The Camarilla of Providence
   
     
 
 

PENDING

Venue Style Sheet

Part 1:
Chapter Name: House at 276 Angell St
Chapter Number: RI-002
Venue: Mage
Lead Venue Storyteller: Seth Dwyer-Frazier
Storyteller Contact: vstMage@camarillaprovidence.org
Games Hosted on: 4th Sunday of Month

Part 2:
Styles of Play
Action: 3
Character Development: 4
Corruption: 5
Character death: 3
Drama: 4
Intrigue: 4
Manners: 2
Mystery: 5
Pace: 3

Part 3:
Special Venue Emphasis:
Proxy Rules: Proxy requests should be received by VST at least one week
prior to game time. Forced proxies will not be approved, without player
approval. The VST does reserve the right to allow exceptions to these rules
for exceptional circumstances.

Travel Risks: The region of Rhode Island is cursed, according to Popular legend amongst mages; therefore it is a dangerous area to travel to.
In particular the spirits of the area are both strange and dangerously
aggressive. Travelers come at their own risk.

Visiting character guidelines: Visitors are welcome to Rhode Island.
Visiting players will need a copy of their current character sheet to
provide to the VST. The VST also reserves the right to refuse to allow any
character or item, which he or she feels will not suit the Rhode Island
venue.

Experience Award guidelines: The standard award for a game session will be
5 XP. Players can also submit write ups for characters which will allow for
another 3 XP per month.

Player Knowledge:

A player’s Knowledge of Providence:

This document represents basic information known to all mages based in
Providence, as well as those who have spent any significant time in the
city. Due to background and traits some characters may know more than this.
This document serves only as a starting point, not as everything a player
will know.

History:
The general history of Rhode Island can be found in a lot of areas. They’re
a better spot to check out for “real” history. For Mage history read on.

New England as a whole and southern New England in particular, is rich in
magical resources. Thus it was only a matter of time before European based
mages came to the young colony of Rhode Island late in the 17th century.
Much like the colony’s founder, many of these mages represented philosophies
and practices that were not accepted by the more common practitioners or the
arts.

However as the colony thrived more established mages of the Orders moved
into the state. The most common order in those days was the Mysterium who
established a number of sanctums in the state. The few journals and
writings which survive from this time seem almost idyllic when compared to
what was going to come.

In the mid-19th century a terrible storm hit Rhode Island. There was a lot
of damage, and a number of casualties. For Mages it was much worse. The
common belief is that this was caused by a huge Paradox, though no one knows
for certain. Sanctums and mages were simply annihilated by the effect.
Hallows were thrown into quiescence, or twisted. Ley lines were thrown
wildly out of their old patterns. Many of the local spirits simply went
mad, and wrecked their own havoc as well. The magical community was
devastated, and most of the resources built up over a century were lost.
Those who survived mostly picked up and left, the area was simply too
dangerous for Mages in those days.

In the century and half since that day Rhode Island has slowly recovered
from that horrible event. Each successive generation of mages has made
headway in cleaning and securing the hallows. Sanctum have been established
over time as well. The one thing which Rhode Island has usually lacked is
magical leadership. Many times a group of mages has established local
governance, whether as a Concilium or something else. In every case this
attempt at organization has failed in a relatively short time, usually due
to mistrust and ambition between the mages. Only a few traditions have been
established for RI’s mages, and these are listed below.

At present the Mages of Rhode Island exist in a state of relative anarchy.
Each mage is an island, perhaps with a few allies. There is simply no
central leadership who has managed to establish any authority so far.
Perhaps the future holds something more…

Traditions:

Neutral Ground – Even in a city where corruption and betrayal are often the
norm rather than the exception there needs to be some place for Mages to
meet in relative security. The tradition was established nearly 75 years
ago, in one of the worst periods the city has faced. There are usually 3
locations recognized as Neutral Ground, here magic is frowned upon (though
not forbidden), and a mage may meet in relative security. Neutral Ground
isn’t bound magically (though Spirits seem to have some limitation at it),
it’s just common sense for the City’s mages.

The current Neutral Grounds: The Providence Public Library, Providence
Train Station, New Wave Coffeehouse, off Blackstone Blvd.

Regency – Established in the wake of the Storm, the tradition of Regency
represents a peace pact with the three Spirit Courts who dominate the
Southern New England area. Each Spirit Court has several Hallows, some
small, some larger, which belong to them alone. Any Mages who attempt to
use these Hallows without the permission of their Regents may find
themselves suffering punishments, or demands of service. Anyone who
attempts to take the Hallows from their Regents may find themselves
personally at war with the Courts.

Spirit Courts:

There are 3 spirit courts that hold sway in Rhode Island. They are each,
very powerful and very dangerous. A wise mage does not earn their enmity.
A foolish mage is probably already dead. Each of the Courts strives in
opposition to each other for their own powers and amusement. Within each
court there are also innumerable plots and conspiracies. The only permanent
rule is that the ruler of the Court is master of all within it.

Mistress of Pain –
When an apprentice speaks of the Spirit realms with fear, it is the Mistress
of Pain that he is afraid of. She holds power in her realm that would put
many mages to shame. When the first mage entered this area it was the
Mistress of Pain who greeted him, she is older than any other being in the
area. She knows many secrets, and those who serve her are greatly rewarded.


Golden Bear –
This Being was once a god, or so it is said. When men first hunted the
woodlands of the region they offered prayers to the creature known as the
Golden Bear. The Golden Bear speaks through his Voices, spirits who stand
just below their King in the court. The Golden Bear is a fierce friend, and
an even fiercer enemy.