Global
Hi all,
gLuke here. I`m trying to get my head around the Domain and how it`s organized, and thought it would be really helpful if I built myself an interactive map. So that`s what I`m doing. You can`t see all the snazzy ST stuff i`m putting on it, but here`s a teaser of the work in progress while it`s getting progressed. I have a full-size digital version of the map, if you want to use it for scheming, but be advised the file size is humongously huge.
I should add, as a very minor roleplaying hint, that living or hanging out in any one part of Victoria pretty much feels the way it looks for most of you. That is, fancy gatherings at the Empress are good clean fun to go to. Hanging out more than 50 feet off of the Pat Bay Highway, decidedly less fun.
Enjoy! And expect doom.
Luke

After an all-night hacking session, I'm happy to announce that reply-by-email is now live - yes, that's right, you can just hit reply and type whatever you want - no longer will your witty responses get sucked up by the interweb goblins!
I've tried to get this working several times in the past, and finally figured out the problem - a missing question mark in someone else's code. Yes, that's right - no '?' = no email replies. All better now though! 
Website notifications should be working again. Anyone who's continuing to have any problems re: Not being notified by the website when new posts are put up, please respond to this post with details.
Thanks!
Good evening all,
So, the two week period for people to submit thier names for the DST post has come to an end. As I've recieved only one submission my job here is pretty easy.
Luke Maynard is the new DST for Shrouded Isle.
I've spoken to him already and we WILL be having a game tomorrow at the regular time and place. All other details will hopefully be getting worked out in the near future, but I can sit back and let him handle all that stuff :)
Thanks for everyone's patience.
Matt
Ok! So, with my bad brain, I am uncertain as to where and if the game will be held tonight. And who do i speak to about getting a simple character approved for this evening? I am soo lost guys :(
Signed,
Lost and Confused Crone
Hi folks!
Sorry this is so late getting out, there's no good reason. Sometimes I just suck.
As Brian has decided to step down from the DST position, the domain must now select a new one. There are two halves to this process. The first is for people to step up and be willing to do so. The second is for the domain to vote between those people. This is how it works:
From today members in good standing have two weeks to submit thier names to me to run for the position of DST. If we only have one person running then after the two weeks are over that person automatically takes the spot. People don't need to make this public nor is this the time for campaign speaches.
If we have two or more members running then after that two weeks we have a week open for (friendly) debate. After that we have a week in which to cast our ballots. If there are three people or more running then the election process gets wierd and we start culling. Seriously, it's in there.
Ballots will be tabulated by the NC and two members at random from the domain.
Everyone who is a paid member is entitled to vote.
Anyone who wants to check this stuff from themselves can find it under 7.4 of the constitution and for a few pages after that.
If there are any questions feel free to email me :)
Hi folks!
Sorry this is so late getting out, there's no good reason. Sometimes I just suck.
As Brian has decided to step down from the DST position, the domain must now select a new one. There are two halves to this process. The first is for people to step up and be willing to do so. The second is for the domain to vote between those people. This is how it works:
From today members in good standing have two weeks to submit thier names to me to run for the position of DST. If we only have one person running then after the two weeks are over that person automatically takes the spot. People don't need to make this public nor is this the time for campaign speaches.
If we have two or more members running then after that two weeks we have a week open for (friendly) debate. After that we have a week in which to cast our ballots. If there are three people or more running then the election process gets wierd and we start culling. Seriously, it's in there.
Ballots will be tabulated by the NC and two members at random from the domain.
Everyone who is a paid member is entitled to vote.
Anyone who wants to check this stuff from themselves can find it under 7.4 of the constitution and for a few pages after that.
If there are any questions feel free to email me :)
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Submitted by DST on Wed, 2010-07-28 13:51
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Wraith Lore 1
- You know that ghosts are the souls of those who have died with "unfinished business," and that they cannot find peace until they accomplish whatever this business was.
- You know that ghosts have no physical bodies in the same sense as the living, and that their bodies are made from a substance known as plasm.
- You know that wraiths are creatures of emotion, and that they seek out feelings that are important to them individually. You know that most wraiths you will encounter have artifacts connected to them known as "fetters" (items which were personally important to them in life), and that they treasure these things greatly. You know that whomever holds a fetter can carry a great deal of sway over a wraith.
