I decided to adjust Adora's stats a bit with the Trinity Rings.
Now, after adding the locations, I figured I'd rewrite the description of St. Portwell because I wasn't happy with it. Thus, I provided a full on description that should better describe the layout and vibe of the city + Along with adding a whole new section for locations unrelated to the factions.
ONE RING ⫻ Adora's current level. With just one Trinity Ring, Adora receives a slight boost to her physical capabilities. She can lift about 200 pounds with ease, enough to move heavier furniture or carry someone over her shoulder. In terms of durability, she can take a punch or two from a grown man before going down, and it takes more force to cause her harm with a knife or other sharp objects. Her speed increases slightly, allowing her to run a bit faster than usual, but nothing that anyone (not even herself) will be able to notice. The most paranormal aspect of having one ring is her ability to fly, which is quite slow, and anyone can outwalk it at a leisurely pace.
TWO RINGS ⫻ With two rings, Adora's physical capabilities increase dramatically. Her strength allows her to lift around 1000 pounds overhead, and her durability allows her to tank a few strikes from trained fighters and shrug off blunt force trauma far more easily. Adora's sprinting speed reaches about 20 miles per hour, and her flight becomes useful, allowing her to fly at about the same speed she can sprint.
THREE RINGS ⫻ When Adora wears all three Trinity Rings, she gains significantly enhanced abilities, but not to the point of invincibility. Her strength allows her to lift about 2000 pounds overhead, meaning she can move smaller vehicles with some strained effort. Her durability allows her to tank blows from trained fighters like it's nothing, but she's not impervious to damage. Adora's sprinting speed increases to around 30 miles per hour, and her flight speed reaches a maximum of 60 miles per hour.
Now, after adding the locations, I figured I'd rewrite the description of St. Portwell because I wasn't happy with it. Thus, I provided a full on description that should better describe the layout and vibe of the city + Along with adding a whole new section for locations unrelated to the factions.
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"St. Portwell: Where Ocean Meets Adventure..."
. Set along the Oregon coast, St. Portwell is a city almost literally built on its enchanting nautical wonder and heritage. Everyone who walks into the city is welcomed into a world that is both charming and mysterious, a world of hidden wonders... and dangers. Its layout is a picturesque mixture of its traditional nautical roots (which it wears like a sleeve) and big city. Its streets seem to trace the shapes of the coast designed to create a sense of adventure, and almost every corner echoes with the sound of waves and the cry of seagulls. The city was built on its connection to the ocean, paying homage to its humble beginnings as just a small fishing town that, over time, became a major city on the West Coast that everybody knows about. The street is a mixture of narrow alleys and broad avenues, designed to accommodate both foot traffic and the occasional parade of maritime processions. Clusters of buildings, both historic and modern, line St. Portwell, with canals and waterways threading through the city providing both transportation and exquisite backdrops. Consistent with the city's nautical motif, buildings often incorporate elements like anchors, ship wheels, and lighthouses into their design. The city's downtown area (along the shore) is designed to be a hub of activity. Street vendors line the sidewalks, and bustling markets, outdoor cafes, and shops cater to both locals and tourists. While the constant flow of traffic and people creates an atmosphere like no other it's balanced by parks that were carefully integrated into the city's layout. St. Portwell's layout also incorporates a sophisticated network of piers and docks, which are essential for the city's commerce and transportation sectors. Ships from distant lands dock at these ports, bringing goods and visitors to the city. The piers are also home to seafood restaurants and markets. The city evolved to accommodate its growing population and the demands of a metropolis, and its evolving identity is marked by corporate offices, luxury apartments, and upscale hotels. Construction has ramped up to build new homes for people wanting a piece of St. Portwell's nautical wonder. New districts have emerged with buildings and infrastructure that complement the cityscape's existing vibe. | "I wish you were here on the shore / That we could build up something new..." ................................................................................................... |
St. Portwell is a city renowned for its diversity, where people from all over come together to create a community like no other. The city's population includes a mixture of families that have been in the city for generations, transients, and other visitors who came to St. Portwell for one reason or another. The ethnic and cultural diversity is evident in the city's restaurants, markets, and neighborhoods, each bringing a unique flavor to the urban environment. St. Portwell's entertainment scene is as diverse as its population, with theaters, concert halls, and sports arenas drawing those from all walks of life. The commercial districts of St. Portwell are just as diverse, with shopping malls, boutiques, and open-air markets dotting the streets. The layout of these areas encourages exploration, with narrow alleyways and open plazas inviting people to browse and discover new treasures that they will cherish for the rest of their lives.
