The Kingdom of Munster |
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| A Camarilla Ireland Changeling Chronicle | |||||||||
| Home | Munster | Nobles | Commoners | Adversaries | Story | Game | |||
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Player information: |
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A summary must be included that outlines the reasons why the character is attending the local event, their intentions while there, their likely reaction to certain situations, and the character's current attitude, personality and motivation. The player must have and detail an in-character method to locate local Fae and gain knowledge of local fae activities. Players accept that their characters may meet final death at the hands of other characters. |
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All International, National, Domain and Chapter level plots are welcome in Dominion. The Venue Storyteller expects that players will only bring fully sanctioned characters and plots into the game, and will provide a summary of any major plot element that will be introduced. All characters are required to read the Background information if they truly wish to know what is happening in Cork. It has the history of the Fae in Munster, and how it affects the city. Glamour: Cork is a magic-driven city. This means that all Fae begin each game with a full Glamour Pool unless downtime events or the previous session mitigates that. Abilities: Characters will generally be allowed three levels of appropriate Lores plus one level per CCP of the player at the time of character creation. The first three Abilities granted for a changeling character will be one level each in Kith Lore (say Troll), Kithain Lore (in this case Greymare) and Court Lore (say Seelie). Storyteller Information: Style: Role-play is the single most encouraged part of this venue. While at times there will be conflict between the PCs and antagonists I plan to provide a wider variety of ways to deal with the challenges of the Chronicle than simply "killing the bad guy". The death of PCs and NPCs is at times necessary, but players in this Chronicle will find that quick thinking and an Oath sworn in the true spirit of chivalry will get them farther than a cold iron blade held at the neck of the game. Dominion focuses on the search for things lost, both physical and metaphysical. This search is typified and initiated by the quest to restore the soul of the land. Characters are introduced to beliefs, ideals, morals and metaphysics through the search for these lost ideals or by becoming involved with others searching for similar things. Characters are constantly reminded that Winter is coming. Characters are encouraged to work together and develop relationships through their backgrounds, in-game rumours and plot hooks. The Storyteller will use existing plot hooks, quirks and flaws inherent to characters to create an air of friction, hidden meaning and mistrust. Characters must learn that not everything is as it seems, that those they call friends may be plotting against them, and that they may be someone else's pawn in a whole new game. The journeys available in Dominion are first and foremost for player characters, so non-player characters are limited to those essential to the existence of the overall story and interaction within fae society. Plot hooks are generally presented in some portable form to individual or groups of related characters, and will create a jigsaw of intrigue and mystery that the players unravel as they search for what they have lost in their society's fall to the Mists over a year ago.. A fully detailed background sheet will be required to play. What you fear, what you are proud of all sorts of interesting mind-provoking questions. The more you answer, the more you are involved!(This will be compulsory soon, so get them in to me!) Bunks: You think of it yourself. We'll be using "Jester's Rules" as detailed in the Player's Guide. So I don't have to be everywhere at once! Style of Play : Intrigue (politics and negotiation): 3 Action: (combat and challenges): 3 Mystery (enigmas and investigation): 4 Drama (ceremony and characterisation): 4 Darkness (player character death or corruption): 4 |
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