- You know that there is a barrier called the "Shroud" that separates the land of the dead from the land of the living, and that ghosts often have trouble employing all of their powers fully on people because of this. You know that the Shroud tends to be weaker in places permeated by death (graveyards, murder sites, Elysia) and that interactions with ghosts may be less difficult there (on both sides).
- You have heard of a variety of ghostly powers that wraiths may employ, including visual manifestation to the living, poltergeist-like activity, and possession.
- You know that some ghosts are decidedly more malevolent than others, and that these are called specters.
Wraith Lore 2
- You know that only those people who died with a significant personal drive to cling to those things important to them (even beyond death!) can become wraiths, and that such people are not common. You know that not everyone who dies becomes a wraith.
- You know that wraiths horde and prize raw emotion, referring to it as "Pathos", and that they can derive this either from close proximity to their fetters, or from siphoning it from others (living or dead) who feel the emotion they desire.
- You know about the existence of the Shadowlands, a mirror version of the material world which the dead inhabit. You know that the Shadowlands is a direct correspondence to the lands of the living, save that structures and objects which have been destroyed still remain there if they persist in human memory. You know that most major cities have analogues in the Shadowlands called Necropoli.
- You know that wraiths can only frequent the Shadowlands if they still have extant fetters to hold them in close proximity to the land of the living.
- You know that some wraiths appear such as that they have no sentience, and only re-enact their deaths repeatedly. These are called drones.
- You know of the existence of relics, items that contained enough emotional resonance, that when they were destroyed, they appeared as physical items in the Shadowlands. You know that they are highly treasured in wraith society where materials are scarce.
- You know that wraiths have a fairly diverse political and hierarchical structure, and you have heard of the Hierarchy - the body that governs over most wraiths you will encounter in European civilization, although you can glean very little about it.
- You know that ghosts have an innate ability to discern the emotional resonance and the state of decay of things. Wraiths may be able to tell when a person is angry or sorrowful. They may also be able to tell if a person is close to death or if a building is near collapse.
- You are familiar with some of the more common Arcanoi which Wraiths use to interact with the "skinlands" as they call them. These include: Embody (The ability to speak with or appear to the living), Outrage (The ability to cause manipulate and/or throw around physical objects), Pandemonium (The ability to cause surreal or strange effects - walls bleeding, time slowing down etc...), and Puppetry (The ability to possess and manipulate mortal hosts).
- You are aware that all wraiths possess a schism to their personality which causes a darker counterpart to appear. You know that this secondary personality may occasionally attempt to overpower the wraith's actions against it's will. You know that if this happens to often the ghost will "go bad" and become a specter.
Wraith Lore 3
- You know about the Tempest - a sprawling roiling sea of magma, nightmares, acid, burning plasm, and horrific beasts that underlies the Shadowlands. You know that it is particularly hazardous to travel, and that occasionally storms (known as Maelstroms) whip the Tempest into a fervor - making it even more unstable.
- You know of Stygia, the great Necropoli that underlies the Tempest, and the bulwark of the Heirachy. You know that the Hierarchy was allegedly founded by an enigmatic figure known as Charon, and you have a rough idea as to what legions are.
- You have heard of the Dictum Mortuum (or Code of the Dead), a Hierarchy legal code forbidding interaction between the living and the dead. You realize that by having this lore level, you probably are helping to violate said code.
- You have heard rumors of something that lies beneath Stygia - and it sounds to be something nightmarish. You know that whatever it is, it is connected with spectres.
- You know of the two rough political categories that stand in opposition to the Hierarchy. These are the Renegades (Wraiths that claim no allegiance to the Hierarchy, or even actively seek to dismantle it) and Heretics (Those Wraiths that follow various religious or spiritual ideologies in the hopes of transcending from the Underworld).
- You have heard of the Guilds, organizations which formerly offered instruction in the arts of various Arcanoi in the past.
