Category:Montgomery AL Masquerade

From Mind's Eye Society Wiki
(Redirected from Montgomery By Night)
Jump to: navigation, search

The Cradle of the Confederacy.

Montgomery's Camarilla/Anarch Masquerade Venue.
Domain Name: Shadowed Plains
Domain Number: AL-001-D
Lead Venue Storyteller: Frank Long
Games Hosted On: Second Saturday of the month
Next Game:3/8/2014, 6:00 pm check-in, 7:00 pm game start.

Player Characters

The Court

  • No Prince Rules the City of Montgomery

The Primogen Council

  • There is no Primogen Council in the City of Montgomery

Harpy Reports

June's Harpy Report

Montgomery Kindred

The Camarilla

Clan Brujah

  • None in the City

Clan Gangrel

Clan Malkavian

Clan Nosferatu

Clan Toreador

  • None in the City

Clan Tremere

Clan Ventrue

  • None in the City

Other Clans

  • None in the City

The Independents

Clan Giovanni

Followers of Set

  • None in the City

Venue Style Sheet

Domain: AL-001-D Auburn/Montgomery
Title: Montgomery by Night
Genre: Masquerade
Venue: Camarilla
VST: Frank Long (US2002055876)
DST: Charlie Vick (US2002021032)
Game Sites: Primary – 16903 US Highway 331, Ramer, AL
Secondary - 9248 Harrington Cir., Montgomery, AL
Game Dates: Second Saturday of each month; check-ins 6, game start 7.

VSS Ratings

Style of Play Ratings (out of 10)
Action: Combat and Challenges - 7
Character Development: Personal dilemmas and choices - 7
Darkness: Corruption or Moral challenges - 8
Death: Character Death - 3
Drama: Ceremony and grand emotional engagement - 4
Intrigue: Politics and negotiation - 6
Manners: Social etiquette and peer pressure - 7
Mystery: Enigmas and investigation - 5
Pace: How fast do stories emerge, develop, and resolve? - 6

Setting Overview

Montgomery Capitol is a hive of scum, villainy and hypocrisy. Since the arrival of the first vampire (of any note) during the period of emancipation, the thriving metropolis has grown and expanded far beyond the dreams of any who first beheld it. Every corner is occupied by the fingerprint of the Ivory Tower—their agents lurking from the depths of the criminal underworld to the heights of city hall. Long gone by are the day of Sabbat incursions and traitorous infiltrators—or so it is hoped. Rumors of the Final Nights come on swift wings and the threat of returning to the insidious nights of yore looms on the horizon.

Theme and Mood

A chronicle designed to be as politically intensive as players dictate and as plot driven as players desire, the Montgomery by Night Cam/Anarch chronicle exists to stand as a hybrid of role-play styles. The culture and etiquette of the Camarilla will be held paramount—actions against that establishment’s social norms (diablerie, progeny without permission, etc.) will no doubt lead to high conflict and swift retribution. Simultaneously, however, Montgomery Capital (and its surrounding territories) happens to boast a wicked and decadent history…a history which will go to great lengths to return to prominence.

Portraying Elders

Portraying an Elder is a privilege, not a right. Elders can be difficult characters to portray, and their accurate portrayal is an integral thematic element to Vampire venues. All players are expected to cooperate with the guidelines established by the Storytellers when portraying an elder concept in our local MES Venue. Failure to do so may result in being unable to portray elder concepts in the future or other disciplinary actions. If you have any questions or concerns about this policy please speak with the storyteller.

Elder characters, like all other concepts, will be considered on a case by case basis. Having a fully fleshed out background, with ties, and a concept suitable for the local setting will greatly increase your chances of getting the character approved. Failing to present a well thought out background, balanced character sheet, or detailed character ties will be grounds for denial of the character. There is no hard cap on the number of Elders that are playable in this VSS. Each concept will be considered based on its own strengths and weaknesses.

Additionally, players that alter their Elder character’s actions and attitudes too greatly from those in the approved background may find themselves targeted by negative plot elements. This is to say that, if you build a background that supports an Elder to get the approval and then begin portraying their actions as a brash Neonate would be expected to act you may find yourself receiving some unwanted scrutiny from plot elements.

