and the sky is lit by three moons, one bone white, one blood red and one bile green. During thunderstorms (because if you’re going to have a giant cemetery Realm there’s gotta be thunderstorms), wooden coffins in open graves float to the surface, as do the rotting corpses that fill the land basins and sinkholes. 

There are no living plants in the Realm, but plenty of dead ones, and no animals other than insects, mollusks, rats and a few mangy black cats. Lord only knows what resides in the crypts. 

Denizens of the Ream 

Zombies and Skull Pigs are common in the Realm, and it is impossible to communicate with either creature. The Skull Pigs will attack any lone travelers but hesitate to attack groups unless the Pigs outnumber their potential prey 3 to 1. The Pigs will stalk their victims for a period of time to frighten them before moving in to strike. Zombies on the other hand, have no strategy.  

Because they’re zombies. 

Other Details 

Magical Ratings: Correspondence -3/Entropy +5/Force +1/Life +2/Mind -1/Prime -1 

Chantry Description 

The House of Helekar 

The Chantry itself stands in the center of a field of graves, a massive, gray-walled gothic looking castle with obvious Byzantine influenced design and a huge demonic face over its entryway with the mouth forming the doors to the castle, which is surrounded by a moat of green, bubbling acid and a fence of human bones. 

The interior is extremely dark and gloomy and torchlight refracts off the dark gray stone walls, floor and ceiling. Oddly the interior is filled with pleasant aromas that hide nastier smells rising from the dungeons. The occasional shriek or pitiful moan can be heard floating up from below. 

And speaking of the dungeon, it has several holding cells filled with straw and rats that nibble prisoners toes as well as nearly every torture device know to man, and a few unknown to Sleepers. The chambers of the castle are large and drafty, filled with countless antiques, especially implements of war. Personal chambers vary, but all are made of the same gray stone and accommodations are limited, which is why so few Mages actually live here. 

Perhaps the most peculiar feature of the castle is its power to animate, becoming a giant stone golem. The demon head at the entrance becomes the actual head, complete with glowing eyes, and the fortress lumbers around the Realm, its powerful arms and legs crushing anything and everything in sight. All damage inflicted upon the Realm is repaired within a couple of hours, though the Mages have not animated the keep in the last 200 years. 

Seriously, as a metal fan, I’m once again sitting here nodding along thinking “This sounds Fucking Sweet!” They’ve even got a got damn acid moat! It’s like Mordhaus from Metalocalypse 

Helekar House of Miami 

A three-story house, it is the newest of the Chantries’ earthly aspects. Created five years ago, it has served the Chantry as its base in the US. Located in the suburbs outside Miami, stone walls surround the house, and it has a large, well-kept garden, and a large basement where prisoners are kept along with all necessary equipment. Each Mage who resides here owns their own car, and there are cars for both servants. The Freedom Razor calls this home. 

Okay, I gotta pause for a moment and ask, what the fuck is the obsession with how many cars these places have? I mean I know, despite their cosmic powers, Mages still need to travel places in ways that won’t trigger paradox so taking the minivan makes sense, but do we really need to know how many cars these places have? It’s such a bizarre, needless detail. 

Helekar House of Baghdad 

A four-story building in downtown Baghdad, Iraq, it is the home of the Abyssians who have their work cut out for them in repairing all the damage done by US air raids, and as such all valuables are now kept in the catacombs. Only the servants and other expendables are left on the surface levels. There are two cars kept in the underground garage attached to the building to prevent them from being stolen or seized. 

Shit, if they’re having trouble cleaning up after US air raids, I can only imagine the shit show they experienced when the US invaded Iraq in the early 00’s. 

Helekar House of Cape Town 

Home to the Friends of the Soul, and located in Cape Town, South Africa in a rich white section of the city, it is a two-story house with a walled courtyard. It has just about anything a Mage could want, including a huge weapons cache and five cars. 

As this book came out in 1993, this is still apartheid South Africa, so the “Rich white section of the city” bit makes a lot more sense with that bit of context in mind. 

Purpose 

The CoEJ is charged with the protection of the Shade Realm of Entropy from all others, and the Chantry has taken it upon itself to assassinate all who would pose a threat to the security of the Realm, to the Mages, to the Euthanatos and to the other Traditions. You should be unsurprised that this has increased their opportunities for murder. 

History 

The House of Helekar was founded in the Shade Realm of Entropy in 412 A.D. by a group of Persian Euthanatos, and it took several centuries for the Calcutta Ancestral Chantry to learn that others of the Tradition had taken control of the Shade Realm. Of course, once they figured that out, they couldn’t really do anything about it, however the CoEJ has proven loyal and never used the powers of the Realm against the Tradition. 

So instead of condemning these Mages, the Euthanatos leaders made the CoEJ a special subcult within the Tradition with the express purpose of protecting the Shade Realm. Since then, they have more or less served faithfully, though they’ve been known to assassinate other Euthanatos that the CoEJ believe to be traitors (and wouldn’t you know it, every one of them confessed when put to the rack). The House of Helekar was completed in 939 A.D. under the direction of Grand Harvester Helekar. Helekar the Mage was power hungry but used his powers in the best interests of his Tradition, with the Chantry taking nearly a century to construct. Since then, the power of animation that took so long to enchant upon the building has only been used a handful of times, but each time it overpowered the Realm’s invaders. 

Chantry Inhabitants 

The servants of the Chantry are members of a mortal cult, and are also highly skilled killers, though they rarely put these skills to use, instead performing the day-to-day functions of the house, generally dressing in blue, white or yellow robes bearing the symbol of the House. 

Internal Structure and Relations 

Voormas controls the Chantry, keeping the various Cabals working to protect the Realm and Chantry, as well as claiming to be in personal communication with the Oracles of Entropy. None of the Mages of Helekar question his orders, they are carried out in full, regardless of whether or not they agree. The Cabals are highly organized and efficient, often cooperating with each other. 

The Chantry’s covenant is written in the blood of Helekar himself, and covers all necessary issues, and as such, the Chantry has not changed much over the centuries. 

External Relations 

The Mages of the CoEJ are both extremely secretive and xenophobic, to the point that they don’t share their information with other Euthanatos. Most other members of the Tradition fear the CoEJ, but most others don’t see them as anything more than your typical Euthanatos. The Mages of Helekar wage the Ascension War in their own way, often assassinating Technocracy leaders. However, they don’t play nice with outsiders and almost never engage in direct combat, considering it too vulgar, costly and stupid. As such, they seem to be disinterested, half-hearted supporters of the Traditions, which is exactly what they want. 

Status and Reputation 

Helekar has a slightly better Status than Mediocre, mostly due to the lack of information about it. Among the other Euthanatos, they are considered evil and dangerous. 

Status 3/Reputation 0 

Policy Regarding Outsiders 

The CoEJ take their job very seriously. Some might even say deadly seriously. All who enter the Realm uninvited are captured, tortured for days and eventually flayed alive after all information of value is extracted. They say that nothing alive can resist the tortures of the cult, and outsiders are never accepted as trainees or members, except those that already belong to the CoEJ’s human cult or already Euthanatos. They never employ Rogues, but they kill a whole lot of em. 

Allies and Enemies 

Helekar is allied with the Ancestral Chantry of Calcutta as well as two other Ancestral Chantries, but those are just formal links. The CoEJ does not aid other Chantries unless it is to their advantage. They are allied with a BSD Hive and a Sabbat Cardinal, along with controlling mortal cults in Miami, South Africa and Baghdad, known as the Brotherhoods of Consanguinity. 

Enemies of the Chantry include Autochthonia, MECHA, a Progenitor construct, two NWO regional HQ’s and one multi-convention construct. Other enemies include Galtharak the Gnasher of Bloodied-Souls (a powerful Nephandus) and their Cabal of corrupted Mages, Amen Khal, a mummy who the CoEJ see as an abomination against death, and an Umbrood lord known as Chih Sung-tzu. 

Research Capacities 

Helekar was not intended as a place of learning and remains such. Mages receive their training elsewhere, though they occasionally hone their skills through sparring with each other. 

The Abyssians occasionally provide training, though most Euthanatos go to other Chantries to train, even studying with members of other Traditions and Sleepers who have perfected the art of murder. Rumor has it that members of the CoEJ occasionally study with Assamites, but this is hearsay at best. 

The Chantries’ collection of arcane tomes are geared towards the group’s purpose, while a few tomes deal with areas of magic not directly useful to the general duties. There is a small mundane library, which is also geared towards the study of death, murder, medicine, toxicology, torture and interrogation. 

There are no computers in the Chantry, instead they rely on their mortal cults to do all the legwork and report back. The CoEJ also has contacts with a powerful psychic, a Ferectoi, as well as an NWO traitor. None of these contacts are trusted, and all would be eliminated, if necessary, but thankfully for them, all their information has been useful. 

The Chantry has as much Quintessence as it needs thanks to its powerful nodes and access to the Shard Realm, however the Mages are not allowed to waste or hoard Quintessence. 

Stories 

The theme is Horror, of the horrible possibility of Mages dedicated to cold blooded killing. Revulsion is the dominant mood, as the endless charnel landscape and foulness of the Cabals within should make even other Euthanatos cringe. Helekar is a perversion of the very idea of the “Good Death”. 

Okay I’m gonna be honest, I really do like this Chantry, it’s dark and extremely fucked up but man does it hum right along pinging my brain in that “Good Horror” way. 

Story Ideas 

  1. One of the players has been mistaken for another Mage selected by the Helekar Mages for the “Good Death”. Can they convince them of the truth before it’s too late? And will the assassin care? 

No, probably not. You gonna die. 

  1. The players are in a battle with a particularly nasty Marauder, but it creates a portal and escapes. When the players step through to follow, they find themselves in the graveyard Realm of House Helekar. Can they get out without being discovered? Can they survive? The Marauder left another gateway out, but can they find it before it’s too late? 
  1. The Mages of Helekar must find a specific Avatar and sacrifice it every three years. It belonged to the former Grand Harvester of Souls, who was honored with the promise of a “Good Death” every three years. They have kept to this tradition by killing every infant possessing the Avatar of the former Grand Harvester. This time, they need to be stopped and the players are tasked, either by their superiors or through attachment to the child, to save it.  
  1. The players learn of a hoard of Tass, but it is located in the Shade Realm. Can they find the artifact without being discovered?  
  1. The players are sent to Helekar as diplomats. Can they achieve their business, or will they meddle in the affairs of the other Mages, or will they simply end up the next victims? 

 
Two Chantries down, only eight more to go…. but seriously, aside from the previously ranted about inclusion of Dachau, I kinda love this goofy ass Chantry. It is some absolute black metal nonsense and I love it for that. And c’mon, they’ve got the chantry in a massive graveyard Realm, that’s cool as hell, and only two of the three named NPC’s are full blown psychopaths so that’s nice. Stupid Mage supplements, why are you better than the corebook? 

Having said that however, the Voormas/Thugee stuff is…..well it’s straight up Temple of Doom shit and is something I probably would have written when I was in high school and all I knew about India was Temple of Doom. It’s a bad look and can be pretty easily wrapped up in the broader “White Wolf doesn’t understand Asia” complaint. 

 
The Lodge of the Gray Squirrel: Chantry of the Second World of the Diné 

Strap in folks we’re about to get deep into some white people talking about Indigenous peoples so 

Despite what many would believe, the ways and lands of the Native Americans have not disappeared into the dust of time, as in the Second World of the Diné, Native Mages and their allies have preserved a Realm that reflects the best aspects of their various cultures. 

It is protected by the Circle of the Gray Squirrel, a Dreamspeaker Chantry of primarily Indigenous origins. The Second World provides a sanctuary to a host of were creatures, Kinfolk, endangered species, and Native Americans who have left Earth in hopes of finding a more peaceful place to live. 

The Chantry is not the only protector of the Realm, but also of Indigenous American ways, with ties to numerous were-creature tribes beyond just the Garou. These Mages see their job as a mission of peace, though blood must be shed for that eventual peace, and the Chantry is very involved in political matters ranging from the rights of the oppressed to the protection of the environment. 

Cabals 

There are four Cabals that make up the Circle of the Gray Squirrel, each is an autonomous body, though all work in a noncompetitive manner to achieve their goals. At one point, each Cabal represented a different tribal background, but now each Cabal accepts new members from all peoples. 

The Cult of the Bear 

All members are Dreamspeakers unless otherwise noted 

Members: Tom Smithson, Joseph Edelson, Roy Long, Augusto Lopez, Jaspar Merchant, Deedee Navarre. 

Background: Originally a Sioux shaman society, the Cabal joined the Circle in 1848, and the Cabal’s purpose is ensuring the survival of Indigenous Americans, and to protect their rights. They have many were-creature allies and their totem spirit is the Bear. 

Tom Smithson AKA “Laughing Eagle” 

  • Nature: Architect 
  • Demeanor: Curmudgeon 
  • Essence: Primordial 
  • Tradition: Dreamspeaker 
  • Spheres: Entropy 3/Forces 2/Life4/Mind 2/Matter 1/Prime 3/Spirit 5/Time 4 
  • Willpower: 9 
  • Arete: 8 
  • Quintessence: 17 
  • Paradox: 3 

Background: A former Apache shaman who has maintained his “Tom Smithson” cover for over 100 years, he is the current leader of the Cult of the Bear and unofficially, the most powerful leader within the Chantry. Known as Laughing Eagle by his tribe, Smithson proved a valuable asset to his people, as his magic foretold the coming savage foreigners, enabling his people to stay one step ahead. Then, a NWO Mage from the Bureau of Indian Affairs began working with the cavalry.  

Tricked by the Technocracy, Smithson lead his people into an ambush in a deep ravine where the tribe was picked apart by the cavalry, forcing the Dreamspeaker to surrender. His tribe was put in stockades but later moved onto a reservation. Eagle was taken to Null-B and forced into slavery, where he met four other Dreamspeakers. They planned their escape and successfully executed their plan, however by the time they returned to Earth, the Native resistance had long been crushed and “America the Beautiful” was now home to Europeans. 

Disillusioned, homeless and without family or motivation, Eagle changed his name to Tom Smithson and traveled aimlessly for a decade before being found by the Gray Squirrel Mages who brought him in and made them one of their own. Since then, his power and wisdom have earned him great respect. 

His interests include investigating Technomancer Horizon Realms, spending time with the Cat People (I assume they’re referring to the Bastet), breeding, training and riding horses, and tutoring young Mages. While not power-hungry, he knows how to manipulate people and use his power and influence when needed. 

Image: A Native American in his late 50’s with shoulder length, wavy black hair with touches of gray, his brown eyes seem ancient to those who gaze into them. He typically wears plain clothing, slacks, collared shirts and boots. 

Roleplaying Notes: You may be a curmudgeon on the surface, but not sarcastic. You actually like people, it just takes a while for people to get to know you. You’re very honorable, generous, gallant and loving, and those that earn your true friendship are able to call upon you without hesitation. Your cynical facade hides your grief and sense of failure, and it is this depression that keeps you from accepting the official title of leader of the Chantry. 

Sanctum: A spacious eight room apartment that is decorated in a rustic style that incorporates art and styles of many primitive cultures. 

The Great Spirit’s Agents 

Members: Dave Murphy, Mae Roberts 

Background: Originally a Blackfoot shaman society, they joined the circle in 1830 after having problems with that genocidal dick bag, Andrew Jackson. The Cabal is involved in exposing Pentex as an agent of the Wyrm. There are only two members of the Cabal currently as the other three were recently killed by a Pentex First Team. 

Mae Roberts 

  • Nature: Visionary 
  • Demeanor: Caregiver (currently Loner) 
  • Essence: Dynamic 
  • Tradition: Dreamspeaker 
  • Spheres: Entropy 3/Forces 2/Life 4/Matter 2/Prime 4/Spirit 4 
  • Willpower: 6 
  • Arete: 5 
  • Quintessence: 12 
  • Paradox: 8 

Background: A former housewife who began dabbling in ancient mysticism after the death of her husband and her children left home, she realized, after a bit of amateur genealogy, that there were many shaman in her family tree. 

Is that part of the 23 & Me results you get back? “Oh, see here, I’m 50% Irish and 10% Wizard. Says it right here on the sheet” 

Shortly after she began collecting information about her family, she was approached by a man named Jacob Clearwater who told her he could take her to meet some of her relatives. Relatives that she believed to be dead. She agreed after Clearwater told her he was also a genealogist, and that he’d discovered a connection between their families, going so far as to provide details about her family that she had only recently discovered herself. 

Mae was taken to the Lodge of the Gray Squirrel and after crossing into the Horizon Realm, her avatar was awoken, and she was introduced to some of her “long dead” relatives who were servants and Mages themselves. She apprenticed under Clearwater who was actually her great-uncle, and later joined his Cabal. Sadly, Clearwater and many of Mae’s other friends were recently killed when they encountered a Pentex First Team.  

Now, Mae must come to grips with the loss, and has become a recluse since the tragedy, with only Dave Murphy, fer fellow surviving Cabal member being able to drag her from her depression. Normally her interests include traveling the Horizon Realm, using her healing powers to aid others, monkeywrenching Pentex, cooking and making traditional Native American jewelry and art. 

I feel like using the term grief would have been more appropriate for how they’re describing Mae’s feelings, rather than depression. 

Image: A Native American woman in her early 40’s, she is attractive with waist length black hair and black-brown eyes. She dresses in a rustic fashion and always carries a .357 in a belt holster. 

Roleplaying Notes: You’re usually a friendly and cheerful person, elegantly combining your former roles as mother and housewife with your current role of terrorist. Now, however, you’ve become a bit of a recluse, and it is doubtful you’ll be driven by revenge once you have overcome your depression. That doesn’t mean you’re afraid to continue your fight against the enemy. 

Sanctum: An eight-room house furnished in a modern fashion, it has a huge private library and many antiques and heirlooms. There are two guest rooms, so that her children and family have places to stay when they come and visit. 

The Sun Dancers 

Members: Mahala Vamm, Stanley Wuber, Nenita Towns, Wayne Jones 

Background: Originally of Cheyenne origins, the Cabal joined the Circle in the 1890’s and are primarily concerned with the protection of the environment all over the world and has some ties to the Green Knights in Europe, as well as eco-guerrilla organizations across the globe. 

The Fools’ Society 

Members: Louise Patterson, Martha Kelley (Verbena), Gail Holsombake (Verbena), Samuel Holt, Irving Pellegrino (Verbena) Albert Cima 

Background: Originally an Assiniboine shaman society, they joined the Circle in 1884. Over the last decade they have been trying something new, accepting Verbena members. This effort has proved successful, as the Verbena brought a deep understanding of nature to the union. The Cabal is interested in the creation of other Dreamspeaker/Verbena Cabals but haven’t decided whether other Cabals would approve. They are involved in their own battles with the Progenitors and Nephandi. 

Gail Holsombake 

  • Nature: Avante-Garde 
  • Demeanor: Judge 
  • Essence: Questing 
  • Tradition: Verbena 
  • Spheres: Entropy 3/Forces 3/Life 4/Matter 4/Prime 2/Time 3 
  • Willpower: 7 
  • Arete: 6 
  • Quintessence: 15 
  • Paradox: 5 

Background: A former archeologist who was always interested in Celtic and Native American culture, she became a Wiccan in college where she eventually met a Wiccan Verbena. She apprenticed with the Mage and upon completion of her apprenticeship began putting her new abilities to use exploring the past through magic and archeology. While studying the Wheels of the Heavens, she discovered Louise Patterson, a Dreamspeaker who invited her into the Realm. Eventually they formed the “Fools’ Society”. 

Still a hardworking archeologist, she is on the trail of what she believes to be an ancient Tradition that spawned the Dreamspeakers, Verbena, Cult of Ecstasy and Progenitors. Whether or not this “missing link” exists is unknown, but she is working to prove it does. Aside from her personal archeological studies, she also works with nonprofit organizations to find homes for abandoned domesticated animals and is one of the few Mages who spend time in the cloud cities of the Swallow People. 

Image: An athletic woman of German/Irish descent in her mid-20’s, she has long golden-blonde hair and bright hazel eyes. Generally, she dresses in jeans and t-shirts, with a preference for darker colors but dressing in white for nearly all religious ceremonies. 

Roleplaying Notes: You’re curious, friendly, humorous, mysterious and occasionally sarcastic and rude. You are kind-hearted and have a deep love of animals. 

Sanctum: A ten room sanctum within one of the larger buildings, it is decorated in a comfortable, if quaint, antique fashion. She keeps many of her archaeological treasures on display as well as photographs of her parents and sisters who she has left behind. 

This is possibly my favorite piece of art in this book. I can’t really explain why, but I think the line work, detail and composition come together really well with this Image. 

Nodes of the Lodge of the Gray Squirrel 

Wheels of the Heavens 

There are 9 Wheels of the Heavens, though only two are known to the outside world. All are located on reservations, protecting them from Sleeper authorities. Additionally, they are guarded by ancient spirits of the land, protecting them from supernatural threats.  

The Wheels are composed of stones laid in a wheel shaped pattern atop the Nodes, and the Wheels are linked to each other through ley lines, which form a pattern that helps to support the Realm. Occasionally the Wheels are raided by Garou, and soon the Mages will be forced to act against the Garou, and will likely need to call upon the aid of their were-creature and Kindred allies. 

Wait, I thought the Lodge was cool with the Garou, why are they raiding the Wheels? Couldn’t they just like…ask the Garou to knock that shit off and just share it? Especially since this is supposed to be linked to a magical Realm of various Indigenous Americans? That seems like a thing the Garou would support and wouldn’t…you know, raid a powerful Node that supports said Realm? 

I mean, I know that my big furry boys are incredibly short-sighted idiots who think the solution to every problem is tearing it to pieces, but seriously what the fuck. Garou gonna Garou I guess. 

The Vision Cave 

A large cave located on a reservation, set into the wall of a huge cliff, the cave requires an individual to climb up to it, as no Portals reach it. The cave houses thousands and thousands of bats. They will not harm any who enter, so long as they are not startled, or fire is brought in. Mages who stay in this cave and fast for at least 3 days will have a powerful vision if they are considered worthy by the spirits. This vision is a moment of spiritual revelation that will forever affect the individual’s life. 

The Laughing Rock 

A large rock in the Black Hills, it is a place that echoes any sounds made. Anyone who tells a sufficiently funny joke (Manipulation + Expression, difficulty 8) does not hear their own voice echo back as usual, instead hearing a tremendous, hyena-like burst of laughter. The individual then gains between 1-3 Quintessence for their efforts. Individuals can make the Node laugh as often as they wish but can only gain the Quintessence boost once per day. It was once a Nuwisha (werecoyote) caern. 

The Valley of Animal Dreams 

Hidden in the Rocky Mountains is a strange valley that is connected to both the Second World and one of the Chimaera Realms. It is a lush green valley that is balmy all year. The dreams of unusually sentient and physically strong animals manifest in the physical here. The dreams are innumerable, ranging from fierce hunts to a pet playing with their master to animals taking on humanoid form to kill or interact with humans. 

The Horizon Realm 

Basic Concept 

The Second World was created millennia ago by Dreamspeakers who sought a world away from the cares of mortal existence. While they lived in harmony with nature, the lives of the Native peoples were not easy, and the Mages shaped the world in their Image, and it has remained this way since. Shaman once spoke of the Second World as an afterlife, and now it serves as the home for both Mages and many others. 

The Realm conforms to the Navajo myth of the Four Worlds, and the Realm is supposedly the second of the four, a world that did not belong to humans but to cat and bird people. These hybrid races, enshrined in Native legends, still control sizable portions of the Realm, and those who visit must offer their respect or pay the price. 

The Realm is at the height of Summer, and in contrast to the fallen fortunes of Doissetep or the corruption of Helekar, it reflects compassion, balance and harmony of its inhabitants, though it is not a pastoral, idyllic paradise. Life is harsh, and death not always kind, but life and death have their places here, and the devastating spiritual decline that plagues the Gothic-Punk world has not yet ravaged this Realm. 

Environment 

The Second World is like the American West as it was before the Europeans came, however there are numerous differences. The sky is a bright, deep blue and the sun is impossibly bright and yellow. There is a moon, but it is nearly twice the size of Earth’s, and the clouds are perfect white. This is where the Swallow People live, having built entire cities in the clouds. 

The soil is earthly hues, but most plants are blue instead of green, and as the seasons change, leaves go from purple to red, then orange and yellow. There is an abundance of life in the Realm, much of it Indigenous to the American Southwest, though the Circle has introduced several endangered species to the Realm, saving them from extinction. Buffalo are abundant, including a few mysterious white buffalo who possess special powers. Wild mustangs, not Native to the West roam the land, and some are captured to be used by the people, and deer and antelope are also plentiful. 

There are numerous rivers, lakes and even an ocean. It is a beautiful, clean place, unblemished by soda cans, beer bottles or toxic waste eroding the life and beauty of the Realm. 

Denizens of the Realm 

Scattered bands of humans inhabit the Realm, living in small communities, many of which are permanent, while a few nomadic tribes wander the plains. Those with permanent settlements have learned advanced styles of architecture, with some having multi-storied stone buildings, and while metals are worked, they are not widely used. 

The people vary in culture and appearance, nearly all are Indigenous Americans, and they speak numerous languages and dress in as many different styles. Occasionally there are disputes among the tribes, but by and large they are more peaceful than humans on Earth. All the nations support the Mages and owe them allegiance.  

The Realm is also the home of the Cat and Swallow people, hybrid races with a history of animosity towards each other. The Cats live in communities apart from the humans but trade with them, while the Swallows live in the clouds and have little to do with humans. Other Changing Breeds of all sorts can also be found in this Realm, as they have found refuge from the troubles of the world here, and generally get along with the people, however the Mages do not tolerate them preying on the humans. 

Other Details 

Magical Ratings: Correspondence +1/Forces -1/Life +1/Matter -2/Mind +1/Prime +1/Spirit +3 

Chantry Description 

The Lodge in the World of the Diné: Several adobe hogans (Navajo dwellings) compose the area loosely known as “The Lodge”. These hogans are eight sided buildings of free-standing clay, varying in size from small huts to large houses. While built in the traditional fashion, many boast modern accommodations and a huge, silo-like sweat lodge stands near the center of the area. 

Acolytes, Mages and their families all live as equals under common law, property has no value and accommodations are of equal size and value. 

They’re really going hard on this magical, perfect Indigenous people thing here huh? 

The Lodge on Earth: The Lodge’s earthly aspect is a humble old building made of rotting timbers with one small room that barely holds five people, with a door inside that allows for entering the Chantry in the Horizon Realm. 

Two spirits guard the entrance, allowing only those who have been given spirit names within the lodge, and the spirits have the power to teleport unwanted guests half a continent away if necessary. Additionally, the Chantry is indestructible, if it were destroyed, it would simply rebuild itself while no one was looking. 

Okay that’s actually kinda cool. 

Purpose 

The Chantry exists as a means of uniting the Dreamspeakers to protect Native Americans and the environment. It serves to unite the various First Nations for the causes of peace and prosperity. It fulfills its duties by guarding the Second World and by combating the Wyrm. To a lesser degree, the Chantry also combats the Technocracy, Nephandi and Marauders. 

History 

The Second World was a Horizon Realm controlled by a large Navajo shaman society who suffered great losses, leading to the wisest members to begin calling for a united peace. When the Shawnee leader Tecumseh called for a unification of the tribes, the shaman united and traveled to Tippecanoe to join the effort. Unfortunately, a war chief named Tenskwatawa was in charge in Tecumseh’s absence and was a major factor in the Natives defeat at the hands of General Anthony Wayne and his army. The surviving shaman united and decided to form their own society, leading to the Shadow of the Gray Squirrel, taking their name from a friendly totem spirit.  

The Navajo revealed the secret of the Second World, and the assembled shaman decided it would serve as their new home. The Shadow then divided into the Eyes of the Sun, the Path Finders and the Circle. All three maintain access to the Realm, but the three Chantries are located far from each other and only occasionally work together. All three are roughly equal in power and prestige, and uphold the peace. 

Chantry Inhabitants 

Beside the Mages themselves, the Chantry is the home of their families and other relatives, and these Sleepers often keep normal homes on reservations. Loyalty is strong and there are no traitors within the Chantry. 

Internal Structure and Relations 

There is a Chief’s Council, composed of the most experienced Chantry members, as well as many wise Sleepers. All members of the Chantry, non-Mages included, are allowed to have their say in all matters concerning them. There is no written covenant, but a covenant has been passed down through oral tradition, and all members know it. The Mages rarely compete with each other, instead going out of their way to help each other. 

External Relations 

The Chantry maintains good relationships with several other Chantries, and is not xenophobic, despite keeping the location of its Realm concealed. The Cabals of the Second World maintain good relations with the Changing Breeds, particularly the Corax wereravens, the Pumonca and Qualmi Bastet, and the W—— and Uktena Garou. The groups share a common goal, and they know it. 

Status and Reputation 

The Circle has provided help to many Chantries when needed, and has a long history of honor at all costs. It does not, however, suffer those who disrespect the Great Mother or her children, animal or otherwise. Members occasionally ask other Chantries for the whereabouts of individuals known to have committed heinous crimes, and those individuals eventually disappear. 

Status 3, Reputation 5 

Policy Regarding Outsiders 

The Chantry neither welcomes nor likes outsiders in the Realm but will help outsiders as much as possible. It will occasionally “Adopt” Orphans to prevent them from being snatched up by the Technocracy. However, it will not accept apprentices of dead masters, unless they are Dreamspeakers. 

Allies and Enemies 

Formally allied with the Eyes of the Sun, the Path Finders and one other Chantry, however they have aided many other Chantries in the past and have a ton of additional allies and a few enemies because of its intense dedication. 

Research Capacities 

The Circle is extremely active and has little time for research, except for studies that relate to the Chantries’ purpose. All of the Mages have apprentices who are allowed a great degree of independence, though these apprentices are often thrown into dangerous situations they are unprepared for to toughen them up and give them a greater appreciation for the value of their training. 

The Dreamspeakers do not record most of the magical knowledge, instead passing it through oral tradition, allowing the Mentors to teach a student what they need to know and to explain it in a way they will understand. The Circle has a small library of works by other Mages who decided it was better to put their knowledge down on paper. Many of these books were written in Cherokee, making abuse of their power difficult and requiring studious learning. There is also a relatively small mundane library, mainly serving as an educational resource for the children. 

The Chantry has recently “Installed” computers capable of tapping into Earth’s information nets, however unknown to the Circle, an enterprising group of Virtual Adepts have already hacked into the system and know more about the Realm than the Circle would prefer. 

In addition to the computers, the Chantry has five spirit contacts who are privy to highly secretive information. One of these spirits captures and eats trespassing banes, torturing them for information first. 

Stories 

Harmony is the theme of stories told involving the Squirrel, and balance is precious to the Realm, meaning that any threat to said balance calls for the utmost concern and attention of the Circle and its allies. 

The Second World combines all the best elements of the past and present, applying them to the goal of a hopeful future, and the Realm offers a restful stop for the weary adventurer, a healing place for those suffering both physical and spiritual wounds or a fragile target for the forces of despair. 

Story Ideas 

  1. Agents of the Wyrm have learned of the Second World and have devised a means of entry, sneaking in and corrupting its inhabitants. The player’s help is sought by the Chantry who recognize their heroism, offering the players membership or other rewards if they join the fight 
  1. For some reason, the hybrids of the Realm have turned against the humans. Which side will the Changing Breeds take? Can the player prevent bloodshed? This story also works for Werewolf players 
  1. Intrigue runs wild as the three Chantries of the Realm unite for a grand celebration, until tragedy strikes, and an entire Cabal is mysteriously murdered. Who or what had the power to do this? Was it a single being or a group, and are Mages to blame? Can the three Chantries solve this peacefully or will more Mages become victims? 
  1. Verbena Mages come to the Chantry looking to join. Once accepted into the Realm, they begin growing the largest Life Tree known. Are they planning a takeover or are they just loyal to each other and secretive by nature? 

I dunno, it seems odd that the Verbena would move in just to try and take over when it seems like they have a common goal as the Dreamspeakers and just stealing their Realm would…..you know fuck up that whole achieving their mutual goals thing. 

  1. A W—— has gone Rogue in the Realm, perhaps gathering allies and hiding in the canyons. Are they a victim of some Wyrm tainted madness or just an overly Rage filled Garou? This could threaten the peace between the Native and Caucasian Mages, as the W——’s racism opens old wounds. 

Ehhhhhhhhhhh, I get that “Mad Garou fucking up the peace between the Natives and White Mages” is an interesting idea, but the deftness of hand needed to tell that story without it being really fucking gross is one I wouldn’t trust most WoD storytellers to handle. 

I’m a bit torn on this Chantry, because it’s not awful, but it does lean really, really heavily into the idea that the Indigenous Americans are just totally pure and good people, which you know, is a positive presentation, but also robs them of their inherent humanity. It’s magical minority stuff and it doesn’t feel great, though kudos for at least trying to work in a respect of Native peoples into the book?  Heart is in the right place, but also you know, maybe don’t let a bunch of crackers write the Indigenous People Are Magic into the wizard game? 

 
Vali Shallar: Chantry of Mu 

The Vali Shallar Chantry is at the heart of a legend, that of a man named Colonel Percy Harrison Fawcett who set out to find Atlantean outposts in the Brazilian jungles. Instead, he found City X, located by a lake, a city that existed in both the physical Realm and in its own Horizon Realm. 

Cabals 

Once an Ancestral Chantry of the Dreamspeakers, members of the Akashic Brotherhood were accepted as equals after a long and bloody conflict, but they were hardly free of lingering resentment and suspicion, and only recently has the Chantry begun to accept members of other Traditions. This has mostly been a measure to save Mages who were sure to be captured by the Technocracy, and in the process, it has revitalized the Chantry. Many Mages still would like to see a return to the way things were, and despite the beauty of this peaceful refuge, there are many silent, internal conflicts. 

The Rachar 

Members: Hideaki Kawatachi (AB), Ilhuanocuatlo (Dreamspeaker), Shi-Han Oh (AB), Xocometl (Dreamspeaker) 

Background: Composed of the eldest and wisest Mages, they serve as the primary Cabal of the Chantry and their decisions are always obeyed and respected. Formed shortly after the invasion of the Akashic Brotherhood, their authority has never been challenged, ably representing both Dreamspeakers and the Akashics and serving as the strongest force in consolidating both Traditions. 

Current members have recently allowed the formation of a new Cabal, the Hand of Hope, composed of many Traditions, is an attempt to bring life and hope of survival into the Chantry against their recently renewed conflict with the Progenitors. The Rachar, however, have been openly criticized by the Jabhi-yazer Cabal who all dislike outsiders, placing the Rachar in a tough situation as the Jabhi are the Realms best defenders, but the Rachar must oppose them in this matter. 

The Cabals spend nearly all their time in either Vali Shallar or City X on Earth. They do not collectively visit other Earthly manifestations of the Chantry, though the Akashics do visit Birganj Monastery for a few months every five to ten years. The Rachar are very set in their ways, always striving to keep the Chantries traditions, though they are wise enough to realize that change is necessary if they are to survive. Now they must decide what they are willing to sacrifice, and some have already hinted that death would be better than turning their backs on heritage. 

Ihuanocuatlo 

  • Nature: Traditionalist  
  • Demeanor: Traditionalist 
  • Essence: Primordial 
  • Tradition: Dreamspeaker 
  • Spheres: Correspondence 2/Entropy 4/Forces 3/Life 5/Mind 5/Matter 3/Prime 5/Spirit 5/Time 5 
  • Willpower: 10 
  • Arete: 8 
  • Quintessence: 20 
  • Paradox: 0 

Background: Born nearly a millennium ago to a rich merchant family of the original Mayan city that would become the Chantry, Ihuanocuatlo became a priest and studied the ways of the Dreamspeakers. When the Horizon Realm was created, he was one of the lesser participants in its design and formation. All others have long since died. When the Akashics invaded the Realm, he fought valiantly, but the Brotherhood’s superior fighting skills won the day, leaving many of his fellow Mages, including two cousins, dead. When terms of peace were reached, he was there, unaware he would soon become a leader of the Chantry. 

Four young and exceptionally wise Mages were chosen to serve as the prime Cabal of the Chantry, renamed to Vali Shallar. They were taught the ways of their fellow Tradition and developed friendships and bonds of loyalty to one another. The Akashics taught the Mages how to access Nodes they had brought to the Chantry and the Dreamspeakers taught the Brotherhood about their new home. Ihuanocuatlo was charged with the creation of a Cabal that would serve as the guardians of the Chantry, the Jabhi-yazer. 

Over the centuries, Ihuanocuatlo has continued his study of magic, becoming quite powerful, though he almost never openly uses magic, and while many question his power, none are willing to test him. His interests include long walks in the Chantry Garden, games of chess, meditation and martial arts, mainly as an artistic expression and for exercise. He is also working towards “Converting manifestations of one Sphere’s work into that of another” although no one actually knows what he means by that. 

Good that makes two of us because what? 

Some believe he is being considered by the Oracles of Spirit, Life and Time for initiation into their ranks, though he has no desire to be an Oracle, as he is currently worried about what will happen to the Chantry during these troubled times. He hopes to guide the Chantry through its current problems and keep it on course. 

Image: Ihuanocuatlo bears the look of an ancient Mayan with a sloped forehead, long black hair and dark skin, appearing to be in his mid-50s and occasionally dressing in traditional Mayan attire, but preferring loose fitting silk robes of gray, light blue or forest green, and wears a golden amulet on a string of his Mentor’s hair. 

Roleplaying Notes: You almost never speak, and when you do, it is in ancient Maya. When speaking to those who do not understand Maya, you speak in the listener’s Native tongue. You are generous, reserved and slow to act, usually asking rhetorical questions to those who seek advice, hoping to guide them to the answers within. You take little interest in what goes on outside the Chantry, but you are always informed of major events by unknown means. Your reverence for your ancestors’ ways, except for human sacrifice, should be emphasized. 

Sanctum: Ihuanocuatlo has his own floor in the Chantry, decorated in a Mayan/Oriental style. It is luxurious and filled with furniture, and no walls separate the rooms of the chamber, instead resembling a great loft. He keeps an indoor arboretum where countless plants grow, including a few trees. The floor is mostly earth with stone slabs to support furniture and walkways to avoid dirtying one’s feet. Numerous wild animals also call the sanctum home, including some deer, a jaguar, turkeys, parrots, hummingbirds, snakes of all kinds, an eagle and a couple of monkeys. These animals coexist peacefully and do not harm each other or anyone else. 

The Yultasi 

Members: Minoru Kirimoto (AB), Carlos Rodriguez (Dreamspeaker), Kyojiro Okabe (AB), Maria Valverde (Dreamspeaker) Minoru Kishibe (AB), Yoshiharu Miyamoto (AB) 

Background: Formed shortly after the Akashic invasion, it was created to watch the outside world after a series of Progenitor attacks on the Chantry. They spy on other Chantries and have many contacts but took no part in the Ascension Wars’ early years, as it took them decades to convince the Rachar how important it was to be involved. Since then, they have become formidable opponents of the Technocracy, and especially the Progenitors. 

During the struggle, they met many Orphans and Errants that they sympathized with but were unable to help. Finally, fed up with the problem, they petitioned the Rachar to allow the formation of a new Cabal for these lost Mages. The Rachar said no, and so the Hands of Hope was formed in secret, though after the Rachar discovered them, they were reluctantly accepted into the Chantry. The Rachar told the Jabhi that they had called for the creation of the Hands, much to the disgust of the Jabhi. 

Now the Yultasi walk a thin line, knowing if they disobey the Rachar so blatantly again they’ll be cast out, though they have only become increasingly independent, spending little time in Vali Shallar, instead focusing their efforts against the Progenitors. Recently, Maria has discovered a link between the Progenitors and the major pharma companies working out of her Native Brazil. 

And I’d put $10 on those pharma companies being connected to Pentex. 