The northern part of St. Portwell is known for its picturesque landscapes everything north of St. Portwell is nothing but woods. The neighborhoods in this area are characterized by tree-lined streets and spacious parks. In contrast to the calm of the northern district, the northeast part of St. Portwell is known for its high crime rate and rough neighborhoods. This area is largely controlled by the Wolfpack, a notorious biker gang involved in drug and sex trafficking and protection rackets. The streets here are lined with rundown buildings and lack that distinct nautical vibe the rest of St. Portwell has. After certain hours, expect the streets of the Northeastern parts of St. Portwell to be empty.
The western part of St. Portwell is the city's primary tourist attraction area, being the location of the city's famous shore. This area features a boardwalk lined with shops, restaurants, and entertainment venues, and during the summer months, tourists fill the streets. Ferries depart from here to nearby islands such as the city's famous Cracker Island. The west district is also home to the Coastal Harbor Mall, a major shopping destination. Not too far from the West District is Downtown St. Portwell, the city's commercial and cultural hub. The streets are lined with historic buildings that have been repurposed for modern businesses. Downtown is known for its diverse culinary scene, with restaurants offering tastes from all over the world. Downtown is also the center of the city's entertainment scene, with theaters, galleries, and music venues hosting events on a regular basis. The waterfront promenade runs through downtown, providing a scenic background for drivers and pedestrians alike.
The southern part of St. Portwell is primarily a residential area and features a blend of older homes and newer developments, which creates a juxtaposition of architectural styles. It is home to several schools and community centers, which make it a popular choice for people moving in. Unlike the downtown areas, it features smaller-scale markets and stores. The southeast part of St. Portwell is an industrial zone, with large warehouses and manufacturing plants, thus far less populated than other parts of the city. It plays a critical role in the city's economy, however. The eastern part of St. Portwell is primarily residential but is far less populated than the Southern-area. The eastern district has several green spaces and parks, making it ideal for outdoor activities and family outings. Transportation is a key aspect of St. Portwell and it boasts a comprehensive network of roads, canals, and public transit. Ferries navigate the canals and provide a unique mode of transportation if one wants to take the scenic route over the traditional roadways. This network connects all districts, ensuring easy access to business centers, residential areas, and entertainment venues.
However, beneath St. Portwell's picturesque facade (arguably, existing alongside it) lies a chaotic supernatural scene, a whole new world where magical organizations fight for supremacy. This supernatural labyrinth features covens, cults, and criminal syndicates, each with its own reasoning behind its actions. It is a dangerous and unpredictable place where the city's fate hangs in the balance, dictated by these powerful organizations. Worst of all, a storm like no other is brewing, threatening to swallow just the city, but possibly the entire All-Verse.
The northern part of St. Portwell is known for its picturesque landscapes everything north of St. Portwell is nothing but woods. The neighborhoods in this area are characterized by tree-lined streets and spacious parks. In contrast to the calm of the northern district, the northeast part of St. Portwell is known for its high crime rate and rough neighborhoods. This area is largely controlled by the Wolfpack, a notorious biker gang involved in drug and sex trafficking and protection rackets. The streets here are lined with rundown buildings and lack that distinct nautical vibe the rest of St. Portwell has. After certain hours, expect the streets of the Northeastern parts of St. Portwell to be empty.
