Vancouver

Domain Summary

The domain of Vancouver is defined by the tear in the fabric of reality, like a scar in the world, which opens into the Abyss. The land and sky are stained black by its presence, and the constant threat of abyssal incursion has hardened the populace and shaped their purpose. The Sept of Eternal Glory fights the dark things which emerge from the Abyss, while the Invictus Imperium amass power to keep the greatest threats subdued. The Order of the Bitter Ashe gathers and protects once-lost holy relics from within.

Life in the Domain

Vancouver's Abyssal scar is a powerful influence on life in the domain. It hangs like an ever-present shroud over the territory. The Invictus Imperium and Order of the Bitter Ashe are omnipresent, along with their Sanctum allies. A constant patrol ensures that any threat from the scar is handled promptly. Fire, from candle flames, to torches, to bonfires, is a symbol of hope and strength for the domain. Vampires with low courage do not survive long in this domain.

Dominant Races

Vampires and Shifters

Paradigm: Mages are uncommon here. Celestial Chorus, Hermetics, and Euthanatos are the most likely to be present. 

Costuming Archetypes

Bitter Ashe Paladin, Modern Medieval Businessman, 1940’s Professor Cultist, Glorious Warrior

Politics & NPCs

Prince Siegfried has ruled over Vancouver since long before the Fall of the Shroud, and his hold over the territory is ironclad. The various factions in Vancouver each hold significant power within the domain, but none challenge Siegfried’s rule. Alphonse, Silver Fang Ahroun Legend, leads the Sept of Eternal Glory as their Alpha. Cardinal David Adeline oversees the Order of the Bitter Ashe and, though not sworn to Siegfried directly, represents the New Faith in Vancouver. Xavier Hood leads the Invictus Imperium. 

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Invitcus Imperium

The Covenant was started in the Conclave of Unification by the Ventrue and Lasombra ambassadors. Members of the Imperium are skilled diplomats, visiting other domains to secure business and trade. No deal is too poor, no influence is unimportant, no favor left uncalled. Their purpose is an all out war against the Abyss and its agents: Lasombra, Abyss Mystics, cultists, etc.
The head of Invictus is Xavier Hood, Paladin to Cardinal David. His power is rivaled by few in this world, but his only interest lies with the Invictus. It's true purpose is to amass power, so when the day comes that Hood slips on his watch at keeping the ancient Lasombra at bay, the Invictus will be strong enough to kill him. In a few hundred years they might have to kill a god.

Sept of Eternal Glory

The Sept of Eternal Glory fights for Glory, Honor, and Duty. They are Vancouver’s front-line against the dark things that come from the scar, and their war has helped to balance the Triat. Through their Theurges’ forays into the scar, they were one of the Septs to free the Wyrm from the Weaver’s prison. The Sept lost many on that day, but their glory is immortalized. For their aid, Vampires are forbidden to feed upon their Kinfolk, and any errant leech caught doing so will be put to death.

Order of the Bitter Ashe

The Order of the Bitter Ashes gathers together vampiric knights who take up the burden of collecting and guarding holy relics and items of faith which serve as tangible evidence of God's presence in the world. For, although the curse of Caine cuts vampires off from the Sun, they need not be removed from the divine Light itself. Members of the Order of the Bitter Ashe are members of the New Faith. They answer to both the head of their order (Cardinal David Adaline), and to the local Lord of Vancouver (Siegfried)
Searchers are members of the order with talents in disguise who infiltrate societies around the world to gather and maintain information about potential signs of holy artifacts. Gatherers are charged with going forth and liberating the artifacts and reclaiming them back home. Any method from friendly diplomacy, to sneaking in at night, to outright murder have been used over the generations. Regardless of the role in the Order, Grail Knights are charged with three primary duties:

  • The Order protects holy relics, recovering them from wicked custodians and preserving them for sacred use.
  • The Order assists vampires who seek release from the world, through inspiring courage to greet Final Death, through contact with relics that destroy vampiric flesh and vitae, or granting access to other means of leaving the world and entering the realm of the divine.
  • The Order fights monsters of all sorts, all beings who consciously serve evil powers.

Character Information

Grail Knights are are not embraced, but rather changed by the Holy Grail. To be a Grail Knight you must have all virtues at 4, a path rating of Chivalry, Heaven, Honorable Accord, or Redemption of 9, and a max willpower score. It is possible to recruit another vampire, but they usually die in the process. Malcolm Belacosi is the only Knight within the past 500 years to survive the process.