- You are familiar with some of the less common Arcanoi which Wraiths use to interact with the Skinlands, and even a few Arcanoi that have little use outside the lands of the dead. These include: Argos (The ability to cross the Tempest safely), Inhabit (The ability to possess and manipulate mechanical and electronic devices), Keening (The ability to invoke emotion through song), and Moliate (the ability to change and mold plasm - somewhat akin to the Discipline Vicissitude if you've encountered it).
- You know that the two halves of the Wraith mind are the Psyche and the Shadow, and that the Shadow forever wishes to corrupt it's host and render them a specter. You have heard of the concept of Harrowings, in which a wraith is confronted by it's Shadow in a traumatic passion play during times of distress or physical suffering.
- You are familiar with the concept of Oblivion - a nihilistic force which embodies the very essence of entropy. You know that it is this force that wraiths fear most, and that they believe that specters are in direct service to it.
- You have heard of the art of soulforging, in which a wraith's corpus (Plasm) is heated to malleability and they are shaped into an object. You know that aside from relics, this horrific process is one of the only ways to get material goods in the Underworld, and that this is generally a punishment reserved for criminals.
- You have heard of barghests - wraiths whose corpus has been altered into the shape of a dog-like creature that they might be used as a tracking animal.
- You know enough about the restless dead to realize that a Cainite, had they the will to do so, could land among their number after final death.
Wraith Lore 4
- You have heard that Stygia and the Hierarchy are merely the powers that govern the Western lands of the dead (referred to as the Dark Kingdom of Iron) - and have heard rumors that other cultures possess different forms of ruler-ship.
- You have heard of the Labyrinth - a hive of specters that lies beneath Stygia, and no doubt heard horrible horrible loathsome bad stories about it. You know that it is in this metaphysical nightmare landscape that Harrowings allegedly take place, and that Oblivion (rather than being a simple abstract concept) is said to lie directly beneath the Labyrinth. You also know that all specters are connected to some sort of hive-mind and serve Oblivion in startling unity.
- You know that Charon no longer rules Stygia (having disappeared in the early 20th century), and that the closest thing to a government that the Hierarchy still possesses are the Deathlords who head the various legions. You know a little more about the legions now, and know that each one of them is comprised of wraiths who died deaths by a similar cause (war, disease, suicide etc..).
- You know of the Ferrymen, an organization separate from the Hierarchy that Charon allegedly founded. You know that they provide some of the safest passage across the Tempest, and that they are said to be very powerful.
- You know of Far Shores - islands within the Tempest where heretic cults set up shop, and where one can allegedly find all manner of heavens and hells waiting for those who seek them.
- You know that the Guilds were declared illegal in times past, but that a handful still survive to this day. You have heard of most of the more prominent guilds which still publicaly remain in Stygia, even if their legality is occasionally questioned. These include the Artificers (masters of Inhabit and the art of soulforging), the Chanteurs (masters of the arts of Keening), the Harbingers (masters of the arts of Argos), the Masquers (masters of the art of Moliation), the Oracles (masters of the art of Fatalism), the Pardoners (masters of the art of Castigation), the Sandmen (masters of the art of Phantasm), and the Usurers (masters of the art Usury). You know that most of the Guilds specializing in Arcanoi that break the Dictum Mortuum (i.e. Arcanoi you are likely to encounter) have either been disbanded permanently or gone deep underground.
- You know that the primary reason for friction between the Hierarchy and the Heretics is that the Hierarchy has formally disavowed the concept of Transcendence (a state reached when a wraith fulfills whatever it remained behind to do and "passes on"), and as such
- You are familiar with most of the legal Arcanoi. In addition to what you knew about before, you now know of the following: Castigate (the ability to confront and tame the dark Shadow personality of another wraith), Fatalism (The ability to foretell the future and find patterns in current events), Lifeweb (The ability to find and manipulate the connections between a wraith and it's fetters), and Usury (The ability to exchange Pathos or Plasm between wraiths). You have also heard that specters possess their own dark arts different from normal wraiths and that there are some obscure Arcanoi that are forbidden by Stygian law.
- You have heard rumors of wraiths so driven to fulfill their goals that they manage to retake a hold of their dead bodies and claw their way back into the land of the living. You know that such things, if they exist, are no doubt rare, and possibly dangerous to cross.