Minoru Kirimoto 

  • Nature: Loner 
  • Demeanor: Judge 
  • Essence: Questing 
  • Tradition: Akashic Brotherhood 
  • Spheres: Correspondence 4/Life 2/Mind 4/Matter 2/Prime 2/Spirit 3/Time 2 
  • Willpower: 7 
  • Arete: 4 
  • Quintessence: 15 
  • Paradox: 5 

Background: A former Tokyo cop and a descendant of a former Yultasi member, he was chosen to follow in his ancestor’s footsteps, as it is believed that his Avatar is that of his ancestor. He was kidnapped by the Cabal and brought to the Realm for training, and at first it seemed he might have a nervous breakdown as his entire world had come crashing down around him, but in time he regained enough stability to accept the apprenticeship that had been offered. Since then, he has proven himself a capable member of the Cabal. 

He enjoys not being stranded in the Chantry like the Jabhi-yazer who he has come to despise for their arrogance and narrow-mindedness. He has dedicated himself to the destruction of the Technocracy, and when not doing that, he spends his time studying the Near Umbra for new Nodes. He is also collecting evidence of other Ancestral Dreamspeaker and Akashic Chantries, many of which are believed to be destroyed. He hopes to one day find and explore these ruins. 

Image: A tall, slender Japanese man in his late 20’s, he generally wears black, western style clothing (I’m not sure if they mean Western in the sense of cowboys Western or Western in the broader global West sense), he wears silver earrings, rings and a watch, and could pass for a Hollow One. He has long, silky black hair and brown eyes and has begun using a sword as more than a focus and is considering designing some sort of Talisman armor to add to his physical and counter magic protection. 

Roleplaying Notes: You are talkative to those you trust, but have little to do with those you don’t. You have no qualms about killing but live by bushido as best as you can, considering it a step to personal Ascension. You readily assist any Tradition Mage who proves worthy of your help, but never ask for help yourself, unless faced with overwhelming odds. 

OF COURSE, the Japanese dude lives by Bushido code and carries a sword. I’ll bet another $10 that it’s a fucking Katana. 

Sanctum: Kirimoto’s floor of the Chantry is decorated in a very Western style (again, what do you mean) with all the appliances and other comforts of modern life, courtesy of the Technocracy. He has set aside half of his sanctum as a reminder of his heritage, and this area is decorated in medieval Japanese style, with elaborate shrines to his deceased ancestors and a museum/antique gallery of Japanese history. 

Okay, so that last line clarifies what they mean by Western, but I prefer my interpretation of him just being Rawhide Kobayashi instead. 

Pictured here, Not Rawhide Kobayashi. 

The Jabhi-yazer 

Members: Naohito Sagehashi (AB), Massaaki Takada (AB), Jan Kausch (Dreamspeaker), Orestes Placers (Dreamspeaker) 

Background: The paladins of the palace, the Jabhi-yazer guard the Realm from the denizens of the jungle cites and invaders to the Realm. Militant and very traditional, they fanatically uphold the teachings and practices of their ancestors, leading to frequent disputes with other Cabals. They were founded by the Dreamspeakers long before the Akashics invaded and reformed to include the Brotherhood shortly after the invasion. 

Members of the Jabhi-yazer are highly skilled combatants, strong willed, dependable, honorable, obedient and extremely xenophobic. They do not like the Hands of Hope and would be glad to see its destruction. They won’t do it themselves, as it would be dishonorable. 

The Hands of Hope 

Members: Juanita Ogeura (Dreamspeaker) Kiyohis Toda (AB), Tamika Sakai (AB), Tom Ho Pak (OoH), Alvin Reynolds (Virtual Adept), Wanda Kuesar (SoE) 

Background: Formed three years ago under the direction of the Yultasi, the Cabal are now self-sufficient and actively defend the Chantry against the Technocracy, Nephandi and Marauders, as well as rescuing recently Awakened Mages from the Technocracy. 

They are not well liked by the Rachar, and the Jabhi-yazer treat them as outright inferiors. Their only support comes from the Yultasi, who are rarely around to offer support. As a result, this Cabal has suffered a high casualty rate, and their numbers dwindle yearly. They tend to spend most of their time in the Chantries Earthly aspects in Los Angeles and Shanghai. 

They are currently engaged in a long and bloody conflict against some Nephandi and their Kindred minions, with three of their members being killed in the last year, and one being kidnapped and embraced, becoming an archenemy of the Cabal. 

Alvin Reynolds 

  • Nature: Caregiver 
  • Demeanor: Bravo 
  • Essence: Questing 
  • Tradition: Virtual Adept 
  • Spheres: Correspondence 4/Forces 3/Life 2/Mind 3/Matter 4/Prime 2 
  • Willpower: 7 
  • Arete: 5 
  • Quintessence: 13 
  • Paradox: 7 

Background: Alvin was working second shift as a computer operator when a strange face appeared on his screen. The woman told him he was going to be her new apprentice, and that he would learn the ways of magic. When he awoke the next afternoon to go to work, there was a plane ticket to Newark lying on his kitchen table, with a note detailing his new obligations and informing him that $50,000 had been credited to his bank account to take care of any issues along the way. He checked his account and then left to meet his new Mentor. 

After 3 years of intense study, he was almost ready to strike out on his own, but he had not planned for his Mentor’s sanctum to be assaulted by the NWO. She was killed and he was captured. Before he could be taken to MECHA, the NWO were attacked by the Yultasi, and the Cabal freed Alvin and accepted him as an apprentice. When the Cabal gained permission to create the Hands, Alvin became a founding member. 

I mean….they asked permission after already forming the Cabal but okay sure. 

His main interests are playing ice hockey and traveling to watch his favorite sports teams. He plays guitar in a band that has played a few clubs in LA, and he also enjoys exploring the jungle lands of the Realm. His sister, Cindy, was also Awakened and later captured by the NWO. He spends much of his time trying to track her down and has terrorized and murdered several Technomancers to gain information, going so far as to blackmail a few to obtain a steady supply of info. 

Image: A little overweight but stocky, he’s 6’5” and 350lbs, resembling a pro wrestler more than a computer programmer. He wears plain, comfortable clothing, usually jeans and a T-shirt. His voice is higher pitched than most would expect given his size and appears to be in his mid-20’s with hazel eyes and medium, slightly curly brown hair, though his hairline is beginning to recede. He always carries a pistol in a shoulder holster and wears a Case knife on his belt. 

Roleplaying Notes: You’re a very sweet guy, your search for your sister and loyalty to your Cabal take precedence over everything else in your life, but you’re friendly and helpful to any who asks. On missions, you turn into another person entirely, an emotionless, remorseless killer. 

Sanctum: Alvin spends most of his time in the LA estate, and has turned the carriage house into his own apartment, adding two large rooms to it. He has a keen eye for interior design and preference for antiques (like literally every other NPC in this book), while his private floor in Vali Shallar is decorated in the local stye of the people of the city. He also has elaborate, innovative computer tech in both sanctums linked to countless networks. 

Nodes of Vali Shallar 

Vali Shallar controls several small Nodes in addition to the ones detailed below, which are the ones that seem to cause the most trouble. 

The Candelabra of the Andes 

Located 130 miles north of Nazca, Peru, it is a geoglyph in a rough, three-pronged candelabra shape. The 595-foot-long Node was carved into the mountainside by the Pacific Ocean and is regularly raided by the Rokea (werehsharks) and the Mages have yet to figure out how to protect themselves. It is unknown how the Rokea discovered the Node, and all attempts at communicating with them have left the Mages with bloody stumps in place of limbs (though they can regenerate them through magic). 

Once again, if the Changing Breeds are actively “raiding” a Node, just give it to them you dumbass wizards. Or you know, just keep getting your limbs bitten off by the pissed of weresharks. 

The Backward Stream  

A small stream in Peru, it is significant to Mages because of its great power. It has served as the site of a great battle with Pentex First Teams, and because a lone Fomor escaped, the Mages fear that Pentex is now aware of the site. 

The Nazca Plateau 

Located in the Peruvian desert, it is a place with thousands of geoglyphs carved into it, and while not all are magical, some are. Nodes are located over the 500-mile area in an unbelievably bad location, making them useful Nodes for the Chantry, and the Nodes existence is somehow tied to the origins of the Chantry itself. 

Skultos Island 

An island somewhere in the Pacific, it is enshrouded by a permanent cloud cover. The island is inhabited by primitive and gigantic creatures, many of which are dinosaurs who survived the dawn of the Cenozoic Era, as well as apes that stand over 90 feet in height. The Node is in the very center of the island, protected by a wooden fort and guarded by 15 guards from the Chantry. The fort has been enchanted to keep animals, even the giant ones, from coming near the fort. 

So, Skull Island is in the World of Darkness, which means Kong is part of the World of Darkness and potentially Godzilla because fuck it why not, let’s get all the Kaiju up in this bitch. Fuck now I want to see Antediluvians vs Godzilla. Someone make it happen! 

The Chu Artan Stones  

This Node is located in the Brazilian rainforest. There are four, six-foot by three-foot light-blue stones inscribed with ancient carvings. The stones form a square and the center of the Node is the five-foot square area in the center of the stones. The power generated here is incredible and no metal objects can enter. The node stands on a moss-covered bank of a rivulet of the Amazon and is protected by wards to keep out the were-creatures (likely the Balam and Mokolé), but not Pentex, and with the outbreak of the Amazon War, the Node is now in great danger. 

The Horizon Realm 

Basic Concept 

Vali Shallar lies at the heart of City X, which lies at the heart of a vast jungle filled with creatures from many different geological eras, as well as several tribal cultures, some of which have developed unique civilizations, as well as some Natives showing a talent for magic. Vali Shallar is in its Autumn phase, strong, secure and with no place to go but down. If the Realm has a resonance, it displays itself in the strange synthesis of Oriental and Mayan culture, the fantastic wildlife and otherworldly jungle. 

Environment 

City X is a place of beauty and tranquility, while the jungle is primeval and untamable, with the outsider cities places of wonder and death. It is a strange Realm, and somehow balances between the worlds of man and nature. There are two moons at night and two suns during the day, though the moons are not on the same schedule. Tchitloc, the smaller, has a faster cycle than Ixcholi, the larger, while the two suns are roughly the same size, though both are smaller than Earth’s sun. Combined these suns produce heat and light roughly equivalent to Sol. 

The sky is nearly always a beautiful blue with gorgeous sunsets, and the few clouds roll in quickly and rain down on the jungle often. City X gets the least rain in the Realm. The plant life is abundant and Indigenous to Earth, but many are species from contrasting times and places, and cycads and club moss grow side by side with flowering plants. 

The fauna is even more spectacular, as there are a few dinosaurs, mostly herbivores, though the occasional T-Rex is not unheard of. Creatures of the Cenozoic dwell here as well, with titanotheres, megatheria and sabretooth tigers, as well as lions, tigers, bears, monkeys, rabbits, wolves, falcons, owls, trilobites, sea scorpions and nearly every other form of creature. Somehow, these creatures have developed a functional ecosystem. 

There are three mountains, though they are not very large, as well as many hills and valleys covered with rainforest. It is a place that teems with life and is dangerous to travel alone, not only because of the potential of getting lost, but also because of the potential of becoming something’s lunch. In the deepest part of the jungle, huge lakes and rivers can be found, and many outsiders build cities along the banks of these rivers and lakes. These cities resemble ancient Mayan cities where gold and stone are plentiful. These cities are not as beautiful as City X, but still amazing in their accomplishments, with some even bigger than City X. 

Denizens of the Realm 

Descendants of the Mayans share the Realm with all the flora and fauna, and these Mayans left Earth when the Chantry did to avoid conquest by the Europeans. These Mayans resemble their ancient ancestors, with traditional dress, tanned skin and sloping foreheads, and their culture resembles that of their ancestors, believing they have reached one of 13 heavens, and continuing to worship their old gods, called by many different names, as well as continuing the practices of sacrificing their own flesh, animals and occasionally, humans. 

The three largest cities are Catlochuchi, Xionotcho and Illutixico, all sworn enemies of each other, but none bother City X or its people, unless they mistake them for members of one of the other cities. 

Meanwhile the people and Mages of City X avoid these outsiders, fearing them as much as the outsiders fear them. Few have visited the outsiders and claim they have dealt with Dreamspeaker priests that were the city’s spokespeople. The citizens of City X are a mix of Tibetan and Mayan ancestry, and their clothing, language, appearance and customs are a unique blending of the two cultures. 

Other Details 

Magical Ratings: Entropy -1/Forces -2/Life +3/Matter -1/Mind +2/Spirit +2 

The Chantry 

Vali Shallar is a unique Chantry that combines ancient Oriental culture and ancient Mayan. 

Description 

Vali Shallar 

An exceptionally beautiful, large, crystalline building with a smooth surface and opaque, silver, pink sheen, it is very tall and has many auxiliary towers surrounding the central tower that stretches into the sky. The entire Chantry is 20 stories tall, and the surrounding towers attach to the main structure in fluid, smooth connections, as if the entire place were formed from a single piece of glass. 

It is lit by the suns during the day, as the rays pierce the glass-like walls, and more electrical lights built into the ceilings provide light at night, filling the Chantry with a glow that can be seen for miles. While the exterior walls allow light in and are transparent, allowing for looking out, the interior cannot be seen from the outside. 

The Chantry is filled with all the comforts a Mage desires, and each Mage has their own large, loft-like apartment. There is a large armory and storage area, as well as a hosting area large enough to accommodate the Mages, their servants and the entire Vali Shallar army. 

Surrounding the building is a city similar to City X, however it is at least ten times larger, with Incan art and architecture, while also bearing Oriental influence. Each family of servants has its own living quarters filled with their desired conveniences, though most live a rustic life, and the city has no vehicles, everyone simply walks. 

The Los Angeles Estate 

A large, modern beachfront estate, the house has a large walled courtyard with a wrought-iron gate and the estate is set back from the road so it cannot be seen. The walls have security sensors, and five dogs guard the estate along with five servants who also serve as guards. It has modern accommodations, and the ley lines to the site are well hidden below the Pacific. The garage has several sports cars, a sedan and a van. 

The Shanghai House 

A walled-in home in a rich section of Shanghai, it is guarded by five rottweilers and five armed guards. There are three cars at the estate, a huge mundane library and an arsenal. 

The Birganj Monastery 

A monastery located in southern Nepal, it is near a small town, but no outsiders know of the monastery. It is believed the Dalai Lama once lived in the Chantry, but this is just a legend. The monastery serves as a place of peace and tranquility where Mages can replenish their souls. It has no special equipment, weapons or vehicles. However, those that steal from or commit violence against the monastery turn up dead, usually in horrible ways within a month. 

The Lost City of X 

The original Earthly aspect of the Chantry, it is located in southern Peru and has remained protected from discovery by “coincidences” and serves as the home of the Jabhi-yazer. It is located in an isolated area, where no known Sleepers have ever seen the city, though some old villagers tell tales of a lost city in the depths of the jungle. 

The Chantry looks like a renovated Mayan city, with huge temples, and the city covers a large area, though much of it is uninhabited. There are wells, and a freshwater stream passes through, and the city has ancient plumbing of a sort. The only anachronism in the city are the Mages, while most of the resident’s dress in traditional Mayan clothing, some dress in robes or modern clothing. There is one jeep and a helicopter, as well as a weapons cache in the basement of one of the temples. 

The Chantry was once spotted by a Pentex First Team in helicopters, and several guards were killed when the Fomori attempted an assault. A “coincidental” explosion of napalm prevented Pentex from further discovery. 

Purpose 

Vali Shallar was founded to preserve the old ways, and the Chantry is meant to serve as a sanctuary to its members and stay out of all external conflicts that do not directly endanger the Chantry. The Rachar have finally decided that the Mages of Vali Shallar must take part in the Ascension War, while the Jabhi-yazer oppose this, believing their chances against the Technocracy are slim, and that survival means remaining unknown. 

History 

Originally named Xthichticha, it was a Dreamspeaker Ancestral Chantry of Toltec origin. The Mages believed that Gaia had many shards, just as the Pure Ones did, and these shards became the Toltec gods who later became the Mayan gods, in whose name living hearts and mutilated bodies were sacrificed. These Mages did not see Gaia as a loving, generous mother, but as a masculine being without human conscience, and their worship was out of fear, not love. 

In 739 AD, the Mayan Dreamspeaker Chantry, a massive pyramid in the Horizon Realm was besieged by the Akashics who sought to control the Realm themselves. The Akashics had made their home in a temple in the Himalayas but controlled no Realm but had Portals to many places. Both groups used the same nodes and had previously fought over Skultos Island. The Akashics learned of the Realm and crossed in through a Node site. 

What unfolded was a bloody battle on both sides, and the Dreamspeakers were caught unprepared and with a combat style meant to incapacitate, were soon defeated. The Akashics then informed the Dreamspeakers they would allow them to stay if they attempted no retribution, adding they had been forced from their own Chantry by a rival Akashic faction. In time, the two Traditions formed a close bond. 

The Akashics allowed the Dreamspeakers to share control over the Realm and agreed to not harm the other Mayan cities of the Realms jungle, and never have. 

So let me get this straight. The Akashic Brotherhood got chased out of their own Chantry by a rival faction of their own Tradition, and the solution to this was to just go invade the fucking Dreamspeakers Realm across the globe and then after beating them into submission, “Graciously” allowed the Dreamspeakers to have partial control of their own Realm. 

Fuck them kung-fu monks. No better than the invading fucking Europeans. Also, I feel like Pentex’s Amazon War efforts are going to have a lot more fucking repercussions on this Chantry than what is being implied. If El Dorado was found and fell, then this fucking place is next on the chopping block. 

Chantry Inhabitants 

Some residents of City X serve Mages, as well as running the Earthly aspects of the Chantry. Most Acolytes are recruited from the people of the Realm, though a few Umbrood Acolytes have slipped in. 

Internal Structure and Relations 

The Chantry has never been a place of intrigue or political conflict (you know, except the part where the Akashics invaded.) and has maintained the old ways, which require obedience and respect. The members of the Rachar make all the important decisions, and their words are final. In recent times, their authority has been questioned, and if this is a sign of things to come, their Chantry is likely to face many problems soon. 

The covenant was written shortly after the Akashics “Joined” the Chantry, and it has never been revised, and all rules since its writing have been passed down orally. Among these oral rules are the methods of choice for joining the Racha, and rules on proper punishments. Any acts that intentionally harm the Chantry in any way result in expulsion or execution. 

External Relations 

The Rachar tried to keep the Chantry totally isolated from the outside world, but this has proven to be an impossible task, as the Realm was invaded 60 years ago by the Progenitors. The actions of the Yultasi and Hands of Hope have also made remaining anonymous a challenge. Still, the Chantry stays nothing but legend as no one will confirm its existence. 

Status and Reputation 

City X and Vali Shallar remain mysteries to the outside world, and thus the Chantry has no Reputation or Status, though the Yultasi and Hands are well-respected. 

Status 0, Reputation 0 

Policy Regarding Outsiders 

The Jabhi-yazer do not allow outsiders into the Realm or any aspects of the Chantry, and following the Hands of Hope incident, only the visitors of the Rachar may enter. The last “visitors” to the Chantry in the last 100 years were the invading Progenitors, a handful of ambassadors from El Dorado and a few Tradition Mages whose memories of the Chantry were wiped. The Mages of Vali Shallar do not like killing intruders and try to erase their memories when possible. The Chantry does not approve of the use of Rogues, but the Yultasi work with them on occasion to thwart the Marauders. 

Allies and Enemies 

Vali Shallar is allied with Surya, an Umbrood Lord who helped create the Chantries heavenly bodies. Surya is a burgundy robed, four armed, dark skinned being with an eye in the middle of its forehead. It is peaceful and appears in the Chantry once every five years. They have also allied in the past with four other Umbrood known as the Toci, humanoids who control the four elements. The Yultasi control two cults of Sleepers, one in Shanghai and one in LA, who act as scouts and informants. 

For centuries the Chantry had a cordial relationship with El Dorado. “If the Storyteller has played out the events in the Werewolf supplement Rage Across the Amazon, the Mages of Vali Shallar may notice their former ally no longer exists. They will not be pleased to learn this” 

This is the point in my original reading of this book when I realized I had made a mistake, and double checked the release dates for this book and Across the Amazon, only to realize that Amazon had been released first. So, I set this book aside, unfinished, to pick up Amazon and read and review that one. 

Now I tell you that, because it’ll come up later when we get to Chapter 5 and the Samuel Haight story. 

The Chantry is at odds with an Umbrood spirit known as the Eater of Pigeons, and it may be a Rogue Nephandi, but regardless, it’s powerful, occasionally allying itself with the cities of the jungle. Three Umbrood Preceptors have also caused issues on at least one occasion, but Jabhi dealt with them, and they have not returned. Of course, the Mages have also been forced to fight with Pentex, which has drawn the Megacorps attention to them. 

The Yultasi and Hands have enemies in several Constructs, including two Iteration X CPUs, two Progenitor Research Facilities and Null-B. And just for a little extra fun, the Yultasi are also at odds with several powerful Anarchs in LA. 

Research Capacities 

The Chantry was intended to be a place where Mages could conduct their magical research in peace, and it is, but neither the Akashics or Dreamspeakers are interested in keeping records of their studies, and much of the Chantries mundane material is completely out of date. 

New members are trained at the Chantry, but only the Hands accept new apprentices from outside the Realm. Most apprentices are either Akashics or Dreamspeakers chosen from the citizens of City X. 

In the past, a great deal of time was devoted to study through oral tradition, unfortunately half the library was destroyed by the Progenitors, and now few have the time to teach others. The Hands have helped to strengthen the research aspects of the Chantry, as it is crucial to their mission. The Yultasi are believed to have their own secret library in an Earthly safehouse, containing arcane lore they have managed to barter from other Mages and capture from Technomancers. 

Alvin, the only VA in the Chantry, has brought it into the computer age, installing computers in all aspects of the Chantry, with the LA and Shanghai locations linked to many networks allowing Alvin to travel among them freely. While the Chantry itself has no contacts, the Yultasi and Hands do. 

Tass is readily available to all, but moderation is the rule, and no one may abuse his rights by using the Tass for personal gain, using it against other Chantry members or selling it. 

Stories 

Mystery is the theme of Vali Shallar stories, and everything in the Realm should inspire inquisitive players to learn all they can. 

Story Ideas  

  1. It’s unlikely the players would come from Vali Shallar unless the chronicle begins there. If they’ve discovered the Realm themselves, the Rachar will be angry. How will the players deal with the angry Cabal and keep their memories intact? 
  1. Vali Shallar is invaded by the Progenitors again after a captured Mage reveals the location of the Chantry to save their own life and the lives of some innocents. If the Progenitors are defeated, will the players be willing to kill the captured Progenitors to keep the secret of the Realm from reaching the rest of the Technocracy? What if members of the Hands of Hope were captured? What happens to the character who admits to revealing the location? 
  1. A civil war between the Akashics and the Dreamspeakers breaks out, who do the players side with? Can they restore peace? 
  1. Gargantuan dinosaurs and gorillas pass through a shallowing on Skultos into the Realm’s jungle, killing the people of the jungle, including members of the three enemy cities. Can the characters aid the city dwellers against the threat? Will they try to kill the creatures or transport them back to the island alive? And if so, how? 
  1. The troubles with Pentex are escalating, the Nodes and Earthly aspects are in grave danger. As Nodes are slowly usurped and destroyed, will Pentex learn of the Realm? Will they try to invade? Will Samuel Haight show up? Will the players become involved in this fight? 

This chantry sucks. Tossing Skull Island in is fun, sure but otherwise this place sucks. We went from the excellent atmosphere and writing of Amazon to this which is dealing with the same broad area but lacks any vibrance or interesting flavor. 

And that’s not even mentioning the absurd fucking history of this place. Why the fuck didn’t the Dreamspeakers kick the Akashics out years ago? Sure, tossing in the potential civil war story is fine but considering this place is essentially supposed to be so secret as to only be a legend, why would the players, specifically Mage players for that matter, give two shits or even be involved in the Amazon long enough to find this place? Yeah, sure they could meet the Yultasi or the Hands but why would either of those Cabals’ risk being executed to bring in a group of player characters? 

So that’s two different “Lost Cities” in South America covered in two books that were released only a few months apart, and like I said above, this one sucks. I don’t care about any of the NPC’s or find them interesting or engaging, and if anything, this entire thing comes across as some shit that was pitched for Amazon and rejected. 

Anyway, we’re finally done with that shitty Chantry and its dumbass wizards, let’s get into my other favorite Chantry in this book. 

The Sepulcher: A Haunted Mansion of the Hollow Ones 

C’mon, are any of you surprised that one of my favorite Chantries in this book belongs to the Hollow Ones, my favorite Tradition? 

We also open this one with a Dead Kennedy’s lyric: 

“The joy and hope of an alternative has become its own cliche. A hairstyle not a lifestyle, imagine Sid Vicious at 34”  

The Dead Kennedys, Chickenshit Conformist

Somewhere in Chicago, a group of Orphans have banded together, taking over a haunted house as their Chantry, and under the leadership of a charismatic young Mage, they’ve carved their own small niche in a dangerous city where more than one group roams the night streets. 

I guarantee you can hear Bauhaus and Sisters of Mercy blasting out of this Chantry. 

Cabals 

There is only one Cabal in the Sepulcher, who owns and lives within the Chantry. 

The Children of Lilith (AKA: Lilith’s Kids) 

Background: Lilith’s Kids is composed of several former Blood Dolls and their friends, choosing to live outside of Mage society. They have learned on their own and wish to remain independent and learn as much as possible about the World of Darkness. 

They seek truth, the truth behind the myths, truth about themselves, and the truth behind the legends of the night. 

Mary Lou “Bitch Queen” Vannoy 

I feel like “Queen Bitch” rolls off the tongue better than “Bitch Queen” does but that’s just me. 

  • Nature: Caregiver 
  • Demeanor: Critic 
  • Essence: Pattern 
  • Tradition: Hollow Ones 
  • Spheres: Entropy 3/Forces 2/Matter 4/Prime 1 
  • Willpower: 6 
  • Arete: 4 
  • Quintessence: 6 
  • Paradox: 5 

Background: Mary Lou’s parents wanted a southern belle. Instead, they got a rebellious tomboy with a talent for getting other kids into trouble. Pretty as she was, she had no desire to follow her parents’ plans and ran away from home at 14. She would have ended up the casualty of some pimp if not for her brutal Awakening leaving two chickenhawks dead. These “murders” remain unsolved. 

With her new awareness came curiosity. While searching for the answers to the sudden puzzle of her life, Mary Lou (just Lou for short) befriended the rest of her Cabal. With her strong personality, stunning looks and aggressive disposition, she was a natural choice to be the group’s leader. She plays lead guitar with a local thrash band. Most of the Cabals Allies are her personal friends and she is, however, compulsively organized, which has earned her the “Bitch Queen” title. Herman refers to her as “Mom” just to piss her off. If you really want to see her go off though, call her Mary Lou. 

Image: A striking young woman just under 20, she has lustrous black hair that reaches nearly to her waist that she braids various “tails” of thin barbed wire into. Her mixed English, Cherokee and Swedish ancestry have given her high cheekbones, a lean build and green eyes. If she owns a single item of clothing in any color other than black, no one has seen her wear it. Typically dressed in black jeans, Doc Martens and thick sweaters, her persistent Georgia accent is the bane of her existence. 

Roleplaying Notes: You’re a major control freak but someone’s gotta keep these kids in line! You dominate conversations by sheer force of personality, and you can be a sweet kid if everything goes your way, as you’re really a people person at heart. You find out all you can about other folks but keep your own secrets well hidden. 

I call shenanigans on her being in a thrash band. You can’t tell me that Image doesn’t scream that she’s lead guitars in a goth or post-punk/industrial style band. Don’t fuck with me White Wolf, I know my goths! 

Alvin Locke 

  • Nature: Avante-Garde 
  • Demeanor: Bravo 
  • Essence: Dynamic  
  • Tradition: Hollow Ones 
  • Spheres: Forces 1/Life 2/Mind 1/Prime 2 
  • Willpower: 8 
  • Arete:2 
  • Quintessence: 5 
  • Paradox: 4 

Background: The general muscle of Lilith’s Kids, anyone who mistakes him for a dumb jock is sorely mistaken. He may be a husky brawler, but he’s got a quick brain to match. A computer geek in the body of a football player, despite his physical prowess, Alvin prefers the company of computers to people, as hacking gives him an outlet for his more antisocial tendencies, and drumming for Lou’s band allows him to vent some physical steam. He still gets into his fair share of fights, and Lou has threatened to kick him out of the house if he keeps picking on Herman. 

While he seems like a natural choice for the Virtual Adepts, his magic is of a more physical variety, and filtering it through computers just isn’t his style. He destroys or defaces almost everything of value he has, showing his contempt for material possessions. 

Image: A stocky 18-year-old with patchy, multicolored dyed hair, all of his clothes are tattered, torn or sprayed with multicolored paint. Even his drums and computer are not safe, as each has been spray-painted and covered in bright decals. He acts so damn weird that even the local gangs are afraid of him. He likes it that way. 

Roleplaying Notes: Guess what sort of strange behavior will get the most entertaining reaction and act accordingly. You prefer to be alone, so scare away everyone except your closest friends. Deep down, you’re not at all bad, but you know you’re dead if you don’t act like a chaotic asshole. Tease your friends mercilessly, but pummel anyone who threatens them in any way. 

Herman “Munster” Fleming 

  • Nature: Martyr 
  • Demeanor: Survivor  
  • Essence: Questing 
  • Tradition: Hollow Ones 
  • Spheres: Correspondence 2/Mind 2/Prime 2/Time 2 
  • Willpower: 6 
  • Arete: 2 
  • Quintessence: 5 
  • Paradox: 2 

Background: Herman’s nickname, courtesy of Alvin, who in return gets called “Chipmunk”, comes from his gangly height. Herman is 6’1” and barely 180 lbs. His mop of dyed black hair and large brown eyes mark him as either pretty or pathetic, depending on your tastes. Because his own tastes ran to other men, he was kicked out of his house at 16, where he walked the local chicken strip until his friendship with Lou literally saved his life. With her help, he explored his own magical abilities and quickly built an extensive occult collection. Of all the Kids, he’s the most analytical and obsessive. The local music scene is his favorite outlet for frustration, and he can be found dancing out his pent-up hostility four or five nights a week at the Succubus Club or other similar clubs. 

Image: Tall, incredibly skinny and just shy of 20, his once blonde hair is now dyed flat black and poorly at that. He’s got a penchant for trench coats, patched jeans and local band shirts with threadbare Converse All-Stars.  

Roleplaying Notes: Withdraw in social situations unless the topic turns to the occult, religion, metaphysics, politics or art, then speak energetically. You have restless, expressive hands but your body is awkward, like a giant marionette. 

Okay, as a dude who is 6’6” and very skinny, I’ve been called “Lurch” more often than I’ve ever been called Herman Munster. It’s a cute nickname for the character but c’mon, my boy is only 6’1”, and thus a tiny baby compared to a freakish giant like me. Also, his style sounds shockingly close to my own style in my early 20’s.  

Do you understand why I love the Hollow Ones now? They’re weirdo goths like me! 

Christine “Hutch” Hutchenson 

  • Nature: Jester 
  • Demeanor: Loner 
  • Essence: Primordial 
  • Tradition: Hollow Ones 
  • Spheres: Forces 3/Matter 1/Prime 2 
  • Willpower: 9 
  • Arete: 3 
  • Quintessence: 5 
  • Paradox: 5 

Background: A manic-depressive for as long as she can remember, Hutch refined her morbid sense of humor on her family, classmates and new friends. Never a “pretty” girl, she rejected the entire concept of femininity, instead outgrossing, outdaring and often outfighting all the local boys. Since nobody would want her, she reasoned, she would make sure nobody forgot her either. 

The most recently Awakened of the Kidds, Hutch gained her powers during a face-off with an angry Gaorou. Instead of freaking out, she blasted it with a bolt of pure Forces then ran like hell, stopping to figure it all out later. Beneath the obnoxious exterior, she’s a loyal friend, and anyone that can put up with her is considered good enough to be worth her time. 

While she’d rather die than admit it, she is lonely, and uses her jet-black humor to cover this.  

She fell in with the others in the Succubus Club scene and has a secret crush on Herman, though she knows it’s a lost cause. The two are rarely apart for any length of time, and she is fiercely jealous whenever he meets a lover. She’s not as ugly as she feels, but she won’t listen to anyone who tries to tell her. Her book collection is the most extensive in the Chantry. 

Image: A short and stocky 17-year-old with curly, shoulder length black hair, large green glasses and constantly blinking blue eyes, she carries herself with a defiant air and condescending manner. She seems psychotic to most, and probably is. Typically dressed in long poorly dyed black dresses, Doc Martens and dark colored leggings with runs in them. 

Roleplaying Notes: Life sucks, so why not laugh at it? What else are you gonna do? Nobody said the joke had to be funny. 

Oh man, I knew these kids at various times in my own teens and early to mid 20’s. Well, except none of them were involved in teenage prostitution that I’m aware of. Nice to know the weird goth kids never really change. 

Nodes of the Sepulcher 

Surprising no one, the Children control no Nodes, but they are aware of one in the sewers controlled by the Bone Gnawers, and the Garou have allowed them to use it in exchange for needed supplies and food, as well as the occasional magical service, ranging from helping the Gnawers win the lottery to removing all the rats, roaches and other pests from their den. 

See, Mages and Garou getting along and sharing a Node/Caern. Once again, Hollow Ones rules. 

The Sepulcher 

A three-story house with 40 rooms, it’s located in an older neighborhood of Chicago. None of the neighbors wants anything to do with the Kids, believing them to be Satanists or members of a heavy metal band. Set back 100 feet from the road, the house is surrounded by an old picket fence in desperate need of painting, as does the exterior of the house, and the lawn out front could do for a trimming as none of the Kid’s wants to do it and they won’t hire someone to do it for them. 

Again, I feel seen here. Fuck mowing the lawn, that shit sucks. 

There are five large, incredibly old oak trees in the yard, one with an old swing which Nora the ghost likes to play on. The front porch has several rocking chairs and a porch swing, while the garage holds three motorcycles, two sports cars and Hermans collection of power tools. 

Another thing I’ve noticed about these books is the emphasis on characters with motorcycles. I know it’s because they’re “Cool” and counterculture or some such nonsense but it’s still a funny quirk I’ve picked up on. 

The interior of the house is in decent shape, remodeled by the woman who sold the house, mostly because of the persistent bloodstains over everything. The bloodstains still appear on the walls when it rains, and even form messages sometimes. Hutch finds this cool and copies these messages into a notebook. 

Each Mage has a private bedroom, and most of the house is a mess, but Lou keeps it from getting too foul. One study has been set aside for quiet contemplation, but the rest of the house is not so lucky. Someone is always watching TV or listening to loud music, and the Mages stay up until all hours of the night, only to sleep all day. 

You see what I said about being able to hear Bauhaus from outside the house? The neighbors must love them. 

There are three ghosts in the house: Nora, a cute 10-year-old girl who was hacked apart by her brother, John, who was stabbed 17 times in the chest and Justin, and 8-year-old boy who was stabbed repeatedly and had his throat slit. These ghosts rarely appear and always seem sad, missing their parents and wishing to leave but unaware of how. Usually they appear as normal children, but occasionally they take on the appearance of their deaths. Despite the Kid’s “children of the night” pretensions, they’re a bit freaked out about sharing the house with ghosts, but they’re dealing with it. 

Digging into my minor Wraith knowledge, I’d bet the ghosts were all either killed in the house itself or all of them share it as a fetter for one reason or another. 

Purpose 

The Children of Lillith seek answers to the questions of the supernatural and are especially interested in the Kindred. They wish to learn more about their own powers, to prove themselves and get more nodes within the city. 

History 

The Chantry is an old mansion dating back to the early 1800’s that survived the Great Chicago Fire and was passed down through many generations of a family. Ten years ago, late one night, the son of the family in residence murdered his parents, grandfather, two brothers and sister in the house. The house was closed for three years but after being inherited by a distant cousin, it was sold to the Kids, who believe there may be other powers associated with the house, even a Node site, though they have yet to find one. 

Chantry Inhabitants 

Servants? As if. The Cabal does have a few friends like Grace, a Glass Walker (described in Under a Blood Red Moon), and Manuel Jarro, a Lasombra antiribu. 

Internal Structure and Relations 

Lou’s prodding aside, the Kids have no formal system of leadership and few rules. Generally, they do as they please so long as it doesn’t endanger others. They’re not allowed to bring visitors to the Chantry without first clearing it with the rest of the Cabal, and their two “consorts” know of the Chantry and live there semi-regularly. 

External Relations 

The Cabal is virtually unknown in Chicago, though they do watch the Kindred from a distance. If the Jade Demon discovered them, he would likely attempt to make them his pawns. The Kids do not involve themselves in the Technocracy war and have never seen any Technomancers (at least that they recognized as such), Nephandi or Marauders for that matter. They have minimal contact with a few other Tradition Mages. 

Status and Reputation 

As they’re virtually unknown outside a select few other Mages, and because they do not use their magic openly, they’re likely to stay well hidden, slinking around the Blood Doll subculture without notice. 

Status 0, Reputation 2 

Policy Regarding Outsiders 

There is no set policy regarding outsiders, but the Kids avoid outside entanglements. A new member might be allowed to join if they were in dire straits, but otherwise, they keep a low profile when dealing with the supernatural. If the events of Under a Blood Red Moon have occurred in your game, then the Hollows Ones are laying very, very low and keeping an eye on filling a void within the Chicago nightlife. 

Allies and Enemies 

The Kids have few allies, but they know the band Baby Chorus and have helped them on occasion and are allied with the local Bone Gnawers. Their enemies include the Wolf Pack, an Archon gang that wants to turn Mages into ghoul slaves. 

Research Capacities 

The Kids have no real means of using all their powers, as they do not have a Horizon Realm. Still, they make do with what they’ve got. They are mostly self-taught, though they usually share what they’ve learned with the rest of the Cabal. They also study at Fanum (a Chicago Caern) which is “unknowingly” under the direction of the city’s Garou. The Kids are more diligent than most Hollow Ones, as most are too busy partying to study. 

The Chantries library is small but growing, as they gather as many tomes as they can, including working out a deal with one of the instructors at the Fanum, allowing them to make copies of many of their valuable tomes. They’ve had no trouble getting the money to do this, as they coincidentally win enough in each week’s lottery to cover their expenses. The mundane library is almost totally devoted to the study of the supernatural, and includes an enormous collection of roleplaying games, including most of the Black Dog Game Factory (a division of Pentex). Their favorite games are Lycanthrope: The Rapture, Warlock: The Pretension, Spectre: The Annihilation and of course, Vampire: The Hidden

God damn Warlock: The Pretension is such a good jab at Mage. Vampire: The Hidden however is lame as shit, and I’m glad it got changed to Revenant at some point. Yes, I have opinions about the parody names of the WoD games that appear in-setting. Are you somehow surprised by this? 

The Kids have little in the way of an information network, with only three Blood Dolls, a vampire hunter and a Nosferatu as their contacts. They have no Quintessence available to them through the Chantry, though they are allowed to use the Node near the Gnawers den and have been unsuccessful in finding another urban Node. 

Stories 

The theme of the Sepulcher, ironically, is rejuvenation. It is a Chantry in its early Spring, representing rebirth for the Kids, having fled damaging pasts. Their fresh vision, mutual respect and genuine friendship stands as a contrast to the dueling Mages of Doissetep. The abandoned house has a new purpose, and the Mages within are at a new crossroads in the path to Ascension. 

All that aside, it’s still a creepy fucking place, what with the bloody ghosts stepping out from around corners or swinging in the yard under the moonlight. The Kids themselves are kinda creepy themselves, but in a cool way, like a teenage Addams Family. They revel in their dark sides and are at peace with the night in their souls. 