The western part of St. Portwell is the city's primary tourist attraction area, being the location of the city's famous shore. This area features a boardwalk lined with shops, restaurants, and entertainment venues, and during the summer months, tourists fill the streets. Ferries depart from here to nearby islands such as the city's famous Cracker Island. The west district is also home to the Coastal Harbor Mall, a major shopping destination. Not too far from the West District is Downtown St. Portwell, the city's commercial and cultural hub. The streets are lined with historic buildings that have been repurposed for modern businesses. Downtown is known for its diverse culinary scene, with restaurants offering tastes from all over the world. Downtown is also the center of the city's entertainment scene, with theaters, galleries, and music venues hosting events on a regular basis. The waterfront promenade runs through downtown, providing a scenic background for drivers and pedestrians alike.
The southern part of St. Portwell is primarily a residential area and features a blend of older homes and newer developments, which creates a juxtaposition of architectural styles. It is home to several schools and community centers, which make it a popular choice for people moving in. Unlike the downtown areas, it features smaller-scale markets and stores. The southeast part of St. Portwell is an industrial zone, with large warehouses and manufacturing plants, thus far less populated than other parts of the city. It plays a critical role in the city's economy, however. The eastern part of St. Portwell is primarily residential but is far less populated than the Southern-area. The eastern district has several green spaces and parks, making it ideal for outdoor activities and family outings. Transportation is a key aspect of St. Portwell and it boasts a comprehensive network of roads, canals, and public transit. Ferries navigate the canals and provide a unique mode of transportation if one wants to take the scenic route over the traditional roadways. This network connects all districts, ensuring easy access to business centers, residential areas, and entertainment venues.
However, beneath St. Portwell's picturesque facade (arguably, existing alongside it) lies a chaotic supernatural scene, a whole new world where magical organizations fight for supremacy. This supernatural labyrinth features covens, cults, and criminal syndicates, each with its own reasoning behind its actions. It is a dangerous and unpredictable place where the city's fate hangs in the balance, dictated by these powerful organizations. Worst of all, a storm like no other is brewing, threatening to swallow just the city, but possibly the entire All-Verse.
Paranormal Organizations
_______________________________________________THE.PRA "The Sword and Shield to protect the masses." | . . . . The Paranormal Response Authority (PRA) is a covert government agency that is tasked with overseeing and regulating the activities of Paranormal beings. Heavily armed, the PRA has several Paranormal beings within their ranks as it is the best way to combat hostile Paranormal beings. At a minimum, the PRA comprises One-Eye-Open and undergoes training to fight the Extra-Normal. Usually, the PRA plucks out soldiers and other Law Enforcement Officials, but they are overall comically understaffed and undertrained. The PRA has no choice but to take whoever comes their way that is at least somewhat qualified. The PRA technically is a branch of the Department of Homeland Security, and they are underground operations - which means everything they do must go under the notice of the general public. In most of the PRA's field operations, they disguise themselves as different law enforcement agencies, such as the FBI or local law enforcement. They appear, complete the mission, and vanish without a trace. They are responsible for covering up magical incidents and scrubbing the internet for paranormal activity. They have a massive database of suspected and Paranormal-Beings but largely leave them in peace as long as they aren't terrorizing the general public. The PRA answers to the Director, and the Director responds to the Pentagon. The current Director is Director Alcott, a mysterious person whom only a few PRA Agents have seen in person. The PRA is one of the major players in the battle for St. Portwell, and its goal is to return St. Portwell to normal and eliminate hostile organizations such as the Wolfpack. The PRA is heavily armed, but Agents use the Colt Federal Patrol Carbine in field operations and have a pistol as the side arm. The usual uniform of Agents is a fancy suit and tie (girls get to wear skirts!). During field operations, Agents wear a