Wraith Lore 5
- You have heard of the Dark Kingdom of Jade (the lands that govern the souls of the Asian dead), the Dark Kingdom of Ivory (the Lands that govern the African dead), the Dark Kingdom of Clay (the lands that govern the Australian dead), the Dark Kingdom of Obsidian (which formerly governed the lands of the Americas until Stygian invasion) and Swar (the City of the Indian dead). You may have heard rumors of other kingdoms or realms, depending on your focus and geographical region. You may also know that some of the wraiths of other lands possess strange and different powers from Western Arcanoi. (See an ST for details)
- You have heard of the Great Maelstroms which have swept the underworld historically, you know that they wreak vast destruction and that they often occur in conjunction with great and traumatic upheavals in the Skinlands (ex: The Black Plague, the World Wars, etc...).
- You are familiar with all eight legions. These include: The Iron Legion (the victims of Age), the Skeletal Legion (the victims of disease), the Grim Legion (the victims of violence), the Penitent Legion (the victims of Madness), the Emerald Legion (the victims of happenstance), the Silent Legion (the victims of Despair), the Legion of Paupers (the victims of mystery), and the Legion of Fate (victims marked by fortune for this legion). You have a rough idea of the civil and military ranks within each legion.
- You know of the three forbidden Arcanoi of Stygia. These include Flux (the ability to engender decay in the lands of the living), Mnemosynis (the ability to read and trace memories), and Intimation (the ability to implant suggestions or commands).
- You know of all fifteen of the Guilds, including those which are illegal or forbidden. These include the Alchemists (masters of Flux, the Haunters (masters of Pandemonium), the Mnemoi (masters of Mnemosynis), Monitors (masters of Lifeweb), Proctors (masters of Embody), Puppeteers (masters of Puppetry), Solicitors (masters of Intimation, and Spooks (masters of Outrage).
- You have heard of the Malfeans, who are either old specters of immense power and malevolence, or great and terrible beings of nothingness spawned by Oblivion itself. You know that these beings head the hierarchy of the Labyrinth, and that they occasionally build cults of mortal followers in the lands of the living.
- You have a scant idea of Spectral social structure and know of some of the varying types of specters, including Dopplegangers (recently shadow-eaten specters who can attempt to pass themselves off as normal ghosts), Shades (specters whose Psyche was destroyed in a Maelstrom or Harrowing), Nephwracks (more powerful specters who might become Malfeans with time), and Mortwrights (ghosts who died in such violent and traumatic ways that they entered the Shadowlands as specters).
- You have heard of the Risen, the ghosts that claw their way back into their bodies and walk among the living. You know that they lack the signs of life and can (and do) often pass themselves off a neonate Caitiff in vampiric society. You know they are extraordinarily hard to kill, but that they often have either some form of trinket or animal companion, whose destruction can disrupt them considerably.
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Submitted by DST on Wed, 2010-07-28 13:50
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Werewolf Lore x1 - What the older Gangrel Tell
- Holy *#%$! Werewolves exist! They turn into wolves! They feast on human flesh!
- You know that werewolves have only two forms, a human form and a wolf form. You are unaware of the full capabilities of each, but you understand that as a human the werewolf has powers beyond normal mortals, and that as a wolf it has powers beyond normal wolves.
- You know that werewolves tend to have very short tempers, and that their transformation to wolf form can be triggered by uncontrolled anger - in addition to the classical exposure to the light of a full moon.
- You know that werewolves tend to be pack creatures, and that if you should be so unlucky as to encounter a werewolf, you will likely meet several of it's friends as well.
- You know that werewolves tend to stay far from cities, and to inhabit rural or remote regions.
- You know that silver and the herb acconite (wolfsbane) are both said to be banes to werewolves.
Werewolf Lore x2 - Legends the Nomads Keep
- You know that werewolves, like vampires, do not age and could technically be considered immortal. You know that they are capable of recoving from injury or healing wounds at an exceptional rate, even more swiftly than a Kindred. You are aware that, not being undead and hence static creatures, they do change in physical appearance slightly with time, and that permanent changes may be made to their body (piercings, tattoos, amputations, etc...).
- You know that werewolves, in human form, tend to be incredibly healthy, robust and attractive, and that they seem to display a resistance to disease or poison.
