Ventrue · Vampire

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Crime - The criminal element in York is not so organized as to be easily influenced. While brigands roam the highways and cutpurses stalk the streets, there is no centralizedstructure in place. That doesn’t meanacharactercan’t try to establish a thieves’ guild of sorts, or set herself up as a robber baron outside the city walls. 3ntroSucing the Qaracters Whitby for themselves or their sires, which may create tension with any members of the coterie in Olivier’s line.

The following is a list of other possible realms of influence that characters may seek to adopt during their time in York. Those who have spent much of their unlife in the city may have already gained a measure of sway in one or more of these areas, while those new to the city may seek to insinuate themselves into the political fabric.

Military - York‘s strategic importance makes it the focal point of northern England. With the end of the crusades, many knights have returned home, bolstering the military might of the city and making it a formidable power.

While both Eyolf and Katla have considerable influence in this area, there are numerous opportunities for other vampires. To the north, Durham is in an even more strategic position as the last outpost before Hadrian’s Wall, and has drawn interest from more than one of York‘s Cainites, such as Eloise Marchand.

City Guards - Part of the standing army are the city guards who protect the bars and gates. Serving partially as a police force and as defenders, these men-at-arms control who comes and goes - most notably collecting tolls at the city’s many entrances. Aimery has established himself among the guards, although Katla expands her influence into this arena as well.

The Church - York has literally dozens of churches and several prominent abbeys and monasteries both inside and outside the city walls. While York Minster is obviously the largest and most influential, the clergy extends well beyond that edifice. Aimery has lost influence at the Minster to Katla, and has begun to look elsewhere so as not to lose his foothold among the clergy. John, on the other hand, has considerable influence within St. Mary’s Abbey, one of the most important abbeys in the north of England.

Merchants -Sitting on a fork between two rivers and serving as the last major stop between England and the cities of Scotland, York‘s merchants thrive. Caravans move through the major bars every day, trading with the considerable number of resident merchants, butchers, blacksmiths and other craftsmen. The area called the Shambles, just south of the Minster, is the center of a large commercial area and has become the domain of Evelyn de Rocherre. Countless opportunities exist among the various guilds and traveling merchants in the city, however, drawing Cainites -notably Lelandof Durham-with the promise ofwealth and influence.

Tax Collectors - Controlling a vast amount of the countryside of northern England, York collects a sizeable portion of the kingdom’s taxes. Among the lands held by York Minster, St. Mary’s Abbey and the local nobility, a complex system of tax collectors spans the region. While many have tried, no single vampire has established a significant Presence among the tax collectors, though many ofthe city’s Ventrue have at least some minor standing with them.

While this story allows for some freedom in character creation, remember that this is a Ventrue-based chronicle.

Characters should also have some connection to Baron John -as presiding Ventrue in the area. It’s suggested that they be somewhat sympathetic to his secessionist ideals. That doesn’t necessarily mean open defiance of Mithras, as such flagrant disrespect of the Prince of London could be suicidal, but some resentment of the Methuselah‘s authority should find its way into the hearts and minds of each character. For example, a character’s sire may have been forced from an important domain throughMithras’politicalscheming.

Oraclose friend or ally may have been co-opted or eliminated by agents from London. The bkthuselah’s influence is subtle but everpresent, and his shadow looms in the minds of all of York‘s vampires.

Ventrue Characters Players with Ventrue characters have many options open to them at the beginning of this act. For maximum political conflict, encourage characters to have close connections to either Baron John or his blood-cousin Katla.

John’s seneschal Evelyn could serve as a sire, creating a blood connection to both John and Katla. Julian, who sired John and Katla’s sire (Thrand), features prominently in Evelyn’s lineage, and establishes an “uncle” and “aunt” relationship between the two elders, along with the duties and responsibilities that such kinship brings.

Characters could also be childer of Simon, John’s vassal in Whitby, who requests John’s aid in Scene 1.

Simon’s loyalty to John is unquestioned, and the characters may often besent toYork asneonates tocontinue with their early training in the clan. Such characters could begin the chronicle in John’s court as students of Ventrue tradition, or they could arrive as messengers from Whitby seeking the Baron’s advice and aid.