Finally, the STs also reserve the right to deny any elder concepts that are deemed inappropriate. Portraying elders requires integrating a certain amount of anachronism. Characters that are found to not portray this theme, and/or do not conform to any mechanical requirements for portraying elder characters will also have their proposed concept denied.

Player Advisory

The World of Darkness is not a happy place. The Storytellers, as well as other players, may use adult themes, vivid descriptions, and contentious social issues to bring the World of Darkness to life. For those familiar with the White Wolf tabletop supplements, some plot elements or themes could be considered "Black Dog" material. Such themes and issues may include racism, sexism, bigotry, prejudice, sexual assault, and extreme violence. If, at any time, a player feels uncomfortable with a scene, the player should immediately inform the Storyteller running the scene. The Storyteller and players will either tone down the scene so that the player is once again comfortable participating in it, or will excuse the player from the scene and hand the PC to a Narrator or other designated representative to finish out the scene without breaking continuity.

Visiting Player Guidelines

Visitors are expected to arrive with a hard copy of their full character sheet, experience log and all appropriate approval numbers on hand. An additional copy of these documents must also be provided for the ST staff, either a second hard copy or by email.

Players whose characters wish to participate in the Montgomery Camarilla games via supernatural means (e.g. Possession, Psychic Projection, etc.) must agree to place their character’s body under the jurisdiction of the Venue storyteller, and agree to place their character’s body within the out of character geographical boundaries of the local domain.

Travel Risks

Minimal in-character travel risks besides what player characters impose. Feeding is handled as per the BNS Masquerade book.


In order to proxy you must give a minimum of 1 week notice to the VST and DST with your intention to proxy. Such notice must include:
-Name, Member Number, Your storyteller's name and contact information
-Full Character sheet, XP log, and any approval numbers
-Description of your character, motivations, and role playing quirks if any
-Detailed description of what you hope to accomplish during your proxy
-Details about feeding and any haven accommodations you make while present if applicable.
-Details about any precautions that you character is taking during their time in the VSS.

Experience Guidelines

Standard of 10 XP per game, with players that find themselves receiving Accelerated Growth XP (per the Addendum) earning up to 20 XP. Accelerated Growth XP should be identified as such in the XP log of your character sheet. Up to 5 XP may be earned through approved downtime submissions, this XP cannot take you over your monthly XP cap (per the Addendum).

    • This standard takes effect on March 1st, 2014. Prior to that date the standard was 6 XP per game attended, to be split between any characters played as the player sees fit.**

Refreshing Traits

Traits that refresh between game sessions refresh at the beginning of check-ins on game nights.


Influences will be handled by the Venue storyteller and be used as a method for introducing storyteller generated plot. A higher number of non player character influence users will be evident and tear down self perpetuating empires.

City History

During the Amerindic period there were comparatively few Kindred among the native peoples. However, the Mississippian peoples of the area were builders of large urban areas rather than nomadic. As such there were a few small lines of Kindred, primarily Gangrel nomads that had migrated from Asia with the natives. Embraces were rare, and most of the individual Kindred in the area remained of potent and ancient Blood, their long existences helped in no small part by the nature of Amerindic animism. Most of the Amerindic vampires came to seen by the natives as vengeful spirits. Hunting them down was unthinkable. They simply were.

Things did not change until the Colonial Era, when European clans and lineages crossed the Atlantic with settlers to claim lands of their own. Even after this point clashes were rare. The majority of native Kindred had little interest in the petty power struggles of their European counterparts. Still problems did crop up. Most of these entrenched elders did not migrate west with the native peoples they traditionally hunted. Clashes with “savage vampires” were fairly common around former Amerind urban centers like the area that would one day become Montgomery. Many were killed during settlement, but some still survive to modern nights.

The Sabbat have been a problem that have plagued Montgomery since it’s very beginnings. While Camarilla forces were moving west from the British colonies (and later from burgeoning America) the Sabbat were moving into the continent from Central America with the Spanish explorers and colonies. The southeastern states is where they frequently clashed with one another. With the Amerind peoples being forced out to make way for American settlement of the are the Camarilla got the initial hold on the area, but Within the same year of initial settlement the Sabbat had begun infiltrating human and Kindred culture alike. For the most part the Camarilla and the Sabbat fought a cold war, maneuvering mortal assets against one another in secret with the rare physical confrontation cropping up well away from the prying eyes of the kine.