Story Ideas  

  1. The players are approached by one of the Kids to help with a seance to rid the Chantry of ghosts. Should they succeed, they’ll have made solid friends among the Kids. 
  1. Every Halloween, the Hollow Ones throw a massive party at some supposedly haunted location in the city, and the players are invited. However, the Sabbat were not invited, and they came to crash the party. Toss in a few Wraiths and some Garou and you’ve got yourself a hell of a Halloween bash. 
  1. The Chantry discovers a Node deep below the house, but it is protected by Wraiths who are far older than the ones in the house. The Kids need to rid the Node of the ghosts if they hope to control it themselves, and they need help. This could be the only way to free the other spirits in the house. Or perhaps one of these powerful Wraiths takes control of one of the Kids and rides them on a destructive spree. How do the players free the Kids from the possession and protect the Chantry? How do you get rid of ancient ghosts? Does the secret lie within the house itself? 
  1. The Kid’s discover a more powerful site to found a Chantry. They trade the Sepulcher to the players in lieu of an as-yet-undefined service to be performed. The players will have to develop relations with both Garou and Kindred if they intend to hold onto their new Chantry, as both groups want to control it. Not to mention, who knows what kind of shenanigans the Kid’s will ask the players to get into as part of a requested “mission” 
  1. The Sepulcher is attacked by a Technomancer Shock Corps, and the Kids are captured (and possibly taken to MECHA) and Grace and Manuel come to the players asking for help. 

And that’s finally the end of Chapter One. I like a lot of this chapter and have made my thoughts on the various Chantries and NPC’s known as the chapter went on, but I do think that Doissetep is incredibly well written, despite my utter loathing of most of the idiots who inhabit it. I really enjoy the Sepulcher and Lillith’s Kids as a Cabal, they’re exactly the kind of goofy schlock I love in these books, and House Helekar, despite its less than stellar portrayal of Indian mysticism and religious beliefs.  

Really the only Chantry I outright don’t like, from both a writing perspective and from a fictional setting perspective was Vali Shallar, because it frankly feels like the writers realized “Oh shit, we need to tie into Rage Across the Amazon” and then shit out this chantry that feels like content the team working on Amazon saw and just said “Uh, yeah sure, why not put that into the Chantries book.” while doing the “Get a load of these fucking guys” thing as soon as Brucato left the room. 

Vali Shallar sucks, top to bottom and I feel like my distaste for it would not be as strong if I literally hadn’t just finished reading Amazon which was miles ahead of just that segment. Also, I hate the entire plot of the Akashics just showing up, taking over and then doing the “Hey you can stay here, people who we just invaded.” And the Dreamspeakers just couldn’t overcome the might of the HONORABLE AND MYSTERIOUS ASIAN WIZARDS WITH THEIR MAGICAL KUNG-FU……. just Fuck All the Way Off with that nonsense.  

Anyway, now it’s time to dig into Chapter Two! 

Chapter Two: Technomancer Constructs

The twisted counterparts of the Tradition Chantries, Constructs may share many features with their rivals, but their direction, methods and appearance make them different. Constructs are composed of Amalgams, and the only real difference between Amalgams and Cabals (as previously noted) is that Amalgams are formed by Construct supervisors, as the Traditions are not as rigid in their structures (mostly). 

Construct Nodes and Technomancer Realms 

Constructs use Nodes just as Chantries do, though they often “sanitize” these Nodes, changing their appearance to suit their needs (Chapter 4 provides details on said process). In most cases, laboratories, office buildings or similar structures are built over Technocracy controlled Nodes.  

Their Horizon Realms function as the Tradition Realms do, except they enforce static reality instead of reducing it, and they are filled with advanced technology. These Realms are also protected by high-tech weaponry and mindless servants, while the Earthly aspects are always places of science or technology, such as university science departments, factories, military installations and corporations. Most are led by an Amalgam Prime, composed of the Mages chosen for the task by their superiors or by a Triumvirate, shockingly composed of three Technomancers chosen through the same method. 

Constructs have covenants, referred to as “Articles of the Construct”. Articles addend the broader Technomancer laws known as the Precepts of Damion, named for the Technomancer who created the body of law. Despite the rigidity, Technomancers are still only human (most of the time) and intrigue and struggles for power make Constructs as politically dangerous as any Chantry. 

Information 

“We want information. Information. Information. Who are you? The New Number Two.”  

The Prisoner

Most of the Technocracies power lies in their research capabilities, and their greatest power is the use of this research to enforce static reality. While tutelage is common, most basic training is conducted at Technocracy Institutes of Science, and the arcane libraries of Constructs are rarely as large as those of the greater Technocracy, as Constructs (and individual Technomancers) refuse to share their collections, and because their magic is relatively young. 

Constructs of the NWO have powerful information systems, and the networks of other Conventions are extensive, as information has proven to be the Technocracies greatest weapon. Most of these systems are massive computer networks, with some having the brains of former Technomancer plugged into them to better analyze incoming data and recognize Virtual Adept intruders. 

The following describes variations on the basic Construct idea, with many serving as single Convention Constructs designed to carry out their Conventions plans. Technocracy outposts, however, are multi-Convention Constructs. 

NWO Regional Headquarters 

The most powerful Convention, the NWO gained their edge over the others through their highly organized structure and understanding that information holds power. While the other Conventions have dabbled with science, the NWO began collecting information, and with the help of the Sons of Ether, crude, living computers were created to hold all the information gathered. 

The NWO’s power waxed during the 1800’s via the effective use of information, and while it did not take part in the direct creation of scientific reality, they did protect the other Conventions as they did their work. They gained great power though infiltrating various groups, including budding multi-Tradition Chantries. The Convention learned many valuable secrets concerning their enemies this way, and the other Conventions were not spared from the NWO’s prying eyes, leading the Convention to becoming the internal police of the Technocracy. 

Their black clad, inhuman agents removed all who posed a threat, or at least a threat as defined by the NWO. Today, they are still the greatest collectors of information, though much of their valued data was erased, changed or stolen when the Virtual Adepts defected. Iteration X continues to battle into the Net against the Adepts with the jealously guarded technomagic, but the NWO wants to join the fight personally. Rumor has it that the NWO are developing the technology needed to access and use the Net as the VA do. 

NWO Constructs serve as information assimilation and analysis centers, keeping facades as credit bureaus, as well as headquarters of espionage and corporate branches. The Regional Headquarters are the most powerful and numerous of the single Convention Constructs. Most are composed of 4-5 Amalgams, representing different departments within the Construct, overseeing different areas of information and all the Mages of the Construct are experts in specific fields of information gathering. 

Amalgams are loyal but paranoid, and their areas of interest rarely cross, and when they do, the competition is fierce. Rarely do Regional HQ’s control more than one Node, which are guarded by high tech security devices and well-armed Men in Black. It’s believed that no Regional HQ’s have Horizon Realms of their own, though some link to larger Realms that serve as the bases for Prime Constructs. 

HQs are generally tall buildings, though rarely actual skyscrapers, and they serve as storehouses for all data gained. They house teams of Men in Black, large arsenals, and Sleepers who serve as computer operators and programmers, completely unaware that they serve Mages, and unaware of the true nature of their work. 

Each Construct is presided over by a regional VP, who oversees all activities within. They receive their orders from top level NWO members and delegate these orders to their underlings. Department heads lead each Amalgam, and often meet with the VP to discuss current and future projects. Each has their own articles as well as “company rules”, mostly concerned with security that the Sleepers must strictly follow. 

These Constructs have medium Status but bad, and widely known Reputations. Visitors are not allowed into the workplace as it is the Construct. They have no allies, and Squatter Chantries and newer multi-Tradition Chantries with VA members regularly cause problems for these HQ’s, leading to a rise in the number of MiBs stationed there. 

HQ’s provide limited on-the-job training to the Mages there, and continuous computer training to the Acolytes, and the NWO has several of their own programing languages, which are more diverse and efficient than currently known programming languages. They do not like to use outside contacts as they trust no one, instead an Amalgam is chosen to oversee spies and investigators. 

Iteration X Central Processing Unit 

Whoever controls the technology, controls the world, and Iteration X dominates nearly every aspect of technology, and through it, they can more readily shape the minds of Sleepers than any other Convention, capturing the imaginations of the Sleepers with the wonders of computer tech and cybernetic research. 

IX’s cold, unfeeling machines make excellent warriors of the Pogrom, providing the greater Technocracy with the power to not only protect itself, but purge the world of all magical threats, especially the Traditions. 

An Iteration X Central Processing Unit or IX CPU (noted in the book as It X-CPU which…. what? Why would you abbreviate it that way?) are Constructs designed to implement the plans of Autochthonia (CyberTron for those of you who may have forgotten) and serve as outposts filled with HIT Marks and other, devious devices.  

Mages in CPU’s repair and build weapons for IX, and CPU’s also serve as central command HQs over areas of Earth. All IX missions must receive the Constructs knowledge and approval as well as being notified when HIT Marks or other IX Mages are being used in the territory. 

Each CPU acts as an information center, and the various android spies report their findings here. Finally, they also serve as top-secret research centers. Most CPU’s have three Amalgams, filling the roles of Apparatus, who carry out missions, Machinists, who obviously, handle building and repairing equipment and Foremen who oversee the other two groups, the network and spies, as well as keeping contact with the Convention leadership and delivering progress reports. 

Each of these Amalgams are composed of the most loyal and cooperative Mages, and the more competitive underlings are pushed off to multi-Convention Constructs. Most CPU’s lack Nodes of their own, instead receiving Quintessence from MECHA, an IX dominated prison Construct, allowing CPU’s to be in the most practical location, rather than being forced to set up in an inconvenient location because it happens to be near a Node.  

All CPUs are connected to Autochthonia by special Portal devices created by IX. These are seldom used, as they need enormous quantities of Quintessence to power. Most of the communication from CyberTron is done through a bizarre system of machines holding the brains of psychics. The natural power of these brains is amplified and controlled through the machines, allowing for radio-like communication without the expenditure of Quintessence. 

Ya’ll never heard of telephones? Didn’t these assholes invent telephones?! 

On Earth, CPUs usually appear to be factories, large warehouses or similar buildings, and they are filled with robotics laboratories where HIT Marks are built and repaired and hold large arsenals of weapons and other high-tech toys. They are always protected by Centurion androids and advanced security systems. The inner workings of these CPU’s are alike, each of the Amalgams have their jobs while the Foremen have most of the power, all Amalgams in a CPU serve a purpose. CPU’s have common sets of articles by which they must abide, in addition to the Precepts of Daimon, and these articles essentially describe the mission etiquette, security procedures and day to day operations. 

CPU’s have a small degree of Status, despite being held in contempt by the NWO, and their research capabilities are poor, as most research is handled in the machine Realm, and they offer no tutelage, and their libraries, both arcane and mundane, are relatively small. The computer systems are linked with the other CPU’s systems. 

Progenitor Experimentation Facility 

The Progenitors hide many of their secret experiments from the NWO and the other Conventions, and in their private laboratories, they create all manner of living things: servitor creatures, clones and monstrous warriors to name a few. Some claim that a few of these facilities have been usurped by their own creations. 

PEFs are used for more than just research, they also serve as the command centers of the Convention. The many clones serving as spies and assassins report to these Constructs, and even the other Conventions are unaware of the extent of the Progenitors spy network, which has infiltrated all the other Conventions, as well as the Traditions. The only thing keeping them from outright controlling the Technocracy is their trepidation, lack of organization and constant internal competition. 

Facilities also serve as body banks, holding cloned bodies for numerous Progenitors and a few leaders of other Conventions who are sympathetic to the Progenitors’ interests. These Constructs vary in size, though most have four to five Amalgams, each focus on a specific area of research, such as animal hybridization, human mutation, cloning, fetal alteration, controlled and accelerated evolution and just about anything else relating to the Constructs interests. 

While scientifically minded, many are just as interested in power, leading to many of the Amalgams competing, limiting their potential for accomplishment. Perhaps the most competitive of all the Conventions, as the Darwinian ideal of “Survival of the Fittest” appeals greatly to the Progenitors, leadership within these facilities is in constant flux as leaders are deposed, murdered or plain executed for failure. 

Each facility controls at least one or two powerful Nodes that produce enough Quintessence to support a small Horizon Realm that allows for the conducting of experiments. If it has more than one Node, the most powerful is used as the site of the facility while the secondary Node has a small lab built on it, which are guarded by strange mutants or one to two members of the Construct. 

All facilities have access to Horizon Realms, either their own or the ones belonging to superior Constructs, and most prefer their own Realms, despite their limited size, and because of the disturbing nature of their experimentation, they must work in areas free of outside interference of the threat of Paradox. While the Technocracy is busy enforcing scientific reality, it is a reality limited to what the Sleepers can understand. 

To this end, the Progenitors Media Indoctrination Department is continuously fueling the public’s expectations of genetic experimentation, and Jurassic Park has been a great triumph for the Convention. Progenitor Constructs are filled with large communal labs, as well as private labs for each Mage. Hidden sections of the Constructs hold experiments that have gone horribly wrong, and medical and scientific equipment is plentiful, with glass tanks full of amniotic fluid containing developing clones, and strange operations are performed in high-tech surgical bays. There are rooms filled with caged test animals ranging from rats and monkeys to humans, used as both donors and subjects of the Conventions inhumane experiments. 

All infiltration activities fall to one Amalgam Prime, and while other Mages engage in experiments, the members of this Amalgam have no time to partake, as they work to increase the power of the Convention as well as their own. Most members of the Convention would love to join their Constructs Amalgam Prime, and often compete for the coveted slots, leading to further conspiracy within the Convention. 

Experimentation Facilities typically have some Status that varies depending on how important the research being conducted is to the greater Technocracy. Most have bad reputations due to their competitiveness and the other Conventions distrust them. Some members of other Conventions have persuaded the Progenitors to provide them with clones and weird creatures, and in payment, they agree to aid the Facility whenever possible, and these facilities often have few enemies as they attack their foes through subtle means.  

Each has incredible research capabilities and provides tutelage, libraries, labs and information systems and if they could manage to focus and unify, they would easily be the most powerful of the Conventions. 

Syndicate Command Center 

Many members of the Syndicate work alone, acting as officers in various corporations, kingpins of organized crime, or presidents of financial institutions, with some said to even hold positions of great power within governments. However, they do not have free reign to do as they wish, instead they must answer to their leaders, which is done with Syndicate Command Centers. 

The orders of the hidden leaders of the Convention are passed down through these Constructs into the hands of various Sleeper institutions controlled by the Convention. Often these orders must be developed into actual plans for implementation which is handled by the Command Center Mages. 

Command Centers are composed of two to three Amalgams called “Committees”, one serving as the Prime Council, which is functionally the same as an Amalgam Prime, while the other Amalgams answer to them. Committees are highly organized and loyal, and they pass the orders given from leadership down. Members of the committee spend all their time in the CC, while the other committees are composed of Mages engaged in specific lines of work. So, all businesspeople of the Construct are in the same Amalgam, coordinating their efforts to not interfere with each other’s plans, and this rule applies to those associated with organized crime and the media. Both committees and individual Mages are competitive regarding their personal interests but put aside personal squabbles to present a united front. 

CC’s utilized “unsanitized” Nodes, with Acolytes, spirit guardians and ultramodern security systems to protect them. CC’s rarely have Horizon Realms linked to them. Syndicate Constructs vary in their appearance, though their Earthly aspects are typically private floors in skyscrapers, while the Constructs themselves are rarely at the Node site. Convention members have some Acolytes who serve them, particularly Sleeper office personnel and bodyguards. CC’s always have large arsenals and cash reserves, in addition to near limitless credit. They usually own private jets and many limousines. CCs are always protected by guardian spirits, well-armed guards and high-tech security. 

CC’s coordinate and oversee the completion of the Conventions plans, abiding by their own codes of rules in addition to the Precepts. They have high Status, as it is up to them to introduce the other Conventions works to the Sleepers, as well as controlling a substantial portion of the consumer and financial markets of the world. Reputations, by contrast, tend to be poor, as the Conventions methods are harsh, and the other Conventions don’t trust the gangster-Mages. 

CC’s have small arcane libraries, and extensive mundane ones, and their computer systems are inferior to those of the NWO but on par with IX. They also do not have laboratories, as they do not perform research. 

Void Engineer Exploration and Development Station 

The Void Engineers serve the Technocracy when working alone, which is why there are so few VE in multi-Convention Constructs. The other Conventions have no interest in the VE’s work, just as the VE have no interest in the Pogrom.  

Void Engineer Exploration and Development Stations (VEEDS from here on out) are the bases from which the VE launch their Deep Umbral probes, as well as being used as labs to test the findings of their missions. While many stations compete, all share their findings with each other, as it’s the professional thing to do. Stations do not control Nodes of any kind, instead they use special devices of the VE’s creation to harness ambient Quintessence from the Deep Umbra. The VE have steadfastly refused to share this technology with the other Conventions. 

The harvested Quintessence is primarily used for research, however they occasionally create Realms of their own, though these are rarely large, they do have their own special defenses to repel invaders, and devices that create fields of energy to ward against all outsiders, including other Technomancers. 

VEEDS vary in appearance, but most look like large research centers, and the Constructs are guarded by well-armed, loyal Umbrood minions and specialized security systems, and each has specially designed observation devices that allow for seeing into the Deep Umbra as a Sleeper could with a powerful telescope pointed at the mundane night sky. VEEDS build and use so many Deep Umbral probes and Umbraships that it is believed some VE Realms travel as if they were ships. 

The internal workings of VEED’s vary from place to place, with some claiming there are no absolute leaders within the Convention. All VE have the same basic political structure, with their work being presided over by a Triumvirate. All members are considered equal, and they decide the direction of each VEED. Each Construct has their own articles that state the parameters and general direction of their exploration and development. Because the VE are generally poor politicians, intrigue is limited. 

The VE resembles the Sons of Ether in many ways, though both would deny any such similarities. Both tend to be composed of loners gathered to explore a common obsession, both fit the “Mad Scientist” stereotype and prefer to be left alone with their research. Both are visionaries aching to explore the impossible horizon. Where they differ is in their method and goals, and the company they keep. 

The research capabilities of the VE are astounding, but they are wholly directed at the Deep Umbra, and do not collect information about the other Traditions, Conventions or even the Earth. They have moderate arcane libraries and massive mundane ones, though they are often narrowly focused. Likewise, their computer systems are geared to the study of the Deep Umbra. The VE have learned a lot, and it’s believed that they have made contact with beings unknown to other Mages, potentially even being in league with them. 

Some VEEDS’ are believed to house collections of living Umbral specimens, while some claim that certain VEEDS are now under the influence of the Fae. Others claim that the VE spend too much time in the Deep Umbra where the Nephandi lurk, fueling speculation about the connection between the two groups. Regardless, the Technocracy and the Traditions would like to learn more about this little understood Convention. 

Technocracy Outpost 

Mainstays of the Technocracy, these multi-Convention outposts preside over territories the Technocracy refers to as Mandates, and each outpost is responsible for upholding the static reality of its mandate and for carrying out the Pogrom against all enemy Mages within its jurisdiction. 

As previously noted, the VE plays a minor role in these outposts, while the NWO tends to dominate them. IX likewise serves as a potent force, while the Progenitors serve as the leaders of covert activities, and the Syndicate handles relations with Sleepers and implements plans related to Sleepers. Outposts usually have four Amalgams, each directed towards a different goal, and despite this, the Amalgams regularly compete, not for the cause, but for promotion. Most wish to advance in rank to the point where they control things and no longer have to work. 

One Amalgam, referred to as the Conservators, is tasked with combat support and guard duty. The Watchmen handle important investigations and keep track of specific individuals, while Subversives handle infiltration and spy craft. Delegates are the final group that handle relations with the Technocracy, relaying orders and overseeing the other Amalgams of the Outpost. Select members of each Amalgam fulfill especially important personal duties as Special Agents. 

Outposts usually rest on a singular sanitized Node, and most do not have the Quintessence necessary to support a Realm, instead using their Quintessence to perform their various duties. These Nodes are always guarded by the Conservators and Acolyte guards under their command. Outposts vary in appearance, though they are always man-made complex and employ innovative tech, as well as employing Sleepers to perform the necessary tasks the Mages don’t want to do themselves. Ultramodern security systems, along with the Conservators handle security, and most have hidden levels where MiB’s live and HIT Marks are stored. 

Supplies of cash, equipment, weapons and vehicles are generally kept on site as well. An Outposts Status varies based on its effectiveness in carrying out the Pogrom, enforcing static reality and increasing the overall Technocracies power. Some have Reputations, but most are not widely known. They have small arcane and mundane libraries, and their information systems are inferior to the NWO because the NWO doesn’t want to share, however the NWO has programmed the Outposts network to copy all data into its own network, and they have labs that serve the duties needed, but are nothing fancy. 

The Society of the Immutable Armature: Construct of MECHA 

Few Constructs are as feared as the SIA. It is a cold, hard Construct that controls the inhuman prison Realm known as the Municipality of Ethereal Conformity and Hegemonial Anonymity (MECHA), and it is charged with the duty of using all imprisoned Mages as Quintessence sponges, soaking up all possible Quintessence and turning it into Tass. 

Prisoners are forced to live in near darkness, under the lenses of machines, treated as virtual cattle, herded from here to there and forced to work as slaves in the HIT Mark and weapon factories until they drop dead. The SIA Mages have become slowly desensitized to the atrocities they commit and are among the cruelest and most vicious of the Traditions enemies. 

The most frightening thing about MECHA is that it was originally intended as an experiment but has proven itself to be so successful that there are plans to open MECHA II by the end of the year. 

Amalgams 

MECHA is ruled by the Matriarch, and all Amalgams answer to her, who in turn answers to the Technocracy leadership. IX’s influence is strong here, as they created both MECHA and the Matriarch. 

The Matriarch 

All serve the Matriarch, an AI composed of the brains of two Technomancer sisters of IX. These brains have been plugged into a huge mainframe of information, and thus the Matriarch only exists within the Net, though she makes her presence known through hand-held computer links carried by all Mages and Acolytes. She is enormously powerful, but seldom uses any of her powers, instead delegating orders to her subordinates. 

She is emotionless, but driven by Technocratic ideals, overseeing the operation of MECHA and rarely dealing with individuals other than the Providers of Union, who are tasked with making sure her orders are carried out. On screen she appears to be a plain woman in her mid-40’s, with her hair worn in a knot in back and one earring. She speaks very precisely and powerfully. 

The Matriarch, Master of the Realm 

  • Nature: Architect 
  • Demeanor: Director 
  • Essence: Pattern 
  • Tradition: Iteration X 
  • Spheres: Correspondence 5/Forces 5/Life 3/Mind 3/Matter 4/Prime 4 
  • Willpower: 10 
  • Arete: 8 
  • Quintessence: Infinite (directly tapped into Node) 
  • Paradox: 6 

Background: The names of the sisters who supplied the template for the Matriarch are extremely classified, though most know that this AI was once mortal. 

In the early days of MECHA, it was obvious that no human, even a Mage, could adequately lead the Construct, and so the Matriarch was created, based on studies that show that people respond better to a feminine voice of command than a masculine one. This worked out about as well as you could expect, as the Matriarch’s cold efficiency would put even the most callous man to shame, and her no-nonsense voice evokes images of a ruler-wielding school marm from hell. Despite (or perhaps because of) her intimidating manner, the Matriarch runs an excessively tight shop. Terrifyingly, she’s close to the Technomancers vision of Ascension, having achieved synthesis between machine and flesh. 

Though she seems omniscient, the Matriarch only knows what MECHA’s sensors tell her, and naturally the entire Realm is bugged to the rooftops, but an enterprising Technomancer can find ways around this constant surveillance. With her presence alone she has cowed the Realm, but even a machine god has its weaknesses. 

Her magic is channeled through devices connected to her computer net, and it’s claimed she can travel to the VA’s Net Realm, but no one within MECHA knows for sure, and with her Correspondence magic, she can watch anyone, anywhere on MECHA, though it takes two turns for her to react to what she sees. This delay is her greatest weakness. 

Image: A severe, middle-aged woman with steely eyes and a whiplash voice, rarely smiling or displaying any emotion but exasperation. 

Roleplaying Notes: Be Firm! Flesh is weak; spirit is fallible, even machines wear down. As the best of each, you know that you are close to Godhood, if such things existed. Reward the efficient few but know that mere mortals exist only to err. Your diction is precise and efficient, and you never display overt emotion. 

The Providers of the Union 

Members: Ruben Writch (IX), George Karlebach (Progenitors), Desma Letlow (NWO) 

Background: The ruling Triumvirate of the Construct, they take orders from the Matriarch and are charged with carrying these orders out as they see fit. They are powerful and have become cruel over the years. 

The Commission on Public Safety 

Members: Thomas Lewicki (IX), Phyllis Whittington (IX), Nelson Humphries (Progenitors) Doug Pendley (NWO), Chester Kirchoff (IX), Edward Dodd (IX), Kendall Riley (Progenitors) 

Background: This Amalgam is tasked with policing MECHA, staying alert for conspiracy among the prisoners and other Technocrats. They handle all interrogations and implement all punishments, and additionally are charged with programming all TV viewing for the Realm, which naturally means that their programs serve to brainwash the prisoners into the Technocracies way of thinking. 

Edward Dodd 

  • Nature: Bravo 
  • Demeanor: Traditionalist 
  • Essence: Pattern 
  • Tradition: Iteration X 
  • Spheres: Correspondence 2/Forces 2/Prime 2 
  • Willpower: 6 
  • Arete: 2 
  • Quintessence: 3 
  • Paradox: 4 

Special Abilities: Cybernetic Armor (adds 3 to soak, and soaks Agg damage) Razor Fingers (Difficulty 7, Strength +1) Optical Sensors (+3 to vision-based Perception pools) 

Background: The son of a policeman, Dodd grew up with an idealized notion of Law and Order. Officer Dodd constantly complained about the breakdown of the family, crime on the streets and the general lack of respect for cops, and made sure Edward always remembered to respect the police, or else. While he was never physically abused, Edward lived in fear of his father, convinced that one day his father would come home, take him away to jail and throw away the key. 

Edward applied to all the local police academies but failed the psych evals. Everyone considered him too unstable for police work. Frustrated, he trained himself and took the law into his own hands. His career as a vigilante ended in the back of a black Cadillac, as the NWO recruited him as an Acolyte, but Revzenka Fisk and IX cyborg took a liking to him and seduced him into the convention with offers of a new and powerful life. His Avatar was Awakened through brute force, and he was implanted with deadly cybernetics.  

He loved every minute of it. 

As chief of security for MECHA “Sergeant” Dodd now teaches the prisoners and Technocrats alike to respect Law and Order. 

Image: A stocky man of about 25, baby-faced with a killer’s eyes, his blonde hair is cut very short, and while his body looks soft from a distance, it is solid muscle reinforced with armor. He walks proudly, having finally found his place in the world, and he always dresses in a neat black uniform. 

Roleplaying Notes: You brook no disrespect. You’re a lousy Mage and you know it but prefer physical combat to magical dueling. You maintain that you are not any sort of bully, but you’re only doing your job. Regardless, you gleefully stomp anyone who gets out of line. 

Sanctum: Dodd keeps a spartan, spotless quarters in Central Control, with a VCR and a large supply of Westerns, Action and Romance movies (his secret vice). 

The Prime Council 

Members: Timothy Eklenz (IX), Olivia Reeves (IX), Pamela Corcoran (IX), Alan Van Stone (NWO), Benedict Pierce (Progenitors) 

Background: Overseers of the day-to-day operations of the Construct, they oversee prisoners, guards, maintenance of the Realm, factories and all other functions of the Construct. 

The Ambassadorial Committee 

Members: Hulet Tuggle (IX), Frances Gaskin (Progenitors), Klaus Weikel (IX), Jonathan Dent (IX), Dominic Oaks (NWO), Valerie Scaffer (IX), Alexander Marsh (Progenitors), Preston Frost (NWO), Helen Neal (IX) 

Background: An Amalgam that provides field agents for capturing Orphans and other Mages, they also act as representatives to other Constructs. They have the privilege of convincing useful recently awakened Orphans to join the Technocracy. 

Valerie Schaffer 

  • Nature: Caregiver 
  • Demeanor: Conformist 
  • Essence: Pattern 
  • Tradition: Iteration X 
  • Spheres: Correspondence 1/Forces 4/Life 3/Mind 2/Matter 2/Prime 1 
  • Willpower: 6 
  • Arete: 5 
  • Quintessence: 8 
  • Paradox: 5 

Background: Valerie’s unwilling involvement with MECHA began with her good looks and personality catching the attention of Dr. Tuggle, who recruited her for a PR position with the Manhattan outpost, and her personnel skills and fluency in Russian made her an asset to the Technocracy. 

In contrast to her parents’ compulsive sloppiness, her adulthood has been marked by an obsessive neatness and organization, and her strong belief in order has led her to embrace the Technomancer cause, even after discovering the truth of her employers. 

When the Cult of Ecstasy left her dying, Dr. Tuggle Awakened her Avatar and restored her to health with the help of cybernetic implants, then took her on as an apprentice. She has mixed feelings about her post. While she agrees with the Technocracy philosophy of maximum efficiency and minimal disorder, the oppressive atmosphere of MECH disturbs her, escaping whenever she can to work at one of the Constructs Earthly aspects. She still blames the Traditions, and especially the CoE for her brush with death. 

Image: An attractive African American woman of 40, she has a warm smile, friendly eyes and the voice of a torch singer. She changes her hairstyle daily but prefers wearing it either long and curly or pulled back, as her Life magic allows her to alter her appearance to match her mood. When upset or angry, she reduces her Appearance, and her colorful and fashionable wardrobe contrast with the harsh drabness of MECHA. 

Roleplaying Notes: You cover your disquiet with an outgoing personality, though deep inside you feel guilty about the dehumanizing aspects of the Technocracy, and you struggle with your conscience even while extolling the virtues of Iteration X to prospective apprentices. You take special interest in your hand-picked recruits, and genuinely try to give them a fair deal. Soon, you may have to choose between your concern for others and the fate that you send them to. 

Sanctum: On Earth, she keeps a fancy apartment in Manhattan, while on MECHA she has rather spartan quarters with a large bookshelf full of historical fiction and legal thrillers. She avoids reading Sci-Fi but keeps a closet vice for Horror novels. In her apartment she keeps a signed collection of novels from Stephen King, Cliver Barker, Ramsey Campbell and her new favorite, Poppy Z. Brite. 

The Committee on Public Works 

Members: Mavis Sparkman (IX), Denise Caagan (IX), Earl Fretterd (NWO) 

Background: Overseers of the Realm’s factories, they distribute the various products, including the harvested Quintessence from prisoners. 

Nodes of the Society of the Immutable Armature 

MECHA is nearly self-sufficient, as each prisoner is equipped with an exploding collar (that decapitates the prisoners) when trying to remove them by force. These collars, an invention of IX, harvest the prisoners’ life force, creating miniature Quintessence batteries that supply the Realm with all the Prime force it can use, supplanting the Quintessence drawn from the Realm’s nodes. This life-draining slavery is the worst possible fate one could imagine, and if the prisoners were to escape somehow, it would spell the end of the Realm. 

The Bradelburg Think Tank Facility 

Through this Node, the Technocracy can implant ideas in Sleepers of significant importance, allowing them to pass their technology onto the Sleepers who believe they have invented it. The node is located in northern Utah and is guarded by the staff and 20 MiBs. 

Orion Technologies 

This specialized Node is where MECHA has built a research facility specializing in designing new electronic tech. The Public Works Amalgam oversees the operations of the facility and supplies additional data to the doctors stationed there. The Sleepers who work there believe they are working in a division of a larger company, but this is the only location. 

James Cameron gonna sue somebody for this one. 

The Horizon Realm 

Basic Concept 

Mecha is a concentration camp Realm that siphons the Tass from the Patterns of Orphans and enslaved Mages. It is a gigantic building with no “Outdoors”, only a massive collection of rooms and tunnels. 

MECHA is, oddly enough, in its Summer, as it is doing obscenely well and has little competition with other Constructs, as too many other Technocracy Realms depend on the Quintessence that MECHA harvests and supplies, allowing the Matriarch to continue marching down her own Path of inhuman Ascension 

Environment 

A seemingly endless complex of cold metal, the temperature is always comfortable, and there are no windows, only fluorescent lights. Doors open and close on their own, while some only work for Mages and servants with high enough security clearances. 

The Realm consists of several huge factory complexes where HIT Marks and other robotic devices used in IX field work are produced. There is no comfortable furniture anywhere and “Citizens” do not own property, instead being forced to sleep in the nearest bunk for a single eight-hour shift per “day”. Guards dressed in black fatigues swarm the Realm as well as HIT Marks missing their fleshy shells who guard various important locations within the Realm. 

Specific areas are set aside for specific activities, such as sleeping cells where hundreds sleep, cafeterias where nutrient rich gruel is served, and bathrooms that “Citizens” are allowed to use at specified times, as well as showers for the twice weekly showers.  

Denizens of the Realm 

“Citizens” are captured humans who have had their Avatars Awakened and are treated like cattle by the guards and Technomancers, under constant surveillance by Central Control and the Magistrate, forced to work the factories for eight hours with one 10-minute break per shift. When their shift ends, the vials of Quintessence are removed their collars, and then they are sent to eat and sleep, for the process to begin again the next “day” 

All “Citizens” wear drab gray clothing with identification tags bearing a number and workstation. They are completely at the whims of the Technocracy, and can be abused but not slain, as that would reduce the Quintessence supply. “Citizens” are given a life-extending chemical created by the Progenitors, making their inhuman imprisonment last that much longer. 

Other Details 

Magical Ratings: Correspondence -2, Entropy -2, Forces -3, Life -1, Mind +2, Prime +1, Spirit +2 

Construct Description 

 
MECHA Central Control 

Overseeing all operations of the Realm, Central Control is the actual Chantry, and contains all personal quarters for the Mages of the Chantry, as well as labs, libraries, computer banks and arsenals. It looks like the rest of MECHA, but is more comfortable with upholstered chairs, TV’s, soft beds with mattresses and hot and cold running water in the showers. The Mages here have all they need, so long as they unwaveringly follow the Matriarchs command. 

But that’s not all! Central Control also has many secret ducts and surveillance devices, allowing the Administrators to spy on all other Technomancers within the Realm. CC is totally self-sufficient, with several pneumatic locks, allowing for the sealing of tunnels in case of riots, as well as a large store of Quintessence for emergency use. There are several special Portals in the form of massive, metallic rings that must be turned on and adjusted to the correct frequency to teleport to a known destination. 

Outpost Manhattan 

A ten-story building in Manhattan, it serves mainly as a guard outpost, though some of the Ambassadorial Committee and Public Safety make daily visits. It is filled with high-tech equipment, weaponry and vehicles as well as 20 HIT Marks kept in the basement until needed. 30 MiBs monitor the station along with 50 Sleeper employees who track various individuals who may be Mages. 

Outpost Moscow and Saint Petersburg 

Like Outpost Manhattan, but smaller, older and boasting better security. 

Purpose 

MECHA’s main purpose is that of a prison for all who have been captured by the Technocracy, stripping the prisoners of their human dignity and forcing them to build HIT Marks, special vehicles and weapons for their captors. Prisoners also give up all Quintessence from their Patterns, and MECHA has proven itself to be the most efficient Technocracy project in existence. 

History 

MECHA is the brainchild of Dr. Zoeter of IX. Plans were formulated in 1895 but the Realm was not created and activated until after WWII. At that time, the Society of the Immutable Armature were created and given the task of overseeing the prisoners. This was initially seen as an honor, but over the years, many Technomancers went mad or became so depressed by their duties, either committing suicide or turning Rogue. Today, it’s considered a punishment to serve in MECHA and many new Mages are set there to be tested. A few Technomancers genuinely love MECHA, as the power over life and death within the Realm is too enticing for the more sadistic Technomancers. 

Construct Inhabitants 

Aside from the prisoners and the Technomancers who run the place, MECHA is full of cyborg guards and HIT Marks, as well as MIBs who are outnumbered by the HIT Marks 10 to 1. There are also five high powered cyborg trackers who hunt down Orphans and Tradition Mages, occasionally working with the Ambassadorial Committee, though generally they work alone. 

Internal Structure and Relations 

Like every Technocracy Construct, MECHA has a strict hierarchy, with the Matriarch taking orders from CyberTron, while the Providers of Union take orders from the Matriarch, who in turn pass these down to the various Amalgams, who are extremely stratified. 

The covenant is sufficient to cover all activities that take place within MECHA and its articles include stiff punishments for those who fail at their duties as many Technomancers hate being stationed at MECHA and will do as little as possible, with some even considering turning traitor, though the punishment for even considering treason are enough to instill fear into everyone. 

External Relations 

MECHA is a “necessary evil”, at least according to the Technocracy, as many other Constructs rely on MECHA’s ability to supply them with Quintessence, which means these subordinate Constructs will go out of their way to protect MECHA. CyberTron is also a major backer of MECHA as they receive much of their Quintessence from the Realm as well. 

Status and Reputation 

Despite its high Status, MECHA is not well liked, as most Technomancers are terrified or repulsed by those stationed there. 

Status: 5, Reputation: 0 

Policy Regarding Outsiders 

MECHA does not allow outsiders in unless they are prisoners. Even members of the Technocracy need prior approval before they can enter the Realm, and even then, they are only granted permission to travel to certain sections. The Realm has used Rogues in the past, but generally impressions them instead. 

Allies and Enemies 

Due to its importance to the Technocracy and its harsh methods, MECHA has an abundance of enemies and allies that an ST should feel free to develop as they see fit. 

Wonderful job copping out on that one guys. 

Research Capacities 

MECHA is not a place for research, as the Mages stationed there are simply too busy, and thus the provisions for research are minimal, and mainly serve as diversion from the standard work or ways to improve one’s relevant magical abilities. 

Obviously, there are no Mentors or magical training available, beyond rudimentary training in various Abilities like Firearms, Melee (billy clubs), Technology and Intimidation. The mundane library is adequate to keep the Mages entertained but little else. 

Besides the typical multi-Convention computer system, MECHA has a pervasive and important spy network, and the Technomancers stationed here have countless contacts who are paid highly for information concerning potential prisoners. 

MECHA has more Quintessence than they really know what to do with, along with large stores of Tass that have been stockpiled for emergencies such as a siege or riot. Otherwise, they do not use what they gather, instead shipping it to other Constructs, though occasionally the Technomancers of MECHA will steal a bit of the Quintessence for later use or trade. 

Stories 

Dehumanization is the dominant theme of MECHA, and its atmosphere is one of paranoia and despair. 

Story Ideas  

  1. The players are captured by Technomancers of MECHA. If they are to escape, they will have to do so on their own. However, to the players advantage, one discovers that the lock on their collar has “coincidentally” malfunctioned, allowing them to remove it and put it back on. 
  1. A Technomancer stationed at MECHA approaches the players, seeking asylum from other Technomancers. They know many secrets about MECHA that might enable the Traditions to destroy it and free the prisoners within. Is this Technomancer really a double agent sent to lead the players into an ambush or counterattack? 
  1. The players are taken by their Mentors to a secret location where Technocracy turncoats teach them the ways of the NWO and IX. The players are then sent to MECHA as spies. Can the players survive their mission? 
  1. The players accidentally encounter Technomancers taking a group of prisoners to MECHA and are forced into a fight or risk being captured themselves. If they succeed, they will earn the enmity of MECHA, which can be a recurring enemy. 
  1. Technomancer players are assigned a post at MECHA where they learn of a secret network of Tradition spies. Can these spies be uncovered and stopped before they reveal the Constructs secrets? And if they do, perhaps they connect the spies with an even larger conspiracy within the Technocracy. 

