|
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.
|