chainmail armor that is stab-proof, shock-absorbent, and thermal resistant. Agents use taser rounds and tear gas to subdue targets but will use live rounds and even explosives if necessary. The PRA can also use a special radar to track paranormal activity nearby. The Agent in charge of the St. Portwell office is a woman named Meifeng Liao... and is interested in the Stygian Snake. |
DOLLHOUSE "Step into the Dollhouse..." | . . . . An oddity in St. Portwell, as they are known as a magic organization on the East Coast but moved over to the West Coast last year. As a front, Dollhouse is a sort of mafia group that offers potions and magic abilities to other criminal organizations for a price. However, the Dollhouse organization is a cult that seeks to build an army of Abscised for a strange and mysterious end. They have been kidnapping tourists, people on the fringes of society, etc., and placing Apparitions in their bodies. Their operation moved to St. Portwell (likely to escape the PRA). It operated mainly in the shadows, keeping themselves hidden - but sold potions, artifacts, and Apparitions and kidnapped people to abscise them. Dollhouse prefers to remain a completely neutral force in the conflicts of St. Portwell and would rather not directly antagonize the other factions. However, they are incredibly cunning and conniving and have manipulated the different factions from the sidelines into service or into destroying the organizations they cannot control. The leader of Dollhouse is known as Luis Cox, a boogeyman on the streets of Miami, and his second in command is Natalie Parts and the mysterious Heinrich Thòrmer. |
THE.ELITE "Magic is the gateway to infinite wealth and riches!" | . . . . One day, a man named Blake Schmidt discovered that magic was real... and sought to gain magical abilities. After going to different occult organizations, he didn't get what he desired. Eventually, he formed his own organization known as the Elite—a collective of fellow rich pissants seeking ultimate power through magic... or something. They're a powerful organization spanning the entire West Coast, and could rule the magic scene in St. Portwell and cities such as LA, Seattle, etc. If it weren't for the constant infighting, questionable leadership, and zero clear idea of what the point of their organization is, they would. Thus, they're only at a fraction of their true potential but still possess several magical artifacts and dangerous minions. The Elite comprises several different wealthy families, with the Schmidt Family at the organization's head - heading Paragon United Tech Solutions. Other prominent families include the Valos Family, who own various hotels, casinos, and clubs all over the West Coast; the Liu Family, who run the illustrious Liu Pharmaceutical, and the Pimm Family, who are old money and own businesses all over St. Portwell and Seattle. The Elite primarily clash with the Greenwood Coven and they are allied with the Dollhouse organization. |
GREENWOOD.COVEN "Guardians of a greener world!" | . . . . After the defeat of the Stygian Snake and the new rise of organizations, one was the Greenwood Coven. Unlike many of these organizations which rise and fell, the Greenwood Coven stood the test of time - being an organization that has felled several of them, most famously Das Sonnenrad. They are one of the most mysterious groups by design, as Greenwood members conceal their identities with disguises and use codenames to protect their identities from the other factions. They claim to be the protectors of nature, but at the end of the day, the Greenwood Coven is a group of magical hippies - they are relaxed love nature and get high all the time. You can call the Greenwood Coveneco-terrorists, vigilantes, and various other things, but at the end of the day, they are simply a group of friends having adventures. They get high, hang out, and spend time together as friends do when not in costume. However, one should not take them lightly as, despite their relatively small size and demeanor, they are a dangerous and influential faction that has severely damaged other factions, such as the Elite and the defunct Das Sonnenrad. They specialize in quick, hit-and-run attacks and other sabotage. They are not the up-front fighters like the rest of the St. Portwell factions, and they appear, do damage, and then vanish. The Greenwood Coven picks their battles very carefully and is one of the few peaceful organizations in the St. Portwell power struggle. However, they are the arch nemesis of the 8th Street Coven, who have been their longtime enemy, and they are also enemies with the Elite, Wolfpack, and any remnants of Das Sonnenrad are kil on sight. The Greenwood Coven is famous across St. Portwell for waging war against the Das Sonnenrad cult and being the one to kill Kaiser Draeger. Greenwood went to war with Das Sonnenrad after the latter killed two members of the Greenwood Coven and stole their artifacts. The Greenwood Coven's goal is to find the artifacts that Das Sonnenrad stole. |
