What's this?
This is the Storykit. It contains some basic plot information, the major characters you'll encounter, and the factions in play. This is to give you an idea of what to expect in this game - I'm trying not to be one of those GMs that obscure things needlessly.
If you see an element you like, however, I encourage you to slot it into your character's backstory. For instance, if you have a gang of thugs beat your sisters to death in your character's backstory, you could make it that it's a gang of the Boys out after a long day's pillaging. This will make the heavy lifting of storytelling a little easier for me, add a sense of reality to the world, and make things more interesting. I can't wait to see what you guys come up with.
What's A Seomra?
The characters of Verity Black and Aoife Ward are based off the rules of Vampire the Requiem and Changeling the Lost respectively. Their backstory and character sheets reference this. Basically, all you need to know to understand them is as follows:
Verity Black: The Invicitus is the nobility of the vampiric underworld, at least as close as you get to it among bloodsucking predators. It is ostensibly an meritocracy but really an elitist club based on nepotism and murder.
Aoife Ward: Changelings (Which is what Aoife is) are humans kidnapped by faeries of godlike power, called (variously) the Gentry, Keepers, or the True Fae. They serve a time in Arcadia, the home of the True Fae, and are transformed by it. Most of them manage to escape, forming communities of changelings known as freeholds ruled over by the various courts, arranged by the seasons. i.e. Spring Court, Winter Court, etc.
Seomra Cognaraí: Is something I made up. It's an ancient alliance between all the supernatural groups in Ireland which is now collapsing due to most of the members dying or fleeing. The name is Irish for Whispering Gallery.
Your Motive
So, why does your character care? Why shouldn't they just walk away from all this desperation?
Well, simple. You're poor and stuck on an island. These are the days before chartering jets and motorcars. Only the rich can afford horses and ferries. Before you think about leaving Mayo, it's not as if the rest of the island is doing any better. You can walk all the way to Dublin but you'll only find more heartbreak and cruelty. Remember too that your character is almost certainly weak from hunger; no state for foot travel. At least Castlebar is within walking distance and you know you'll find something when you get there.
Besides, I've researched Mayo and Castlebar a whole lot. I don't mind if you want to venture outside it, but I'd rather not move the entire chronicle and throw out all these beautiful highly-detailed plans* for the sake of your wanderlust.
*Hah, that's a laugh. I have no long term plans for this chronicle - that's what you guys are for.
Here's a few examples of motives your character could have to keep you in and around Castlebar.
* Your daughter's sick. If this Mary Moore rose from the dead, maybe she can fix your girl.
* If you can just get enough money, you can charter a ship to New York. A fresh start.
* Verity Black has the right idea: if you secure English reign and bring the Irish to heel, the starvation will end.
* All but the runts of your pack starved, leaving you the alpha. Perhaps you can find new territory in Castlebar.
* You're Seomra Cognaraí, through and through. You will swear fealty to Aoife Ward as long as you can serve it still.
* A Royal Irish Constable shot down your father. You know he's stationed in Castlebar and you hunger for vengeance.
* Whatever you come up with, as long as it's interesting.
Dramatis Personae (Major Characters)
Verity Black
"So your family is starving; how is your failure my problem?"
Concept: Violent vampiric representative of British Rule.
No-one in Castlebar is quite sure what to make of the woman wrapped head to toe in black velvet. She sounds English and certainly acts like it. However, she wields the chain of command like a whip, answering to no-one and demanding total respect. The people would cry foul on this absurdity if she hadn't shown her strength already.
Verity Black was a handmaiden, born in the year of the Boston Tea Party. She learnt not to speak up and to make herself scarce. When a highway robbery gone horribly bad turned her into a vampire, she was unbound from the shackles of submission. She learnt that it was not her place to serve but to rule. Traveling with the brigand who transformed her, she learnt the ways of weaponry and secrets; the twin tools for her conquest.