- You know that werewolves, in wolf form, are hideously strong, fast and large (ranging from the size of a large European wolf to the size of a very hefty male lion). You know that they are more than a match for most Kindred.
- You know that a werewolf, when killed, reverts to it's human form.
- You know that werewolves, either through necessity or desire, commonly eat human flesh. You know that this blood lust (and the subsequent transformation into wolf form to achieve it) can be triggered by anger, by the sound of other wolves howling, by exposure to moonlight without any artificial light sources, or by the act of sexual intercourse.
- You know that silver causes werewolves extreme pain, and that injuries made with a silver weapon do not heal as quickly as other ones. You know that werewolves tend to get uneasy around silver objects not being wielded as weapons as well. You are aware that wolfsbane (while some werewolves display allergenic symptoms toward it) is not a universal bane.
- You know that one generally becomes a werewolf by being bitten by another werewolf or by sleeping with one. You hear that this is not always the case and that many bite victims/lovers of werewolves never transform.
- You have a vague idea of how pack structure functions, and are aware that every pack has an alpha, although you cannot determine how alphas are decided.
Werewolf Lore x3 - Secrets they would Kill to Keep
- You know that werewolves, in human form, retain a measure of supernatural strength and heightened awareness, giving them a significant edge over average mortal.
- You know that werewolves, in wolf form, are able to shrug off most supernatural powers. You also hear that they seem to be more capable of healing injury, to the point where wounds vanish from their skin seconds after being struck. You know that the wolf form also becomes more powerful and ferocious after consuming human flesh, and that it is able to perform fantastical feats of strength, speed and endurance as a result.
- You also know that many werewolves try to refrain from eating the flesh of man, even if they do seem to have a supernatural urge to do so, and that werewolves avoid cities mostly for fear of losing their control around so many people. The love of natural wilderness is a secondary motivation.
- You know that some werewolves are more powerful than others, but that it has been observed that there is a rough but direct correlation between a werewolf's power and how uncontrollable it's actions are. You suspect that this may be related to why some werewolves try to refrain from flesh eating.
- You know that werewolves can also be born into the curse instead of being bitten, if one of their parents (usually the father) is a werewolf. Such werewolves tend to be more powerful, and almost universally are alphas of their packs. You also know that the rumor regarding lycanthropy being spread through sex is a myth, and that the lovers of werewolves who inherit the curse have always been bitten at some point.
- You are aware that all those who receive the bite of a werewolves tend to be slightly "infected" with the curse, and may exhibit symptoms of lycanthropy without transforming. These symptoms include irritability, lack of self control, sadistic fantasies, and sporadic sharpening of the senses or sudden increases to physical strength. You know further, that such lycanthropically affected mortals can live out their entire lives without once transforming into a wolf.
- You know that no Cainite has ever been transformed into a werewolf by a lycanthrope's bite, and that no werewolf has ever been successfully Embraced.
- You know that there is some sort of supernatural bond between the alpha and the wolves within his or her pack, although you aren't certain what this entails.
Werewolf Lore x4 - The Legends that Imitate Truth
- You know that most Disciplines affecting a human will not effect a lycanthrope in wolf form, but that Animalism is said to have some effects.
- You know that werewolves fall deeper into their curse through giving into their bestial nature, committing atrocity, and/or eating the flesh of men. This has the result of both making the wolf more powerful, strong and capable of killing, while simultaneously also making them more feral, uncontrolled and quick to anger. You have heard that some of the most powerful werewolves were comparable to the oldest of elder vampires in the depth of their prowess - however, you know that werewolves tell unsettling stories, of how such creatures died - not by being killed - but by rapidly starving to death as they ran out of prey to feed of off.
- You know that the original progenitors of the werewolf curse were neither bite victims, nor werewolves by birth, but were rumored to be men so wicked that they received a curse from God that their bodies should come to resemble their souls and appetites.
- You know that the catalyst for transformation to a werewolf after being bitten (or even being born into the curse) is almost always the act of murder in hot blood, and that virtually every werewolf alive killed somebody the first time they transformed.
- You have heard rumors that there is a way for a willing mortal to transform themselves into a werewolf via some form of ritual.