 
MECHA is fine, it’s a giant prison Realm that sounds awful for basically everyone involved unless they’re sadists. Otherwise, it’s not particularly exciting or interesting of a Chantry, considering some of the others we’ve seen so far. 

Null-B: Construct of Yenosia, the Wasteland of Dead Aspirations 

Okay, “the Wasteland of Dead Aspirations” is a great name. 

Once the pride of the Technocracy, Null-B was the largest and most efficient Construct, but its glory days are over and done. While still one of the largest and most powerful Constructs in existence, its many rivals continue to grow while Null-B is beginning to decline. The trouble started when the Technomancers of the Construct decided they would turn their attention to the Marauders, in the hope of eliminating as many as possible. 

Unsurprisingly, this backfired spectacularly, and the Construct is now constantly besieged by wild Marauders. Dr. Alonzo Vendiz, the commander of the Construct, was assassinated by unknown parties within Null-B’s own ranks, and its fortunes have spiraled ever since. 

There seems to be no end to the Marauders’ vengeance, as just in the last year they have managed to stop nearly all efforts of the Technocracy against the Traditions. If things keep up the way they are, Null-B will eventually need to call in outside aid or collapse entirely. 

It is in its Winter, a dying place too stubborn to just fall over and accept its death. Its ranks are filled with discontent, bitterness, resentment and treachery. 

Amalgams 

Null-B’s Amalgams include some of the Technocracies most experienced fighters, and while the Mages of the Construct normally do not work well together, the threat of Marauders has forced them into a more closely knit group. 

The Advocates 

Members: Oscar Hamilton (NWO), Bernadine Slivey (Syndicate), Chiu Tang (IX) 

Background: Dr. Vendiz ruled Null-B with a strong and capable hand. The Advocates have tried to fill the void left by his death but have only succeeded in further dooming the Construct. While its members are capable leaders as well as experienced veterans, they are becoming increasingly divided in their loyalties, and each suspects the others of Vendiz’s assassination, hamstringing the Amalgam’s efficiency. 

Hamilton wishes to keep the Marauders issue a secret, while Slivey seeks Vendiz’s old position, and Tang wants to call in IX Mages from CyberTron to solve the problem. 

Bernadine Slivey 

  • Nature: Architect 
  • Demeanor: Critic 
  • Essence: Pattern 
  • Tradition: Syndicate 
  • Spheres: Correspondence 3/Entropy 2/Forces 3/Life 2/Mind 4/Matter 5/Prime 3/Time 3 
  • Willpower: 9 
  • Arete: 5 
  • Quintessence: 19 
  • Paradox: 1 

Background: Born into a poor family, her fighting spirit sustained her through the worst time. Unlike her sister and girlfriends, Bernadine did not want to become a housewife, actress, dancer, astronaut or the President. She wanted to be the CEO of a large corporation. 

At 16 she started working in the mailroom of a large company, and her supervisor, a Technomancer scout, noticed her powerful Avatar and the aura of destiny exuded by her. A Celestial Chorus member also noticed. When it came time to decide, Bernadine joined the Technocracy, inciting a magical duel that left three Sleepers dead. While she has achieved all she dreamed and more, she has always felt sorry for the innocents that died on that day. 

She did her job well and quickly moved up the hierarchy, using the right people and stomping her competition into the ground. Eventually, she became a teacher at one of the Technocracies academies, followed by appointment to Dean and then appointment to Null-B as an Administrator. 

Bernadine has served as a capable leader for Null-B for the last 10 years, managing to get things done by avoiding her two co-rulers as much as possible. She does not like how things are done in the Construct and intends to make profound changes. While she was not involved in Vendiz’s death, she sees nothing wrong with taking advantage of the situation. Her interests include reading classical literature, playing flute, bodybuilding and skydiving. 

Image: A short, stocky, athletic woman in her mid-30’s, she has short, spiked blonde hair and gray-blue eyes, dressing in custom fitted power suits and carrying a disruption pistol. She is very commanding and powerful with a strong, confident voice. 

Roleplaying Notes: You’re interested in power and want to help people by controlling them. You are cunning, ruthless and use everyone to your advantage. Years of manipulation and power plays have hardened you to the needs of others. You still love your family and are in a long-distance relationship with a Sleeper on Earth. 

Sanctum: Slivey has a large sanctum that spreads over nearly an entire floor of one of the main buildings. The chambers are high-tech and comfortable, but professional, with a private gym and weight room as well as a large personal library. The sanctum is in a circular design with many huge windows that allow her to look out across the entire Construct. 

The Blue Steel Union 

Members: Beryl Franks (NWO), Butch Valerio (Syndicate), Arthur Tarr (IX), Katrina Emanuel (Progenitors), Teresa Hardy (Celestial Chorus), Edgar Love (SoE), Erline McGunnis (Akashic Brotherhood), Gregory Presser (OoH) 

Background: An Amalgam composed of Convention and Tradition Mages, the Blue Steel Union is one of the deadliest Amalgams around because of its diversity and understanding of its enemies. The Technomancers remain loyal to the Technocracy, while the Tradition Mages have turned traitor to save the lives of their loved ones as well as their own, growing to accept their role as servants of their former enemies, some even enjoying it. Ironically, the greatest threat to Null-B is within this Amalgam. 

Arthur Tarr (Diacalton) 

  • Nature: Deviant 
  • Demeanor: Bravo 
  • Essence: Dynamic 
  • Tradition: Iteration X (actually a Marauder) 
  • Spheres: Correspondence 4/Entropy 4/Forces 3/Life 3/Prime 2 
  • Willpower: 4 
  • Arete: 4 
  • Quintessence: 10 
  • Paradox:0 

Background: Tarr, was a hacker with a keen interest in the occult, at least that’s what the Technocracy believes. He came to their attention when he was hacking into the Software Designers of a Better Future. The Technocracy tried to kill him with a deadly backlash program, but he intercepted and destroyed it instead. IX then did a background check on him and “made him an offer”, believing he was a talented Sleeper unaware of the Virtual Adepts. 

He was unaware of the VA, as the Marauder had only begun hacking and had not yet encountered the computer Mages. Seizing an opportunity for chaos, he went along with the game, pretending to be innocent while learning enough about the Technocracy to fuck things up. 

Getting stuck at Null-B was not his idea of a fun time, but he revels in the chaos it affords him. When an opportunity presents itself, he will gleefully turn on his former comrades, wasting as many as possible. In the meantime, he contents himself with learning all he can about the Constructs internal systems. When the time comes, this living Monkeywrench intends to do a lot of damage. 

Image: Short and stocky with short, curly black hair and a somewhat sullen expression, he does not handle groups well and has alienated several of his Amalgam partners with his abrasive manner and take-charge attitude. Both hands have been replaced with articulated steel talons that enable him access to computers as well as ripping out throats with greater efficiency, while his body bristles with the access-tech modifications beneath his trench coat. He wears faded jeans, cartoon T-shirts and biker boots. 

Roleplaying Notes: You like to control any social situation you’re included in, and can be personable for short periods of time, but quickly become irritating in large groups, boasting of your hacking abilities and fighting prowess. You have cutting wit and use it on anyone in your way but conceal your true calling with care. 

Sanctum: A rusty corner of the factory complex is Tarr’s hideaway, decorated with castoffs stolen from the trash piles. He has made certain there are no surveillance devices in his sanctum where he can be himself, thrashing out his pent-up chaos in magical rites and dancing madly to the music in his mind. He keeps his own computer here and often wanders into the Net in an astral projection called Azathoth. He’s also quite taken with the Wasteland, and sneaks out to explore it often, despite the danger. 

The Designers of a Better Future 

Members: Emmet Morrison (VE), Bradford Thrope (Progenitors), Victor Allen (Syndicate), Karen Brewster (VE), Myrtle Pelkey (VE), Vernon Sowby (IX) 

Background: Designers of many useful products that are then mass produced within the factory surrounding the Construct, and then sold to Sleepers, the Amalgam has recently spent much of their time developing new weapons to use against the Paradox resistant Marauders. 

Karen Brewster 

She’d like to speak to your manager. 

  • Nature: Visionary 
  • Demeanor: Visionary 
  • Essence: Questing 
  • Tradition: Void Engineer 
  • Spheres: Correspondence 3/Forces 3/Life 1/Matter 3/Mind 4/Prime 1 
  • Willpower: 5 
  • Arete: 5 
  • Quintessence: 8 
  • Paradox: 3 

Background: Brewster gazed at the stars with longing since childhood. The possibilities of faraway worlds seemed much better than the small-town tedium of her home. A heavy girl, she endured the taunting of her peers until she no longer seemed to hear them, as her attention was always elsewhere, and her parents scolded her for wasting her mind with daydreaming. 

She ran away into the Arizona desert one night, where she cried beneath the stars. When the stars began to speak consolingly to her, she knew she’d lost her mind and didn’t much care. A woman came to her that night, dressed in a shimmering blue cloak of stars and led her off into the night. She had met her Avatar face to face and accepted it without question. 

Her Avatar “led” her to the Sinclair Group, a VE front engaged in celestial research. A battery of tests revealed the strength of her Avatar and the glimmer of some future destiny. She was recruited on the spot, though unfortunately a clerical error meant she was transferred to Null-B, and the Designers were convinced she belonged with them. She hates this turn of events, but has said little, waiting instead for a transfer that may never come. She still stares at the stars, but they no longer comfort her. 

Image: A tall, broad-shouldered woman in her late 20’ with long black hair, brown eyes and an unusually large mouth, she tends to wear a lab coat and long-sleeved shirts despite the warmth of Yenosia, and a perpetually faraway gaze, seemingly preoccupied most of the time. 

Roleplaying Notes: You are shy by nature, though you complain loudly about the weather, tedium and just about everyone in the Construct, you rarely directly confront the sources of your displeasure head on. You have a tough time making eye contact with anyone and mutter to yourself a lot. The idea of control fascinates you, and you will do anything to learn more psionic secrets. You spend as much time as possible beneath the night sky. 

Benefactors to All 

Members: Earnest Tucker (Syndicate), Ronald Landen (Syndicate), Long Hai Trung (IX), Curtis Pennington (Progenitors), Beth Hottinger (Syndicate) 

Background: Overseers of the factory portion of the Construct, they oversee the workers lives and work as well as handling product distribution to Earth. 

Technomancer Shock Corps No.9B (TSC9B) 

Members: George Everhart (IX), Roger Beason (Progenitors), Edith Clodfelter (Progenitors) Truitt Guyne (NWO), Adrian Moss (IX), Forrest Shaw (NWO), Juanita Delarosa (IX), Joseph Ziehmn (IX) 

Background: A standard Technomancer combat unit, its duties are to protect the Construct and handle all away missions. It is now comprised of the remnants of TSC #9, #43 and #31, all of which have suffered grievous losses over the past year. 

Nodes of Null-B 

Null-B uses huge quantities of Quintessence in their research and implementation of the Pogrom. It receives a small stipend from MECHA, but the majority comes from its Nodes. Additionally, the Shock Corps raided other Nodes at the direction of the Advocates. 

The Deep Umbral Prison Spheres 

Null-B does not tolerate rebellious workers or Mages, and over the years has built a dozen Deep Umbral prison spheres, large ball-shaped ships covered with Horizon fields and sealed shut. These ships are built to sustain life indefinitely while collecting Quintessence from the Deep Umbra, but lack propulsion systems, leaving them to simply drift. Anyone who rebels is placed aboard one of these ships and cast into the Deep Umbra. Prisoners have all the conveniences needed to live, but no company, and must continuously monitor their device or die. Some have chosen death over lifelong imprisonment, while others have had their souls eaten by powerful Nephandi. 

The Indianapolis Institute of Advanced Technology 

A sanitized Node through which Bernadine passes advanced tech to the Sleeper scientists. The institute provides a small amount of Quintessence to support the five MIBs who guard it. 

The Wylding Containment Grid 

Somewhere in the Near Umbra of Saskatchewan, Canada, is a magical prison designed to hold Wyldlings. It is a 40-foot tall, 10-foot thick walled, silver barbed wire prison. Behind the walls are a huge, smooth platinum floor laid out in 3’x3’ squares, separated by a glowing red light. Spiraling around the floor are all kinds of Wylding spirits, most taking the form of hazy patterns or swirling vortices. Occasionally one will bump into a wall, only to be hit with a magical blast. The prison sits on top of a Node which constantly feeds the spirits. Quintessence is then siphoned from the spirits, causing them pain as well as empowering the Realm, but occasionally the Technomancers will take a bit of one of the spirits, using the fragments to create permanent Talismans. 

 
The Horizon Realm 

 
Basic Concept 

Seated in the center of Yenosia, the Wasteland of Dead Aspirations, surrounded by the Sea of Disgust (the Realm’s geography was renamed after being conquered by a Mage with a poor, but quirky sense of humor). The Realm once belonged to a powerful Chantry known as Arcosia, but was conquered by the Technocracy in the early 1700’s. After the battle was won, a prototype factory was constructed and over the centuries, Null-B became immensely powerful, but the Realm remained lifeless and barren except for a few odd survivors and the spirits of the Wasteland. 

Environment 

Yenosia is a flat, barren place where many deadly spirits dwell within the caves and crevices of the Realm, venturing out at night to attack anything in the vicinity. Even the Mages and their guards fear the spirits of the Wasteland. While these spirits are excellent guards, they have no qualms about killing servants of the Technocracy. 

The Realm is never cloudy, other than the rare times it rains, instead staying just warm enough to be uncomfortable for the workers, and there are no seasons. The days are lit by a bright yellow sun and the night is lit by a moon and multicolored stars. 

The Sea of Disgust is so named because it is so difficult to destroy. All earlier efforts have proven to be unsuccessful, and the sea simply reappears. It resembles a normal sea, but its waters are as clear as those in the Cayman Islands, and from the surface large indigenous sea serpents can be seen, as well as the small phosphorescent fish they feed on. At the bottom of the sea lies the remains of Arcosia, which is still unexplored by the Technomancers for fear of sea serpents. 

From the outside, the factory complex around Null-B resembles a brick factory straight out Victorian London, with massive smokestacks and no windows. The interior is at least five times larger than the exterior and is filled with various assembly lines, monitoring stations, buttons, levers, pulleys, pallets of supplies, boxes, storage bins, drums of chemicals, tools and all sorts of other industrial equipment. Laborers build HIT Marks, Technocracy weapons and all kinds of weird gadgets that are passed to Earth though dummy corporations. 

Technocracy guards constantly patrol the Wasteland and Sea of Disgust on three-seater hoverbikes and large floating crafts that resemble PT boats. The Construct shines bright spotlights across the Wasteland at night, keeping watch for all who might slip past the spirit guards. Null-B’s defenses have, however, been ineffective against the Marauders. 

Denizens of the Realm 

Most of the Null-B workers are human, though there are a few humanoid Umbrood mixed in. Workers live in cells like a prison, and are released each morning to shower, eat gruel and go to work for 13 hours, followed by three hours of socialization and eating, before going to bed for 8 hours before starting the process over again. 

Workers become complacent over time, aided by subliminal messages piped into the work areas, simply cogs in the machine, too insignificant and powerless to change things. They wear uniforms of jeans and blue button-up shirts with cheap white shoes along with goggles and other protective gear. 

Wasteland spirits vary in appearance, and few who have seen them have survived. Those who have give conflicting reports, but all descriptions are uniformly nightmarish. The Sea of Despair serpents are drawn to the smell of blood and strange sounds, seemingly able to communicate with each other through humming noises. These serpents are silvery-black, with huge toothy maws and tiny, human-like eyes, averaging 30 feet in length, with those nearer to the ruins of Arcosia being 90 or more feet. They generally hunt alone; however, the serpents of the deeper waters are often seen in packs. 

Other Details 

Magical Ratings: Correspondence +1/ Entropy +1/Forces -2/Life -3/Mind +1/Time +1 

Construct Description 

The Gray Building 

Located in the center of the factory complex is a building simply referred to as the “gray building” which serves as the Construct. It is heavily guarded with thick steel walls and the best security system in the Realm. No one but a Mage of the Construct is permitted inside, and it contains an arcane library, special weapons, living quarters and labs, however the best labs are in the rest of the factory. 

Null Stations Philadelphia, London and Munich 

The Earthly aspects of the Construct, all are old, but still working factories. The Mages have personal quarters in the basement levels, and these factories are also sanitized Nodes. Everything the Mages of Null-B need are provided, money, cars, weapons, computers, etc., as well as five Superiors, HIT Marks and MIBs at each outpost. 

Purpose 

Null-B was created to be an all-around Construct, intended to perform all Technocracy functions under a single roof, including gathering info, producing new tech to lead Sleepers towards Technocratic Ascension, capturing Orphans and enforcing the Pogrom. It was extraordinarily successful in all aspects of its duties, until it took on more than it could handle. 

History 

Yenosia was once the Land of Dreams, lying at the edge of the Chimerae and originally controlled by the Mages of Arcosia, made up of pacifist Celestial Chorus members who avoided all conflicts until the Technocracy brought the war to their doorstep. Shock Troops invaded the Realm and destroyed everything, including the Mages. Victorious, the Technocracy decided to build a new Construct on the barren wasteland their weapons had wrought, leading to the founding of Null-B. Because of the effort in finding and taking the Realm, all Conventions wanted to share in the plunder, resulting in the largest and most powerful Chantry of its day. 

Null-B became a vanguard of the Technocracies vision of Ascension, meeting all enemies head on and crushing them. However, when CyberTron revealed its true size and capabilities by ambushing and defeating a legion of Nephandi, Null-B’s decline began. Its fortunes have fallen ever since, worsened by the infighting between the Advocates and the assassination of Dr. Vendiz. Sensing disorder, the other Cabals have divided their efforts, and now Null-B’s once famed unity has splintered.  

The Technocracy denies the existence of the resonance effect, but if MECHA stands for the solidarity of the machine, then Null-B is the acidic bite of human failure. The hopelessness of the workers and the bitterness of those who remember the good old days seem to have created a powerful resonance. To renew the Constructs vigor, the Advocates started a campaign against the Marauders. 

Construct Inhabitants 

The servants are mostly humans who sympathize with the Technocratic cause, and they keep the Construct in working order and supervise the workers, but live apart from them, as the workers would kill them, given the chance. Several HIT Marks serve as guards. 

There are four cyborgs, a psychic with a robotic body, two powerful and cunning Weaver spirits and three bio-engineered superhumans (better than Superiors) in consort with the Construct, though one of the cyborgs is a Tradition spy. 

Internal Structure and Relations 

Null-B was ruled in an efficient manner for many, many years. In the last few however, the hierarchy of leadership has broken down and now the Amalgams are highly independent but forced by necessity to depend on one another. This has made leaders virtually useless, but they continue to hide their ineffectiveness from their superiors, for fear of being replaced. 

External Relations 

Once a key player in Construct alliances, it is not just another among many powerful institutions. The constant attacks, disaffection of the Mages and generally unpleasant nature of the Realm have tarnished its past triumphs. Its Mages still have a reputation as formidable fighters, but most Technomancers agree Null-B is fighting a losing battle. 

Status 1, Reputation 2 

Policy Regarding Outsiders 

Outsiders are not allowed into the Construct or Realm, and even fellow Technomancers must have the proper credentials, or they’ll be fed to the Wasteland spirits. Orphans are often captured to serve as apprentices, though the especially unruly are sent to MECHA. Sleepers are captured as needed to serve as workers in the factory. Null-B often uses Rogues but kills them once they’ve outlived their usefulness. 

Allies and Enemies 

Null-B has many allies and enemies, as well as being rivals with Metropolis2. Supernatural allies and adversaries can be developed as needed, and the Construct has key members of the DIA, the Special Branch and the BND in their service. 

Research Capacities 

Null-B’s research abilities are geared towards the production of high-tech gadgets for Sleepers, including phones, radios, calculators, computers and refrigerators. All products have special Technomancer powers to aid in the achievement of Technocratic Ascension. 

In addition to these duties, Null-B also gathers information and items useful to conducting the Pogrom, ranging from useful magical tomes to floorplans of Traditions Chantries. It provides limited training to its Mages, most receiving their training at a Technocracy academy before being sent to the Construct. Its arcane library is adequate and diverse, covering all Spheres and areas of Technocratic activity, while its mundane library is massive, covering nearly every imaginable field in detail. 

The computer network is equally massive, linked into the DIA and other organizations networks, and while the VA caused some trouble in the past, most of the bugs have been caught. The Construct has a large supply of Quintessence, allowing them to conduct experiments as well as empowering important Talismans. It also receives a share of Quintessence from MECHA. 

Stories 

Apathy is the mood of Null-B, a hopeless place where Technocratic aspirations have died, and this embattled, bleak mood should pervade stories set in Yenosia. Its final destruction would almost be a mercy to everyone concerned. 

Story Ideas 

  1. Can the players trust a Marauder? Arthur Tarr blows his cover to ask the players for help. The players may not have an alternative, as Tarr can do a lot of damage, and his chaotic urges have been kept in check for too long. He’s a chancy ally and an even worse enemy. 
  1. While traveling the Near Umbra, the players accidentally cross through a Portal into Yenosia. They must find a Portal out again, as the Gauntlet is so strong, they cannot create one of their own without drawing the attention of either the Wasteland spirits or Technomancer patrols. 
  1. The players are sent to Null-B as spies for their Chantry. They must gather as much info as they can then find a way out. Additionally, they’ve been tasked with capturing one of the cyborg Acolytes, or perhaps destroying the Wylding Containment Grid. 
  1. The players are sent to Yenosia to investigate the ruins of Arcosia below the Sea of Disgust. There, they discover a hidden Cabal of Tradition Mages who have formed an alliance with Marauders. They offer the players an alliance in exchange for keeping their secret. If they don’t, they’ll be hunted down and destroyed. Do the players agree, and if so, they will gain powerful allies. But they may, in turn, be called upon to help their new allies in an assault on Null-B 
  1. If the players are Technomancers, they must battle the Marauders, and will be sent on a wide range of missions to various Umbral locations to hunt down and kill or capture Marauders. They may be asked to infiltrate the Marauders after they have proven their overwhelming loyalty to the Technocracy. 

 Another Technocracy Construct, another mostly dull factory setting. I get it, Technocracy Constructs are all industrial hellholes, and there are robots there. And because they’re Technocrats, they’re also super shitty and oppressive and filled with backstabbing. I’m getting fucking bored here. 

Research Plantation No. 4: Construct of Moreauvia 

“Misery is the common thread that links the diverse Constructs of the Technocracy” 

Fucking is it? Because I’m not seeing much diversity in these constructs. 

The Horizon Realm, known as Moreauvia is the home of the Research Plantation No.4, which is working hard towards Technocratic Ascension. Its Mages have created their own slaves, drawing them from test tubes, working their creations to death after their interest in them fades. 

The proud Progenitors have bred their creations to lack free will, making their jobs so much easier, but even their science is not perfect, and rage builds in the hearts of the enslaved. Soon, that rage will overcome them, and blood will flow. 

Amalgams 

The Masters of Moreauvia 

(All members are Progenitors unless otherwise noted) 

Members: Theodore Lewis, Dwight Corbett, Clarence Papineau, Marcia Dickerson 
 

Background: Composed of the Progenitors that give life to the Realm, they are devoted to the study of life and the perfection of new Hybrids species. They are detached scientists. 

Clarence Papineau 

  • Nature: Fanatic 
  • Demeanor: Director 
  • Essence: Dynamic 
  • Tradition: Progenitors 
  • Spheres: Correspondence 3/Entropy 4/Life 5/Mind 1/Matter 3/Prime 3/Spirit 1 
  • Willpower: 9 
  • Arete:5 
  • Quintessence: 15 
  • Paradox: 5 

Background: A promising medical student with an inclination towards lab work and less for bedside manner, cold and remote, Clarence’s greatest pleasure was taking things apart to find out how they worked. While working at the Denver Animal Hospital, he caught the attention of Dr. Martinez, a Progenitor scout who engaged him in a long debate about magic. When Clarence maintained that magic was garbage, the Technomancer backed up his words by dissecting a cat without touching it. Clarence was fascinated and followed his new Mentor to Research Plantation #4. 

Clarence was happy with his work for many years until Dr. Martinez “disappeared” after disagreeing with Colleen Weidner about her brutal treatment of Hybrids. Even Martinez’s tissue sample, kept by the Convention for backup cloning, disappeared as well. Clarence suspects that Weidner’s influence with the Masters led to Martinez’s likely death, and that a similar fate may be in store for him as well, and while intrigue was never his strong suit, he’s trying to figure out how to avenge his Mentor without joining him. 

Image: A tall, white-haired, blue-eyed man in his 40’s with an average build, he wears expensive, semi-casual styles fitting of an older conservative Republican. He has a permanent Paradox flaw, the skin on his hands, arms and back are slightly brown with a reptilian texture. He often wears long sleeves and gloves to conceal this. 

Roleplaying Notes: You’re a very refined gentleman, and do not like to take chances, preferring to avoid managerial positions in favor of your own work. You are a perfectionist with the unwavering manner of a man who always gets his way. 

Sanctum: His private chambers are tastefully decorated with neoclassical art, sturdy and elegant furniture and a large private library. Recently he’s taken to sweeping the sanctum for magical or electronic bugs. 

The Overseers 

Members: Philip Ramsey, Colleen Weidner, James Montgomery 

Background: Supervisors of production and collection of the Katlee crop grown by the Moreauvians. They also oversee the lives of the Hybrid slaves and command the Superiors guard units. 

Nodes of Research Plantation No. 4 

Unlike most other Constructs, RP#4 does not get any Quintessence from MECHA, not wishing to owe any favors to the Construct, as well as not appreciating what MECHA does to humans. 

Which is ironic as fuck considering these assholes are making human/animal Hybrids. And their Realm is literally named after The Island of Dr. Moreau. 

“Still, the Technomancers of the Construct seem to have no qualms about using animals in an equally vulgar manner.”  

Well at least the authors were aware of the irony there. 

The Stele of Sura Molti 

A large lion-shaped stone monolith located in the wilds of Zaire; it is dedicated to the spirits of the animal lords. A powerful religious symbol of a long extinct tribe, it was previously occupied by werelions, but they were slaughtered by HIT Marks. The Node has not been sanitized for fear of it losing its potency. 

The Node is being raided often by unknown Quintessence thieves (not the Progenitors who stole the node, obviously) and the Moreauvian guards have either been killed or kidnapped. While the Progenitors have considered sending a force to investigate, they have not done so yet. 

The Enchanted Meadow of Bliss 

Some Progenitors have uses for the Wyld, as without it, they cannot easily shape and mold flesh to suit their purposes. This Node is really a Glen, and the Progenitors carefully guard the place, drawing Quintessence from it for use in genetic experiments. It is a lush forest, more beautiful than any Earthly Forest. Some of the Convention come here to relax, though they fear that a Garou sept has set their eyes on this Glen. 

The Denver Metropolitan Animal Hospital 

A sanitized Node used as a means of getting DNA samples from unusual animal specimens, the hospital is world renowned for its exceptional ability to cure sick animals. Various zoos across the world, and even owners of exotic pets bring their animals here. The DNA samples are taken back to Progenitor labs to be analyzed and cataloged for use in future experiments. 

The Horizon Realm 

Taking its name from The Island of Dr. Moreau, the Realm was named as its sole purpose is the development of new races of creatures by combining human and animal DNA. Moreauvia is now filled with all sorts of Hybrids, the bizarre, the vicious and the pathetic. These creatures serve as slaves in the fields and as specimens to be dissected. 

RP#4 is in a Summer state, but it is a fragile state. While the construct is strong, it is isolated, and when the Verbena backed Hybrids rise, the Progenitors may fall. Resonance, and its effects are a funny thing. While there are no external manifestations of the repression or surgical horror committed here, changes nonetheless occur, if only just out of sight. The disposition of the Hybrids is becoming more aggressive with each “generation”, despite the scientists not noticing this. The temperature has also risen slightly over the years, at a gradual but constant rate. Oh, and then there’s the fucking Verbena who just popped in through a Portal completely unknown to the Convention. The Verbena would call the recent turn of events a “Threefold Return”. 

Environment 

Moreauvia is filled with dense forests and crop fields, with RP#4 situated near the north end of the Realm, and surrounding the Construct is a squalid village of wattle and daub huts where the Hybrids live. The sun, moon and stars all resemble their Earthly counterparts, and the weather, climate and seasons resemble those of Earth’s temperate zones. The plants and animals in the Realm are like those of the Southern US, with some animals of South America, Australia and Africa running around. It is a very rural Realm, with a handful of dirt roads leading through the village and into the fields. Horses are the only form of travel available. 

Kaltee is a plant grown by the Hybrids that provides sustenance, as well as giving its users a pleasurable altered state of consciousness, and with prolonged use causes addiction. Members of the Pharmacopeans, a division of the Progenitors, use Kaltee in their chemical research to create strange drugs. 

Denizens of the Realm 

The Hybrids are the only intelligent inhabitants of the Realm, other than the Technocracy. The Hybrids differ greatly in their Attributes, Abilities and special powers, are humanoid but each bears several animal features from its prototypical animal species. Their personalities are like those of their animal counterparts; however, the Progenitors have spliced a “fail-safe” chromosome into the Hybrids. This “inhibitor”, in theory at least, prevents the Hybrids from attacking each other or the Progenitors. While none have attacked a Mage yet, recently there have been fights among the Hybrids that have led to death and cannibalism. 

The Hybrids culture is unique, as they are sentient but reflect both their animal and human nature. They seem to understand nature and their role within it better than humans, and most are loyal, hardworking creatures. Originally, no marriages or mating were allowed, but a bit of genetic tinkering has made the Hybrids sterile. The Hybrids work the fields from sunrise to sunset, receiving no pay other than food, shelter and whatever supplies they need, and are not allowed any Kaltee, with death being the punishment for theft. 

The Verbena 

Living in the woods, unbeknownst to the Convention, are three Verbena. They take animal form and prowl the forest in safety, while at night a few of the Hybrids come to meet with them. They are teaching the Hybrids their magical ways as well as planting the seeds of revolt. 

Emily Harden 

  • Nature: Bon Vivant 
  • Demeanor: Judge 
  • Essence: Dynamic 
  • Tradition: Verbena 
  • Spheres: Entropy 2/Forces 3/Life 4/Mind 3/Prime 3/Spirit 3 
  • Willpower: 8 
  • Arete: 6 
  • Quintessence: 13 
  • Paradox: 7 

Background: Born and raised in an Ancestral Chantry by Verbena parents, she was Awakened at an early age, learning the ways of the Verbena just as she learned her ABC’s. When she was old enough, she ran away from home to travel Europe, and returned several years later, greeted with open arms, as her parents had kept watch over her, but allowed her to experience life among the Sleepers and learn what she could. 

Intoxicated by freedom, she declined to remain with the Chantry, instead following her own path. A little over a year ago, two childhood companions infiltrated RP#4 and were horrified by what they found, and when Emily found out she was horrified as well, considering the lifelong slavery of the Hybrids to be a blasphemous affront, she joined her friends to destroy RP#4.  

She now lives in the forests of the Realm, encouraging a Hybrid revolt as well as carrying out covert attacks against the Progenitors. She sees herself as a swashbuckling heroine and uses her experiences as material for a popular fantasy series she writes in her spare time. 

Image: A beautiful 20-year-old “vixen” with straight, waist length raven hair and violet eyes, she’s slender with a muscular build, and moves delicately and with confidence. She dresses like one of Robin Hood’s Merry Men in a light tunic and leggings, often with light leather armor and often barefoot. She carries a sword, dagger and bow at all times. 

Brucato wrote this. I can feel it. If the “Vixen” line, wasn’t it, the 20-year-old who is nearly always barefoot did. Brucato you fucking perv! 

Roleplaying Notes: You are a very poised and confident person who knows how to get what you want. Your behavior seems reckless to strangers, but you always have a contingency plan. You affect a dashing, flirtatious air and an English accent. When you get down to business, however, you are levelheaded and deadly serious. 

Sanctum: Emily has two Sanctums on Earth, one in Seattle and one in Toronto, and each has 13 cats. The Sanctums are extremely comfortable and earthy, with a medieval ambiance, and she returns to Earth often through a secret Portal. 

Other Details 

Magical Ratings: Entropy -2/Forces -1/Life +3/Mind +1/Matter -1/Spirit +1 

Construct Description 

Research Plantation #4 

In the Realm, the Construct looks as it does on Earth, except for the equipment inside. The Construct consists of the “Big House” where the Mages live, and five other buildings, three of which are labs, one is cryogenic storage, and the last is just regular storage. The crops harvested are stored in silos and barns just outside the Construct. The plantation buildings appear neoclassical and in excellent condition. There are many guards, primarily around the clones as the Progenitors believe the Hybrids cannot harm them. 

The Meridian Estate 

The Earthly aspect of the plantation, it looks almost the same except it is not as well kept and does not house any of the advanced technology used in the Realm. Formerly used as a home by a few Mages, most believe the place to be abandoned, and likely haunted, which is a theory that holds some water. 60 years ago, a long Progenitor performed horrible experiments in the Construct instead of the Realm, and some believe he released hideous creatures into the nearby town. Legend has it he was killed by his own experiments, and some of his monsters now live in the nearby woods. Progenitors who were around at the time don’t talk about it. 

Purpose 

RP#4 was founded for the sole purpose of developing new sentient creatures to serve the Progenitors, with the creation of Kaltee being a nice bonus. While the Progenitors hoped to breed a superior species, they have instead bred their downfall. 

History 

In the 1850’s the Masters were just another Amalgam working within the Construct. However, once they started their research into splicing human and animal genetic material, they approached their superiors and asked to be allowed to create their own Realm where they could pursue their research in private. 

They used the Tass captured from a powerful Marauder to create the Realm, and within a year Moreauvia was born. Strange things do occasionally happen, possibly because of the Marauder tainted Quintessence used to create the Realm. Some Hybrids are developing aggressive tendencies, and a few have turned on their Sleeper overseers. Autopsies conducted on these rebellious Hybrids have uncovered no reason for the aggression, and the Progenitors now fear an uprising. They are still unaware of the Verbena’s attempts to end their work. 

Construct Inhabitants 

Along with the Mages, there are a few trusted Moreauvian servants and 15 Superiors. The Mages used to let the servants serve in the Earthly aspects of the Chantry, but after one of the most trusted, Jeremiah, ran off never to be found, they are restrained to the Realm. 

Heckler 

  • Nature: Conniver 
  • Demeanor: Conformist 
  • Essence: N/A 
  • Tradition: N/A 
  • Spheres: N/A 
  • Willpower: 6 
  • Arete: N/A 
  • Quintessence: N/A 
  • Paradox: N/A 
  • Special Abilities: Claws and Teeth (accuracy 6, Damage: Strength+2 non-agg) 

Background: Heckler was “born” in the plantation’s lab. Originally destined to join the field workers, his quick mind and able tongue won him a position of influence with both the Hybrids and the Progenitors. Overseer James Montgomery befriended Heckler, intending to use him as a spy, however the friendship quickly turned genuine, much to both beings’ surprise. Heckler’s lust for knowledge knows no bounds, and as soon as he was able, he began to sneak off to the library where he taught himself how to read. While the Masters are unaware, he has begun teaching the other Hybrids with stolen books and the aid of the Verbena. He’s intensely curious and spies on everyone, which has led him to learn much more about the plantation than many of the Progenitors do. 

Now he’s caught between the Verbena and Montgomery, facing a dilemma: who does he sell out to? He genuinely likes Montgomery and has been able to temper the Overseer’s cruelty, but the Verbena and their talk of freedom and other worlds have intrigued him. For now, he is content with playing both sides, assuming he’ll figure it out when the time comes. 

Image: A cross between a fox, an ape and a man with broad shoulders, long arms and a vulpine face, with whiskers, reddish fur and large steel-blue eyes. He moves at a quick lope, using his arms to swing himself across the ground or trees. He speaks well and is a quick learner. 

Roleplaying Notes: Your eloquence has been your salvation, so you almost reflexively engage anyone you meet in conversation. You’re always trying to stay one step ahead of everyone else, and though you fight reasonably well, you prefer to avoid combat. When all else fails, you have plenty of friends to call on.  

Internal Structure and Relations 

The Masters have no hierarchy, seeing it as too restrictive of their needs. Instead, they treat each other as professional colleagues, voting on all matters affecting the Construct and Realm, and abide by a simple covenant. 

 
External Relations 

The Progenitors of this Realm are very xenophobic and have no desire to involve themselves in the Pogrom or other Technocracy activities, nor do they want to be singled out and attacked by the Traditions, as well as fearing other, more powerful members of their own Convention who may take credit for their work. Because of this paranoia, they do not inform the Conventions leadership about their activities, leaving the Construct to be virtually unnoticed. 

Status and Reputation 

The plantation is virtually unknown but is a recognized part of the Technocracy. It has minimal Status and the few outsiders aware of its existence consider it a bad joke staffed by fools. A small number of older Mages remember the Progenitors that run the Construct, and fear they are breeding an army of superhuman creatures to conquer the Technocracy with. 

Status: 1, Reputation: 1 

Policy Regarding Outsiders 

The Mages of RP#4 do not allow anyone into the construct or Realm, other than potential victims. They do not use Rogues but have no issue doing so if needed. 

Allies and Enemies 

RP#4’s allies consist of the other three Research Plantations, which are also their rivals. Another Progenitor facility, an Onieran Dream Lord named Kli Qu and two Umbrood Preceptors. Their enemies include a Chantry, a Cabal of Nephandi, a sept of W—— Garou called the Winds of Retribution, and an Umbrood Lord named Sphinx that also serves as a Totem to the Garou. 

Research Capacities 

RP#4 exists for research, and its resources are vast. The Mages are on the cutting edge of genetics, and most of their equipment is not available to other Progenitors. They do not, however, keep a force of genetic monstrosities favored by other Progenitor Amalgams, assured of the passive nature of their Hybrids. 

Surely, nothing could possibly go wrong, right? 

The Mages of the Construct train themselves, as none are more knowledgeable, and they train their own apprentices. The Constructs arcane library is entirely dedicated to the Constructs work, though many of the Mages have private arcane collections relating to other areas of magic. The mundane library is so big it takes up an entire floor of the “Big House”, and through the trading of Kaltee for Tass, they have accumulated more than enough Quintessence to power their experiments. 

Stories 

Slavery is the obvious theme of Plantation #4, but it is a Construct that simmers with rebellion, despite the Masters not seeing it, instead ignoring the lessons of history, psychology and their own general humanity. Their hubris has led them directly into a trap that now simply waits to snap shut. 

Story Ideas 

  1. The players meet a strange Hybrid that has escaped the Construct. It asks the players for protection, and if they agree, the players will come under attack from Hybrids loyal to the Progenitors, Superiors and the Progenitors themselves. 
  1. The players are called upon by the Coven of the Seven Stars, the Verbena responsible for planting the seeds of Hybrid rebellion. The Cabal asks that the players come to the Realm and assist in the attack on the Construct, however the Progenitors are aware of the coming rebellion thanks to a double agent, and reinforcements have been sent. 
  1. One of the players is kidnapped by the Progenitors who hope to use the player’s DNA to create Hybrids with the potential for magic. These special Hybrids will then be trained as Progenitors, granting them the physical superiority of the Hybrids with the magical superiority of the Mages. The other players must break into the Construct to rescue their friend. 
  1. The players accidentally discover the Stele of Sura Molti and claim it as their own. When the Progenitors realize the players have been siphoning power from the Node, they will attack with their Hybrids. Even if the players manage to hold the Node, they still have to deal with the werelions who also want the Node, though they will agree to help the players if the Node is shared with them. If this alliance is formed, the werelions will want the players help in storming the Realm. 
  1. If the players are Technomancers, they are sent to retrieve an escaped Hybrid who is on a killing spree, murdering humans for food. Will the players stop it before it attracts the attention of other Mages or supernatural beings? 