Further, characters could be prominent figures in York unto themselves - possibly part of John or Katla’s entourage. Or they could be Cainites from the south of England that somehow drew unwanted attention from Mithras and escaped to the Barony of York, where such dissidents may take refuge. It’s important, though, that Ventrue characters in this act have some loyalty to John, be it through blood, favors or shared enemies.

Non-Ventrue Characters While Ventrue Chronicle is tailored to the struggles of the Ventrue in particular, characters of other clans may also play a role. ne T~~~~~~ have a significant presence in the barony, particularly in Durham. Players may be prominent Warlocks who have developed close connections to John’s court, or who have no desire to see Mithras’ grip tighten.

These Tremere may serve as advisors to Ventrue characters or to other members of John’s court. Gangrel characters may also play a prominent role; the harsh moors of Yorkshire shelter several of the clan. Such characters may work Eyolf into their lineage, creating an even closer bond to John.

Players who choose to create Cainites of other clans may have a more difficult time establishing close ties to the storyline, and you may decide to set limits on what clans are available. The Cappadocians, Malkavians and Nosferatu may find havens in the many churches and underground vaults of the city. Assamites, Followers of Set, Ravnos and Tzimisce are all but nonexistent in York at this time. The Brujah and Toreador were mostly driven out with the Saxons in the 1 Ith century, though these clans still maintain a presence in Edinburgh to the north.

This is not to say that Toreador envoys from the Courts of Love, Tzimisce from the Voiwodate, Assamite wanderers from the Outremer, or Lasombra spies from Sicily are excluded from this act. Players may simply find difficulty fitting them in. Pay close attention to the choices players make during character creation, and devise strategies to include foreign agents before allowing them. Again, bear in mind that this is a chronicle designed for Ventrue.

Characters of other clans need very specific reasons for involving themselves in Ventrue affairs. 3n t er es f s There are several reasons why characters might get involved in the events of Act 1, before they even pursue “Schemes and Plans.” You are encouraged to use those that best suit the characters or coterie, and are encouraged to develop your own to prompt character involvement.

Loyalty For Ventrue characters, loyalty to one’s sire and bloodline is often paramount. There is agoodchance that characters share a blood tie to one or more of the Ventrue in this act, either directly or indirectly, and the events that play out may force them to either reinforce or re-examine their loyalties.

Those connected to York should have some affinity for or bond to one of the three major players in the city.

Ambition There are several opportunities for personal advancement in this act, ranging from acquiring dignitas to securing important territories. Recent events provide characters with the means of standing out from the crowd and making names for themselves, either in the hopes of filling vacant positions in John’s court or inheriting domains along York‘s borders.

Uncertainty in the city gives characters a chance to shine.

Fear Several Cainites have been destroyed or disappeared over past months, and it seems that those close to John have borne the brunt of these subtle attacks. Some of the characters consider themselves targets, potentially even better ones than some of the Cainites who have already gone missing. Fear is a great motivator, and characters who find their necks exposed are likely to seek out the threat and eliminate it. You may consider describing a failed attempt on the unlife of one or more characters before the chronicle begins, emphasizing the gravity of the situation.

While non-Ventrue characters may be motivated by the same factors, there isn’t the same familial loyalty among other clans. Members of the Low Clans may be less likely to entertain thoughts of gaining domains of their own, for example. You may need to find more tangible reasons for non-ventrue characters to engage themselves in the affairs of the Ventrue. Perhaps a character owes a Warlord a debt or is bound by an oath of fealty. A character could seek sanctuary from Mithras’ agents, seeking harbor among York‘s Ventrue. A foreign character could hope to establish favorable relations between the Barony of York and a home court, with an eye toward future collaboration. There are vast possibilities for non-Ventrue characters to become entangled in the events of Act 1. behaviors or decisions reflect poorly on a character’s sire, however, and some Cainites grow frustrated with their masters’ constant involvement, only to find no assistance when a matter of dire importance arises.

Certain situations lend themselves far better to sire interaction, or interference, than others. While at John’s court, characters have the opportunity to petition the baron directly, likely to establish themselves and solidify positive relations with the prince. Sires who feel their childer overextend themselves or infringe on other interests may squash their progeny’s requests, intercepting and redirecting efforts to their own ends. Such meddling is accepted in court, as Ventrue feel the actions of the childe reflect directly upon the sire, thus creating the need for sires to protect their interests. Other ways a sire may interfere include persuading the baron to assign unwanted missions, inviting characters to meetings with local and foreign potentates when they have other matters to attend to, or sending agents to shadow characters and report on their actions.