8TH.STREET.COVEN "Weaving magic, carving destiny!" | . . . . The terror of St. Portwell, the 8th St Coven is led by the infamous member of the Old Coven known as Emily G. Reed, with another former member Vashti Nour operating as her second in command. Emily's two little sisters Miranda and Jacqueline Reed, serve as her third-in-command, and together they operate the terror of St. Portwell's magical scene: The 8th St Coven. The 8th St. Coven is named after the location where they formed their pact, much like the Sycamore Tree Coven. There hasn't been a single organization that hasn't butted heads with them. Initially, the 8th Street Coven was formed to learn more about magic and see what boons they could get, but they gradually changed their idealogy. Their current goal is to gain magical supremacy in St. Portwell by metaphorically breaking the knees of other organizations to steal Artifacts. The 8th Street Coven is infamous in St. Portwell's magical scene for stealing different artifacts and bullying weaker factions or those who can't stand up for themselves. The 8th Street Coven gathers different artifacts under the instruction of Emily G. Reed, and they either keep the useful ones for later or sell them to the highest bidder. The 8th Street Coven is functionally a mobile magical arms dealer that has stolen artifacts from all over to sell to whoever - whether they be warlord, monster, or terrorist is irrelevant. Most of the brutality of 8th Street comes from the leadership of Emily and Vashti, who eliminate anyone who gets in their way with brutal efficiency. However, 8th Street is comprised of individuals who are either too apathetic to care about how savage their leadership is, or by broken people that Emily G. Reed has conned into joining in hopes of fixing their issues. The primary enemy of the 8th Street Coven is their longtime rival, The Greenwood Coven, and the two organizations have faced battles that have destroyed several sections of the city. To Emily, it's one big game of chess against Greenwood. However, the 8th Street Coven gets some appreciation for destroying Das Sonnenrad and forcing them out of St. Portwell alongside the Greenwood Coven. |
THE.SERPENT.CULT "Embrace the darkness that awaits in our hearts." | . . . . An upstart organization that has recently formed but has roots back to the Stygian Snake's rampage. Essentially, a boy named Caden Zorich was adjoined with one of the leftover Apparitions created by the Stygian Snake. He saw Recollections of the demonic Apparition that terrorized St. Portwell when he was too young to understand anything. In awe, he believed that the Stygian Snake was a God and began to worship it. Forming a totally-not-a-cult following of similar broken teenagers, he came under the belief that the situation in St. Portwell was so bad was the Sycamore Tree Coven's actions. Their goal in St. Portwell is to find the Stygian Snake and free their deity. They're a cult comprised of teenagers who were gifted Abstractions by Caden and are primarily uninvolved with the factional drama of St. Portwell. However, they will inevitably clash with the Sycamore Tree Coven. |
THE.WOLFPACK.MC "Unleash the shadows, rule the night." | . . . . A biker gang that deals drugs runs protection rackets and is a nuisance to society, led by a man named Judas Bennet. The Wolfpack was nothing more than just a collective of small-time crooks and would never even be on the notice of law enforcement. However, they gained possession of several different abstractions due to unknown means. With these apparitions, they gained a large swath of turf and influence in the criminal underworld of St. Portwell. They have used their Apparitions in gang fights, theft, running protection rackets on the St. Portwell businesses, and prostitution rings. The Wolfpack doesn't typically clash with the other Paranormal organizations. Still, they managed to earn the ire of the Greenwood Coven recently, and the two organizations have been fighting ever since. The PRA is also onto them. After Judas' death, it was revealed that The Wolfpack was working for Dollhouse and gained abstractions from them to act as their muscle. Dean Walker is now the new leader of the Wolfpack. |