What she neglected was her social skills. A lifetime of staying quiet meant her speaking skills could be described as laconic at best and tactless at worst. However, careful use of violence and intrigue secured her position within the aristocracy of the underworld. She wanted more - she wished for a domain of her own to rule over. When the task of conquering the west of Ireland for the Invictus arose, she was the first to volunteer.
If only she knew what she was getting into.
Now she's stuck in Castlebar, locked in a petty dispute with some worthless tinker changeling and struggling with collapsing infrastructure. Even the blood in this blasted berg tastes awful, like the blighted potatoes rotting in the fields.
Verity is a terrifying foe to fight face to face, but there is only one of her. If you can avoid or bargain with her, you can run rings around her so-called 'law'. However, if she can hold the line long enough for the Invictus comrades to arrive with reinforcements of ghouls, she'll be sure to mark you out to them as a troublemaker to be 'pulled up by the root'.
Clan: Mekhet
Covenant: The Invictus
Mental Attributes: Intelligence 4, Wits 3, Resolve 4
Physical Attributes: Strength 4, Dexterity 5, Stamina 3
Social Attributes: Presence 1, Manipulation 2, Composure 2
Mental Skills: Politics 4 (Vampire Society), Investigation 3
Physical Skills: Weapons 5 (Swordfighting), Firearms 4, Ride 1
Social Skills: Intimidation 3, Expression 2 (Poetry)
Merits: Allies (British Government) 3, Haven 5 (Loc:1, Sec:2, Size:2)
Health: 8
Willpower: 6
Initiative: +7
Defense: 3
Blood Potency: 2
Humanity: 7
Disciplines: Auspex 2, Celerity 3
Aspiration: Uphold the laws of the Invictus, defeat Aoife Ward, size up the newcomers.
Virtue: Just
Vice: Selfish
Mary Moore, The Castlebar Lazarus
"The Holy Father is all-loving, all-knowing, and all-consuming."
Concept: Undying waif following an eerie vision of God.
Mary Moore froze to death on the side of the road. There was no kin to ease her passing or mourn her death; she passed with the knowledge that she had died alone. A dozen walked past her corpse without looking; there was a thousand more like her behind them. A story told over and over again, with a different ending.
She stood up and took breath.
In any other circumstance she would be a medical curiosity, a sign that the reaper can stay his blade. But in these hopeless times she turned into a saint. Why? Because everyone sees their lost daughter or sister or niece in her, and that gives them the promise that they will be returned.
Mary Moore claims that she was resurrected by God. She was branded the Castlebar Lazarus. But if you dig deeper into her story, one finds significant differences between her vision of God and anyone else's. Her God is a thing of many eyes, many tongues, and many teeth. One gets the sense that she considers it God because she has no idea what else to call it.
A movement is developing around her: not quite a cult but getting there. Anything she says, no matter how vague or mundane, they hold up as gospel. They preach that death is not the end, that we can beat it if we become truly one with the Lord. They end each prayer with a cry of "Together, we can live forever!"
The irony is, Mary only wants to die. She is terrified of the power she holds and the entity she has made contact with. The dead fill her with envy; they have escaped their torment and joined with God in Heaven, why was she exempt? But no matter how much she tries to end herself, she still fears the time she was dead. What did she see?
Darkness. Endless darkness.
Mental Attributes: Presence 5, Manipulation 3, Composure 5
Physical Attributes: Strength 1, Dexterity 1, Stamina 1
Social Attributes: Intelligence 1, Wits 3, Resolve 5
Mental Skills: Occult 1, Medicine 3
Physical Skills: Survival 1
Social Skills: Persuasion 4, Socialize 4
Merits: Status (Parish) 3
Health: 5
Potency: 1
Willpower: 9
Size: 4
Initiative: 4
Defense: +6
Speed: 7
Bane: Well, you'll have to find that out by yourself.
Dread Powers: Miracle, Reality Stutter, Immortal
Aspirations: Spread the Word, make sure everyone gets what they deserve, find a way to die.
Virtue: Faith
Vice: Envy
Aoife 'Gaoithe Móire' Ward
"Why does Winter Court still hold the crown? Because none of the other cunts want it."