- You know that the alpha of a pack is a werewolf born into the curse, and that his pack generally consists of those he has brought into the curse through biting. You further know that because the curse of any "beta" belongs originally to the blood of the alpha, that as such betas show a supernatural psychological submission to their alpha. It is excruciatingly hard for them to act directly against him.
Werewolf Lore x5 - The Truth
- You know that eventually, when werewolves reach a certain level of power and depravity, they revert to wolf form upon death. You also have heard of that these beings no longer have the ability or need for sleep; that they must consume human flesh regularly to survive; and that some even can no longer even return to their human shape.
- You know that there are dark means to transform oneself into a werewolf through use of infernal pacts (often said to involve an ointment made from human fat and a belt made from human skin). You known that such beasts are exceptionally rare, and exceptionally powerful
- You know that the alpha of a pack is beholden to his underlings just as much as they are to him. You know that should an alpha ever strike at one of his own with by his own hand, he will feel a sympathetic agony with the wound inflicted. You can muse a great deal on how this effects the alpha/beta relationship so as to be different from that of a Sire and Childe.
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Submitted by DST on Wed, 2010-07-28 13:49
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Ventrue Lore 1
- Have the clan-centric model of understanding of the Clan Principles and Traditions.
- Be able to recite their lineage.
- A brief summary on how the Ventrue Clan views the other 6 Camarilla Clans, from personal experience, augmented by source provided in the Clan Book about views on the other Clans.
- The belief that the Ventrue are the Clan of Kings, the rightful rulers of the Camarilla, is the most common thought within the Clan.
- The Ventrue have rarefied tastes for vitae, each member of the Clan has a different taste.
- A base history of the individual's bloodline.
- Can name the most prominent members of their bloodline.
- You know that the Ventrue usually meet on the first Tuesday of every month
- You know what The Expectations of Traditions of Clan Ventrue.
- You are aware of who your local Elders are.
Ventrue Lore 2
- A good working knowledge of Clan Ventrue today:
- There are seals of for each of the Bloodlines, which may be called "Sigils."
- You have a basic idea of what groups within Clan Ventrue exist [non-secret societies], and what their goals are.
- You know the terms Chancellor of the Order of Kings Justice, Head Diplomat, and potentially one or two more of the positions of each of the societies and how to contact them
- You know who the Clanhead is of the country you reside in.
- You know what a Major house is for.
Ventrue Lore 3
- Hushed whispers concerning a group called "The Secret Masters."
- The definition of "Atavist."
- A good working knowledge of the Clan's history from their point of view.
- Rumors that the old ones control the societies through the Elders.
- The PC knows and can recite the Major Houses of their Bloodline
- Has developed an understanding of what a Sigil truly means
- A base knowledge that there are Ventrue Secret Societies:
Ventrue Lore 4
- A special title [not status] *scholar* may be granted.
- You have read some portions of the Book of Nod as it applies to the Ventrue Clan only.
- Has heard some of the legends of the First City- from the Ventrue perspective only.
- Has developed an strong opinion of the current history of the elders in power in relation to their own interactions with them
- Has developed his or her own version/ideas of what the societies are for, and who really controls what.
- Has speculation of who the Ventrue Antitribu line is.
- The title of *savant* may be granted and replaces *scholar.*
- The complex subjective history behind many of the Ventrue Bloodlines
- A well-established, working knowledge of the Ventrue Secret Societies, this may include the actual names of few prominent members.
- Some inkling of the role the Clan plays in the Jyhad. The SA and ANST will have more information on these trends, which characters can develop their own conclusions upon.
- Has created his or her version of the Clan's historical timeline.
- Has traced last known locations of some of the 5th generations of the clan.
- Has a working opinion of who the 13 are.
Ventrue Lore 5
- The title *mystic* may be granted to replace *savant.*
- The true purpose of the Bloodlines.
- Knowledge of almost all of the Ventrue Secret Societies from ages past
- Knows where a few of the old ones dwell.
- Has formulated his own ideas of what the true role of the Ventrue Clan, and Caine's Vision
- Has found fragments of scripts from Veddhartha about the First and Second City.
- Knows what at least 3 sigils looks like and can identify the item belonging to the sigil.
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