Benefits:

  • You do not need to feed. You regenerate 1/5th your blood pool each day.
  • You can no longer drink vampire blood. Every blood trait from any vampire other than another Grail Knight causes 1 level of aggravated damage per trait.
  • You do not take aggravated damage from anything other than magic.
  • You are immune to Rotschreck and the effects of True Faith and Unholy Blight.

Drawbacks:
Should your path rating ever fall to 8 for any reason you instantly turn into a pile of ash. Additionally, your character cannot cast any magic, whatsoever. This includes anything and everything from Sabbat rituals to Thaumaturgy, Obtenebration, Necromancy or Sorcery. Magic is cheating the creation of the Divine Light. Sacred Miracles are one thing. You taking on the aspect of the magician is another.

Umbral Realms

  • Low Umbra - Shroud 3 (Oblivion - Shroud 1)
  • Middle Umbra - Gauntlet 5 (Scar - Gauntlet 3, Abyss - Gauntlet 0)
  • Dreaming - Mists 4 (Far Dreaming - Mists 7, Deep Dreaming - Mists 10) / Banality 9
  • High Umbra - Periphery 6

Historical Information

A Bulwark Against the Darkness

With the fall of the Shroud, a dark entity rose from the abyssal scar in Vancouver to plunge the world into darkness. The dark god was not a corporeal entity, but one inhabiting the form of the Methuselah, Rafael de Corazon.

Read more: Shroud Fall

Foundation Era

Vancouver’s introduction to the courts of Dischordia was in pursuit of a stolen Shard of Helios. A traitorous Nuwisha had stolen the Shard from their treasury. Not long after they recovered it, another traitor absconded with a Shard of Luna.

Read more: Foundation Era: Vancouver

A Western Coalition

What would later become the Empyrean Dysambigua began as several independent domains. The New Faith, Vancouver, and Archive, all attempted to bring Pascal into Dischordia. They worked to form a strong alliance dominating the western half of the kingdom.

Read more: (Foundation Era) Western Coalition

War It Is

Nobles of Dischordia sparked an international incident, offending the Kingdom of Aether. Their king, Nul, responded with a declaration of war.

Read more: (Foundation Era) War It Is

War of Aether

Surveyor’s Court closed with the first strikes from the Kingdom of Aether. Nul's attack delivered a great blow to Empyrean. He tore opening the scar in Vancouver, reopening the Abyssal portal in that domain. The other Abyssal portal, in Miami, swallowed entire cities of the Unification. Bistri, Pascal, Uzumati, Mercer, and Siegfried fought for the survival of their people. Vancouver, used to fighting against their enemy, proved vital to their success.

Read more: War of Aether: Vancouver

Court of Empires

Vancouver experienced considerable turmoil in the early months of the Court of Empires. Their troubles originated from the actions of their nobles, Emelion and Swain.

Read more: Court of Empires: Vancouver

War of Maelstrom's Rebuke

During the Court of Empires, diplomatic relations between Dischordia and Lazarus' Kingdom failed. Dischordian nobles learned of a dark ritual planned by the Prince Alyosha Buljiev. In response, Dischordia launched a coordinated attack on Buljiev's domain of Carpathia. Their attack, seen by Lazarus' Empire as unprovoked, precipitated the conflict. The hostility between the two kingdoms erupted into the War of Maelstrom's Rebuke.

The Sublime Cataclysm

The tides of the war began to turn to their enemy’s favor. The Dischordian lords of prepared a spectacular attack to bring a swift end to the conflict. Sultan Suleiman, a master of spirit magic, led the largest ritual the kingdom had ever seen. New Faith ritualists, students of the Arcane Academy, and a million occultists gathered from all domains aided him. The sky itself bled with the power they summoned. Chunks torn from the spirit realms themselves bombarded Lazarus’ Empire. As each realm struck, it laid waste to thousands of miles of Lazarus' territory. Millions perished in an instant, as the realms destroyed immense swaths of land.

Treaty of Maelstrom's Rebuke

The war ended one year, to the day, after the events which marked its beginning. Delegates from Dischordia and Lazarus met to solidify a treaty and bring the war to a close. Every kingdom sent diplomats to witness the signing, but each had ulterior motives. Each hoped to see their kingdom's goals reflected in the final document. The Treaty detailed terms of ceasefire, such as returning prisoners and withdrawing troops. Yet it also contained several initiatives which advanced specific agendas.