Summary: Trickster changeling on the edge of a breakdown.
Everyone sells Aoife short. They see an ugly tinker, as bitter and cruel as the north wind. A brash force incapable of handling her duties as a Winter Queen. Well, that's exactly what she wants you to think.
Aoife is good at spinning tales. She tricked her Keeper with tales of fortune on the north winds - his rage in being deceived caused the Big Wind of 1839. While other winter courtiers of Castlebar played to the stereotypes of spies, she pretended to play with her cards facing up and beat the rest of them to the crown.
While she was a good queen, the position held little importance to her. All she wanted was security for her and Martin - the fae-touched child her fetch birthed in her absence. For a while, life was good: she raised her child and kept court when it was Winter's turn in the Freehold's rotation.
Then the famine happened.
The Winter Court is meant to hand the freehold over to the Spring Court when the ash regrows its leaves but the Spring King died of fever and his courtiers are scattered to the winds. Aoife is left managing a freehold that is being torn apart by forces within and without.
Aoife was a good queen but even the finest rulers crack under this kind of pressure. She is falling into tyranny, rooting out dissident and executing troublemakers. Ostensibly she does it in the name of the freehold, but in truth her only desire is to ensure Martin lives through this.
For now, she keeps the peace. But one of these days, she'll go too far and there goes the last stronghold of the Seomra Cognaraí.
Seeming: Elemental
Kith: Windborn
Court: Winter
Mental Attributes: Intelligence 1, Wits 3, Resolve 2
Physical Attributes: Strength 3, Dexterity 1, Stamina 4
Social Attributes: Presence 1, Manipulation 4, Composure 2
Mental Skills: Politics 3, Occult 5 (The True Fae)
Physical Skills: Athletics 4, Brawl 3 (Bareknuckle)
Social Skills: Empathy 4 (Detecting Lies), Persuasion 2, Socialize 3, Subterfuge 4 (Tall Tales)
Merits: Mantle (Winter) 2, Court Goodwill (Winter) 4, Allies (Seomra Cognaraí) 1
Health: 9
Wyrd: 3
Willpower: 7
Clarity: 4
Size: 5
Initiative: +3
Defense: 1
Speed: 9
Contracts: Control Elements 3, Slipknot Dreams 2
Pledges: Oath of Rose and Thorn (Martin Ward)
Aspirations: Ensure Martin survives, protect the freehold, see what these new fellas are all about.
Virtue: Protective
Vice: Sloth
Groups of Interest
The Constables
"Ye fucking taigs, get any closer to the food cart and yer all dead men... They had their chance, FIRE!"
Concept: Catholic-Hating Law Enforcement
The Royal Irish Constabulary (RIC), mainly Irish Protestants, Scottish Presbyterians planted in the North of Ireland by Queen Bessie back when men wore frills and women painted their skin with lead. A bloody history between them and the Catholics kindled an everlasting hatred. Despised by the Irish and neglected by the English, they're the orphans of the British Isles: unwanted, bitter, and made for killing.
The constables were respected before this madness began. They may have been Protestants but they tried to be fair, tried to do things by the law. People turned to them as often as the priest thanks to their literacy. They rarely carried guns and they only took men in for distilling or cockfighting or fighing. Then the Famine hit and the situation grew desperate for all.
The ones in Castlebar were dispatched a few months ago, straight from Belfast. Trouble's was brewing as the famine worn on. Food carts knocked over, riots outside workhouses, landlords lynched. Then all the constables were found in their beds with their throats slit: word on the street can't decide if it was the Fenians or the Boys. The new constables, paranoid and scared, have one mission: to bring order at any cost.
They've taken up residence in the army barracks; on the dot each week the windows get rocks thrown through them. Riots and robberies fallen in number thanks to their presence, but the undertaker's doing good business thanks to their brutal tactics. There's even rumors that the local church was torched by RIC in uniform. Public opinion is plunging and nobody in the town trusts them anymore.
The law's grip on Castlebar is slipping away.