Of course, there are times when sires must get involved, such as when the dignitas of the entire bloodline is questioned. Blatant acts of disrespect against John or open hostility toward members of his court draws undue attention, not only to the offending character, but to that character’s upbringing. Such transgressions lead from cloistered meetings designed to berate uncouth Given the strong family ties between Ventrue and their childer, sires naturally provide aid or offer advice regarding challenging situations. More often than not, this assistance is not requested or welcome. Ventrue sires have a tendency to be overbearing and controlling masters, rather than protective and supportive parents. The Curse of Caine warps their parental instincts, alienating them from their childer while bonding to them.

As the War of Princes rages, sires use childer almost as sergeants-at-arms and captains in the fight to acquire domain and influence. The north of England is in flux as John presses his advantage outward, and a sire may pressure a childe to secure domains for the bloodline. Having trained childer inventrue traditions, sires often bear a sense of debt owed; fledglings must pay for their education. To sire eyes, it is better for a childe to spend a century or two as a seneschal or chamberlain to her parent than to acquire her own domain too quickly. A sire may strive to maintain the master-student relationship as long as possible.

Beyond merely using childer as pawns in schemes, many sires try to “help” their offspring to make the right political decisions in court and to establish proper connections. Should an unwary childe anger a distant power such as Mithras, retribution may visit the sire as well, forcing elders to closely monitor the actions of neonates. Not all offenders to sires calling upon vast resources to counter the actions of their childer - possibly even leading to a particularly bad seed’s Final Death.

Act 1 is set in York, in January of 1230. An air of fear has settled on the city during the winter as prominent figures in the barony have mysteriously disappeared or met their untimely end. Those loyal to John are paranoid that his rivals are finally moving, slowly eliminating the baron’s allies in an attempt to undermine his position in the north.

As a result, John has called all of those loyal to him to court, both to destroy any seeds ofdoubt regarding his station, and to gain a better understanding of the events of the past several months.

The characters sense Cainites’ frayed nerves, and that John’s influence in York may hinge on resolving the current crisis. Urged by the opportunity to fulfill personal goals, their sires’ wishes, their loyalty to the baron or by their own fear of this unknown threat, the characters may assume the roles of knights and rooks in a chess game between John and some unknown aggressor.

Through investigation and careful observation of local Cainite activity, the characters uncover a plot that tests their loyalties and places their unlives in utter peril. No one can be trusted as the intrigues of John’s court come into greater focus -and as the characters discover that they could be the next targets. ecene i: 8tormClouSs @atf)er The characters are present in the court of Baron John in York Castle. Those familiar with York understand the importance of the gathering all too well. Fear has encroached upon the hearts of the city’s vampires. Anxiety has grown for months. Rumors of an outside power subtly undermining York‘s stability spread among paranoid undead, becoming most pronounced of late.

In a week‘s time, two of John’s most promising retainers have beendestroyed. The first was a priest recently Embraced by Evelyn de Rocherre who was a favorite of Archbishop of York. Late in the morning, three fellow priests arrived at his chambers after hearing rumors that the man was in danger of demon possession, and attempted to drag him across an open courtyard to purify his soul through prayer. His “saviors” managed to get him almost halfway there before he was reduced to ash. The archbishop has sent special investigators to resolve the situation, and the Cainite community fears that demon hunters now walk among them.

The second Cainite to disappear should be someone close to one of the characters, perhaps a friend or servant who was destroyed under suspicious circumstances. You are free to create such an individual or use a Background character developed by one of the players. This second disappearance should resonate with the characters as “too close for comfort.”

One possibility is to have a court servant or retainer die in a way that appears as though one of the characters was the true target. A retainer is attacked while performing a duty normally handled by one of the characters, or a servant is destroyed in a character’s haven while the character is away feeding. Another possibility is to use a friend or ally, ideally one with whom a character has spoken to about Mithras’ grip onYork. This second loss should show the characters just how precarious their existence is.