. . . . The Temple of Charming and Graceful Individuals. Originally a cult movement spawned in the French Motherland by the name of L'église de la Nouvelle Lumière, this organization's roots are hundreds of years old and span back to the bloodline of Charlemagne. The principal proprietors and stewards of the movement have been the regal Richoux clan, who migrated alongside a trove of relics and artifacts before the worst of the Nazi occupation of France claimed their secrets. Along with many old-world covens facing similar strain, they made purchases along the eastern coast of America, with the Church settling in a small neighborhood in Brooklyn. At the time, they were a primarily austere union of Adepts who specialized in their own Lux, unionized to create a "perfect" catalog of spells from which a Grand University could be built. They believed the knowledge alone would be enough to rouse all Blind who beheld it, and this effect would be harnessed to usher in a new enlightened age of magic. Some years passed, and as the cult became more Americanized, with second-generation children forgetting the ways of the Old Country, things became looser and less constrained. Older members passed along, some refusing the rejuvenating magic that would've staved off death. Canassa Deuxma, the Church's expert in White Lux, became fascinated with the onset of the Eastern Spiritual movement famous of her times. Under an Eclipse, she predicted the coming of a messiah, a deity upon the Earth who would lead the Church to the final lands upon which their school would be built. The promised lands. Her affair with the Church's High Guard, Ivan Richoux, became a union that heralded the next generation of leadership for the Church, with their eldest son Maxwell, taking up the family's duties of protecting the remaining honor and effort expended toward their cause. He would grow to marry a woman, Lynette, a White Lux Adept who spoke to the family of dreams and premonitions she'd had all her life. Convinced that she was the one who would be their Messiah, Canassa convinces her Son to marry and solidify the union to unlock Lynette's true potential. Before things could be turned over properly, however, a scandal broke out among the Church's highest order as both Canassa and Ivan were found dead of a Curse. Lynette and Maxwell fled, making footfall in St. Portwell. To this day, Lynette remains the leader of this schism branch of L'église de la Nouvelle Lumière and worked closely with her husband until his disappearance almost fifteen years ago. While unable to claim all of the knowledge that existed in the original organization, the two successfully took Lynette's dreams and shaped a new pathway upon which they could direct many Adepts. Now named the Temple of Charming and Graceful Individuals, or The Temple, its compound is in a well-forested city. It's home to fifty full-time residents with a small private road. Outside of the "Ashram," another hundred and fifty or so members live in the surrounding areas of Oregon and consist of many local public and private faces. These names could be said at anyone's dinner table. | |
. . . . 317 Rich Street The 317 is a loosely organized faction in St. Portwell based out of an old industrial complex just off the main street. The group started on Main Street in a small storefront but quickly expanded due to popular demand and a sudden influx of artists from around the area, and from around the country as a whole. They have gotten their name from their street address, 317 Rich Street. Faith and Octavia, the two founders, bought the property together after a sudden influx of money that has been rumored to be due to Faith’s abstraction. Ever since they bought it seven years ago it has been brought up to modern code, however, the heart of the complex has remained without change as it was vital to Faith to keep it’s unique industrial aesthetic and atmospheric feel. There are two wings to the building and they are connected in the middle by a large-open air community space. Food trucks dot the ends of it, allowing all who come to experience the delicious food of the local community. Underneath the building is a large basement where the 317 operates in full. They offer various services to the paranormal, and their most profitable is the cursed object business run by Faith. They are a group that has a strong backing of paranormal artists and is one of the larger such groups in America. While not every artist has an art-based abstraction, every artist at least has an abstraction. They keep their paranormal dealings separate and out of the public eye during their open hours. The group does have a strict no-conflict policy on their premises and in the surrounding areas. They do not want to be drawn into any war with the various factions that call St. Portwell home. Any members caught supporting any other faction will be expelled with prejudice. Keeping the artist here safe, and employed, is more important