Attributes: Intelligence 2, Wits 3, Resolve 3,
Strength 3, Dexterity 4, Stamina 3,
Presence 2, Manipulation 2, Composure 2
General Dice Pools: Nowhere To Run 6, Intimidating Yells 4, Won't Back Down 3
Combat Dice Pools: Grappling 6, Guns 7, Knockout Blow 5
Initiative: +6
Defense: 6
Health: 8
Willpower: 2
Size: 5
Speed: 12
Connected To: Verity Black (When she says jump, they ask how high)
The Boys
"Used to kill badgers, you know. Beat their head in with a spade, like. That was mad craic. Then the landlord gave me a six shooter and told me you were missing rent... Jaysus, the look on your face makes killing badgers look like a big heap of shite."
Concept: Intimidating Thugs on the Landlord's Pay
The landlords of Castlebar had a problem. The new poor laws meant they had to pay taxes on every tenant who was renting land for less than four pounds a year. This was bad in the west especially; the little fertile ground is crowded by people.
The landlords were already in debt and this law would ruin them. If their cotter tenants paid their rents in cash, perhaps things would have turned out better - but they paid in kind with grain in return for a plot to grow potatoes.
This is where the Boys came in. They were local ruffians, petty thieves and highwaymen. The landlords hired them all and armed them. They were ordered to evict the cotters. The landlords couldn't do it personally; most of them were absentees in England, and the few who did live in Ireland preferred to keep their hands clean.
The Boys did their jobs. When the tenants couldn't pay, they burnt down their cottages, killed their farm animals, and stole what little they had. But once their jobs were done and the cotters were out on the roads, the Boys didn't want to stop; they were making more money than ever. They robbed artisans and peasants who didn't even owe rent. The landlords didn't care - as long as they get a cut of the profits, they know nothing about it.
The Boys are a force to be reckoned with. They're not particularly clever but there's loads of them and they are well-armed. Best you be keeping your eyes to your shoes when they're walking down the town.
Attributes: Intelligence 2, Wits 4, Resolve 2,
Strength 4, Dexterity 3, Stamina 2,
Presence 2, Manipulation 2, Composure 3
General Dice Pools: Taunting the Cotters 4, Torture for Information/Fun 5, Stealthy Stalker 5
Combat Dice Pools: Dirty Brawling 8, Guns 7, Firebombs 6
Initiative: +7
Size: 5
Speed: 12
Connected To: Mary Moore (Their mothers and fathers are usually devout believers in Moore's powers)
The Fenians
"For Éire! *BOOM*"
Concept: Radical Irish Revolutionaries
The Fenians led a revolt in 1798. It was crushed by the might of the British Army.
The Fenians led a revolt in 1800. It was crushed by the might of the British Army.
The Fenians led a revolt in 1804. It was crushed by the might of the British Army.
It's 1846 and the Fenians want another revolt.
Now, it would be fair to assume that they're doomed to failure. However, the stars have aligned in Éire's favor. The famine has been a trainwreck for the British government and the Great Powers are aligning against England, seeing the Fenians as a pawn that is all too happy to serve.
They gave them bombs, guns, and training. Now every time a food cart's knocked over or a riot starts up by the workhouse, there's some mad bastard throwing bombs and firing into the crowd. The English are realizing that this isn't another revolt to stamp out - this is the beginnings of war.
The worst part is, these shootings and bombings are only the start. The Fenians are planning something big, something involving the monument to Major-General O'Malley down at the Holy Trinity Church of Ireland.
Attributes: Intelligence 3, Wits 3, Resolve 2,
Strength 3, Dexterity 4, Stamina 2,
Presence 2, Manipulation 1, Composure 2
General Dice Pools: Homemade Explosives 6, IRB Propaganda 5, Duck and Cover 6
Combat Dice Pools: Close-Quarters Combat 5, Guns 6, Explosives 8
Initiative: +6
Defense: 7
Health: 7
Willpower: 1
Size: 5
Speed: 12
Connected To: Aoife Ward (They owe her a big favor - no-one knows what the nature of it was)