 
And that brings Chapter Two to a close. If I’m being completely honest, I think a lot of this chapter is boring as shit. The broad Construct information at the beginning of the chapter is at least somewhat interesting, but every Construct that gets a write up, apart from Moreauvia is the same thing, a heavy focus on sterile industrial looks and a heavy dose of oppression. I get it, the Technocracy sucks and are the bad guys, but God damn, nothing about any of these Constructs inspires me as an ST to engage with them.  

Moreauvia at least goes into an interesting sort of sci-fi horror direction with the Hybrid creatures, but even then, it’s just more oppression and slavery like the other Constructs. Like I understand that the Technocracy are the bad guys and are the authoritarian evil of the magic world but if I’m being honest, as presented here, they’re just dull and uninspired. Oh cool they’ve got ray guns or whatever, and sure there are HIT Marks all over this chapter, and while I do like that they shoved Terminators into the setting, it feels wasted when the Technocracy are just so goddamn boring here with their entire plans being “Enslave a whole bunch of people and take their Magic Juice.” It’s like the Technocracy’s plans for Ascension are  

  1. Oppress the Sleepers 
  2.  Steal Magic Juice  
  3. ????  
  4. Ascension!” 

I assume the Conventions and the Technocracy get better representation and are more interesting in the books detailing them more in depth, because at this point, they bore me, and as a player I have zero desire to play as one of these goobers.  

Also, isn’t the Technocracy supposed to be fighting the Nephandi and the Umbrood and such, but we just got a few Umbrood just hanging out with Technomancers like it’s no big deal. Make up your mind, are they xenophobic fuckwads attempting to control all of reality or not because having them team up with the other villains of the Mage plot doesn’t make sense, especially when we spent a good chunk of the corebook explaining what assholes the Technocracy are and how they built the fucking Gauntlet to specifically keep the Nehphandi/Marauders/Umbrood out of reality. Which as I pointed out in that review, is an objectively good thing considering the aforementioned horrors beyond the Umbral stars that want to destroy the world. 

And speaking of the horrors from beyond the Umbral void, let’s jump into Chapter 3! 

Chapter Three: Nephandi Labyrinths 

As the title of the chapter suggests, Nephandi Chantries are known as Labyrinths (and I will be using the term interchangeably with Chantry). To the Nephandi, Ascension is Descent, a fatal embrace of damnation, and in the far reaches of the Deep Umbra, they howl their praises to the Wyrm and the abyss laughs, welcoming them. 

Labyrinths keep a tenuous hold on the Earth via Nodes of corruption and despair, places where the dark passions of humanity have poisoned the Quintessence and raised boil like Nodes. 

Oh, you mean something like fucking Dachau?!  

The Nephandi seek these venomous places, piercing the Gauntlet and carving out their own Realms quickly before either the Technocracy or Traditions can shut it down. Through their earthly infiltrators, the Nephandi and their Acolytes encourage human corruption, and through his corruption, they construct new Nodes. 

Labyrinths reflect the twisted, alien minds of their creators, containing twisted corridors, brain-wrenching geometry and nightmares shapes dancing just out of sight. Most take forbidding shapes, suggesting a deeper, potentially living essence. Visitors often complain of disorientation, headaches, and dizziness long after leaving, and many suffer lasting neuroses or worse. 

Renunciates 

The Nephandi speak of themselves as “Soul Mirrors”, reflecting the darkness within the mortal soul, while some claim they exist to provide an example of the Left Hand Path to the Awakened, to give those who strive to Ascend a bad example. Still, others simply revel in the knowledge that they are damned and determined to enjoy it. The Renunciates, better known as Barabbi, include Mages of both philosophies. 

Barabbi are former Tradition and Technocracy mages who have left their chosen path for the corruption of the dark side of power, and many remain with their fellows, disguising their true nature and corrupting from within. They keep a public facade of their former lives while privately indulging in their passions for oblivion, posing a double dilemma for their friends. Can the Barabbi be saved, and should they be? 

“The hazards of Mages dedicated to deliberate evil (and spreading that evil) should be obvious” 

Oh my god, fuck you. First off, miss me with this “The Left Hand Path is bad” shit, literally every single fucking wizard in this game is walking the Left Hand Path by virtue of using magic. Second, THE TECHNOCRACY ARE RIGHT THERE DOING EVIL SHIT BUT THE NEPHANDI ARE WORSE?! SOMEHOW?!  Get off your fucking high horse Brucato, and shove this new age moralizing about magic up your ass while you’re at it.  

The Drachus Vachor: Chantry of the Ulic Batu, The Sea of Ash 

Drachus Vachor is an alien Realm where a group of young Tradition mages have sold their souls to the Nehandus, Galarius. They were young and inexperienced, and did not know the cost of their greed, willingly giving themselves to the darkness in exchange for power. Now they regret their actions but are in too deep and there is no way out. Reluctantly, they now corrupt the souls of their fellow mages, promising them what they were promised – unbelievable power at the mere price of a soul. 

Again, this literally doesn’t sound that different from the Traditions or Technocracy and how they do things. Except they don’t require your soul, they just expect you to follow all their dumbass rules about using magic and not incurring Paradox because for REASONS THAT HAVEN’T BEEN EXPLAINED EVERY OTHER SUPERNATURAL BEING IN THE WORLD OF DARKNESS CAN DO MAGICAL SHIT WITHOUT INCURRING PARADOX EXCEPT GOD DAMN WIZARDS

Galarius, Master of the Realm 

  • Nature: Deviant 
  • Demeanor: Caregiver 
  • Essence: Primordial 
  • Tradition: Dreamspeaker Barabbi 
  • Spheres: Correspondence 5/Entropy 4/Forces 3/Life 3/Mind 4/Matter 2/Prime 4/Spirit 5/Time 4 
  • Willpower: 9 
  • Arete: 6 
  • Quintessence: 15 
  • Paradox: 5 

Background: Some Kinfolk who came to the New World with their Garou relations secretly served what they believed to be the Wyrm, but in fact they worshipped the Nephandi, providing them with the souls of their fellow Kinfolk.  

One of these cults took up residence on a small barrier island off the coast of Georgia where the cult had three powerful Nodes and served three powerful Nephandi. On an especially unholy day in the cultists calendar, Galarius was born. Galarius was groomed to lead from birth, and the Nephandi realized that his Avatar was strong and that this power could be used to their own ends. 

Galarius grew up among the damned on this island, eventually becoming its leader, being the epitome of corruption, decadence and destruction. When the Technocracies Horizon was installed, the island was overrun with Technomancers who wished to destroy the Nephandi. Thanks to Galarius’ combat skills, the Realm was saved and the Nephandi’s power secured, albeit in a reduced manner. Today, he continues to serve his Nephandi masters, and over the years has successfully corrupted several Cabals into the service of the Nephandi, and he is currently serving as Mentor to a new Cabal, the Watchers of the Void, for future sacrifice. 

Image: Originally Native American, Galarius has since taken on the appearance of someone of Eastern European descent. He’s tall but of average build, with medium length dark brown hair. His eyes have a permanent Paradox Flaw, having been transformed into emeralds. 

Chaos Emeralds perhaps? 

He hides this by wearing sunglasses but doesn’t bother when in the Horizon Realm. On Earth he wears expensive, custom-fit suits, and in the Realm, he wears robes of blood-red or black. 

Roleplaying Notes: You are totally evil and utterly dominated by your masters. You are a pawn, but your guile and power are forces to fear. You will try to befriend all Mages you meet, hiding your secret allegiance. You offer your services to put others in your debt, so they feel obligated to repay you. You are a merciless killer and derive great pleasure from your work. 

Sanctum: Galarius rarely appears on Earth, preferring to remain in the Chantry where he is safe and unknown. His chambers have not been seen by anyone but the Hooded Horrors. The Sanctum is much like the rest of the Chantry, except there is a private shrine dedicated to his Nephandi masters that functions as a personal Node. 

The Watchers of the Void  

(All are Barabbi) 

Members: Joanne Myers (CoE), Lester Giles (SoE), Abdel-Aziz Hummein (Euthanatos), Hiram Jencks (OoH), Bernard Monfort (Celestial Chorus) 

Background: Originally a group of young Tradition Mages who were about to be destroyed by a pack of Marauders when a strange Mage named Galarius saved them, offering them both magical gifts and an opportunity to join his Chantry. It was an offer that was too good to be true….and it was. 

Joanne Myers 

  • Nature: Rebel 
  • Demeanor: Survivor 
  • Essence: Questing  
  • Tradition: Cult of Ecstasy Barabbi 
  • Spheres: Correspondence 4/Entropy 2/Life 2/Mind 3/Prime 2/Time 4 
  • Willpower: 9 
  • Arete: 5 
  • Quintessence: 18 
  • Paradox: 2 

Background: Born on a small farm in Iowa, she dreamt of becoming a famous actress, and ran away from home at 16, catching a bus to Los Angeles. Her Avatar awoke on stage. 

On opening night, she froze, and the jeering of the unruly audience literally brought her to her knees in tears. When she looked up, some of the audience had burst into flames. 

So, the opera scene from Parasite Eve? https://www.youtube.com/watch?v=YPXS8xMXzOQ 

In a panic, she ran but was tracked down by the Mage who would become her Mentor. She served the CoE as an apprentice for seven years before joining the Lightning Seven Cabal in fighting the Technocracy. 

She did not know Galarius was a Nephandus until she’d already become one herself, as he provided her with designer drugs that altered her senses in previously unimaginable ways. The pleasures and revelations were beyond anything the CoE had given her, and in time she became addicted. 

Now she serves the Nephandi reluctantly and has secretly overcome her addiction and has never made a soul-pact with the Nephandi. She’s planning her escape, just as soon as she can find some trustworthy Mages. Her interests include exploring the World of Darkness, developing friendships with anyone who can save her, reading Sci-Fi and fantasy, and studying parapsychology. 

Image: An attractive, athletic woman in her early 30’s, with curly, coppery-red hair and bright green eyes, dressing in comfortable, but trendy clothing. 

Roleplaying Notes: You are a strong-willed, tough woman, persistent and independent. You hated your dependence on Galarius, which you have overcome. Now you seek a way out of your current situation and will aid any Mages who can save you from the Nephandi. While you would prefer to return to the Traditions, you are willing to go with the Technocracy or Marauders, if they get you out. You fear death, but you fear damnation more. 

Sanctum: Joanne spends most of her time in the Charleston house, where she keeps a five-room sanctum, as well as a private apartment near the Chantry, decorated in a comfortable, modern style. 

Lester Giles 

Man looks like he says “Smashing!” a lot when excited about something. And “Indubitably” 

  • Nature: Avante-Garde 
  • Demeanor: Deviant 
  • Essence: Dynamic 
  • Tradition: Sons of Ether Barabbi 
  • Spheres: Entropy 3/Forces 2/Life 4/Mind 3/Matter 4/Prime 3/Spirit 2 
  • Willpower: 4 
  • Arete: 6 
  • Quintessence: 12 
  • Paradox: 8 

Background: Born in Manchester, England in 1843 to a family of watchmakers, Lester grew up learning the family trade, eventually taking over the business when his father’s eyesight prevented him from continuing. 

Lester became fascinated with the occult at an early age, joining a secret society of hedge wizards to learn the ways of magic. One of the members happened to be a Mage who took Lester aside and promised to teach him the real ways of magic, so long as he abandoned his family business and committed to full time magical study. 

He agreed, if his family would be provided for financially. His Mentor agreed and Lester spent the next 10 years in study, eventually becoming a Son of Ether. 

He traveled for many years, serving various Cabals, before joining the Lightning Seven 10 years ago. He was easily corrupted, as he sought power and understanding, and Galarius was all too willing to provide these to him. He’s recently taken up experimenting with reanimates, as well as taking an interest in developing a means of altering Avatars. He believes one day he will develop a means of converting one Essence into another, and that it may be possible to develop new Avatars. 

Image: A slightly overweight man in his late 40’s, he has thinning, dark brown, wavy hair, a mustache and brown eyes. His clothing is outdated, and his pipe is never far from his mouth. 

Roleplaying Notes: You’re a jovial and curious man, and while you don’t realize you’re working for the Nephandi, your corruption has been total, and you are beyond redemption. You will not hesitate to use people and betray them; however, you always appear as a proper English gentleman. You’re more than a little insane, and suffer from several phobias (of the ST’s choice) 

Sanctum: Lester conducts most of his “Research” in Drachus Vachor, in a huge sanctum set aside for the creation of reanimates. He also keeps a large sanctum in the tunnels below the lighthouse Chantry. His sanctums are filled with body parts, dissecting tables, medical devices and other disgusting things. The rooms in the tunnels are lit with fluorescent light and the walls and ceilings of both sanctums are covered in dried blood. Some of his previous experiments, the ones with sufficient intellect to follow one-word commands serve as his Retainers. 

The Nodes of Drachus Vachor 

All of the Chantries Nodes are located within a mile of each other, forming a triangle with the Chantry in the center. 

Colirus Bri 

A seven-foot, conical rock jutting from the earth like a miniature volcano, those that look into the hole see nothing but blackness, and there is apparently no bottom to the pit, as any object dropped into it disappears into the abyss. This opening is just wide enough for a person to seize through. The rock is blackish-blue and covered in organic looking carvings of an unknown design. 

Colirus Dre 

Like Colirus Bri, except that a stench of sulfur and brimstone emanates from the hole, and the interior has an orange-red glow. 

Colirus Gu 

Like the previous two Nodes, except that it emits the smell of flowers and a purplish-white smoke. The interior is filled with this wispy smoke, and with a careful ear, one can hear many voices speaking from the depths. The smoke cannot be seen through, and any objects dropped into the hole are ejected back out. 

The Horizon Realm 

Basic Concept 

Ulic Batu is an outward manifestation of the Nephandi’s corruption. Malformation and evil are everywhere, and the Resonance is extraordinarily strong, warping nature itself through the infestations of the Dark Lords, turning its twisted essence against the Mages who live here. Worse yet, the Labyrinth is in its Spring, having survived an earlier attack, its powers are now coming into a new fruition. 

Environment 

The Sea of Ash is more than just a body of water, it is a Realm, filled with dark, salty water with no surface or sky. The only light coming from the seabed, and at the center of the Realm at the very bottom of a massive abyss lies Dracus Vachor. 

At the Realm’s “bottom”, phosphorescent ooze illuminates the seafloor with visibility of about 50 feet. As one swims upward, the sea grows darker and darker until it is pitch black, save for the bioluminescent predators. 

The water is just cold enough to be uncomfortable, and oddly, the Nephandi and their guests can freely travel through the water, breathing the water like air (though this may have a corrupting effect on the guests), and Nephandi can speak under these waters as if they were on land. 

The flora and fauna of the Realm is horrifying and monstrous. Besides the glowing coral, there are whales with human arms (including hands with opposable thumbs), octopi with giant fangs, two-head sea serpents, eels with human faces, razor sharp exoskeletoned fish, manta rays covered in tiny mouths, and many other nightmarish abominations. These creatures do not attack the Mages, their servants or guests, and the Mages or servants are capable of summoning even larger, more horrifying creatures from the depths if attacked. 

Denizens of the Realm 

There are no known intelligent creatures in the sea itself, though there are likely some that are unknown to the Nephandi 

Other Details 

Magical Ratings: Correspondence +2/Entropy +1/Life +1/Matter -1/Prime -2/Spirit -1/Time +2 

Labyrinth Description 

Drachus Vachor 

A massive metal fortress of unnatural appearance and design, colored blood-red and jet-black and roughly resembling a castle, it is filled with air and cannot be flooded by the ocean, even with the door wide open. 

The interior is equally strange, with tubular hallways, and domed rooms that constantly change locations. The walls are covered in massive tapestries and huge wall curtains. It is lit by giant, water filled tubes holding glowing coral and bioluminescent creatures. All furniture is made of metal but covered in plush red upholstery. Giant porthole-like windows provide a view of the ocean, as well as an observation room made entirely of glass. 

Each Mage has their own personal living and study areas, and secret passages honeycomb the entire complex. The Mages have yet to venture into the lower depths where the servants live. Even the Nephandi are afraid of what they might find there. 

The Watchers Lighthouse 

This Earthly aspect of the Chantry was once a large fortress that was destroyed hundreds of years ago. Now a lighthouse stands in its place. It is still functional, but no longer used. At its base is a communal meeting and work area for the Cabal, and six small houses have been built nearby by the Mages. The Cabal has a helicopter, a large boat and all the weapons and equipment they need. The computers are tied into countless systems, and the lighthouse itself is located on a small island off the coast of Georgia. 

The Charleston House 

An antebellum house in one of Charleston, South Carolina’s oldest neighborhoods, filled with secret passageways and has a large basement. This Chantry serves as an additional place to stay, though it is rarely used, and the local Sleepers are convinced it’s haunted. 

Purpose 

Drachus Vachor is a Nephandi outpost with ties to Earth. It has expanded dozens of Cabals, most dying horribly in the service of their masters, while others were simply taken by Nephandi demon lords after they ceased to be useful. 

History 

Created long before the Horizon gained its current strength, the Realm has served as a Nephandi stronghold where corrupt Mages slaughtered Sleepers to appease the appetites of their masters. 

The Realm was nearly destroyed by the VE, but survived somehow, leaving the Nephandi vulnerable. All attempts to return to Earth to collect Sleeper souls were thwarted by the Technocracy Shock Corps and bands of Marauders, forcing the Nephandi to feed on spirits of the Umbra. Eventually, the Fanlooran Confederacy, an Umbrood legion guided by Umbrood Lords, laid siege to Drachus Vachor and drove the Nephandi to the other side of the Horizon. 

Eventually, a Nephandi priest, the leader of the Chantries Earthly aspect, made it back into the abandoned Horizon Realm, and into Drachus itself. He found it abandoned but boosted his own powers with a Talisman in the Chantry and a ritual involving the sacrifice of twelve virgins he had brought with him. This ritual allowed the priest to communicate with his Nephandi masters who explained how to reopen the Portal that led to and from the Deep Umbra, however this ritual did not work. A new Portal would need to be constructed, and with the help of the Chantries Talismans, the priest created a race of sentient, humanoids from a species of fish Indigenous to the Sea of Ash. While these creatures lacked souls, they nonetheless possessed the terrifying powers of the Nephandi. 

Wanna guess the priest’s name? It was Galarius, and he worked long and hard, eventually building the device needed. Now, he must collect 1301 souls to power it. For his troubles, he was gifted eyes of emerald, allowing him to see pure souls. He started corrupting Mages to continue his dirty work and continues to do so now. Soon, he’ll have enough souls to fully power the Portal. 

Chantry Inhabitants 

The Chantry and it’s Mages are cared for by beings known to the Mages as “Hooded Horrors”, though they never call them this to their…. faces…if they have faces. 

These frail humanoids stand roughly five feet tall and wear black, cowled robes, keeping their faces hidden. Occasionally a bristly mandible or dripping tentacle pokes out from beneath the hood. The Mages are not entirely sure if they want to know what the Horrors look like. 

The Horrors do not speak, but understand commands, and have their own, indecipherable, even though magic, language and are always around when needed. When the Mages are asleep or otherwise occupied, the Horrors sometimes swim to the Node sites of the Realm, where strange rituals are conducted, and sacrifices are made of sea creatures and even other Hooded Horrors. 

Internal Structure and Relations 

Galarius dominates the Chantry, but the Mages are allowed to do as they please, if they work towards their master’s goals, and are carefully watched by both Galarius and the Horrors. 

The stress has caused the Mages to question their duties, and they would all prefer to be free of their chosen masters, though they cannot confide this secret, lest someone snitch to Galarius. Instead, they feign loyalty and carry out their duties as if they enjoy them. The mages often corrupt others by setting up ambushes with monstrous creatures, only to arrive “just in time” to “Save” the victims, making the victims more inclined to trust them and feel the weight of a debt owed. 

External Relations 

The Technocracy is aware of Drachus, but the Traditions are not. The Watchers of the Void are known only by the Traditions for their excellent service to the Traditions, and most members of the Traditions believe the Watchers to be loyal. The Labyrinth’s only contact is with other Nephandi strongholds. 

Status and Reputation 

Status: 0 (3 w/Nephandi), Reputation: 0 

While the Chantry itself is unknown, it’s Mages are not. Many suspect the Watchers are hiding something, while others speak of them as selfless heroes, willing to help other Mages without asking for repayment. This is, however, a Reputation that the Watchers themselves have been spreading. 

Policy Regarding Outsiders 

No outsiders, other than converts and sacrifices are allowed entry. Rogues are never used, and apprentices are never taken. While others do the teaching, the Watchers do the corrupting. 

Allies and Enemies 

In addition to its three Nephandi masters, the Chantry supports another Labyrinth and three small Cabals of Nephandi infiltrators into Technocracy Amalgams. These corrupted Amalgams often share information about Technocracy activities, and the Watchers are allied with a pack of BSD Garou, and a powerful Sabbat elder in Charleston, South Carolina. 

The Chantries’ enemies include six Constructs, one rival Labyrinth, and two Umbrood Preceptors who took part in the original siege of the Realm. 

Research Capacities 

Drachus Vachor has exceptional research facilities, though the Mages receive no training other than personal study. The arcane library is adequate to the needs of the Mages, with tomes in various languages, and most in decent shape. Most information that the Mages receive is from their Nephandi allies, as well as five spy’s privy to information relating to the Technocracy and Traditions. The Chantries computer systems are incredible, thanks to the work of a now dead VA Barabbi, and the Mages have enough Quintessence to support the Realm, but regularly raid other Nodes to acquire more, often laying waste to the raided Nodes. 

Stories 

Menace is the theme of Drachus Vachor stories. Galarius prepares to breach the Horizon and considering the remote nature of the Labyrinth and its Earthly aspects, it’s likely this breach would take a while before anyone noticed. 

Alien strangeness is the mood, and Lovecraftian eeriness and half-remembered fever dreams are not out of place here. It should invoke a foreboding terror as all things are distorted in the dim twilight of the underwater Realm. 

Story Ideas 

  1. The players meet the Watchers of the Void, who simply refer to themselves as the Watchers. They show up to save the player from defeat at the hands of some enemy, then befriend the players. Over the course of five to ten stories, the Watchers begin corrupting the players, trying to lead them to evil and surrendering to their Hubris. If the Watchers are successful, the players may be taken back to Drachus Vachor to mee Galarius. 
  1. Joanne Myers seeks out the players asking for protection for Galarius and her old Cabal, claiming they are Nephandi but with no proof. When her old Cabal shows up, they claim she’s insane. Will the players hand her over, and if not, the Nephandi will fight to keep her, or kill her themselves. 
  1. Mad dreams and visions of an undersea terror plague one of the players, and through research, they discover the tales of an undersea Realm, bridged by a crumbling lighthouse. If Galarius sending these dreams deliberately or is this a warning to the players that their fates and the those of the Nephandi are intertwined? 
  1. The players discover that over 100 Sleepers have been kidnaped in the last few days. Following the trail of clues leads them to the Watchers lighthouse. There, they learn that the Sleepers have been taken to Drachus Vachor. Will they enter the Realm to save the Sleepers? If so, Joane will help and show them how to use the Portal into the Realm. 
  1. Galarius gathers his final souls and breaches the Horizon. Terrible storms herald the arrival of the Nephandi, but only a few Mages are willing to recognize the threat. “The Nephandi need time to shore up the breach before an outright invasion can begin. Can the players stop them in time?” 

Why would the Nephandi be shoring up the breach they just created? That’s counter to their entire plan, which as previously said, involves Galarius powering up a Portal to breach the Horizon. I assume that’s got to be a mistake. 

And that’s Drachus Vachor. I feel like the Lovecraftian elements didn’t need to be explicitly called out because they are obvious from the first words describing this place, but I guess because Lovecraft is in the public domain it’s easier to admit where you’re stealing from than it is when you’re ripping off something more modern. Which, speaking of ripping off something modern brings us to our next Labyrinth. 

The Household of the Jade Demon: In the Maze of Ebon Gates 

A being of unspeakable evil and power resides in Chicago’s Chinatown. Known as the Jade Demon, as his true name is a secret, this powerful mage once served the Nephandi but has since gone Rogue, breaking from the Nephandi out of fear of the punishments destined for him. 

The Nine Chinese Hells loom nearer as his life draws to its conclusion, and the Jade Demon’s longevity potions no longer work as they once did, and no manner of magic will slow his aging. The Demon must find a source of immortality soon, or it will be too late. In his desperation, he’s surrounded himself with any new Mages willing to accept his offer, and while he has learned to feast on the souls of the innocent, Sleepers are no longer abating his aging as they once did. 

The Jade Demon, Master of the Realm 

Hello Mr. Burton 

  • Nature: Martyr 
  • Demeanor: Conniver 
  • Essence: Questing 
  • Tradition: Nephandi (Akashic Brotherhood Barabbi) 
  • Spheres: Correspondence 4/Entropy 5/Forces 4/Life 5/Mind 4/Matter 3/Prime 4/Spirit 3/Time 2 
  • Willpower: 10 
  • Arete: 8 
  • Quintessence: 12 
  • Paradox: 8 

Background: Known to the Kindred of Chicago as “Lo Pan”, the Jade Demon is an ancient Mage who once served the Nephandi. Originally a member of the AB, he gave up his Tradition when he sacrificed his soul to save his comrades’ lives. He is a cruel, ruthless, evil and deeply frightened man, wishing to free himself of his pacts with the Nephandi, but knowing that achieving this goal will be exceedingly difficult. 

He has managed to create his own Realm to hide from his former masters but knows they will never stop searching. He has gathered a small group of Rogue Mages to serve as his well-rewarded minions. These minions will protect him with their lives, but he understands when he does finally die, he will return to the Nephandi and have his soul cast into the Nine Chinese Hells, and this is why he now seeks eternal life.  

Aside from the whole “quest for immortality” thing, he also controls Chicago’s Chinatown through the Wing Kong, and his influence over organized crime reaches as far as mainland China and Hong Kong. He has allied with several strange Asian supernatural creatures, and collects antique weapons and armor, spending a great deal of his time playing Chess and Go. 

Image: The Jade Demon has two forms. On Earth, he is a feeble, nearly bald Chinese man who appears to be at least 100. In the Horizon Realm, he resembles a Chinese Mandarin in the prime of his life, sometimes growing his fingernails to extreme lengths and other times not. In this form he has long, shiny jet-black hair down his back. On Earth, he dresses in plain white robes, while in the Realm he dresses in emerald and crimson robes trimmed with gold. In his old man form he carries a wooden staff, while in his Realm he carries nothing, preferring to use his magic, but keeps an ancient, jewel-encrusted Talisman Kris nearby if needed. 

Roleplaying Notes: On Earth, you appear to be a confident, humble and generous old man, and you’ve provided massive amounts of money to charities, hoping it will aid you in cleansing your soul. You are wise and good-natured, with a wry sense of humor. Those around you may sense great power and even evil but will have a tough time pinpointing the source. In the Realm, you are more energetic and virile, putting your younger form to effective use. 

Sanctum: The Demon keeps a large, plush sanctum within an old building in Chinatown, but spends most of his time in his Realm. The Realm sanctum is his palace, and his “Inner Sanctum” takes up a single floor within the palace and is decorated in an ancient Chinese style. 

Cmon now, ya’ll weren’t even trying to hide this one. It’s fucking Lo Pan from Big Trouble in Little China. I mean scroll back up and look at that character portrait and then look at this

you telling me they didn’t rip off Big Trouble? I’m not complaining, because I’ll be real, Lo Pan running around the WoD is hysterical and I appreciate just how blatantly they ripped him for this book. Most of the time when they slide a reference into these books it’s a smidgen more subtle, but the Jade Demon’s write up and image are literally on the first page of this Chantry, so they knew exactly what they were doing. 

Cabals 

Two Cabals serve the Jade Demon, both share the same interests and work together in their master’s service. 

The Jade Demon’s Brood 

Members: David Warita (AB Barabbi), Wesley Mercer (VA Barabbi), Robert Lo Chu (CoE Barabbi), Martin Roelig (Euthanatos), Kim Vachon (Euthanatos) 

Background: The Brood was assembled over the last decade, and all were individual Rogues seduced by promises of wealth and power. Now, they are trapped Barrabbi and the Demon has collected a lock of hair, a drop of blood and a fingernail clipping of each, casting a ritual over the pieces. Should any of the Brood refuse to serve, the Demon can snuff out their lives without a thought, regardless of their distance from him. He has proven this power once before on a former Cabal member to show he’s not making idle threats. 

Interestingly, the two Euthanatos did not join because they were entrapped, but because they wish to get closer to the Demon so they can kill him, and they intend to act as soon as he lets his guard down. But until that happens, they continue to serve him faithfully to prove their loyalty. 

Kim Vachon 

  • Nature: Fanatic 
  • Demeanor: Bon Vivant 
  • Essence: Dynamic 
  • Tradition: Euthanatos 
  • Spheres: Correspondence 3/Entropy 5/Forces 3/Life 4/Mind 4/Matter 2/Prime 2 
  • Willpower: 10 
  • Arete: 6 
  • Quintessence: 16 
  • Paradox: 4 

Background: A former ballerina, Kim was abducted by a Euthanatos who was enraptured by her beauty, taking her on as his apprentice just to have her near him. Much to his surprise, she proved a capable student. She’s been a Euthanatos for almost 125 years and has several important kills to her name. 

She was selected by her superiors to infiltrate the Jade Demon’s Brood, to learn as many secrets as possible and then give him the Good Death. To gain the Demon’s trust, she posed for two years as a Rogue, and was then contacted by the Demon to perform assassination work, then offered a place within the Brood. She has increased his trust in her by saving the lives of three of the Demons minions, and by giving information about a rival Euthanatos Chantry, allowing the Demon to destroy it and acquire its tomes, secrets and treasures. 

Her personal interests include the continued study of various forms of dance, and she has managed to work her training into her combat styles. She also collects expensive cars and jewelry, which the Demon provides in abundance. 

Image: A beautiful, athletic Middle Eastern woman who appears to be in her mid 20’s, with a preference for the latest fashions, always in black of course. She has medium length black hair worn in assorted styles, and wears extensions from time to time, and has bright green eyes with black flecks. She speaks with an English accent as she was born in London and always carries a blade somewhere on her body. 

Roleplaying Notes: You are greedy, fanatical, evil and hedonistic. Still, compared to the Jade Demon, you’re an angel. You’re a determined and patient individual who will let nothing stand in your way. You’re aloof to all but your closest “Friends” while undercover. You can be charming and seductive when necessary. 

Sanctum: Kim keeps a nice loft near Chinatown, though not in Chinatown proper. It is filled with luxurious and expensive decorations, though she spends much of her time in the Realm, where her sanctum is much the same. 

The Wing Kong Elite 

(All members are Orphans) 

Members: Mao Tu Tzin, Cho Quan, Lee Ho Wu 

Background: Formed in the late 1800’s, the Mages were the leaders of a Chinese fighting tong called the Wing Kong. The members answered to them, and in turn they answered to the Jade Demon. The Cabal is charged with protecting Chinatown and the Wing Kong runs all organized crime within Chinatown, but stays an invisible organization only known to locals. The Mages of the tong are considered Orphans, or at worst Barabbi by other Tradition Mages, as they were trained by a Nephandus Mage and his servants, rather than a “true” Tradition. 

Mao Tu Tzin 

  • Nature: Traditionalist 
  • Demeanor: Bravo 
  • Essence: Dynamic 
  • Tradition: Orphan Barabbi 
  • Spheres: Correspondence 3/Entropy 2/Forces 2/Life 2/Mind 4/Matter 2/Prime 2/Time 2 
  • Willpower: 8 
  • Arete: 6 
  • Quintessence: 13 
  • Paradox: 7 

Background: Mao was born into a large family of immigrants, living a hard life on the streets of Chicago. By the time he was nine, the name “Jade Demon” was known and feared through Chinatown, still his nine siblings were hungry, and he believed that if he could break into the Demon’s home, he could find enough wealth to feed his family for at least a year. 

So, he broke in, and was immediately seized by one of the guards, though he managed to wound the guard rather horribly with a knife. The Demon, knowing potential when he saw it, had his most skilled servant take the boy in as an apprentice instead of having him killed. 

Mao learned the arts of magic and has since served the Demon faithfully. While he does not like doing evil, he knows his debt must be paid, and his family has remained well provided for since he took up his apprenticeship, though they now refuse to acknowledge his existence. While they have spurned his aid, he has managed to support them through “luck” without their knowledge.  

He is now the leader of the Wing Kong, who serves the Demon, overseeing all organized crime in Chinatown and handling many of the Kong’s activities outside of Chinatown as well. 

Image: A Chinese American of sturdy build, he has short black hair and black eyes and well-defined musculature. He dresses in expensive suits and appears to be in his late 20’s. He usually carries a concealed pistol as well as a concealed martial-arts weapon on him while out. 

Roleplaying Notes: You’re a man with a tortured soul. You wish to respect your family but have abandoned them to serve another master. You are an honorable man, but your duties have made you hard and ruthless. You have killed many times and have no remorse. You’re slightly arrogant but will protect the people of Chinatown from all threats. If approached in a proper, businesslike manner, you are extremely civil and proper. 

Sanctum: Mao keeps a large penthouse suite to himself, with several personal guards, though they are not allowed entry into his private sanctum. The penthouse is decorated in a modern fashion that incorporates old Chinese styles. 

Node of the Household of the Jade Demon 

The Hidden Chinatown 

There are certain alleyways in Chicago’s Chinatown that lead to secret rooms, which in turn lead to hidden tunnels that lead into a complex maze of rooms and tunnels. This is the secret side of Chinatown, known only to the Jade Demon and his minions. The residents of Chinatown know of the Demon, and they fear him and his tong of warrior-thieves. So, they do not enter areas marked with signs of the Wing Kong, knowing they will be killed or cursed for entering. Within this secret world there are several powerful ley lines that drew the Demon to Chicago, and he established Chinatown and built his domain beneath it. 

The Invisible Circle 

At the heart of the secret labyrinth is a room called the Invisible Circle. This is the nexus of the ley lines, and the Demon harnesses Quintessence from this place to support his Realm. 

The Horizon Realm 

Basic Concept 

The Maze of Ebon Gates is exceedingly small but difficult to pass. A juxtaposition of a huge hedge maze and an underground tunnel system, passage through the mage is tricky as it changes shape. Perception + Intuition (difficulty 9) rolls must be made every round to stay on the right path, with 20 successes required to reach the Demon’s palace. If a player botches a roll, they must start over with no successes. 

Environment 

The surface of the Realm is a large mage of trimmed sticker bushes that are always taller than the individuals within the maze, and they grow larger if the individual attempts to levitate or fly over them. They are extremely thick and cannot be walked through, resisting all attempts to reshape them or open paths through them, and are immune to all known forms of attack. 

Essentially, those trapped in the maze must make their way through it. Between these bushes are cobblestone paths with only a strip of black soil on either side. Gates carved from ebony wood are scattered throughout the maze, and each alerts a particular creature of the presence of intruders. Some of the gates lead to staircases made of platinum and mother of pearl, which then descend into the lower levels of the Realm. The lower levels are lit by torches bearing sconces, and there are many rooms and tunnels throughout the underground area with monsters scattered throughout. 

Aside from the monsters, there are doves in the hedge maze and enormous Sumatran rats in the underground. It is always midnight in the Realm, and the large, golden-hued crescent moon never moves. There’s always a chill in the air, but there is no rain or other weather conditions, as it is always a comfortable temperature.  

Strangely, in the past when the Demon has suffered some personal or emotional injury, the hedges temporarily withered and died. 

Denizens of the Realm 

The Realm is filled with horrible monsters, and ST’s should make the underground maze as large as they wish and should be as challenging as the maze described above, but more treacherous. Monsters can be pulled from other Storyteller System™ games and supplements or created by the ST as needed. 

Other Details 

Magical Rating: Correspondence -3/Entropy +3/Matter -2/Mind +2/Time -2 

Labyrinth Description 

The Palace of the Jade Demon 

Sitting at the center of the maze, the palace is a six-story building surrounded by 10-foot-thick, 30-foot-high walls of pure jade. The palace is also primarily composed of jade with an abundance of ebony wood, ivory and silver (gold is not found anywhere in the realm). The palace has an early Chinese design, carpeted with the finest rugs, windows adorned with silk curtains and the walls are covered in murals of mythological scenes. 

It is lit by magical torches that give no heat and cannot ignite other objects. The furniture is ancient, of royal design and ancient Oriental weapons adorn the walls. Everything within the palace appears to be equally old. 

The arcane library is located on the Demon’s private floor at the top of the palace, with the mundane library on the second floor, and all supplies stored in various storage rooms. The third floor is dedicated to the Demon’s pleasure rooms, where prisoners are kept to entertain him and those he wishes to reward. 

There are several traps in the palace that can kill intruders, but do not inconvenience the Demon or his servants. The basement attaches to the labyrinthine tunnels system below the maze, where cells for prisoners can be found. 

The Bamboo House Chinese Restaurant 

The Wing Kong conducts some business at this restaurant, and citizens who wish to contact them may do so here. In the back of the restaurant is an apartment complex where all the Demon’s servants live. Many of the other servants have private apartments elsewhere. 

Purpose 

The Labyrinth’s sole purpose is serving the Jade Demon. Presently, that means helping him find a way to gain immortality, with the Brood spending much of their time investigating leads and defending the Demon from Nephandi servants. They also take part in the Ascension War as Rogues, while the Wing Kong serve their master as the primary defenders of Chinatown. 

History 

The history of the Chantry is entwined with that of the Jade Dragon. The Jade Dragon was once a respected member of the Akashics, his honor outstanding and he was loved for his kindness and generosity. He fought valiantly against the enemies of the Tradition, even before the foundation of the Technocracy. 

Unfortunately, his fort was attacked by the Mongols, and the Mages proved to be no match for the invading foes, aided by strange and magical creatures. The Dragon realized that his family and friends would be slain if he did not take drastic action, though his own magic was no match for the Mongol necromancers. 

Realizing the only way to defeat his enemy, as well as the cost of such a victory, he called upon the powers of Darkness to aid him. These beings knew the Dragon well, as he had defeated their minions many times. They granted his request, and the invaders were decimated by plague which they later brought with them to the West. 

The Dragon continued to fight for his Chantry but realized the powers the Dark Lords had offered and began to call upon them more regularly. In time, he became the most powerful Mage of his Chantry, and with his help, many innocents allied with the Chantry were spared of all manner of threats, both natural and supernatural. 

But there was a price, and eventually the Dragon lost his soul to the Dark Lords, and from then on, he cared less and less for others as evil built in his heart. Finally, the powers of Darkness came and destroyed his Chantry before his eyes. The Dragon did nothing to stop them. From that day forward, he was the Jade Demon. 

The Demon wandered for centuries, serving his masters as they wished, until 1900, the year of the Boxer Rebellion, the Demon fell in love. The Dark Lords, however, would not suffer such a weakness from a servant, and destroyed the woman as they had the Chantry. This time, the Demon did not accept things, and the hate grew in him until he could no longer stand it. Gathering his own servants, he devised a plan. Through devious maneuvering, he turned his masters against each other, and personally attacked the survivors. The Demon’s plan worked well, but he had not reckoned with the power of the surviving Nephandi.  

His servants were lost, as was much of his Infernal power, but he was successful in breaking his pact. He then fled to Chicago, where he found the powerful ley lines that he built Chinatown over and controls to this day. Once Chinatown began to thrive, the Demon summoned the few members of the Wing Kong who had survived the Nephandi war and began rebuilding the tong. 

Now, he fears death, leading to his expansion of minions to include a new Cabal. 

Labyrinth Inhabitants 

The Palace has an adequate number of household servants and a large harem of concubines that he gathers from around the world, kidnapping beautiful women and imprisoning them. 

Associates of the Demon include Pan Lung, a guardian dragon of hidden places, Krag the Bakemono, a squat, deformed little humanoid who loves to play mean tricks on people, Yul Yi the Tigbanua, a flesh eating creature of bizarre magics, Tri Ja the Lu Nat, an Umbrood who controls lesser spirits and consumes them, and Tashimoto the Oni, a powerful giant who can assume the form of a dove or man. 

