The Council are the ones with the power and influence in New Avalon. Older vampires created childer who extended that practice to critical areas of influence. Players who create characters as part of the Council line will have family politics. In return, they have powerful allies, lower generations, and expectations placed upon them.
The Traditions did not begin with the Camarilla; as with many domains throughout the World, New Avalon is not controlled by any major sects. The Tradition of the Masquerade, Domain, and Death are enforced. Its rulers remain within their towers. They allow their descendants to create small fiefdoms and enforce their will over the island they claim as their own.
All clans are permitted to join proper society. They have their place within the world and continue to have a united front to ensure stability remains. This welcome extends to both the 14th Generation and the Duskborn. The part that bothers the Anarchs is that there is no upward movement. It is the continuation of eternal service to the elders.
In the cities, humanity does not care. Government services are stretched thin, the police are overworked, social services are nonexistent, and the world is far more terrible than we are. Crime isn’t hidden in the dark corners. It is open, with drug deals in front of police presidents, high theft rates, murder, and government corruption.
Society hasn’t fallen due to the mechanisms of the vampires, werewolves, or spirits. They thrive as humanity’s corruption has given a place for such creatures to thieve. Hope is fleeting and vice is ever present.
Society hasn’t fallen due to the mechanisms of the vampires, werewolves, or spirits. They thrive as humanity’s corruption has given a place for such creatures to thieve. Hope is fleeting and vice is ever present.
Those with money and power are safe from harm, and those without it look the other way to avoid becoming victims. These are the occurrences in the better systems. None of the sects are looking out for humanity. Instead, those with power are fighting to keep it.
Garou Nation: The Garou Nation was a dream they never came true. As quickly as it formed many tribes left to battle the Wyrm in their own way. Never did the Garou people make close ties to the others which change their forms. Some of them did not believe in the trinity of the Wyrm, Wyld, and Weaver. A Fractured people, alone, with no ideals to unite them as people. No knowledge of what causes one to turn and another to remain human. No proof their beliefs are true or if Gaia remains alive.
Spirits and Umbra: Other supernatural creatures have access to both. One way to access is by using astral projection and leaving the body behind, another way is magic, a third way is making a deal with a spirit.
Society: The Werewolves of the Isle tend to be of the Smythe family. They lived upon the island for generations. Not all of their members change, but many do. Ancient pacts, good breeding, it does not matter. The ties of blood unite them, the bonds of rage drive them, and the bonds of family provide a purpose in a time where many are lost. There is infighting, arguments, and grudges. No family is perfect, but there are elders, septs, and a connection that cannot be found elsewhere.