Vampires familiar with York (and who have Perception 3 or more) notice that several faces are missing in court. Those who are new to John’s court may be able to gather from their surroundings that there is a definite lack of minor functionaries and servants (Perception 4+). While these absences are not mentioned openly, prominent attendees - John, Katla and Aimery - seem to take note of who is and is not present.

Characters should have an opportunity at this point to mingle with the assembled Cainites and gather information, either on the political environment or on the recent deaths.

John opens court by welcoming any newcomers and apologizing for the tension in the air. He then relates the fate of the two Cainites discussed above to verify that something is amiss inYork, warning attendees to be on their guard. Characters should be encouraged to voice their concerns regarding recent events. Katla and Aimery seem present at court may try to prompt their childer to speak or take action. intrigued that John confirms this news so publicly, and the mental state of the baron is best described as unsettled.

Characters may notice that his chamberlain inYork, Gerard, is not present (Perception3+ for characters fromYork, 5 for those who are not).

Also at court are messengers from Simon of Whitby, asking for assistance from John inquelling the unrest plaguing the Cainites of that city. While Whitby may appear to be a tumultuous political environment or disorder caused by a weak leader, paranoid characters - or those directly connected to Simon - may rightly assume that Mithras has fomented the strife for many years.

If any of the characters are Simon’s childer, the task of asking for the baron’s aid can fall on them. This meeting may take place publicly or in private, but rumors abound in either case regarding Simon’s ability to preside over Whitby. If none of the characters have any connection to Simon, this aspect of Scene 1 can be downplayed somewhat. Near the end of court, however, John dispatches one of his most trusted retainers, a Brujah named Connor, to deliver a message to Whitby promising to send aid as soon as York‘s own problems are settled.

Characters from York or Whitby recognize Connor and may have had positive experiences with him, knowing him to be a truly loyal servant of the baron. As Connor leaves, he is approached by John’s keeper and advisor Leland for a short conference. The Tremere gives the messenger a small leather bag and wishes him well.

At some point while court is in session, it’s pointed out that John’s chamberlain, Gerard, is missing. You may choose to handle this in anumber ofways. Coteries that respondmore readily to political intrigue and social interaction may have noticed his absence already, but rumors begin to circulate as the night wears on. Coteries that seek more action and intensity might prefer a more direct approach, questioning John or even posing a challenge to the baron to produce his chamberlain or admit that he has met Final Death. John denies any allegations that Gerard has been destroyed and assures that his chamberlain had business to attend to. Characters have ample opportunity to gather rumors and information regarding Gerard’s fate (Wits + Investigation, difficulty 7). Those who are particularly successful learn that the chamberlain was last seen walking with a priest from the Minster toward the River Ouse.

Court also presents an opportunity for characters to work toward personal or familial political goals. Cainites new to Yorkmay make their nameskno wnorshowoff their etiquette.

Those with ties in the city might try to demonstrate their loyalty to the baron, undermine the efforts of others to do the same, or bring information or news to light that flaunts their connections. This scene is a good time for players to get a feel for what opportunities are available and, more importantly, what competition they face in winning the baron’s favor. Sires 6cene Z: DarlteneS @hies After the business of court has been concluded, John retires to his chambers and the collected assembly begins to disperse. Characters may take this opportunity to gather information or make alliances that would have been unseemly during the more formal atmosphere of the meeting.

Ventrue characters foreign to York may be approached by Aimery or Katla, while characters of other clans may be approached by non-Ventrue agents.

The local air of fear has turned to one of suspicion, as the assembled Cainites turn wary eyes upon one another to ascertain where loyalties lie. Conversations withKatla, Aimery or any others undoubtedly involve subtle questions intended to determine the characters’ devotion to John‘s secessionist ideals - or to Mithras’ control over the baronies of Avalon.

After court, each of the characters should be approached by one of John’s servants and requested to attend a meeting in the library upstairs. These invitations can be kept secret if you want to add an element of intrigue to the scene, or they can be formally announced, causing rumors to stir about the characters’ connection to John and recent events.