Internal Structure and Relations 

The Chantry is totally dominated by the Jade Demon, and those that serve him are richly rewarded, while those who oppose him are destroyed in horrible ways. There is no covenant, as the Mages simply do as they are commanded. Failure to do so results in severe punishment. 

External Relations 

The Jade Dragon tries to stay hidden but is hopeful that his Brood will be accepted by Mages of other Chantries. To help instill that trust, his Brood has been instructed to aid other Tradition Mages whenever possible, so long as it does not conflict with their service to him. 

Status and Reputation 

The Labyrinth’s true nature is unknown, but the Mages of the Brood are considered valuable allies because of their willingness to help others acting against the Technocracy without asking for anything in return. 

Status 0, Reputation 3 

Policy Regarding Outsiders 

While the Demon is always looking for young Mages to join his Brood, he is careful in his selections, as many Mages still know who and what he is, and he fears that some of the Akashics seek his death (which they do). He will use Rogues whenever necessary and will attempt to lure them into the Brood if they prove suitably capable. He’s become so desperate that he’s begun looking for Technomancers and Marauders who could serve him. 

Allies and Enemies 

Among the Demon’s allies are the Hellpissers, a BSD pack, the Star Children, a nomadic Sabbat pack, a powerful Chicago Tremere, an Umbrood Preceptor known as the Scaryman, and a gang of Fomori not in service to Pentex. 

His enemies include the four Nephandi Lords he betrayed as well as a Cabal of their servants, an Umbrood Preceptor known as Hadcak, Master of Dogs and Vider, a highly intelligent metamorphic elemental. 

Research Capacities 

The Demon has a love for learning and is willing to share his vast resources and knowledge with his minions, so long as they don’t pose a threat. After all, he wants servants who are as capable as possible. He spends much of his time in his Realm studying and practicing his arts. 

The palace library is phenomenal, and all works concern the magic of the Akashics and the Nephandi. The mundane library is large and mostly for his own enjoyment. There are computers supported by a VA Barabbi, as well as several Talismans allowing the Demon to spy on any being, so long as he has a part of them. He has spies in Doissetep, Null-B, MECHA and four other Chantries and Constructs, as well as many contacts closely tied to the Syndicate, IX and Pentex. 

All Quintessence controlled by the Demon comes from the Chinatown Node, and while this Node is powerful, it takes a great deal of Quintessence to feed the various magical creatures that live within the Realm. The remaining Quintessence is issued to his minions in Tass form as a reward. 

Stories 

Madness is the theme of stories involving the Jade Demon, as his age catches up with him, his mind spirals into the abyss, drawing both his subjects and his Realm down with him. 

Story Ideas 

  1. A Mage seeks to employ the players to perform certain services. This Mage secretly works for the Jade Demon, and the “Employment” offer is simply a test of the players capabilities. Their mission is simple, find a specific Nephandus, capture her and bring her back alive to a specific location in Chinatown. Of course, this Nephandus is powerful and will fight to the death rather than be captured by agents of the Jade Demon. Should the players succeed, they will be rewarded with Talismans that act as scrying devices for the Demon. He may eventually offer the players membership within one of his Cabals or serve as a Mentor. 
  1. A young Kindred approaches the players, claiming that some mysterious party is picking off the Anarchs of Chicago, including their sire. The mysterious killers obviously possess some kind of powerful magic, and from the Kindred’s description, the players realize that a Mage is stalking the city’s Kindred. If the players know anything about Kindred society, they may wonder why they aren’t dealing with the problem themselves. Then again, a Kindred or two as allies might not be such a bad idea. 
  1. The players come into conflict with Wing Kong when their interests intersect. Whatever the reason, the players will have to deal with the Kong, as well as the Demon’s Brood. 
  1. The Jade Demon kidnaps the significant other of one of the players (or one of the players themselves) and the players must roam Chinatown to discover the Portal to the Demon’s Realm. Once inside, they’ll have to fight their way through the maze, through the monsters, and save their loved one (or friend) from the palace. 
  1. Strange events in Chinatown draw the player’s attention. The Nephandi have come to collect the Demon, and he refuses to go peacefully. This is a drawn-out wizard war raging through both the Realm and its Earthly aspects, harming innocents and attracting the attention of the police, rival tongs, Kindred and likely worse. Will the players join the fight, and if so, who do they side with? 

And that concludes Chapter Three. I don’t buy that the Nephandi are somehow eviler than the Technocracy, when we spent literally an entire chapter on three different Technocracy Constructs that were all explicitly using slave labor, and the best we can come up with for the Nephandi is “Lovecraftian Chantry” and “Big Trouble in Little China Chantry”.  

Which isn’t to say that I didn’t enjoy this chapter, because I absolutely did, and I got a chuckle out of the Jade Demon’s portrait and the first thought I had when seeing it was “Damn, that looks like Lo Pan from Big Trouble…..they’re not going to…..OH MY GOD THEY DID”. The entire Jade Demon chantry is incredibly funny to me because it’s straight up just “Big Trouble” with the serial numbers filed off and a thin coat of WoD paint slapped on top of it. And if I’m being honest, it’s exactly that goofy “Smash some pop culture thing we love into the game” that I genuinely get a kick out of when it comes to these old books.  

But having said that, this chapter feels like a bit of a letdown, considering we got eight Chantries spread across the Technocracy and Traditions but only two for the Nephandi? I know these are just example Chantries and that’s fine, but if you’re going to have three separate antagonist factions, one of which has sub-factions, I expect a little more attention to be paid to the other evil factions beyond just the Technocracy, otherwise what are we doing with three God damn factions of villains!? Especially when the Nephandi are supposed to be the epitome of evil, and you’ve done nothing to show that. 

Like…what, am I supposed to be shocked by human sacrifice or something here? Is the mere thought of a soul being consumed by some otherworldly being supposed to do all the heavy lifting on the “Evil” side of things because I’ll be honest, it really doesn’t. Especially considering as I stated before, the Technocracy is explicitly kidnapping and enslaving both Mages and mortals, and in one place, straight up creating human/animal hybrids to be slaves. Sorry, but I feel like the group engaging in explicit slavery is worse than the monsters from beyond the stars that eat souls, but maybe I’m just crazy and find things that echo actual, real-life events to be more horrifying than some imaginary boogeyman who’s going to come and take away my imaginary “soul”. 

That’s enough bitching for now, let’s dive into the next chapter all about Chantry Creation in 
 

Chapter Four: Chantry Creation 

The Basics of Chantry Building 

Depending on your game, you may want to design your own chantry, and wouldn’t you know it, this chapter is written to help you do just that! While the Chantries provided in this book are intended as a springboard for ideas, this chapter fleshes out the process of creation, as well as there being a points-based system of creation provided in Appendix Two. Creation sheets are also provided to help with bookkeeping, but as always, ST’s should handle things in whatever way makes the most sense for them. 

The Creation Process 

The first step in the process is visualizing what the Chantry will be. If the players are going to be the ones to establish the Chantry, they should offer a list of things they would like to see as parts of the Chantry, so that the ST can read over the lists, pull the common items into the game, and put more emphasis on them. Remember you should incorporate as many of the players ideas as possible, as “Reality is malleable on the Horizon Realms, so have fun!” 

Questions of Direction 

The players and ST should agree on the basic concepts of what the Chantry will be, and the following questions will help to narrow the focus. 

  1. What type of Chantry is it? What is its purpose? How powerful is it? 
  1. What does it look like on Earth? What does it look like in its own Realm (if applicable) 
  1. How many Nodes does the Chantry control? What are these Nodes like and how powerful are they? 
  1. Does the Chantry control a Horizon Realm? What is the Realm like and who/what lives there? 
  1. How old is the Chantry? What is life like there? 
  1. How many Cabals does the Chantry support? How do the players Cabal fit in? 

As noted previously, the provided Chantries can be used as a guide to creating your own Chantries, and various characteristics provided in Appendix Two offer further suggestions for fine tuning the creation details. 

Chantry Creation Outline Sidebar 

  • Step One: Conceptualization: What is it? Who built it? Why? List all major areas and details of interest. Develop the foundation for the Chantry 
  • Step Two: Cabals: Who uses it? Establish the goals, motivations, purpose and methods for the player and NPC cabals and if using the points system, determine the number of Creation Points available. 
  • Step Three: Nodes: What are the Chantries sources of power? Determine the number of controlled Nodes and develop basic concepts and details for each, including appearance, location, and guardians. 
  • Step Four: Horizon Realm: Where is it and what does it look like? Develop the details, including magic rating, size, environment, ecosystem, special locations, weather, security, special defenses, flora, fauna, and intelligent denizens. 
  • Step Five: Chantry: What are its capabilities? Take your basic concept and work out the details, including appearance on Earth and in Realm, outposts, and locations on Earth and in the Realm, portals, internal layout and security/defenses. Draw a map if needed. 
  • Step Six: Inhabitants: Who lives there? Develop basic concepts and note information for later use. 
  • Step Seven: Inner Workings of the Chantry: What are the politics and policies? Develop basic ideas concerning the Chantry’s purpose, goals, known history, covenant, form of leadership, hierarchy of Cabals, internal politics and individual rights and duties. 
  • Step Eight: Research Capacities: What can you learn here? Outline the library, info system and labs 
  • Step Nine: External Relations: How does the Chantry get along with others? Develop the basic concepts concerning Status, Reputation and policies regarding outsiders (alliances, enemies, etc). 
  • Step Ten: Characteristics (Optional): Choose Advantages and Disadvantages for the Chantry, Nodes and Realm. These can be found in Appendix Two. 

Part One: Cabal Creation 

Starting with the Cabals of your new Chantry is a good idea, as the number and relative power of the Cabals will also influence the number of Creation Points available (if using the points method). The power of a Chantry relies on the competence and number of members within. Cabals are the Chantry. 

Player Cabals 

Your player’s characters are assumed to be a Cabal unto themselves, though an ST may have NPCs as part of the player’s Cabal in some situations. Cabals serve a practical purpose, mechanically, as it gives the players characters an excuse to join together, usually around a common cause. Running a Cabal prelude is a clever idea to set the stage for your chronicles. 

Cabal preludes are like the standard prelude, except it involves all the players at once instead of being a single player and ST affair. A suitably dramatic prelude will keep the players working together. 

Either before or during the prelude, the Cabal should gain a place within Mage society, establishing their rights, duties and responsibilities to the Chantry they are joining. The esteem and respect for the player characters cannot be purchased with creation points, and unless the players are founding their own Chantry, any Status they have must be earned. 

Storyteller Cabals 

Because Chantries are rarely home to a single Cabal, it falls to the ST to create the other Cabals residing in a Chantry, along with their goals, motivations, etc. These NPC Cabals are an important part of the game, as they provide potential enemies, friends, conflict, information, training and aid. Thankfully, creating ST Cabals takes considerably less time and effort than player Cabals. 

Once the methods, goals, motivations, etc. have been chosen, the members should be created. ST’s should write down a few details about each NPC and make up the rest as needed. The relationships amongst the NPCs should also be determined, but a simple one- or two-word description will suffice. 

The next thing an ST should consider is how the other Cabals view the players, along with the rights and responsibilities and a bit of background about what unifies the NPC Cabal. 

Creation Points (Optional) 

Because why wait until Appendix Two to start throwing point system shit at you when we can do it right now! 

In simple mechanical terms, # of Cabals and their degree of power = the rough power of the Chantry. Each non player Cabal is worth X creation points, based on the power of its members. Add those points together, and you have the total number of points for creating your Chantry. 

Taking disadvantages for the Chantry and its various components add to the total points available. 

  • Cabal members are Apprentices-10 points 
  • Cabal members are predominantly Disciples-20 points 
  • Cabal members are predominantly Adepts-30 points 
  • Cabal members are predominantly Masters-50 points 

 
Part Two: Nodes, the Sources of Power 

As has been established, Nodes are the source of Quintessence, which is the lifeblood of a Chantry. The more Quintessence, the more powerful. Nodes also dictate most aspects of a Chantry from Horizon Realm size (and if there is a Realm) to magical defenses. 

Quintessence Supply 

If you are using the points system, then assume the Chantry requires its total cost in Quintessence per day. If the players do not control the Chantry, keeping track of this number will be unnecessary. Quintessence can come from a single or multiple Nodes, but each Node must provide at least 10 points of Quintessence per day. 

Both options (single Node vs multiple Nodes) have their upsides and downsides. Multiple Nodes require more vigilance and upkeep but offer backups if a single Node is lost or drained. Likewise, singular Nodes are much easier to care for, but are more vulnerable to attack. 

Not to mention that securing a Node is its own bag of trouble, as Garou or other supernatural beings either want, or already control the Node and will defend it. Once control is established, tapping the power requires that the Node be Awakened. Botching this Awakening could cause a disastrous flood of uncontrollable energy. Even if a Node was previously activated, it may still need to be re-Awakened after its previous keepers leave, or are driven off, you know whichever. 

Finding a spot rich in untapped magical potential is a possibility and requires a trip into the Near Umbra to find where the Tapestry pattern is “loose” enough that Quintessence can be drawn and channeled through it. Node creation requires the use of vulgar magic, great skill and several strong-willed Mages. Fucking up while trying to open a new Node could start a chain reaction that invokes Paradox, or straight up rips the Quintessence from the Mage’s Life Pattern. Opening Nodes should be dangerous and difficult. 

Tapping a New Node 

Each faction has its own methods of opening Nodes. Dreamspeakers might call upon friendly spirits to grant them a gateway, while the Euthanatos might conduct some grisly deed at the site to unravel the fabric of reality. An Akashic might sit and meditate for days until harmony with the place is achieved, causing the ley lines to part on their own. The Virtual Adepts might craft complex mathematical formulas that prove that the nature of the spot is not as it seems. 

Regardless of how it is done, all Mages agree that opening a new Portal of Prime is serious business, and one that should only be undertaken by a full Cabal, rather than a single powerful Master. The powers of reality do not submit to the forces of Humanity easily, and assuming a suitable spot has been found, opening the Node requires at least Rank Three in the Spheres of Prime and Matter. 

Mechanically, this means that many successes are required in an extended action to open a Node. Teamwork will obviously help, and spending Willpower for auto-successes is allowed. Spending Quintessence however does not work, as it is pitting Forces against itself. Provided at the end of this chapter is a simple rote for Node tapping. Difficulty should be anywhere from 8 to 10, with 20 or more successes required to evoke the Node. 

Botching at any point will unleash a catastrophic response. Botching prior to 10 successes means the player only loses two Health Levels and any Willpower they may have spent, and this damage can be soaked. 

Botching after 20 successes (if more than 20 are needed) will unleash a blast of Paradox energy that inflicts one Heath Level of aggravated damage per five successes. So, botching at 25 successes will hit the player for 5 levels of non-soakable damage. 

Opening a Node with the minimum number of successes while avoiding Botches will mean the Node is open and yields 10 points per day. Each success over the minimum, add an additional 5 points of Quintessence per day. 

Remember that success is not without peril, and that opening a Node will alert the Technocracy due to psychic shockwaves produced by the Node, as well as “light shows” of raw energy that Sleepers may observe. While the Awaken the Sleeping Earth rote provided later covers the mechanics of opening a Node, it is up to the ST to make the event something memorable. 

Node Areas Sidebar 

Nodes can be divided into three basic areas, Aperture, Plat and Estate. 

Aperture refers to the very center of the Node where the Quintessence/Tass collects. The Plat refers to the area immediately around the Aperture and is where the guardian resides. The Estate (or Dominion or Bawn) is the area outside the Plat, where an outpost would be located, to avoid interference with the Quintessence yield. 

Node Ideas Sidebar 

Quintessence, as the byproduct and building block of life, often gathers where raw life force is expended, like battlefields, cities, traditional festival grounds, sites of immense joy, sadness, passion, or ecstasy. Keep this in mind when creating your ley lines, as they can be thought of as the veins through which the lifeblood of existence flows. Nodes form in places of power, and these do not necessarily need to be in lost ruins or wilderness areas. A graveyard could be as potent as a glen. 

Dedicated Nodes

“Dedicated” Nodes are those created with a specific purpose in mind. The ley lines suitable for a Node will often have a particular Pattern woven into them, granting them an innate “leaning” towards a specific emotion or cause. Nodes created in this way may provide more Quintessence to a sympathetic endeavor. For example, a Node on an ancient battlefield is more likely to fuel feelings of discord or violence. 

Dedicated Nodes can also be created through ritual magic, as the Mage attunes the ambient energy to their purposes through force of will. This requires multiple Mages to work towards the same goal, as well as an extended Manipulation + Expression (or Culture) action. 

“Dedicating a Node to passion, for instance, might require some sort of Tantric interaction, while dedicating a Node to healing might require a ritual healing or peaceful songs” 

Fucking gross dude, really? If there is anything I hate more than new age woo shit, its sexual new age woo shit. Not to imply that Tantra is all new age woo, but considering who one of the authors of this book is, in this case, its absolutely new age woo. 

The nature of the dedication ceremony is there for dictated by the Mages performing the ceremony, and the specific skills required are dependent on the ceremony. 

Some Mages believe that the life energies of a Node come in three flavors, Static, Dynamic and Entropic. Static energies bind Dynamic energy, shaping it into a form. Dynamic energies cause constant change and cannot be harnessed in any singular form for exceedingly long. Entropic energies maintain the balance of the other two energies, catabolizing Static patterns into Dynamic ones.  

Some Dreamspeakers familiar with Garou cosmology personify these energies as Weaver, Wyld and Wyrm, and these energies can be shaped to a purpose through dedication of the Node into one of the three forces. 

Many within the Traditions see Ascension as a balance between these forces, though what that “Balance” is, however, is up for debate. Some see dynamic energy as good, static as stifling but necessary and entropic as evil because it embodies death and decay. The Verbena and Euthanatos would of course disagree with this take. Regardless, the function of a dedicated Node is dependent on the nature of the forces invoked. 

ST’s can grant additional effects related to dedicated Nodes, though these should not unbalance the game, and magic related to a dedicated Nodes purpose will make it easier to cast that form of magic. 

Accessing a Node 

Tass is easy to collect, if the Mage recognizes it, and requires simply taking it (though reaching it is an entirely different proposition). Taking pure Quintessence, however, is more difficult. 

Under normal circumstances, it requires 24 hours of uninterrupted meditation and four successes on a Perception + Meditation roll at difficulty 7, to form a link to a Node, allowing the Mage to draw Quintessence from it. At this point, the Mage may draw a single point of Quintessence from the Node per turn, however this is not required to replenish an Avatar. To channel the Quintessence into a Chantry or Realm requires at least Rank 3 in Prime, as anything less will blast the Mage with pure Life energy. 

Taking Quintessence from a Node without first establishing a link is known as “Raiding”, and the Hand of the Siphoner rote at the end of the chapter explains how to do this. 

Quintessence and the Chantry 

Empowering a Chantry requires that Nodes be linked to the Chantry or its Earthly manifestations, either through natural or artificial ley lines, which causes the Quintessence to automatically flow into the Chantry. If the node is to far from the Chantry, the Quintessence can simply be collected and brought to the Chantry. 

Back in ye olden days, Chantries and Portals into Horizon Realms were built directly onto Nodes. With the expansion of Sleeper society and the Pogrom, attempting this method is suicide, leading to new methods of siphoning Quintessence to be devised. 

Ley lines provide the safest and easiest method of powering a Chantry, and once created, it is exceedingly difficult to destroy a ley line. Would you believe there is a rote for that at the end of the chapter? 

If ley lines cannot be created, then groups are sent to the Node to collect the Quintessence, with some Traditions and Conventions using Talismans or “Quintessence Batteries” that serve the sole purpose of collecting and holding Quintessence. These Talismans can take any form, from a specially prepared skull to an actual, factual battery. Once filled, they are collected, and an empty “Battery” is left in its place. 

These Talismans can hold up to 25 Quintessence points per dot in the Talisman. So, a 4 dot Talisman can hold 100 points of Quintessence. These Talismans can be used by the players (with ST discretion) but they should have at least Rank 3 in Prime to do so, and the portability of the Talisman is dependent on its form. 

Because as funny as it would be to see a Mage walking down the street with a 40-pound crystal in hand, it is going to draw a lot of negative attention. 

The Gauntlet and the Shallowing Effect 

Nodes (as previously established in Werewolf, Wraith, and Changeling) are found in places where the walls between the material and spirit worlds are thinnest, allowing for easier entry into the Realms than if such a feat were attempted elsewhere. 

In some cases, the Gauntlet may shift or ripple, and this is known as “Shallowing,” which can lead unintended visitors directly into a Realm if the node is connected to that Realm. In areas where shallowing occurs, the barrier between worlds becomes so weak that the two worlds begin to bleed together, making it possible to step from the material world into the Realm and vice versa with ease. 

Gauntlet Rating Chart! 

Despite how much fun shallowing may sound, what with the easy hopping between realities, it’s actually a massive pain in the ass for everyone involved, as beings from Horizon Realms can stumble into the material world, drawing the attention of Sleepers and Technocrats alike, and likewise, unwanted guests or unwitting Sleepers can simply wander into a Realm, causing all kinds of confusion or worse. 

“For those familiar with Ars Magica, shallowing is similar in effect to regio. In areas where there is shallowing, two people could walk into a Node side by side and one could pass into the Horizon Realm while the other remains on Earth. The two will be separated, even though they were in the same place” 

Love to point at the game that is unrelated to this one beyond being published by the same company at the time and having the loosest of connections that could be considered fun winks and nods, in another book, for another game. When shilling WoD books in WoD books is not enough, shill Ars Magica books in a WoD book. 

While entering a Realm via shallowing effect is easy, finding a place where the effect is occurring requires effort and knowledge of what you are looking for. Numerous things can affect an individual’s entrance into a shallowing, such as knowing the specific landmarks to pass in a specific manner, the travelers emotional state, knowledge of the correct time, day, and season to enter, weather condition, previous travel through the shallowing, Talismans, or even the assistance or hindrance of spirits. 

Under perfect conditions, you do not have to enter a shallowing, it simply engulfs you. 

ST’s should base the difficulty for entering a shallowing on the current conditions. Favorable conditions can start the difficulty as low as 3, while unfavorable can raise it to the point of impossibility. Players must make a Perception + Enigmas roll against the difficulty given by the ST to find and enter a shallowing deliberately. For the devious among us, ST’s can simply have a player enter a shallowing without warning, then ask for the Perception + Enigmas roll for them to realize that they are not in Kansas anymore. 

Entering a shallowing from a Realm requires similar rolls to the ones above, and some shallowings may only go one way, or exit in a different location than their entrance. Exits from Fae realms tend to be a lot harder to find than entrances. Shallowings themselves are a blend of the Realm and Earthly characteristics of their locations, and the further into one a character moves, the more the shallowing reflects the elements of the place. So, if you walk towards the Realm, the shallowing becomes more like the Realm until you are simply in the Realm, and vice versa. 

Note that shallowings do not link the Earth and Near Umbra, just the Earth and Horizon Realms. Entering the Near Umbra is conducted normally. 

Nodes and Caerns Sidebar 

Caerns and Nodes function in similar ways but are different. The Garou consider Caerns to be sacred ground with special links directly with Gaia. Many Dreamspeakers agree with this view. Because of this, the Garou oppose any magical attempts to access or control a caern unless the Mages have powerful aid to offer. 

That the Garou can perform “minor miracles” at Caerns as well as travel from one to another via Moon Bridge lends some credence to the Garou’s view of Nodes. So far, no Tradition Mage, even the Dreamspeakers have been able to replicate this feat. 

Garou are also capable of creating Caerns nearly anywhere, using rites that allow them to access Nodes that do not have ley lines themselves, instead drawing the lines to the new Node. Even the Oracles are unable to do this. 

Few, if any Caerns are linked with Horizon Realms, though some guardian spirits known as Totems supposedly have their own Realms. Totems are often the personification of animals or mythical creatures and seem to be closer to Marauders than the spirits that Mages typically deal with. Of course, the Garou and their Totems are free of Paradox, and some guess that the folkloric elements of werewolf legends are what protect them from backlash. This would also explain why Kindred are unaffected as well.  

“Sadly, no one knows for certain why these other supernatural entities can literally get away with murder.” 

Oh, I don’t know, maybe because PARADOX IS A FUCKING STUPID MECHANIC. Honestly, the writers did this shit to themselves, you wrote two other games establishing that the players could do literally magical shit, and then when you rolled out Mage, decided the best solution for “Why can’t wizards do magic in the open” was “Because Consensus Reality says No.” instead of just you know….coming up with literally any other excuse for why the stupid wizards can’t just throw a fireball on the street. 

Having said that though, lol I WAS FUCKING RIGHT ALL ALONG ABOUT CAERNS AND NODES BEING THE SAME GOD DAMN THING. Quintessence is just Gnosis is just Glamor is just whatever it is Wraiths gather I don’t remember. While I appreciate the small attempts to clarify these various aspects of the WoD universe within the context of it being a full universe where all these creatures (Vampires, Werewolves, Mages, Ghosts and Fairies) coexist, I really hate that they decided to do it with God damn Mage of all games. The pseudo-philosophical, pseudo-scientific thing this game does is just so very aggravating and making Mage the closest to a clear explanation of how the WoD universe functions is just……I hate it. It sucks. 

But I was still right that Quintessence is just the dumb wizard’s name for the same magical juice that the other creatures use and need to do things. 

Maintaining Nodes 

Once a Chantry controls a Node, it must be guarded against all comers, and many Mages “assign” a supernatural creature to protect a Node, either through bribery, good will or brute force. These guardians feed on the Node, and the more powerful the guardian, the greater their appetite. This means that a Chantry must balance the defense of the Node against the cost of doing so, as eventually, a guardian could siphon off more Quintessence than thieves ever could. 

Of course, not all guardians are willing, and beings who have been bound to a certain place or duty tend to resent that shit. Mages who try to bind spirits or other powerful beings should be aware that they risk the enmity of either the guardian itself or its friends, and an angry guardian may simply steal all the Quintessence, break free and come looking for the asshole who put them on eternal guard duty. 

Not to mention that enslaving another creature to do your work is considered poor form, even if it is “Traditional”. 

Sample guardians can be found in Appendix Two along with their upkeep costs. 

Once again, Mages are dumb assholes who are only doing more damage to the universe than they are good. Leave the God damn Nodes to the Garou, or the Kithain or the Wraiths. You stupid wizard fucks can’t handle it because all you’re going to do is enslave some God damn being to protect it because you probably stole the shit from a different group of supernatural beings. 

Have I mentioned how much I hate Mages? Because I really, really do. 

The Sanitation of Nodes 

The Technocracy finds the old ways of collecting Quintessence to be too fantastical and unnatural for their vision of reality, and so they do not use Nodes in their natural form, instead masking them with science. 

Traditional Nodes, such as wooded glens, barrows, stone monuments, etc. are replaced with high-tech labs designed for geological surveying or similar cover activities, forcing the Quintessence to flow through the facility itself. These “Sanitized” nodes are changed with the Qui La Machinæ, floating mechanical devices that resemble ships. They cannot be seen in the natural world but are visible in the Umbra. Known as Sanitizers, clear away all physical manifestations of Quintessence, returning the Tass to its original form, as magic crystals or glowing mushrooms do not fit the Technocracies world view. 

After clearing a site of Tass, the Technocracy moves in establishing a factory, lab or other facility on the site. Larger Nodes can serve as Earthly manifestations of Constructs, while smaller ones are generally outposts. Technocracy Nodes do not use ley lines, instead the Prime force transfers from the Node facility to the Chantry via Sub spatial, trans-Umbral vortex, and it is believed that the most advanced Qui La can tap new Nodes easily. 

God damn this all sounds so fucking stupid. This is a big part of why I hate this game. Oh, let’s say magic isn’t real, but we’ll cover up that we’re DOING FUCKING MAGIC WITH SCIENCE. Fuuuuuuuck You. Come up with a better god damn explanation for why your stupid ass wizards can’t do magic in the open or just don’t include full on wizards in your fucking GOTHIC PUNK HORROR GAME SERIES.  

Part Three: Establishing Horizon Realms 

Horizon Realms are fascinating, limited only by the Quintessence resources and the imaginations of the players and ST. Realms can often set the mood and atmosphere for a game, and essentially any genre can be brought into the game via Realms, adding diversity and a greater sense of wonder. 

Creating a Horizon Realm 

In Realms, Paradox is suspended, and reality follows whatever patterns the founding Mage desires. The Awakened love these custom-built worlds, as they offer privacy, power and refuge. 

Forming a Realm is not easy, even for Masters or Oracles. Sculpting raw reality requires immensely powerful magic, and failure can have catastrophic consequences. ST’s are well within their rights to restrict Realm creation to NPCs, though if players are allowed to create a Realm, use the Node tapping process detailed later in the chapter. 

Creating a Realm can take time, sometimes months, even years as lines are laid and patterns woven to align Nodes with each other. Realms, when successfully created act as mystical convergence points between Nodes, hidden away in pockets of reality. 

Quintessence 

The biggest problem (besides, you know, creating the Realm) is finding sufficient Quintessence to support the Realm, as several powerful Nodes must be tapped and pulled in line. If Mages control a large and stable source of Quintessence, then Realm creation can be attempted. They must decide the form of the Realm, and the closer to the Technocratic reality they are, the lower the Quintessence cost, and the more it differs, the higher the cost. 

First, the Quintessence supply must be linked to a specific point in the Horizon, and a magical conduit system needs to be created to link the ley lines to the heart of the Realm to be. This requires at least Rank 4 in Prime, Spirit and Matter. This process creates an aperture that releases the Quintessence to feed the Realm. 

Once the flow has been established, molding the Quintessence to create the Realm can begin. This process requires expert magic, precise planning and patience, as the process can take months to centuries to complete, and some Realms are never really complete, like CyberTron, which is constantly under construction. 

Pockets in Reality 

Master Mages compare Realm creation to tearing a pocket in reality. The focused Quintessence “highlights” a spot on the Horizon, then the Mage uses their power to tear a small pocket into the Tapestry, and seals it again once a Portal has been established. 

There is no set method to creating a Realm, and it should rely on narrative with only occasional rolls. ST’s can require magic rolls to create certain aspects of a Realm, especially if a new, intelligent or unusual life is to be created, then magic from all the Spheres must be used. 

Broadly speaking however, building a Realm should require one month per factor of 10 Quintessence cost for the Realm, assuming that the Mages focus is entirely on the creation of the Realm (per Appendix Two), and the time can be shortened or lengthened depending on how much or how little assistance the Mages have and how involved in other matters they are. 

The magic rating of a Realm sets the parameters for reality within the Realm, and those rules can be found in the corebook (p.180-181), while Appendix Two has the cost of altering sphere ratings from those of Earth. 

Resonance 

Over time, the temperament of both a Mage and their Realm begins to influence the other. The stronger the personality or atmosphere of a Realm, the greater the influence, and if one side of the equation is weaker than the other, then the dominant force eventually alters the original nature of the weaker. If both sides are more or less equal, resonance begins. 

The longer a resonance continues, the greater the effects, as physical characteristics may alter, causing the Realm and Mage to become distorted mirrors of each other. This typically takes centuries but may occur sooner with particularly strong energies. Nodes dedicated to a specific energy may also trigger this effect. 

Resonance, however, is not a universal truth. Many Realms exist for centuries without ever taking on the temperament of their creators (and vice versa) while other realms warp themselves and their residents in only decades. More spiritually attuned Mages see resonance as proof of the “Moral Fabric” of reality, or karmic payback for tapping “Good” or “Bad” energy. 

The Four Seasons 

The Mythic Age saw the birth of the “Seasonal” theory of a Chantries natural cycle. This “Change of Seasons” is like the idea of Resonances, but it is one that affects all Chantries.  

So, it’s not a similar idea to Resonances, it’s just a thing that happens. 

As everything is cyclical in nature, so too does the same hold true for Chantries. 

Spring 

When a Chantry is founded, it does so in “Spring” or the first stage of the cycle. It is weak, vulnerable and must grow into Summer. Failure to do so will lead to the Chantry being crushed by its own inexperience or by those who see it as a threat. These Chantries often make many mistakes, but what they lack in wisdom, they balance with vigor and enthusiasm, though this remains unseen by other Chantries, as those of similar allegiance look upon Spring Chantries as weak and irresponsible, if they bother to notice them at all, while enemies will see them as easy targets for destruction. Unsurprisingly, many of these Chantries do not survive to see their Summer. 

Summer 

The lucky survivors of their Springs, these Chantries are growing, but it has slowed, and they typically reach their peak of power in this season. As they become more stable, the vigor and enthusiasm begin to decline, replaced with experience and wisdom. While these Chantries are highly active, they still have not received the full respect they deserve. These are the Chantries that fuel the fires of the Ascension War. 

Autumn 

Just as Summer slips away from us all too soon, so too does a Chantry fade into Autumn. Its growth stops and thoughts of Winter begin to creep in. These Chantries are strong and confident, but their power slowly gives way to safety and security. Often these Chantries have grown wise and stable, wielding tremendous political power, and respect and status are gained as past triumphs are finally recognized. This season lasts as long as the Chantry can retain its dwindling strength and activity, often decades or even centuries. The elders begin to foist more and more dangerous tasks upon the younger members, and the Chantry overall becomes stagnant and set in its ways. 

Winter 

Finally, Winter arrives, and the Chantry enters its final days. The strength, confidence, vigor and activity of the past are replaced with weakness, hard-earned wisdom, glorious memories and inactivity. Those who remember its past still respect the Chantry, but the younger Chantries look upon those in Winter as useless or already history. During this period the Hobgoblins or older Mages become stronger and potentially deadly to the Chantry itself. Winter may come through major disaster or simply through a long, slow decline in fortunes. 

In some rare occasions, a Winter Chantry is blessed with new blood, and through the leadership of these fresh young Mages, the Chantry may once again emerge into Spring. Those elder Mages who can be encouraged to fight their Quiet rather than simply accepting it become involved in the rebuilding efforts, which leads to a second, much stronger Summer. 

I admit I don’t hate this seasonal idea, as it’s the basic cycle of death and rebirth, and mapping the power and functionality of a Chantry to that cycle works well to help explain the whole thing. 

 
Part Four: The Chantry Proper 

Finally, we’ve reached the fireworks factory…I mean the Chantry proper. Chantry houses take many forms, and the interactions of their members can range from brotherhood to full on hatred. 

A Chantry house could be a single house of any size, or a series of buildings grouped together. If you’re using the points system, then the size will be determined by points. If not, just make the building(s) whatever size and shape you desire. 

Like Realms, the form of a Chantry house(s) reflects the nature of the Mages who reside there, and also like Realms, Chantry houses tend to take on the characteristics of their occupants and vice versa. Strong Node aspects can also affect residents, as a cemetery Node will “feed” different energy into a Realm than a lush glen. Mage’s awareness of this effect can gain hints to how they will be received at a given chantry this way. 

By Any Other Name Sidebar 

The terms Chantry, Node and Cabal originate with the Order of Hermes, and are now considered common parlance. However, each Tradition has its own terminology, and even within a single Tradition there are three or four different words that all describe the same thing. 

Alternate terms for Chantry: 

  • AB: Monastery, Torii or Pagoda 
  • Celestial Chorus: Chapel, Covenant or Sanctuary 
  • CoE: Pleasuredome 
  • Dreamspeaker: Lodge 
  • Euthanatos: Marabout 
  • Hollow Ones: Hideout, Hole, Crashspace or Haunt 
  • SoE: Laboratory 
  • Verbena: Covenhouse, Circle or Great Hall 
  • VA: Epicenter, Fortress or Net 

Earthly Aspects 

Chantries with Realms generally appear less grandiose on Earth than they do within their Realms, as the Chantry within the Realm is typically a truer representation of the Chantry than its material aspects, which are more often than not, disguised as mundane buildings. 

Exceptionally powerful Chantries, like Doissetep, have several Earthly aspects in different locations with different functions, and Portals within these buildings link them to Realms. 

A Chantry house, whether Earthbound or otherwise, must be constructed from local materials, as they do not spring forth from the ground fully formed, though vulgar magic can be employed to speed up the process. When designing your Chantry house, consider the materials and methods used, and how they reflect the nature of the Chantry house, as the inner essence of the creators as well as the external circumstances of the construction will influence the materials used. 

Security 

Most Chantries have a security system of some kind, from simple alarm wards or watchful servants to deadly traps and powerful guardians. The Quintessence drain of an alarm is minimal, while elaborate traps and wards require 5 or more Quintessence per day. The nature, accuracy, and cost of such systems is left to the ST. 

Populating the Chantry 

As less Sleepers Awaken, Chantry populations dwindle. In the Mythic Age, Chantries were often packed with Mages, consors and apprentices. Now, Acolytes and consors make up the bulk of a Chantries population, and ST’s should remember that the political games between members of a Chantry keep things interesting, and that servants often know more about the goings on of a Chantry than the Mages who live there. 

As each Chantry has its own internal demographics, the focus should be on populating them with people and not simply numbers.  

Mages 

Who are they and how many are there? Consider your NPCs motivations, wants, needs, ambitions, etc. With full Mages in such short supply in the modern era, what are the Mages in the Chantry you intend to bring into play like? 

The Net Sidebar 

The VA’s claim there is a huge virtual Realm that exists outside of the mortal world, but within the grasp of their computers. They claim that all computerized information can be accessed in this Realm, at least by those who have the skills. Rumors describe an ever-changing neon world where the VA and IX battle in a covert war amid the world’s databases. 

“This huge realm will be detailed in a future Mage book” 

Which is pretty funny considering Digital Web 1.0 was literally the first supplement for Mage released after the corebook, and so at a guess, Web and Chantries were being written around the same time, and Web managed to get through editing and layout before this one, and nobody bothered to go through and just excise this ultimately pointless sidebar. 

Consors and Acolytes 

Consors are the right hand of Chantry Mages, and while they know that magic is real and know the truth of reality, they are unable or unwilling to use magic themselves. By comparison, Acolytes understand there’s something odd about their Mage pals, but haven’t quite grokked the full picture. Consors generally ally themselves with one Mage instead of a whole Chantry, and may live in the Realm of their patron, and may not even be human. Acolytes, however, tend to stay behind on Earth. Who are these people and what drives them into such a dangerous position? What are they getting out of this arrangement and what do they want? Potentially most important of all, how well can they keep a secret? 

Servants and Guardians 

Because Mage’s are too busy being big brained magic dorks, they tend to leave the menial tasks of cleaning and such in their Realms to Servants. And while it is easy to simply portray servants as faceless background goons, ST’s she keep in mind that they are NPC’s with thoughts and feelings etc like all other Chantry NPCs. The same can be said of Chantry Guardians, whose motivations should also be considered. Are they bound or compelled to act as guardians, and how do they feel about it? If not, why are they guardians? 

The average Tradition Chantry will have between one and three Acolytes per Mage and one consor per two mages, while Constructs will have ten Acolytes per mage, and one consor per three mages. Labyrinths can have as few or as many secondary NPC’s as the ST desires. 

The Inner Workings of the Chantry 

Most Chantries have a history and heritage prior to the Mage’s who now call the place their home. Most newcomers will be faced with confusing rules and traditions, as well as potentially creating their own rules and traditions as they grow in power within a Chantries hierarchy. Understanding these inner workings of a Chantry is vital. 

Forms of Leadership sidebar 

Leadership takes on various forms, as each Chantry has its own quirks that make its political structure unique. This sidebar details a few of the more common forms of leadership. 

Panel of Deacons: The most common form of governing in a Tradition Chantry, and one that has been used for millennia, the Panel is usually made of either the oldest or most powerful Cabal, or representatives of each Cabal. Each member has a vote and all votes are (usually) equal. An Amalgam Prime is the Technocracy version of a Panel. 