The first major Sabbat warhost struck on February 4, 1861 in the middle of the Confederate states declaring their secession from the United States. While many of the Camarilla’s exemplars were trying to keep the slave states from breaking from their ally states the Sabbat attacked, striking directly at many of the Camarilla’s most influential members in Montgomery. The Prince, Sheriff, Seneschal, two of the Primogen, and several other key court members were all destroyed within an hour. The survivors went to ground. Some fled the city completely, but some stayed to fight back against the occupying Sabbat forces. WIth the tables turned the cold war began again on the very different footing.

The Sabbat turned out to be much better at fighting back against struggling dissidents during their occupation of the city. For the next four years the Camarilla forces were fighting a losing battle until reinforcements showed up en masse with the force of Union soldiers that swept in from Selma in 1865. Many of the Sabbat were destroyed in a single night, but four years of occupation had allowed them to gain a foothold that would not easily be rooted out. The Camarilla forces would spend over a century continuing to try to exterminate the remnants of the Sabbat forces.

By the time the Civil Rights Movement began in 1955 the Anarchs began stirring up dessent. As the rising tide of unrest grew among the kine it was reflected in Kindred society. What started as ideological and political disagreements soon began to erupt into open conflicts. Riots among the mortal population often masked clashes among the immortal population. There were few Kindred brought to FInal Death during these struggles, but the Malkavians uncovered a much more insidious threat as the driving force behind the conflicts between the Anarchs and the Camarilla: the Inconnu had infiltrated Montgomery.

Using the growing chaos in mortal society during the Civil Rights Movement the Inconnu had been attempting to push the Anarchs to strike openly against the Camarilla. Fearing the threat the thinbloods and Anarchs potentially represented the ancients of the Inconnu had been subtly pushing them toward war with the Camarilla in a bid for self-preservation. They expected open war between the Ivory Tower and the Anarchs to result in the destruction of the fledgling Anarchs. Instead the handful of Inconnu agents acting in the city were discovered and stamped out by the cooperation of the Anarchs and the Camarilla, none of whom took very kindly to being manipulated by the Methuselahs.

With the end of the Civil Rights Movement and a tenuous peace reached between the Camarilla and the Anarchs no one expected another frontal assault from the Sabbat. After a century of plotting and building their forces the Sabbat struck at Prince’s court, again slaying several of the court officers in an open conflict that eventually exploded into one of the most devastating fires the city has ever seen; the Dale’s Penthouse fire of 1967. Dozens of mortal lives were lost, and another dozen Kindred met Final Death by the flames or Sabbat blades. The Sabbat soldiers were hunted down and destroyed, but the damage had been done.

The Prince and his court were again lost, paving the way for a number of ambitious ancillae to step up and claim titles and territory, with the careful guidance of the remaining elders of course. In modern nights the city is an odd amalgam of Kindred from a wide variety of background, balanced together to form a symbiotic balance behind the walls of the Ivory Tower. But the understanding between the Camarilla and the Anarchs is tenuous. They work together for mutual survival, but tensions often run high. And the enemies of the Camarilla are many, each waiting for their chance to strike if there is a moment of weakness.

Kindred and kine societies alike roll right along. Progress for the kine seems to increase at a much faster rate than the stagnant ways of Kindred do. As a result the disconnect between elders, ancillae, and neonates grows greater every year. The traditional ways of the Camarilla grow more and more satisfying for every new Generation of fledglings. The more mortal society progresses the more elders withdraw, unable to handle the speed of changes and the growing threat of the Masquerade crumbling before the rapid advancement of technology. With all exterior threats crushed under their boot the Kindred of the Camarilla are in uncharted waters. Direct threats are mostly a thing of the past. Tonight’s threats are far more enigmatic, elusive, and esoteric. Traitors from within are a constant concern, and the lesser subjugated clans of criminals and heretics aren’t trusted any more than necessary. Paranoia and conspiracies rule the night, and rumors of Gehenna approaching have all Kindred on edge.

Pages in category "Montgomery AL Masquerade"

The following 11 pages are in this category, out of 11 total.