Characters can gather in the library as soon as they manage to extricate themselves from any lingering conversations. This delay provides the players’ characters a chance to interact and coordinate - or meet for the first time. The library is sparse, with only two or three bookshelves, although even that may be more books than a character has seen in her existence. The library doubles as a study; there are quill pens, writing parchment and sealing wax arrayed on a table at the far end of the room. Candelabra line the walls.

Leland and Evelyn enter once all characters are present, and confirm the rumors regarding Gerard’s destruction. John remains conspicuously absent, relying on his retainers to handle this meeting without him. From what the baron’s sources have determined, the chamberlain had been hunting in the north of the city the previous night but didn’t return to his haven before dawn. Further investigation by the baron discovered that Gerard was last seen walking southward away from the Minster, engaged in conversation with a priest. The search for the chamberlain has turned up little, though John’s agents assume he disappeared in the center of the city, in a residential area just north of the River Ouse.

John fears that this is only the most recent incident in what has become a systematic attack on the stability of his domain, with this loss cutting closest to the bone. If none of the characters hail from Whitby, Evelyn informs them that the baron’s vassal Simon sent word to John that Whitby is in danger of collapse. If the coterie includes a character close to Simon, Evelyn mentions the prince of Whitby’s plight as a possible parallel to the situation in York, with as bleak an outlook. A messenger has been dispatched to Simon promising aid as soon as John can afford it, but the baron has to concern himself with bringing order to his own house first.

Which, Leland points out, is why the characters have been asked to this private meeting. John knows his hold over the city will break if suspicion and paranoia continue, and he needs to get to the bottom of things without showing public weakness. He requests the characters’ aid in rooting out whoever is plotting against him in exchange for his thanks and patronage.

Both Leland and Evelyn are happy to answer any of the coterie’s questions, although their information regarding the chamberlain’s loss is based primarily on rumor and hearsay.

Leland volunteers that Gerard apparently limited his feeding to the clergy, but Evelyn adds that such information is unsubstantiated. If pressed for further details, Leland insinuates that Katla Thranddottir may be involved, relating the story of the castle fire some decades earlier. While there is no proof that the einherjar set the fire, the Tremere knowsfor sure that there is animosity between her and John. While Evelyn remains calm and controlled throughout the meeting, Leland grows impatient if questioned extensively, and unconsciously rubs at his left hand with a handkerchief. Characters may notice that the Tremere holds the handkerchief in his left handonly, andrubs his palm through theclothwhennervous.

If thecharactersquestion the interaction betweenLeland and Connor, the Tremere grows somewhat agitated, but explains that he gave the messenger a charm fashioned for swift travel. The leather bag contained several feathers from a peregrine falcon, a bird known for its speed while hunting.

Leland calms down if allowed to continue in this vein, speaking of the potential magical power in common items and the energies present in the physical world. He further explains that the many amulets and rings he wears are each charms for various things. At some point, the characters will likely lose interest as the Tremere devolves into frivolous and mundane anecdotes of birch twigs bringing good luck, maple branches bringing long life and other unexciting remedies.

Evelyn cuts Leland off if the characters do not. When satisfied that the coterie has accepted John‘s request, she extends the baron’s gratitude and information on how to find the area in which Gerard was last seen. She then apologizes that they cannot guide the coterie directly, and excuses Leland and herself to John’s chambers. (Scene 3: Zbe Sirst Drops Sat( Characters have several options at this point, depending on what information they glean from Leland and Evelyn. At the very least, the coterie can piece together some details of the death of Gerard, including a determination of the general location of the courtyard in which he was attacked. Some rumors that characters may uncover include: Gerard was staked by his prey while he was attempting to feed and his victim ran off into the night.

He was stakedclose todawn, as no trace has been found of his body.

Gerard had recently uncovered a plot to intercept messages sent between John and allies in Carlisle - a plot assumed to be the work of Mithras.

Gerard had not been chamberlain long, only for the last decade, but had earned the position through fierce loyalty to John.

Gerard preyed exclusively on the clergy, though conflicting reports claim that he simply had to feed within sight of a church.

He had been seen walking south toward the River Ouse with a priest just before dawn.

He distrustedKatla’s motives and apparently conspired with Leland against her.

If the characters choose to investigate the location of Gerard’s Final Death, they find a secluded courtyard off the main road, accessed by an alley barely wide enough for two

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