Pedagogical Rulers: With this method, one Mage stands as the leader of the Chantry, and often the very oldest Chantries have a Pedagogical head. Sometimes this Mage is elected, others must prove themselves, or as is more common in Constructs, fight for the position (afterall, the Technocracy loves the idea of ‘Survival of the Fittest’). Generally, the most powerful or eldest member of the Chantry is given the position, and titles such as Chief Counselor, Chieftain, Baron, Sultan and High Priest are common, though any title that commands respect will do. In some cases, this is a dictatorial position of control, while in others it is simply a figurehead. 

On the Technocracy side, the title is usually Administrator, and while they are more in line with the dictatorial leanings of things, they still must answer to a High Council. 

Triumvirates: Most Constructs are ruled by a Triumvirate, similar to a Panel except that it is only three members who are chosen by another, higher council. 

The Technocracy: It’s bureaucracy all the way down baby! 

Democracy: More common in modern Chantries, each Mage has an equal vote in all matters of importance and meetings are held regularly as well committees being formed to oversee specific tasks. 

Anarchy: Chantries without a defined leadership method do not exist. Except that they do, because they’re generally formed by Hollow Ones and Orphans who have little to no real contact with Mage society. 

The Chantry’s Purpose 

Chantries are generally formed with a purpose or mission, and while the original goals of a Chantry can be accomplished, typically new goals replace the old, and in time Chantries can begin to explore directions that their founders never imagined. 

As the new generations of Mages enter Chantries, they bring with them new ideas and goals, and begin to reshape these strongholds. The purpose of a Chantry should influence the stories being told, as well as guiding the general direction of the Chronicle being played. 

Chantry History 

A Chantries history can be fully developed or left vague for later development, but ST’s should keep in mind that most members of a Chantry will know some of a place’s history, even if it is filled with inaccuracies and embellishments. While the players should be given the known history of the Chantry, its secrets should only be revealed through roleplay. 

 The Covenant 

When a Chantry is founded, the Mages draft a Covenant or body of laws that serve as a constitution of the Chantry. The Covenant should outline all functions, rights, duties and policies that govern the Chantry and its inhabitants. Most Covenants tend to favor the founders, as they put themselves at the greatest risk by founding the Chantry, while new members are typically kept at the bottom of the ranks, and must work their way up. Reminder that unless the players have founded their own Chantry, they will have to earn the respect of any Chantry they join. Covenants generally include all duties relating upkeep and protection of both Nodes and Realms, if not the Chantry and its inhabitants, and the details of its governing, codes of conduct and punishment. 

Most sensible Mages will request to read through a Covenant before joining a Chantry, though many don’t bother to read all the bylaws or ask about the oral traditions that may also affect them. 

Hierarchy and Politics among the Cabals 

Cooperation between the Traditions on an individual level, not to mention on a factional level is admirable, but ultimately a goal many fail to achieve. The threats of Quiet, Hubris, and the Technocracy all work to drive wedges between Cabals, and many treat their Chantries and Realms as territorial refuges to be defended from all comers. Each Cabal has its place in the hierarchy, generally based on seniority, though in some cases from personal accomplishment or power. 

Hubris 

The sin of blind pride is possibly the greatest enemy of Mages, as the power to bend reality to ones will can have an even greater effect on a mind than even Quiet, as Hubris twists the personal quest for Ascension into one of acquiring more and greater power. 

The Technocracy, as well as the Marauders and Nephandi are all examples of hubris in action, Mages who may have once had good intentions, now grind those who oppose them into dust. When the pursuit of personal power overcomes the pursuit for Ascension, then the Mage has become a threat to everyone around them, but make no mistake, Hubris is not an affliction of the mind or body, but that of the spirit. 

Because the goals of Cabals often clash, most Chantries are filled with intrigue, backstabbing and treachery, and Mage’s must balance being politicians as well as scholars. While Chantries may present a unified face, they are often filled with as many rivals and potential enemies as there are outside their walls. 

These internal conflicts should play a role in your games, as these conflicts add excitement and color to roleplaying as well as the player characters and the ST NPCs. Remember that not all Chantries are filled with disloyal Mages, and the degree of politics that comes to the table is up to the ST. 

Duties and Rights 

All members of a Chantry have both Duties and Rights, and through faithful service they can gain additional rights. Provided are some potential duties and rights. 

Duties 

  • Ambassadorship 
  • Collection: Gathering Quintessence, Info, materials or anything else 
  • Investigation 
  • Magical Labor: includes the study or creation of magical subjects for the good of the whole Chantry. 
  • Maintenance 
  • Protection 
  • Training 

Rights 

  • Access: Related to libraries, labs, servants, quarters, etc. and generally restricted by rank or status 
  • Arbitration 
  • Authority 
  • Privileges and Stipends: The right to receive financial or material perks or other special favors from the Chantry. 
  • Voting Rights and Office 

Joining a Chantry 

Membership in a Chantry is earned, not given, as most Chantries guard against those who would potentially betray or burden them. Even a Mage who shows interest in joining their Mentor’s Chantry has to wait for an invitation. 

Some multi-Tradition Chantries and all Constructs have begun to use recruiting as a method of choosing the best and brightest of the new crop of Mages, though an offer of candidacy does not guarantee full membership, as recruits must face rigorous tests and background checks, especially in relation to the Technocracy. 

Those who do not belong to a Chantry yet usually seek members of a specific Chantry to attempt to gain membership, however some Chantries, especially older ones, limit their memberships to specific types of individuals, and these restrictions can be anything from Tradition, age, sex, religion, race, personal motivations, or magical abilities. Some simply limit the number of members they take on at any given time, while others will not take on any who belong to a different organization. 

Which seems like you’re just reiterating the same idea about discrimination due to Tradition. Though I suppose they could mean people who are already part of another Chantry attempting to join a different one. 

The Candidate 

Candidacy is the first step to joining a Chantry, and during this period, candidates are taught the basic, nonconfidential information about the Chantry, and are usually allowed to read parts of the Covenant. A Patron typically instructs the candidate and informs them of the challenges they must overcome to be offered full membership. 

Membership in a Chantry typically requires testing of the candidate’s worthiness, and membership is rarely given without determining the quality and sincerity of the applicant. Tests vary between Chantries, and generally reflect the philosophical nature of the Chantries inhabitants as a whole. A VA Cabal might challenge aspiring members to a series of deadly video games to be played out in VR, while CoE members may drag the initiate through an extended visionquest. 

Regardless of the nature of the testing, the methods are steeped in tradition and occult embellishments, typically involving strong oaths, and a series of contests against other members of the Chantry, usually testing the candidates wits, loyalty and magical knowledge and prowess. New Mages are an investment, and everyone involved wants to be sure that said investment will benefit the group. 

Tests are also intended to provide an idea of the qualities and philosophies of the Chantry, and candidates may decide after testing that they do not wish to join the Chantry in question, even if its members wish them to. 

Initiation rites are considered sacred, and to reveal them to an outsider is considered a breach of ones loyalty. Successful initiates are welcomed with important rites, followed by heartfelt celebrations, as a new Mage is another brick in the wall against the storm. 

Once an initiate has been welcomed, they must take an oath of membership and abide by the practices and customs of the Chantry. Dues are often required, either in money, Quintessence, information or some other valuable. 

Optional Rule about Status and Honor Sidebar 

If the Chantry is built with points, Status costs three points per point of Status. Reputation cannot be bought with creation points. 

External Relations 

Chantries generally try to isolate themselves from the outside world, but are never totally successful in this endeavor, as the Ascension War touches every Mage in some way or another. The allies, rivals and enemies of a given Chantry can affect it in innumerable ways, and provided are a few suggestions. 

Status and Reputation 

Status as a trait reflects the Chantry’s position within the Continuum, as well as its past accomplishments, destiny, legends, honor, power, influence and battle capabilities. Status can do little to help or hinder a Chantry, but it does give an idea of how individual members are treated and how they are expected to behave. 

Mechanically, Status ranges from 0-5, and when making Social rolls involving diplomacy or official missions on behalf of the Chantry, players may lower the difficulty by one per point of Chantry Status. Likewise, players are affected by the Chantry Status of other Mages. 

 Status 

  • 0–Unknown or Disdained 
  • 1–Some know your name 
  • 2–Average Chantry 
  • 3–A degree of renown 
  • 4–Fairly influential 
  • 5–A legend incarnate 

Reputation functions like Status, but is generally more of a binary of Good/Bad. Reputation can add or subtract from Social roll difficulties, so a Chantry can be well respected as a great foe of the Technocracy, while still being despised for its greed and treachery. Status is the honor and accomplishments of a Chantry, while Reputation represents the perception of the Chantry as Good or Evil. The two can, and often do, cancel each other out. 

A Chantry’s Reputation rating is up to the ST, and should be based on the actions of the Mages in that Chantry, and how those actions contrast with common morality. 

Reputation 

  • 5–Unimpeachable Honor 
  • 4–Scrupulous and Kind 
  • 3–Known for good deeds 
  • 2–Above Average, maybe lower 
  • 1–Avoided 
  • 0–Shunned 

Good Reputations generally include protection of the innocent, unselfishness, nobility, etc. while a Bad reputation includes deceit, insanity, murder, etc. ST’s are encouraged to invent different Reputations for each Chantry presented in play. 

Outsiders 

All Chantries have policies defined by their Covenants regarding outsiders. As there are more Rogues, Errants and Orphans than ever, the Nephandi and Technocracy use these outcasts as infiltrators of Tradition Chantries, and as a result, many Chantries deal harshly with outsiders. 

When you create a Chantry, keep in mind the attitude of its resident Mages. A Chantry formed by the survivors of decimated Cabals will likely have more tolerant attitudes towards refugees than would the ancient strongholds. Of course, a newer Chantry may be even more paranoid and attack strangers on sight. The purpose and history of the Chantry should inform their hospitality, or lack thereof. 

The Traditions generally try to deal with intruders in non-lethal ways, at first. Constructs do the same, though their reasons are far less altruistic, after all, new prisoners mean more Quintessence to harvest, and all Constructs have devices for refining Prime forces from living beings. How a Chantry deals with visitors, even unwanted ones will be reflected in its Reputation. 

Allies and Enemies 

It is paramount to define a Chantries ties to other Chantries and organizations, as allies will come and go through the course of a Chronicle. Enemies are important too, and while the Technocracy, Nephandi and Marauders are obvious foes, conflict between Traditions is absurdly common. While both the Traditions and Conventions suffer from in-fighting, the Traditions, lacking in centralized authority, are more vulnerable. Most Chantries will have a specific adversary with whom they have a history, whether that involves past conflict, a past embarrassment or ancient feud, and while players may not be aware of these enemies at the beginning of the game, they will learn in due time. 

Possibly the first mostly frontal nudity in one of these books 

Rivals 

Less dangerous than enemies, but far more annoying, most Chantries as well as individual Mages, compete with each other, and Mages are notoriously poor losers. Rivalries are different than straight up enmity in that rivals tend to work towards a common goal when under duress. When things are safe however, all bets are off, as a rival may undermine their foes politically, recruit from a rivals Chantry, or struggle for resources. Rivalries often last centuries and some are good natured fun, while others are matters of honor. 

ST’s should consider possible alliances and conflicts during the creation process, as these relationships lay the foundation for further Chronicles 

Research Capacities 

Knowledge is power, and Mages exemplify this. Magic requires both study and experimentation, and because of the threat of Paradox or Sleepers, mages are forced to be careful.  

Libraries 

Chantry Libraries collect massive stores of information, arcane and mundane, for reference and research. Older Chantries typically have massive rooms full of books, charts and papers while the more modern Chantries will sometimes use computers to handle the storage of information. Regardless of the form, a Chantries library is a very precious resource that ST’s need to decide the nature and extent of. 

Stealing 

Written knowledge is unsurprisingly easy to steal. When the Technocracy destroys a Chantry, they consume all arcane information within and destroy the rest. Mages on both sides of the Ascension War steal important texts, and most libraries will have protectings, though a determined enough Mage can often get around these.  

Information Systems 

Magical lore is important, but so is keeping an eye on your enemies. While Chantries were typically isolated, the Ascension War has forced many to join the 20th century, and most now have information systems of one sort or another to allow for the gathering of all kinds of information. These can range from scrying devices to contacts and computers. The VA have improved Tradition Chantry systems via hooking them up to the Net, and these systems are in turn protected by powerful wards or guardians.  

When creating a Chantry, make sure to note down what kind of research capacity it has, as well as the protections associated. 

Laboratories 

Labs allow Mages to practice magic and conduct experiments without the fear of disturbing others or invoking Paradox, and are almost always in the Realm of a Chantry. Of course, experiments require Quintessence, and gathering Quintessence takes time, as does conducting magical experiments. Master Mages often spend the majority of their time in experimentation and research. 

The nature of these labs depends on the research being done and the expertise of the Cabals performing it, so a dojo, vision cave or alchemical shop can all qualify as laboratories, depending on the style of magic being employed. Libraries, likewise vary based on the philosophy of the keepers of the Chantry. Research and Study are both detailed in the Mage corebook. The points system in Appendix Two offers examples of research capacities. 

Last Things to Consider 

Chantries play an important role in the lives of most characters, as well as providing a basis for stories, a common cause and even the potential foundation of an entire Chronicle. There are numerous ways to use Chantries in your stories, and at no times should an ST feel bound to fill out endless sheets of information about every Chantry their players encounter. Whatever role Chantries play in your game, they should reflect the themes of your story while embodying a tangible form of the concepts being presented. 

New Rotes 

Awaken the Sleeping Earth (3 Prime, 3 Matter) 

While the visual approach of reweaving the Tapestry will vary, mechanically it is the same. The player(s)/characters employ this rote through an extended action as mentioned earlier. Success brings Prime energy surging from the newly tapped Node into the Mages, at which point the flow must be solidified, and directed toward a waiting vessel, either a Talisman or portal to a Realm. 

The Hand of the Siphoner (3 Prime, 1 Matter) 

Raiding a Node requires physical contact with the center of the Node on Earth. Difficulty is the resistance rating of the Node, and each success grants 1 point of Quintessence. Raiding only works on Awakened Nodes, which means there is likely to be some form of protection as all Awakened Nodes are generally occupied by someone. 

Lying of the Line (3 Prime, 3 Matter) 

Allows a Mage to create one mile of ley line per success, and can be used as many times as needed until the line reaches the Chantry, at which point the Node will directly transfer Quintessence into the Chantry. However this does not mean that the Node cannot be raided or otherwise interrupted or drained. 

And that concludes Chapter Four. There’s a lot of good information in here, though I find it a little annoying that they keep banging on the drum of Appendix Two having the rules for how to create a Chantry via points. Not that I’m against the method, just that I got the idea at the beginning of the chapter when it was introduced, I don’t need the authors constantly breaking in to remind me that there’s a way to do this via points. Just keep all that shit in Appendix Two my dudes. The sidebar about the Net was an amusing bit to catch, and speaks to the insane schedule that the WW crew were running under back in the early to mid 90’s with publishing these books. The supplement treadmill is real. 

I also liked that this book confirmed my theory that with regard to the first edition, the World of Darkness is supposed to be an interconnected universe where all these various games are taking place and that yes, the werewolves discussed in Masquerade books are the Garou, etc. Of course the argument then comes up about “Well what about this thing that’s part of Werewolf but not part of Masquerade” etc, and the easiest answer I can give to that is that 99% of the shit in any given game is directly focused on that game and its goings on, so of course when they mention one of the other monsters it’s not going to be as clearly defined as if you were reading a book related to that other creature.  

Of course, the Kindred have incomplete information about the Garou and wouldn’t be able to differentiate between a Bone Gnawer and a BSD, just like the Garou and Mages wouldn’t be able to tell the difference between a Cam, Anarch and Sabbat Kindred on sight, unless they had the sufficient dots in that knowledge.  

Having said that, it does make trying to map out a coherent “God’s View” of the setting a little more difficult, as you have to translate various bits from one game into its comparable element in the other games, but considering the most simple aspect of this translation is something like Quintessence which appears in three other games under a different name is in fact the same thing, but it’s all about perspectives. 

Now, does the World of Darkness universe adhere to a coherent cosmology? Fucked if I know, I’m still trying to figure that out, but if you start fro the perspective of “Every monster has their own take on how the world works” and then drawing lines between the elements they share, things begin to take on at least a semi-coherent shape.  

Once again, I’m hoping that through sheer luck or praying to the universe, that the WoD setting bible, if such a thing existed, will fall into my lap and unlock all the secrets of the WoD universe for me. In the highly unlikely case of that actually happening, I’ll just keep puttering along, making connections as I can, and drawing my own understanding of what these dorks in Georgia were trying to do in the 1990’s. 

But there’s no time for that now, as we’ve got a story and two appendices to get through still, and I know some of you have been waiting very patiently to see what old Sam Haight was up to in this book so without further ado I present

Chapter Five: Harvest Time 

By James A. Moore 

The Salesman’s Tale 

Harvest Time begins with a short story, The Salesman’s Tale, recounting the tale of a salesman who blew a tire somewhere in Kansas. After walking a few hours, he stumbles upon a farmhouse set behind a sea of corn. He realizes the only way to reach the house is to walk a further half-mile through the cornfield, which he sets out to do, but as he gets closer to potential salvation, he comes face to face with a scarecrow coming off its post, pumpkin head and all, and begins chasing the narrator with a pitchfork. Our narrator is eventually saved when he reaches the road again and encounters an old man by the name of Combey who takes him along to the nearest town. The story ends with our narrator relating that he doesn’t go to Kansas anymore, commission be damned. 

I like this story quite a bit, it’s short, but it nails the atmosphere many of us are familiar with from horror movies of the house in the field surrounded by corn, or from Halloween corn mazes. Also, I just really enjoy killer scarecrows, they’re always fun. 
 

The Plot 

What Is Really Going On 

  • Scene One: The players are sent to examine and potentially buy the odd pumpkins that are only available at the Kansas farm of Alistair Crombey, head of a small Verbena Chantry. 
     
  • Scene Two: After getting to know their hosts, the players are asked for aid, as warnings are raised by the Chantry guardians of intruders in the cornfields 
     
  • Scene Three: The players, if willing, are led on a wild goose chase through the cornfields while Sam Haight enters the Chantry proper. By the time the players get back, Haight and Mr. Crombey are in a serious discussion about Haight joining the Chantry. 
     
  • Scene Four: Combat, as Haight uses a pack of Garou pawns to keep the players occupied while he finds the Chantries World Tree. 
     
  • Scene Five: Despite the best efforts of all involved, Haight manages to steal the power of the Tree to forge a powerful Talisman. Against all odds, he escapes when it is revealed that one of the Chantries Mages is really a Progenitor, who also escapes with Haight. 
     

Our boy Sammy Haight has returned from the Umbra with even greater powers than before. While he did not gain all the magical knowledge, he’d hoped to gain from killing El Dorado, he did gain a fuller knowledge of his Avatar, and now has knowledge of the Spheres, but only a basic understanding of how to use said knowledge. 

Theme 

Betrayal. While the players are worried about Haight and his plans, one of the Crombey’s is also plotting their own treachery. 

Mood 

Paranoia. What should be a relatively simple adventure is made so much worse by Sam Haigh and his Garou pals. While he’d rather avoid trouble, in the eyes of most Garou, as well as Mages, Haight is a thief of not only power, but life. 

Scene One: Off to the Marketplace 

The players are asked to examine and if possible, buy one of the pumpkins that are only available on the Crombey Farm. If the players are Verbena, then they are asked to pass on a “Message of dire urgency”, and a Verbena elder hands over a scroll embossed and sealed with wax. 

Truth is that the scroll is nothing more than a letter of introduction and a bit of gossip between friends. Whatever method the players choose to get to the farm, the trip is without incident, and the players have been given a hefty sum of money to try and make the purchase.  

Alternatively, the players could have one or more Cabal members who are related to the Crombeys, as they are well known among the Verbena, and are known to take students from time to time. 

Scene Two: Meet the Crombeys 

The Crombey Farm is located along a long dirt road, surrounded by an orchard and seemingly endless rows of corn. The players arrive in the late evening after the sun has set, and the air has taken on an autumn chill that shakes the corn stalks, causing a sound like the hissing of thousands of snakes. 

ST’s should make the most of the atmosphere here, keep the players paranoid as dark figures can be seen standing in the corn fields, staring at them with glowing green eyes. While the dark figures take no action, their heads move to follow the players as they walk. 

Once at the door of the farmhouse, they are met by a hulking brute, Troy Crombey. He is quiet until the players introduce themselves, at which point he smiles and welcomes them inside with a gesture. 

The interior of the house is warm and spacious, with a roaring fire keeping the night chill out. Sitting around a massive dining table are the rest of the Crombey family, eating a simple meal. The players are invited to join them, and after introductions are made and messages delivered, the business of trying to purchase a pumpkin can be broached. 

The Pumpkin Tree


“Allow me to show you what you’ve come for” Alistair says when dinner is finished. With Troy and Cecilia in two, he leads the players to a large apple orchard. 
 

While the wind rustles the branches, the players should feel the tingle of dormant power, and while the family is clearly watching the players carefully, they are friendly, even if their hospitality is a bit forced. The paranoid players might assume a trap, but in truth, they’re just Verbena being Verbena. 

In the center of the orchard, is the World Tree, massive and gnarled, hidden from view by the apple trees. It has a distinctly human shape, its branches stretching towards the sky like arms in supplication. The leaves of the tree are like those of an apple tree, and small red pumpkins, about the size of a cantaloupe, grow from the branches. The Crombey’s have buried their dead under the pumpkin tree for centuries, and the tree itself is the remains of the Chantry founder, who changed himself as he was dying to continue nurturing his family. 

The tree stands in the center of a permanent magical circle, with an altar, firepit and large cauldron nearby. Alistair will not offer any information about the tree’s true nature but will not deny it if the players figure it out for themselves. After a few minutes admiring the tree, Alistair brings the players back into the house to negotiate. 

Once back inside, the players learn the secret of the pumpkins, that each holds a substantial quantity of Quintessence, and each is supposedly capable of producing more, so long as the seeds are planted and nurtured over the years. In theory, these pumpkins could grow a Node, and while this would likely take years to do, it would still allow for a chance at creating new Nodes without having to deal with the Technocracy noticing the Awakening of a new Node. 

Shadows in the Corn 

Alistair starts the bargaining at an obscenely high price, knowing full well that he won’t get it, but he enjoys haggling. While the players and Alistair are haggling, Allison’s eyes glaze over and she warns that they have company. 

Strangers have arrived at the farm, but scrying only shows many shadows moving through the cornfields. Attempting to scan the minds of the invaders only reveals crazed, disjointed thoughts. 

Troy assumes treachery on the part of the players, and things are likely to get tense if the players can’t prove their innocence. Once enough time is wasted, the players are asked to help in the investigation while Robert offers to cover the World Tree. Allison stays in the house with Alistair, while the players, Troy and Cecilla head out for the fields. Mr. Crombey will warn of the potential danger, and so either one or both children will join the players, and if they split up, one sibling will go with each group. 

Scene Three: Hey, Did You Hear That? 

One or two players may remain at the house, but the rest should go out to the fields. 

The Cornfields 

Standing at 12 feet, the corn stalks are dense enough that they effectively separate players from each other, making seeing each other impossible, unless they fly. After a few moments, the players notice movement in the fields, some of these shadowy forms crawl along the ground, eyes burning with dim red light, while others tower above a tall man, but not quite tall enough to be above the stalks.  

The players are at the disadvantage, as most Mages are used to wandering around in the darkness. But Garou are. Any player with night vision may recognize there are Garou moving in, though unless they have a high enough Occult rating, they won’t be able to discern that they are BSD, and not just you know, normal Garou. If there are Dreamspeakers in the party, the ST can let them make the distinction. 

For the moment, it seems the Garou are content to simply stalk the players, as they are here to supply a distraction for Haight. If the Dancers are attacked however, they will retaliate. 

Oh, and did we forget about the scarecrows? Because they’ve taken notice of the figures in the field and are searching for the intruders. The players might be mistakenly attacked, as they cannot communicate with the scarecrows, but the Crombey’s can. 

This little game of cat and mouse should go on long enough to unnerve the players, when suddenly the family member(s) going with the players cries out “We’ve got to get back to the house!” 

Black Spiral Dancers 

*Stats that don’t really matter* 

Notes: All BSD can step into the Umbra and can throw balls of Barrow Flame that do 2 levels of Agg damage. All Garou automatically heal one level of non-agg damage per turn outside of combat, and the BSD claws and teeth do Agg damage (Strength +2). More details about the Dancers can be found in either the Mage corebook or in Book of the Wyrm

Image: All the Dancers are Metis, and the leader bears vicious battle scars that run from the top of his head to the point of his chin. 

Roleplaying Hints: Smart but crazy, the BSD will fight to the death, as Haight has promised to cure the Metis of their hereditary sterility. (This is a lie of course, Sammy hates all Garou equally) 

Weapons: SMG, small 

The Scarecrows 

Look like your average scarecrow except their heads look like mummified Jack-o-Lanterns, with a green glow coming from their eyes. All carry pitchforks (Diff 7, Strength +2) 

Innate Countermagic: The scarecrows automatically receive two dice of defense against any magical attack. Fire, natural or magical, inflicts double damage against them, but also risks lighting the entire field ablaze. 

Scene Four: The Killing Fields 

A Perfect Guest 

Back at the farmhouse, a dangerous guest has just arrived. If anyone stayed with Allison and Alistair, they’d see Alison notice the visitor moments before he knocks. 

“Mrs. Crombey, may I come in? 
 

Samuel Haight

While Allison is on guard, Sam’s easy-going personality and good manners quickly bring out her innate hospitality. Few Mages know of Haight’s status as “The Skinner” (and an Intelligence + Occult roll at difficulty 7 with four successes will tell them) and Sam is a perfect gentleman. Once the rest of the family (and players) have arrived, he is calmly discussing entry into the Chantry with Alistair. 

Attacking a visitor outright is forbidden because of Hospitality, but Allison suspects that Haight’s got an ace up his sleeve. Alistair listens to Haight’s simple proposal; allow him to join the Chantry, and he will share his Thaumaturgical wisdom with the rest of the Chantry. Sam does not lose his cool in the ensuing debate, regardless of what is said. 

He claims the Garou outside are simply his allies, and that they might be of use to the Chantry. If his reputation as “The Skinner” is brought up, he dismisses it as rumor, after all, if he was the mad Skinner, would he have a pack of Garou with him? 

After a rational discussion, which the players are encouraged to take part in, Alistair says he’ll consider it. Allison leads Haight into the kitchen, offering coffee. 

Cecilia is uncertain about Haight, he’s interesting but gives her the creeps. Troy is clear from the start, He doesn’t like or trust Haight, and if the rumors he’s heard from the Kinfolk over at the Miller Farm is true, Haight should be killed on sight. 

Robert is absent during all of this, and if contacted telepathically, informs him that he is keeping watch over the Tree. 

Alistair, despite what he said, has already made up his mind, and has no intention of allowing Haight to join his Chantry. He’s got his own contacts within the Garou and they have told tales of the Amazon War. A few names have stuck with him, one of them being Samuel Haight. 
 

Over in the kitchen, Alison brewed a drugged coffee for Samuel, and summoned the scarecrows to the house. But Sammy is too sharp for that shit and is all too aware of the drugged coffee and the conversation going on in the other room. Allison tries to keep Haight busy, and for his part, his mask does not slip, and he keeps playing along as if completely unaware of what is happening. 

If one of the players chooses to check on Allison to make sure everything is alright, Sam explodes in violence, tearing Allisons head from her shoulders (while still in Homid form no less!). Haight then hurls the decapitated head through the kitchen doorway screaming

“You want a fight?! You self-righteous bastards, I’ll give you a fight!”

Samuel Haight

Of course, before anyone can do anything, Sam jumps out the window into the yard, where the sounds of battle have begun. The Dancers and the scarecrows are mixing it up outside and anyone trying to follow Sam will have to wade through the battle. 

The Crombey’s are in no state to think rationally, Alistair stands over the remains of his wife of nearly 200 years, howling his grief. Sam meanwhile is busy, as the scarecrows fall to the Dancers, he seemingly disappears in the darkness. 

A player with Correspondence 2 or Mind 3 will see Haight materialize at the World Tree clearing, but Robert is nowhere to be seen. None of the clearly shell-shocked family will think to check the tree in the middle of a fight, but if someone says something, they’ll beat feet to get there. 

Scene Five: The Harvest 

While the Dancers are causing trouble up front, Sam assaults the Tree, which has changed dramatically since the players first saw it. Its branches are now curled in pain and its rough face contorted in agony. The cauldron has been kicked over, badly dented and showered with some kind of acid. The altar is shattered, and the circle is broken. 

As the Crombey’s and the players reach the tree, they see it is too late, as Haight plunges his hand, sheathed in fire, into the heart of the tree. He rips a burning sphere of pure Quintessence from inside. 

The tree screams as it dies, a piercing wail that deafens the players and shatters the windows of the farmhouse. 

Haight then yanks a branch loose from the tree and channels the primal energy into it. So long as he holds the branch, he can be considered to have infinite Quintessence for the duration of the scene. He knows the risk of using vulgar magic, but considering how few would see them out here, he’ll gladly take the risk of Paradox to destroy his enemies. 

But that’s not all! As the players and family recover from the noise, the guardian of the tree rises from the ground, not to strike at Haight, but its former masters. The guardian and any scarecrows left begin immediately attacking the players and the Crombey’s, leaving only Haight alone. 

The ground around the husk of the tree then explodes as the remains of the Chantries dead Mages begin to rise, merging into a massive skeletal horror. From all around, the fragments of dead animals and rotting plants fly through the air, weaving into the monstrosity that has just risen. In its final form, it is over 7 feet tall and equally wide. 

Turns out that Robert is a turncoat, and during the confusion, collocated himself back into the farmhouse and cast Blight of Aging on anyone who was still inside. 

While it’s true that Sam would have joined the Chantry without violence had his offer been accepted, he and Robert had a contingency plan. In exchange for a bit of Haight’s DNA, Robert promised the Progenitors would help Haight. For now, only time will tell if either side holds up their end of the bargain. 

While the players are dealing with the horror that just rose from the ground, Robert plants explosives in the cauldron and makes his retreat while Sam does the same with his fetish. Sam should not be caught under any circumstances because yada yada, we know he’s coming back. 

Robert on the other hand, is fair game. 

The Guardian 

It has two extra dice for countermagic, for a total of 6. 

Image: A hideous sight, the remains of all previous Chantry ages and all the victims of the scarecrows, combined into a multi-limbed killing machine. 

Conclusion 

Sam is gone, and Robert may or may not have escaped with him. The World Tree is ruined forever, its power stolen by Samuel Haight, and with that power gone, the power of the pumpkins is gone as well, leaving them little more than stores of Tass, one point per pumpkin. 

Once the players have finished the battle, the family’s cauldron will be destroyed, along with the farmhouse, leaving nothing but the cornfield. Without their World Tree, the Chantry will take a long time to recover, as a new tree will have to be planted and nurtured. Any of the family who survived will swear an oath to destroy Haight by any means possible. If Alistair has survived, he is a man of major influence within the Verbena and will use every ounce of that influence to avenge his wife. Samuel Haight has made a permanent enemy of the Verbena. 

So that’s Harvest Time. We’ll get into the NPCs in a moment, as there are a few of them, but I wanted to interject and say a few things about the story before we moved on. 

Once again, I’m left feeling like this story would work a lot better as a Werewolf story, as Garou players are the most likely to have met Haight. While I understand the desire to have a games spanning villain, considering that the six books he appears in were published between February 1993 (Valkenburg) to July 1994 (Chaos Factor), we’ve got just slightly over a year of this character appearing in six books that are all specially marked as having Haight involved in them, and that’s just sort of it. Why bother even doing this big crossover villain if you’re only going to write him into six books over the course of almost a year and a half?  

Haight could have been an ongoing villain of the setting that just kept getting away to pop up in various books as a bit of a fun easter egg or plot device to a story, but considering we wrap this whole thing up in Chaos Factor, it seems like the writers either didn’t think this idea through completely, or got so much criticism from the fans that they decided to just end the shit after 6 books and never speak of Sam Haight again. 

Which is a shame, because as I’ve said in the earlier reviews, aside from his blink and you’ll miss it appearance in the Sabbat Handbook, he’s been a solid villain for players to encounter, especially Werewolf players. 

Having said that, converting this story over to Werewolf wouldn’t be all that hard, you could essentially keep most of the plot as is, but changing who is sending the players to the Crombey’s, or even just have the players sent off because there’s some weird vibes coming from this place in Kansas that might be a Caern. The players then meet the kindly farmer Mage family, maybe cotton on to something being amiss and then whoops, look at that, someone’s Sense Wyrm is tingling and wouldn’t you know it, here comes the BSD to cause some chaos. From there you can just run the rest of the story as is, Haight gets his McGuffin for the story, gives the players the finger and fucks off into the Umbra again. 

Which, if you were telling these stories in order, would mean that your Garou players have already dealt with this fucking asshole back in the Amazon, and are probably extremely extra pissed to see that this mother fucker is at it again, causing trouble for them. 

What I’m saying is that I appreciate the idea of doing this big crossover villain, but the execution is fucking lacking and Haight would work better as just a straight Werewolf villain, unless you heavily seeded him into your other games as a weird threat. 

As for the adventure itself? It’s not bad, and I think it would work well for a group of relatively low level/newer Mage characters, and could easily slot in as an early adventure in a Chronicle, as the setup is very simply and direct (go place, attempt to acquire thing) and it’s set at a farm in Kansas, the least likely place for some kind of otherworldly horrors to occur. The player’s paranoia about something being off would be right, but you could run this as straight as possible until it’s time for the shit to hit the fan, and then when it does, it really hits the fan. I also appreciated that they added a roll for the likely unaware Mage players to get an idea of who the hell Samuel Haight is.  

I don’t think it’s as good of a solution as actually running your players through the previous Haight focused adventures, but it’s at least a solution to the problem of “Who is this guy?”, although it relies entirely on the ST selling that Haight is a very dangerous character, which can be done of course, but if we’re talking about narrative quality in our Story Games, then I think that if you’re going to use Haight, you gotta put in the work to adapt the previous adventures to whatever game you’re running so that the players have experience dealing with the character, otherwise he’s just “Very Powerful and Dangerous NPC” instead of a villain the players can invest emotion into. 

Now let’s look at some NPCs. 

Characters 

The Crombey Family 

Alistair Crombey 

I hear Fred Gwyne in Pet Semetary in my head looking at him. 

Alistair appears to be a thin man in his 50’s but is actually 200. He has thin, hawkish features, and dark hair that’s gone mostly gray. He’s just under six feet tall, and usually has a faint smile on his face. Like the rest of the Crombey’s, he dresses like a farmer. 

  • Nature: Architect 
  • Demeanor: Traditionalist 
  • Essence: Pattern 
  • Tradition: Verbena 
  • Spheres: Correspondence 2/Entropy 2/Forces 4/Life 5/Mind 2/Matter 3/Prime 3/Spirit 4/Time 1 
  • Willpower: 7 
  • Arete: 7 
  • Quintessence: 14 
  • Paradox: 5 
     

Background: Leader of the Crombey Verbena Chantry for over 200 years, he is well respected within the Tradition and has considerable influence. 

I appreciate that they slapped name tags on each of these images. It makes this process a lot easier to know for sure that Image X is NPC Y

Allison Crombey 

The prototypical farmer’s wife, she is a portly woman with blonde hair, worn in a bun for efficiency. While she and her husband treat the “kids” as their own, her actual children lived and died long ago, un-Awakened. She is easy going, always happy to take care of guests, as they have so few at the farmhouse, and a perfect hostess. 
 

  • Nature: Caregiver 
  • Demeanor: Director 
  • Essence: Questing 
  • Tradition: Verbena 
  • Spheres: Correspondence 2/Entropy 1/Forces 3/Life 5/Mind 2/Matter 2/Prime 2/Spirit 2/Time 1 
  • Willpower: 8 
  • Arete: 4 
  • Quintessence: 7 
  • Paradox: 4 
     

Troy Crombey 

Heavyset and muscular, Troy is clearly used to hours of hard labor on the farm. He is Allison and Alistair’s great-grandson. He dresses in jeans, work boots and t-shirts, and is heavily tanned, accenting his brown hair and eyes. He comes across as the most aloof of the group, carefully watching any visitors with open suspicion. 
 

  • Nature: Conformist 
  • Demeanor: Curmudgeon 
  • Essence: Pattern 
  • Tradition: Verbena 
  • Spheres: Entropy 2/Forces 2/Life 2/Mind 2/Prime 2/Spirit 2 
  • Willpower: 7 
  • Arete: 2 
  • Quintessence: 5 
  • Paradox: 2 
     

Cecilia Crombey 

The stereotypical farmer’s daughter, she is Troy’s twin sister, blonde, buxom, freckled and embarrassingly friendly. Under her careless exterior however, she’s incredibly perceptive and though she’s young, a powerful Mage. She dresses like her brother. 
 

  • Nature: Bon Vivant 
  • Demeanor: Bon Vivant 
  • Essence: Dynamic 
  • Tradition: Verbena  
  • Spheres: Correspondence 2/Entropy 1/Forces 3/Life 3/Matter 2/Prime 3/Spirit 1 
  • Willpower: 8 
  • Arete: 3 
  • Quintessence: 9 
  • Paradox: 4 
     

Robert Crombey 

Robert shares his cousins Cecilia’s openness and Troy’s build for farming. He has light brown hair, green eyes and more freckles than should be possible, and takes his farmer gimmick to the next level by chewing on a bit of straw. 

It is entirely possible that the real Robert is dead, as during a trip to San Francisco to visit friends, he disappeared for several days. When he returned, he was haggard and dirty, claiming the Technocracy had been after him, but that he’d escaped. 

The bonds of family kept the Crombey’s from questioning the story, despite what came back looking and acting like Robert, but he certainly didn’t seem to think the way Robert had, and he sure seemed a lot stronger than he was before. “Robert” has been biding his time and concealing his true power for the right moment to strike. 

Robert was never really satisfied with life on the farm, and so the question is, did the Progenitors create an excellent clone, or did Robert really sell out? ST’s can spin this tale in either direction with potential implications for both. 

By nature, Robert is an open and friendly sort, always flirting with the ladies and joking around with the gents. He’s always willing to lend a hand and try to smooth over disputes between the Crombey’s and the players. His friendliness should be played up so that when his betrayal is revealed, it is more painful. 
 

  • Nature: Conniver 
  • Demeanor: Conformer 
  • Essence: Questing 
  • Tradition: Verbena 
  • Spheres: Correspondence 3/Entropy 2/Forces 3/Life 4/Mind 3/Matter 2/Prime 4 
  • Willpower: 9 
  • Arete: 4 
  • Quintessence: 6 
  • Paradox: 3 
     

Now, we get to the man himself, Samuel Haight. Before we look over his updated stats for this book, let’s go ahead and look at his Rage Across the Amazon stats to see how much of a jump his stats have taken. 

  • Breed: Homid 
  • Tribe: Outcast – He thinks of himself as the first of the Skin-Dancer tribe 
  • Auspice: Theurge 
  • Attributes: Strength 5/Dexterity 3/Stamina 5/Charisma 5/Manipulation 5/Appearance 2/Perception 4/Intelligence 4/Wits 4 
  • Abilities: Alertness 4/Athletics 4/Brawl 3/Dodge 4/Intimidation 5/Primal-Urge 3/Streetwise 3/Subterfuge 4/Animal Ken 3/Drive 2/Firearms 5/Melee 4/Leadership 5/Stealth 4/Survival 5/Computers 2/Enigmas 4/Investigation 4/Linguistics 3/Occult 5/Politics 4/Rituals 5 
  • Backgrounds: Allies 5, Resources 5 
  • Gifts: Heightened Senses/Razor Claw/Inspiration/Curse of Aeolus/Visceral Agony, Thieving Talons of the Magpie/Bane Protector/Wyrm Hide/Blood Omen 
  • Note: the first six gifts were taken from Garou, the last three from BSD. Most were gained through the Conquistadors’ Sword. 
  • Thaumaturgy: Movement of Mind 3/Lure of Flames 2/Weather Control 2/Spirit Thaum 1. 
  • Rites: Ritual of Sacred Rebirth, Donning the Mask of Shadows, Puissant Shield, Ward against Lupines 
  • Rage 8/Gnosis8/Willpower 9 
  • Fetishes: Shedding the Spirit Skin (Level 5, Gnosis 7)  
     

Also, for shits and giggles, here is his image from Rage 

Let’s see how things have changed 

Breed: Homid 

Tribe: Outcast – He thinks of himself as the first of the Skin-Dancer tribe 

Tradition: Orphan 

Nature: Deviant 

Demeanor: Architect 

  • Essence: Dynamic 
  • Auspice: Theurge 
  • Attributes: Strength 5/Dexterity 3/Stamina 5/Charisma 5/Manipulation 5/Appearance 2/Perception 4/Intelligence 4/Wits 4 
  • Abilities: Alertness 4/Athletics 4/Brawl 3/Dodge 4/Intimidation 5/Primal-Urge 3/Streetwise 3/Subterfuge 4/Animal Ken 3/Drive 2/Firearms 5/Melee 4/Leadership 5/Stealth 4/Survival 5/Computers 2/Enigmas 4/Investigation 4/Linguistics 3/Occult 5/Politics 4/Rituals 5 
  • Backgrounds: Allies 5, Resources 5, Avatar 5, Fetish 5 
  • Willpower:
  • Arete:
  • Rage:
  • Gnosis:
  • Quintessence:
  • Paradox: 2 
  • Spheres: Correspondence 3/Entropy 3/Forces 3/Life 2/Matter 3/Prime 2/Spirit 4 
  • Fetishes: Shedding the Spirit Skin (Level 5, Gnosis 7) 
  • Gifts: Heightened Senses/Razor Claw/Inspiration/Curse of Aeolus/Visceral Agony, Thieving Talons of the Magpie/Bane Protector/Wyrm Hide/Blood Omen/Unseelie Faerie Kin/Inspiration 
  • Thaumaturgy: Movement of Mind 3/Lure of Flames 2/Weather Control 2/Spirit Thaum 1. 
  • Rites: Ritual of Sacred Rebirth, Donning the Mask of Shadows, Puissant Shield, Ward against Lupines 
     

So, we’ve had a few changes to his stats, mostly the additions of a Tradition/Demeanor/Essence/Nature and two new gifts, Unseelie Faerie Kin and Inspiration, along with Arete and Avatar scores. 

Now here’s where things get interesting. Remember how I said I put this book down to read through Rage first when I realized my mistake? Right, so I told you that so you would know that Amazon is very fresh in my mind when I picked back up with reading this book, and so I noticed some things. 

From the Amazon review, this is how Haight is described: 

Image: A middle aged man in excellent physical condition with hazel eyes and pure white hair. In all forms, he retains the white hair. 

Rage Across the Amazon

Here’s how this book describes him, and remember, this book takes place after the fall of El Dorado. 

Image: A middle-aged man with hazel eyes and brown hair that is starting to gray. In all forms, Haight maintains a brown coat shot with gray

The Book of Chantries

God damn my dudes, it’s obvious that the folks working on one book were talking to the people working on the other book, and you couldn’t do the two seconds of looking over the earlier information to properly copy/paste information? So that’s the first oddity I spotted, that the authors of this book didn’t bother to get Haight’s physical description correct. 

Allow me to point out how fucking stupid it is that they messed up something as simple as the characters description: 

From Rage Across the Amazon 

Now, what does this book say in that same section? 

Yeah, they just copied and pasted part of it. And that’s not all. Almost 90% of the “Background” segment on Sam in this book is directly lifted from the same section in the Amazon book, with the only changes being the addition of what Sam did in El Dorado, and that he currently lacks the discipline to control his new magical powers. 

I don’t want to shit on the authors by saying they were lazy for doing this, because honestly, as I pointed out earlier, all six of the books in this little adventure series came out over about a year and a half, so by all means, when you’ve got a good write up for a character, re-use it and make the needed additions, but come the fuck on, if you’re going to copy stuff from the other book, at least copy it correctly.  

This is certainly a moment of “I’m not mad, I’m just disappointed” because this is supposed to be this big, crossover event villain, and we now have him appear in this book 4 months after Amazon was released, in a decent story, but somehow editing didn’t catch a very obvious mistake of WHAT THE FUCKING CHARACTER LOOKS LIKE. 

Of course, this likely wouldn’t have been that big of a deal at time of release, as most players wouldn’t have read both books, but it is, as I said above, very disappointing what little care was put into this bit of the character who is supposed to be a central element of the stories in six books. Enough of a central character to warrant a god damn full-page ad calling him the Ultimate Badass. 

Get your shit together mid 90’s White Wolf! 

With all that pissing and moaning out of the way, I do enjoy Harvest Time, and I appreciate that it’s a lot lighter on suggested dialogue and not as heavy handed in how the story “Should” play out, and I kinda love the idea of Sam Haight showing up, being a perfect gentleman to this family of Mages he’s trying to get in good with, and then just flips his shit and rips someone’s head off, WHILE IN HOMID FORM! It’s stupid as hell, but c’mon, it’s also kinda awesome in a very dopey, comic book villain way.  


It’s still frustrating that Haight once again just gives the players the finger before zipping off into the Umbra. As I said in the Amazon review, I think the ending of that story, and this one would feel a lot less frustrating to the players (especially if they’ve met Haight before) if they actually get a shot in on him. Sure, he’s going to escape, and that’s fine, but at least give the players a shot off on him before he does fucks off screen with the McGuffin of the story.  

I don’t understand how no one working on these books back then had the common got damn sense to just add a little “Let the players get a shot or two in on Haight, but make sure he doesn’t die, and that he escapes, as he’ll be appearing in additional White Wolf books” instead of the “Don’t let the players touch him at all, he can’t die, because we’re putting him in additional books.” stuff. Fine, I understand he’s going to appear in other books, but outright keeping him in this bubble of ST invincibility to the point that the authors are explicitly saying he shouldn’t be hurt at all is frustrating beyond belief. 

Okay, for real I’m done bitching (for now), so let’s wrap this chapter up. 

Setting 

The Crombey Farm Chantry 

  • Powerful: 70+ points 
  • Status
  • Reputation
  • Advantages/Disadvantages 
  • Atmosphere: Peaceful (+5) 
  • Phenomena: Normal (+0) 
  • Magical Manifestations: Subtle 
  • Guardians: Scarecrows, Guardian of the Tree (Ridiculous +20) Supernatural (+10), Loyal (+15) 
  • Location: Isolated Farm (+5) 
  • Size: Chantry, Average (+5), Node, Average (+5), Realm, None (-5), Real Cost: 5 
  • Security System: State of the Art, Scarecrows (+10) 
  • Wards: Difficulty 10 (+10 
  • Defensive Wards: (+5) 
  • Typical Shallowing: (0) 
  • Communications: Modern (+2) 
  • Large Private Landholding 
  • Node: Tass (variable negative) 
  • No Realm 
  • Arcane Library: Good (+5) 
  • Laboratories: Inadequate (-5) 
  • Internal Politics: Traitor (-20), Harmony (+10), Total Cost: (-10) 
  • Leadership:  Benevolent Leadership (+10) 
  • No Servants: (-10) 
  • Total Cost: 82 

So that’s how we end this chapter, with the stats for the Crombey farm from the perspective of the points system. It makes some sense, but without the added context of the points system, right now it’s basically gibberish numbers. And while I did read Appendix Two in my first read through, as I’ve said in previous reviews, a lot of these mechanics slide right out of my head after I’m done working on these reviews, if they even stick around that long, so as I sit here writing this closing paragraph, I have no real context for what any of the stats for the farm. But all will become clear once we get to Appendix Two.


But first, we must delve into Appendix One. 

Appendix One: Other Strangeness 

A whole appendix of Chantries that don’t quite fit the mold of Tradition/Technocracy/Nephandi control. Are you ready for shit to get weird? 

Chantries of Ka Luon 

Plenty of Mages believe in extraterrestrial life who are, though not Nephandi, still locked on the other side of the Horizon from entering the Near Umbra. Some of these races are said to be allied with the Nephandi, while others are simply explorers, and still others supposedly experiment on humans or attempt to breed with them, in the hopes of creating hybrid creatures for reasons unknown. 

These races are broadly known as the Ka Luon or Hidden Ones by the Traditions, though it is likely that each race has its own name. These Hidden Ones are believed to control large Chantries that resemble spaceships that are capable of traveling the Umbræ and Earth. Sleeper reports of UFO’s (or UAP’s as we call them now) are believed to be sightings of these Hidden Ones. No one is entirely sure how many of these mobile Chantries exist, or if they are in league with each other or not.  

Some believe these UFOs are actually Marauders, Nephandi, or even visitors from the Chimerae, though the existence of the Hidden Ones remains unproven……for now. 

Sure, why not throw aliens into things, this is Mage after all where they spent a paragraph or so saying in the corebook that you could essentially port anything into the game and make it work, so fuck it, let’s throw some UFO wackiness into things. I mean, considering the WoD is run by inhuman monsters, it’s not such a stretch to believe that aliens aren’t pulling some strings as well. 

Abandoned Chantries 

Chantries are exceptionally valuable places, and are therefore, rarely abandoned. However, there are some situations where a Chantry is vacated by force. Often, Mages whose Chantry has been captured will lay terrible curses on their Realm, Nodes and Chantry building itself to prevent their enemies from using them, with the curses generally extending to anyone who was not already a member. 

These Chantries, therefore, stand abandoned and empty until the curse is lifted. There are very few of these still around, as most have had their curses lifted, though figuring out how to lift these curses often proves more difficult than just founding a new Chantry. 

One such abandoned Chantry is the Manse of Madness in the Realm of Creeping Doom (which holy shit, what a great name for a place, sounds like a King Diamond song title). The Chantry belonged to the Order of Hermes, but all who resided within were executed by the Nephandi, but not before the eldest Mage was able to lay a curse on the entire realm and those who would seek to control it with their dying breath. 

The Realm still exists, and there is even an Earthly aspect that can rebuild itself after being destroyed. The Chantry looks like a dilapidated, old two-story wooden house, its interiors covered in dust, though most of the previous occupants’ belongings remain. Of course, taking any of these items will bring the curse down on the thief, who is unable to be rid of the item until the curse has run its course. All items that are stolen from the Chantry eventually find their way home. 

Rumor has it that the Chantry is haunted by numerous spirits that Mages are unable to control, appearing to whomever they desire, usually with the goal of driving their victim mad. Some believe that powerful cosmic secrets can be learned in the house, but so far, no one has come out with anything resembling their sanity intact. Seems it’s name is apt, as all who try to stay within the Chantry are driven insane, often leading to the murder of another victim until only one remains to be carried off by the spirits of the Manse for eternal torment. 

Now that is how you write a decent weird ass Chantry. It’s just a creepy haunted house that drives you crazy, and if you go with a group of pals, you’re all going nuts until there’s only one of you left, and that lucky bastard gets dragged off by spirits. Spooky shit, in my wizard game? It’s more likely than you think! 

Mobile Chantries 

The Flying Dutchman 

We’ve all heard tales of the legendary ghost ship, the Flying Dutchman.  Some believe that the ship is under the control of Marauders, but so far no one has been able to prove that. The ship is only seen at night, around the Cape of Good Hope. 

The ship is often described as having a faint bluish-green glow, and spotters ranging from merchant marine ships to US aircrafts have reported seeing the ghostly merchant ship. The Dutchman is said to fire a few cannons as a warning to those who get too close, though there are no reports of it sinking another vessel. 

No one is sure what the purpose of the ship is, and some claim to have heard human voices, described as either laughter or screaming. A Technocracy Shock Corps once attempted to attack the Dutchman, only to be met with flying Marauders and a sea serpent. Before they could actually attack, the Dutchman simply disappeared, along with the storm that surrounded it. Gazing into the Umbra revealed the ship had completely disappeared. 

If the rumors of the Dutchman are true, it would suggest that the Marauders are working together in large numbers to carry out missions. Perhaps the Marauders aren’t quite as insane as once believed, and they do have goals. 

Booooo, just make the cool ghost ship a got damn ghost ship! We got a ghost ship in Promised Lands, it’s not like it’s not something that exists in the universe. Why do we need to slap the Marauders into this thing? 

The Knights of Newark 

Newark, New Jersey is the home of a Cabal known as the Knights of Newark, composed of four mages, Denton Klein, a VA, Dedra Sain, a CC, Russel Johnson a OoH, and Christina Lewis, a Hollow One. This motley crew controls a most peculiar node, a 1978 Volkswagen van in perfect running condition. The Knights use the Node as their mobile Chantry, as the interior of the van leads into a small Horizon Realm pocket. The Realm looks like a loft, but its walls and floor look like the interior of the van. Each Mage has a partitioned section for their own rooms and shares a large communal area. 

The van is capable of healing itself when damaged, as long as no one is looking. And is still in perfect running order, thanks to running on Quintessence instead of gas. The van also has a one-way portal that drops the Mages off in a dumpster in Jersey City. 

The Knights are currently at odds with the Camarilla, Sabbat and Anarchs of the world, and they have lost numerous friends already. They’ve also had a few run-ins with Garou and a couple of Technocrats. While the Cabal has an ancient Hermetic Mentor, he is bedridden due to incurable damage done to his body by his own magic. 

I kinda love that a Cabal out of Jersey is tooling around in a magical VW van and have somehow made enemies of literally all three Kindred factions. Bravo friends. Also, I’m imagining these Mages as trashy Jersey stereotypes, and it makes their enmity with the Kindred that much funnier. You just know they’ve worked fist pumping into some kind of Rote. 

Other Chantries of Note 

Balador, Cult of Ecstasy Pleasuredome in the City of Altua 

All CoE Chantries are considered to be palaces of utter decadence by those who misunderstand the Cult. Outsiders see vices, and the Cult sees legitimate means of attaining transcendental states. Philosophical differences aside, Balador stands as one of the greatest Chantries of the Cult, resembling the Hagia Sofia cathedral and surrounded by the city of Altua, a city that features similar architectural style. 
 

The real Hagia Sofia

Balador has a distinct Greek-Arabic ambience, with street markets, temples to forgotten Gods of pleasure, and beautiful people of Greek ancestry. 

……But…. none of Arabic ancestry? In the place that you said has Greek-Arabic ambiance? While modeling it after a place that is now a Mosque? I’m not saying you’re being racist here WW, but you’re certainly being something that skirts damn close to being racist. 

The Pleasuredome is the home of four CoE Cabals and two multi-Tradition Cabals. These Mages rarely leave the Realm, instead preferring to expand their inner horizons with every imaginable stimulation. Mages have every pleasure center on their bodies stimulated in every way possible, chemical, magical, fleshly and less identifiable pleasures occupy the Mages while the various Acolytes of great beauty and insight tend to the more worldly concerns. 

So the Acolytes are the jizz-moppers is what you’re saying. God damn I would not want to be one of those poor bastards having to clean up after these likely sticky Mages. Blech, if there’s one thing I hate more than Mages, it’s sticky Mages

The Mages of Balador also “commission” shows for the citizens and themselves, using Correspondence magic to bring all manner of entertainers into the Realm, and then using Mind magic to cloak their memories, leaving the performers with vivid dreams of wild shows. 

I’m not the only one sitting here reading that and seeing the absolutely worst possible direction that shit could go right? Just mindwiping entertainers so they don’t remember whatever gross shit you did to them. Fucking sticky Mages! 

The Chantry is overseen by Archmage Marianna, Master of Correspondence, Life, Matter, Mind and Time. The guards of the Chantry are powerful and possess unusual mental powers, while the members of the multi-Tradition Cabals act as the Realm’s Sentinels, as well as the bulk of away missions. 

The Pleasuredome controls four Nodes in Istanbul, including the real Hagia Sofia, as well as a Node in Thrace called the Temple of Dionysus, an ancient Greek temple cloaked by a magical forest. The priestesses of the temple are said to be on good terms with the Black Furies. 

Balador’s Earthly aspects are located in New York, Istanbul and Los Angeles, and those who spend time in New York have encountered members of a Wyrm cult known as the Seventh Generation (additional info in Rage Across New York), a cult whose deliberate corruption of sexuality has so infuriated the NY Cabals, that they are hatching plans to infiltrate the Generation to bring them down. 

Do I want to know what the fuck “Deliberate corruption of sexuality” means? I mean, I’m going to read Rage Across New York in the very near future, so I suppose I’ll find out when I get there, but boy howdy, does that line not fill me with confidence at all! 

The Celestial Temple of the Sun 

Under the streets of Vatican City is a massive underground temple that resembles a medieval monastery with labyrinthine tunnels and numerous rooms, all lit by magical candles that do not extinguish or burn down. 

You might expect a Celestial Chorus Ancestral Chantry to be a place of glorious palaces with golden streets and angelic hosts singing praises unto the Almighty. 

You would be wrong in this case, as the Mages of this temple are ascetics living a quiet, monastic life. The temple, known by very, very few members of the Tradition is not actually on Earth, instead the subterranean staircase that leads into the temple is actually the gateway to the Chantry Realm, and these stairs can be made to appear or disappear as needed.  

There is no “outside” as the entirety of the Realm is the Chantry, able to grow or shrink to accommodate the needs of the Mages in residence. It is also where many of the holiests relics and artifacts on Earth are stored. 

The Temple is home to 30 Celestial Choristers from all over the world and walks of life, united in their service to the One. While they seek Ascension, their focus is on the diminishing spirituality of the Sleepers, seeking to restore religious belief, as only through faith in the One can Ascension be achieved, or at least so the Chorus believes. 

Rumors claim the residents of the Temple are in direct contact with the Oracles of Prime, and that they will, in the near future, bring a miracle of the One to the Sleepers on Earth. The details of said miracle remain unknown, but the Mages nonetheless prepare for this event, believing it a necessary catalyst to lead the Sleepers back into the good graces of the One. 

It’s fine lol. I don’t have a lot to say about the Celestial Chorus in general as what bits I remember of them from the corebook screamed “Christian Mysticism” which you know, is neat I guess. Oh and being a Televangelist was a viable character option which is hilarious and also does not exactly paint the CC as being particularly “Good”. The last goddamn thing we need is Benny Hinn or Peter Popoff having legit magical powers. 

The Nightmare Theatre: A Hollow One’s Haunt 

The modern World of Darkness denizens have abandoned movie theaters in favor of the cineplex, leading to many old theaters being left to rot in squalid downtown areas. 

One of these abandoned theaters is in Gary, Indiana, known as the Royal Palace Theatre, closed since the 1970’s and now serving as the home of a Cabal of Hollow Ones. The Theatre is home to three Mages and two Acolytes, Crystal Spinner, Marvin Hafuer and Klenton McKay, all Mages, and Julie Pratt and Dwaine Smith, their Acolytes. While the Cabal’s powers are weak, they make up for it in resolve. 

The Cabal uses the offices, the areas behind the screen and a massive hidden basement as their home. There is no security system, guardians or wards, and their only servant is a 15-year-old runaway named Eddie. The group often shows old movies for their own amusement, and occasionally discusses turning the place into a nightclub. The Cabal knows two local Kindred, Juggler and Michael, as well as having met many of the Chicago Anarchs.  

They’re hoping to form some sort of gang with a few of these Kindred, who, for their part, plan to make this group of squishy magical juice boxes into their Blood Bound servants. 

While not as much fun as the Sepulcher and its motley crew, The Nightmare Theatre is neat, and it’s nice to see Juggler and Michael make an appearance again, as I liked both of those characters in the Masquerade core. 

I haven’t pointed it out prior, but it does strike me as slightly odd that the “World of Darkness” as a thing is referenced a couple of times in this book. I mean I know it’s the name of the setting, but it still just feels sort of odd to see it referenced the way it has been. 

Anywhoo, that’s it for Appendix One. We got a cool, spooky cursed Chantry, a not as cool, not actually a ghost ship Flying Dutchman, a CoE Chantry that almost certainly has extremely sticky floors and a bunch of Acolytes that are questioning their choices in life, some Jersey fist pumping Mages with a green VW van, a less interesting spooky Hollow Ones Chantry and a Celestial Chorus monastery. Oh, and aliens, can’t forget about the aliens, because this is the 1990’s after all, and the X-Files started this year and was just beginning its ascent to the top of the ratings.  

Overall, I’d say this appendix isn’t terrible, though I shudder to think too much about the Pleasuredome.  

This is it folks, the home stretch, so let’s bring this bad boy in for a landing as we plow through the Chantry Creation System in Appendix Two 

Appendix Two: Optional Creation System 

Creation Points 

For those of you who want numbers and precise details for creating your Chantries, there is the points system. Each step of the process lists advantages and disadvantages that can be purchased with Creation Points (or for disadvantages, gaining creation points). The points you start with are determined by the number and power level of the Cabals who reside in the Chantry, and taking disadvantages will bump that number up. 

While base creation points are ultimately up to the ST, guidelines are provided. ST NPCs can also “contribute” points, based on the abilities of each NPC Cabal in the Chantry. Players may also take the Chantry Background (more shortly), pool their points, and add them to the NPC points. 

Starting Creation Points 

  • Pitifully Weak Chantry — 10-20 points 
  • Weak Chantry — 20-30 points 
  • Average Chantry — 30-50 points 
  • Strong Chantry — 50-70 points 
  • Powerful Chantry — 70-100 points 
  • Very Powerful Chantry — 100+ points 
     

NPC Cabal points (per Cabal) 

  • Apprentices — 10 points 
  • Predominantly Disciples — 20 points 
  • Predominantly Adepts — 30 points 
  • Predominantly Masters — 50 points 
     

Chantry Background Sidebar 

This background is intended to be taken if you are using the creation points system for Chantry building, and can only be taken by players. If a player leaves a Chantry that they donated creation points to, they do not regain these points upon leaving. Any points associated with this background that were not used, however can be use to purchase more points in Chantry, as long as the new Chantry they join was also created with the points method. 

Note that the Chantry Background is different than the Node Background, which is the amount of additional Quintessence that the players Cabal can access on its own. 

  • 1 Dot – 1 Point 
  • 2 Dot – 2 Points 
  • 3 Dot – 3 Points 
  • 4 Dot – 4 Points 
  • 5 Dot – 5 Points. 

Costs 

Chantries automatically own a building of some kind. Each Node costs 5 points, while Realms cost 10. From there, all characteristics either add or subtract from this amount. All aspects of a new Chantry are covered in the following lists, with Advantages listed with the points required to purchase them, and Disadvantages listed with the points they remove from the total cost. 

ST’s are advised to emphasize the disadvantages, making them worth their points. Total disadvantages should not be worth more than half the total point spent on Advantages. 

Example: A Chantry has 100 points in Advantages, and 45 in Disadvantages. 

Chantry creation can be broken down into six interrelated categories: 

  • Node, Realm, and Building – External: Covering physical dimensions, general state and surroundings and research facilities. 
     
  • Outside Population, Servants and Acolytes, and Internal Workings – Internal: Covers the general population of the Chantry and Realm (if applicable) and relations of the Mages therein. 
     

Costs cover on particular area, and each additional area advantage must be bought separately. Characteristics of each aspect should be noted during creation. 

Example: A Chantry with a five-point Ward covers both the Chantry building and Node, for 10 points. To extended the ward to the entire Realm, would cost 15. 

External 

Atmosphere 

  • Alien (-10) 
  • Spooky (-5) 
  • Peaceful (+5) 
  • Heavenly (+10) 
     

Phenomena 

Curse: The area is cursed for some reason. Severity and effect of the curse are up to the ST, but should be in line with the disadvantages bonus. 

  • Severe (-10) 
  • Mild (-5) 
  • Dark Secret (-2): The curse can be lifted if someone discovers the cause. Treat as mild until then. 
  • Haunted (-5): The area is plagued by restless spirits that annoy the residents and may disrupt classes, experiments or steal Quintessence. 
     

Psychic Emanations 

Some Emanations are strong enough to be noticed by Sleepers with a Perception + Empathy roll at Difficulty 6. 

  • Powerful Emanations (-5): Sleepers may notice 
  • Strong Emanations (-2): Psychics notice easily (no roll) 
  • Normal (+0): Psychics feel the emanations on a Perception + Alertness difficulty 8 
  • No Psychic Emanations (+5): No one notices anything out of the ordinary 
     

Magical Manifestations 

  • Subtle (-5): Noticeable with Perception + Alertness Diff 8 
  • Noticeable (-10): as above, diff 6 
  • Blatant (-15): Readily noticeable (no roll) and likely to draw the attention of the Technocracy or other paranormal researchers if they occur outside the Realm. 
     

Continuum Fluctuations 

  • Temporal Shifts (-5): Time runs differently than it does on Earth, or conforms to unknown patterns. This could be a normal element of the Realm or a localized event. Temporal Shifts add +2 difficulty to all Time related effects within the vicinity.

Energy Fluctuations 

Quintessence moves in unpredictable ways, affecting not only magic but potentially altering the flow of Quintessence into the realm. 

  • Extreme Variation (-10):  More than 10 points per day 
  • Subtle Variation (-5): fewer than 10 points per day

Guardians 

The spirits or creatures who watch over an area. 

Behold, a Chart! 

Strength 

The relative power of a Guardian 

Nature 

  • Sleepers (+1 per five guards): Guards who have no idea what they are guarding, and areas they guard cannot have any characteristics that would adversely affect them. 
  • Aware (+5 per five): Inhabitants of the area who are aware of the nature of the area 
  • Supernatural (+10 per five): Kindred, Garou, or spirits, usually of power level 3 and up 

Loyalty 

The general attitude of the Guardians 

  • Fanatical (+15) 
  • Loyal (+10) 
  • Unwilling (-5) 
  • Hateful (-10) 
  • Living Entity (+20): The entire area is a living organism. 
     

Location 

Relating to the geographical location of the Node or Chantry. 

  • City (-5): Located within the heart of a city 
  • Hard to Reach (-5): Inaccessible to most people 
  • Town (-1) Located in a small town 
  • Sparsely Populated (+1): An isolated rural area 
  • Isolated (+5): Area is far away from people and may never have been viewed by Sleepers 

Size 

Related to the size of the Node, Chantry or Realm, and each must be purchased separately, conversely, a bonus for one tiny sized area will subtract from the cost of others. So a shoebox Chantry in a tiny Realm with a tiny Node would be worth 30 points. One area can also be large while another is small. 

Example: A large Chantry in a large world with a medium sized Node costs 24 points. If the Realm or Chantry were small, the cost would be 10 points. 

Daily Quintessence yield is relative to the cost or bonus of the Node’s size (small yields less than 5, huge produces more than 15) Realms require 10 times it’s cost to maintain, so a Vast realm would require 400 Quintessence a day. 

  • Tiny (-10): A small area, a Node the size of a trash can, a Chantry the size of an RV, a Realm of an acre or two. 
  • Small (-5): Dumpster-sized Node, small house Chantry, Realm of 10 acres 
  • Average (+5): Node as large as a house, Chantry like a mansion, Realm the size of a city 
  • Large (+10): Node the size of a large building, castle-sized Chantry, Realm equivalent to a medium sized state 
  • Huge (+15): Acre sized Node, Chantry the size of a small city, Realm the size of a continent 
  • Vast (+40) (Realm Only): A Realm this size is a small pocket world, with complete biosphere, seasons and indigenous life. 

Security System 

Wards or security systems only cover a single area, as noted previously, if multiple areas are to be protected, they will need to be purchased separately. 

  • Simple Trap System (+5): the area has traps of either a mundane or magical nature and will catch unaware intruders who fail a Perception + Alertness roll (diff 7). Intruders are detained until freed or breaking loose through brute force (Strength feat of 8) 
  • Complex Trap System (+10): Treat as above, raise difficulty to 8 and 11 respectively. 
  • Low-Grade Security System (+2): area has some form of warning system, intruders must make Perception + Stealth (diff7) to avoid. 
  • Average Security System (+5): treat as above, except intruders must make the roll every turn they move. 
  • State-of-the-art Security System (+10): Same as above, raise difficulty to 8, and the entire Chantry is alerted. 

Protective Wards 

The area is protected by magical wards that prevent entry of particular material or beings unless accompanied by Chantry member. Those being warded against do not take damage from being repelled, and must make a successful Willpower roll against the difficulty of the ward to attempt to pass. 

  • 2pt Ward: Diff 8 
  • 5pt Ward: Diff 9 
  • 10pt Ward: Diff 10 
  • Ward bars entry to one kind of being or material: +2pts 
  • One category (Supernatural entities, mortals, minerals): +5pts 
  • Any unauthorized thing: +10pts 
  • Defensive Wards: work as above, but cause damage to the target. Inflicts 1 level of Agg damage per 5 additional points spent. 

Fortification 

Relates to the general resistance to attack of the place. 

  • Poorly Fortified (-5): No natural or artificial defenses 
  • Average Fortification (0): Few advantages to position, allowing for easy defense 
  • Well-fortified (+5) 
  • Mighty (+10) 
  • Impregnable (+15) 

Other Characteristics 

Shallowing 

  • Strong Shallowing (-5): The Node’s shallowing is constant, making it easier for earthly intruders to pass into the Realm and for extra-dimensional intruders to enter Earth 
  • Typical Shallowing (0): Shallowing only takes effect under certain common conditions, such as during summer, when it is raining, or the person is wearing green. Should require at least 3-4 conditions to allow passage. 
  • Weak Shallowing (+2): Shallowing only takes effect under uncommon conditions. As above, should require 3-4 conditions to allow passage 
  • No Shallowing (+5): While the lack of shallowing protects the Realm from intruders, it also prevents easy access for Chantry members. 

Communications 

As with security, each area must be purchased separately. 

  • Modern (+2): area has phones, intercoms or shortwave radios 
  • Trans-Umbral (+5): Chantry has some means of communication with parties in the Near Umbra or Horizon Realms 
  • Trans-Horizonal (+10): Allows for communication with parties in the Deep Umbra, common among the Nephandi and VE. 

Land Status 

Relates to the status of the property such as owning or leasing the property or control of Nodes 

  • Large Private Holding (+5): Node rests in the center of a large tract of land 
  • Privately Owned (+0): Area belongs to one mage within the Chantry. If they leave, they may take it with them. 
  • Leased (variable): 30 years (-5), 15 years (-10) or 5 years (-15) 
  • Well-Documented (-1): the location is documented in numerous reputable occult sources and may be pestered by the curious. Disadvantage only applies to Chantry or Node  
  • Frequently Raided (-10): Area is constantly under assault 

Miscellaneous 

  • Ritual Access (+15): Some ritual is necessary to use or enter the area, treat as 10pt ward if ritual is unknown. 
  • Special Portal (variable): Area has some magical gateway linking it to another site on Earth (typically a Node), Near Umbra or another Realm. Sleepers may use the gate, but most require either a ritual or keyword to use. Cost is 3-5pts depending on importance and where it leads. 

Specific Characteristics 

Nodes 

  • Node Battery (-1 per 5 Quintessence): Node does not have ley lines connecting it to the Chantry. Tass cannot be collected from batteries. 
  • Tass (-1 per 5 Quintessence in Tass form): The Node produces Quintessence in a physical form and must be collected in person. 
  • Named (+5): Node bears a magical name, and all who know the name may draw Quintessence as normal. If the name is unknown, it cannot be easily raided, giving +2 Resistance unless the name is spoken. 

Realms 

  • Interconnected Locations (+10): Various places in the Realm are connected to one another. Essentially the Realm seems to have no external barriers. Quintessence cost +5 
  • Sphere Ratings (variable): Cost of changing Sphere rating is +2 points for every +/- in a single Sphere rating. Example: A Realm with +2 Life/-1 Time and +3 Matter would cost 12pts total. 

Surroundings and Climate 

Covers the general appearance of a Realm 

  • Difficult Terrain (-5): Terrain is imposing and worse than Earth Quintessence cost +15 
  • Mundane (0) Similar to Earth 
  • Simple Terrain (+5): No imposing geography, easy to move around 
  • Strange (+5): Real has certain earthly features but is clearly not Earth. New visitors must make Perception + Survival (or Enigmas) roll at diff 6 to keep from endangering themselves. Quintessence cost +5 
  • Bizarre (+10): Real is nothing like Earth, visitors make Perception + Enigmas roll and Perception + Survival both at Diff 8. Quintessence cost +10 
  • Extradimensional (+10): Realm is not 3D. All newcomers must score 20 successes on extended Perception + Enigmas roll at Diff 8 to properly orient themselves. Quintessence cost +15 
  • Indoors (+10): Entire Realm is under one roof, with no weather, climate, day/night or heavenly bodies Quintessence cost +10 

Climate 

  • Unsurvivable (-10): Realms climate can usually kill those not specially adjusted to it. 
  • Harsh (-5) 
  • Earthly (0) 
  • Comfortable (+5) 

Miscellaneous 

  • Advanced Transportation (+10): Realm has advanced or magical transportation devices. Quintessence cost +10 

Building Conditions 

Only apply to the Chantry itself 

  • Ruins (-10) 
  • Rundown (-5) 
  • Like New (+5) 
  • HighTech (+10) 

Research Facilities 

Arcane Library (Variable) 

Chantry automatically has 20 study points and may have an additional 10pts per creation point spent. IE: spending 5 creation points would grant the library a total of 70 study points. 

  • Poor (-5) 
  • Modest (0) 
  • Good (+5) 
  • Exceptional (+10) 
  • Overwhelming (+15) 

Laboratories 

Normal facilities allow for gaining one study point per success on Arete roll diff 7 

  • None (-10): No study points earned 
  • Inadequate (-5): 1 pt per success on Arete roll per month (diff 8) 
  • Preferential Treatment (additional -2) 
  • Superior (+5): 1pt per success on Arete roll per month (diff 6) 
  • State-oftheArt (+10):  1pt per success on Arete roll per month (diff 5) 

Internal 

Population 

  • Dangerous Inhabitants (-10): Some inhabitants pose a threat to outsiders, mages and each other. 
  • Overpopulated (-10): The Realm is teeming with life, too much for the ecosystem to support. 
  • No People (-5): Realm has animals but no sentient life 
  • Bizarre Inhabitants (+5 for bizarre, +10 for truly bizarre) 
  • Advanced Inhabitants (+15): Inhabitants are more evolved than humans and may possesses superhuman Abilities or advanced Knowledges Quintessence cost +15 

Social Structure 

  • Primitive (-5) 
  • Archaic (0) 
  • Modern (+5) 
  • Advanced (+10) 

Servants and Acolytes 

The non-Mages who serve the Chantry directly. 

  • Military (Variable): 5 points invested allows for 2 soldiers per Mage, consider to be power level 2 
  • No Servants (-10) 
  • Few Servants (-5) 
  • Functional (0) 
  • Lots of Servants (+5) 
  • Hereditary Servants (Additional +2) 
  • Consor (Variable): Each consor must be purchased individually, at +2 points per power level, IE: +2 for level 1, +6 for Level 3 

Loyalty 

I have to laugh that they used a few lines from Jesus Christ Superstar to open this segment. 

Jesus: And that’s not all I see, one of you here dining, one my twelve chosen, will leave to betray me.. 

Judas: Cut out the dramatics, you know very well who  

Tim Rice, Jesus Christ Superstar

Measures the general loyalty of the Chantries servants and Acolytes. 

  • Spies (-10): There are traitors among you 
  • Disloyal (-5): Servants are forced into service and thus good potential spies 
  • Loyal (+5) 
  • Committed (+10) 
  • Fanatical (+15) 

Internal Politics 

Several of these can be applied to a Chantry 

  • Scheming (-10) 
  • Strict Hierarchy (-10) 
  • Conflicting Loyalties (-5) 
  • Disorganized (-5) 
  • Rogue Cabals (-5) 
  • Highly Organized (+5) 
  • Harmonious (+10) 

Leadership 

Reflects the general hierarchy of the Chantry and all bonuses are cumulative. 

  • Malign Leadership (-15) 
  • Foolish Leadership (-5) 
  • Dictatorial Leadership (-5) 
  • Wise Leadership (+5) 
  • Benevolent Leadership (+10) 

Security Systems 

These systems were adapted from the security system rules in Rage Across the Amazon 

Normal Systems 

These are sensors in either an On/Off system or Perception based. 

  • Off/On: Either it triggers or it does not. If a window is broken, a sensor for such would activate 
  • Perception: Have a Perception Attribute used in the same way as a players Perception attribute per the chart above. 

Magic 

Magical effects can be used to disguise or discover security devices. 

Spheres needed to locate Normal Security devices (Average difficulty: 7 or higher) 

  • Correspondence 2, Entropy 1, Forces 1 or Matter 1 

Spheres needed to locate Magical devices 

  • Entropy 2, Forces 2, Prime 1 or Spirit 2 

Mages must have some form of energy control to disrupt most sensors (typically gained at Rank 2) 

  • Difficulty to disrupt or disable sensors: Normal – 6 or higher, Magical – 8 or higher. 

And that, finally brings us to the end of Appendix Two. I don’t love this appendix, because frankly I find most WoD books when they get into the weeds of trying to do math to be extremely tedious and boring, but I at least somewhat grasp what they’re trying to do here. I don’t know that I would necessarily use this system, because it seems like it would be incredibly easy to mess something up, but if you want that crunch in your story game, here ya go. 

The final page of the book proper is all Mage corebook eratta, and as I said in the opening of this review, I’m not going to over over my copy of the corebook to double check if this eratta is missing from my copy or if I got lucky and have the updated version with it there. If I ever go back and give the 1e Mage core a second chance review, I will double check the eratta against it but until then, we’ll just assume it’s all there. 

As for back of the book ads, we have one for Wraith announcing its release in “Summer 1994” and an ad for White Wolf Magazine subscription. 

Now we have reached the conclusion of The Book of Chantries. To say I was surprised by this book is a bit of an understatement. I’ve made my distaste for Mage based on its corebook clearly known to anyone who has read any review of a Mage book I’ve done, but I must admit, that so far, the two supplements I’ve covered for the game have been surprisingly good overall.  

There are things I don’t like about this book, to be sure, and I feel like I expressed those complaints when they arose, but there is a lot of fun/funny/neat stuff in this book that I genuinely enjoyed, from the writing of Doissetep and its gaggle of hubristic assholes to the Sepulcher and it’s gang of misfit Goth wizards and the entirety of the Jade Demon’s labyrinth which is just a big old riff on Big Trouble in Little China with the serial number filed off…..barely. 

As for Samuel Haight? Aside from the things I pointed out as incorrect, I did enjoy his appearance in this book, though as I said before, I just don’t see why Mage (or Vampire for that matter) players would give two hot shits about this guy showing up in their games, when he’s very clearly established as a villain that is most effective for Werewolf players. It’s certainly a better adventure that the one presented in the Sabbat book but feels a bit too much like the El Dorado story in that Haight just gets his gizmo and then fucks off. 

So, are the supplements turning around my opinion of Mage? Maybe a little, though when the obnoxiously stupid stuff that bothered me about the core pops up, it sticks out like a sore thumb as things that are dragging the entire game’s concept down when there’s so much better stuff floating around it. Maybe when I get around to the 2nd edition corebook the metaplot and some of the stupid shit I hated will have been removed or fixed, but I’m not holding my breath on that. 

As always, thank you all for joining me on this journey, and while we still haven’t quite caught the dastardly Samuel Haight just yet, we’ve still got two more books to chase after him, including what was his final appearance in……another Mage supplement. But that’s still a little way off, as next time we step on to the darkened road of chasing the Mad Skinner, it will be in New Orleans by Night, another 2nd edition Vampire supplement. 

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