to the leaders of the Cooperative than any amount of power that could be garnered from outside groups. As they have grown, so too has their control over the area around the 317. While they are not a fighting force, they are led by three women with powerful abstractions that can often turn the tide if a rival group tries to poach their talent or push them from their space. Faith Ringgold, Sypha Fuchs, and Octavia Wilde are the primary powers in the Cooperative, and they ensure that the artists here always have a peaceful place to create and sell their art. As things have started to get explosive in town once more, the 317 has begun to close ranks and keep a careful eye on every situation as it develops. The benefit of being a community hub is they often get information about the whereabouts and dealings of the various other groups, which will allow them to be ready if any group comes knocking. They are currently in possession of a few works of art that have apparitions sealed within. Their power, and their names, remain a mystery to all but Faith and Octavia. | |
.. . . . The House of Cards is a mafia organization that changed leadership after their Hearts Club Casino burned down in what news reports claimed to be an ‘accidental fire’. After their first mafia boss succumbed to burn injuries, leadership of the mafia changed to Phantasia. The House of Cards, upon the recent opening of the new Hearts Club Casino, focuses on connecting the criminal underbelly of St. Portwell. Not just the layman crime bosses, no. They have a preference in working with the seedy magical side of St. Portwell's night scene. They don't get along with everyone, but have a wish to make the magical scene thrive for the folks who really deserve it - the ones with magic. Of course, the House of Cards doesn't turn away layman help - they need thralls, after all. Specializing in small heists, and supplementing their income with the money gambled away in the casino, the House of Cards guarantees their partners a chance in the limelight and pockets laden with cash. They also guarantee to be a thorn in the side to anyone who dares tries to intercept them or their goals. | |
DAS.SONNENRAD "The new world order emerges." | . . . . Defunct. Translated to the Sun Wheel, Das Sonnenrad was a Neo-Nazi cult that, for some time, ruled St. Portwell's magical scene from the shadows. The cult was created by Nathanial Thorn (under the alias of Kaiser Draeger) by twisting the Aryan mythology to fit their agenda, that they were the only ones "worthy" of magic - and certain groups merely stole the gift that was rightfully theirs. Nathanial built Das Sonnenrad by recruiting impressionable, disenfranchised, and vulnerable individuals with promises of power and revenge as long as they remained loyal. At night, they wandered the streets of St. Portwell and attacked minorities (Paranormal or not), and they killed dozens (injured many more) before their eventual defeat. Kaiser Draeger gave his most loyal and genuine followers Abstractions and named them his "Chosen." He and his minions infiltrated all corners of the city, spread his message of hatred and chaos, and seeped into law enforcement, politics, and the criminal underworld. He enabled them to operate with impunity and shield their activities from the public's prying eyes. At their peak, they had hundreds of members (many were Paranormal), with many enthralled Apparitions and Abominable under their thumb. However, they naturally conflicted with other organizations in St. Portwell, and the Dollhouse organization manipulated the 8th Street Coven and the Greenwood Coven into going to war with Das Sonnenrad. After a lengthy conflict, the two Covens formed a temporary truce, killed Nathanial Thorne, dismantled his organization, and continued their feud. The remains of Das Sonnenrad either went to the other factions or formed smaller, ineffectual groups. |
Locations
_______________________________________________Independent Locations
______________________________________________________________________________________________CRACKER.ISLAND | |
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................................................................................. | Cracker Island is a famous tourist destination located off the coast of St. Portwell, accessible only by ferry. Named after its founder, William Cracker, the island is renowned for its Historic District, an area frozen in time. The district is a popular attraction, with cobblestone streets, antique lampposts, and beautifully preserved Victorian buildings, and stepping through it is like entering a long-gone era. The island is also known for its beach resorts, which attract visitors seeking a summer retreat. The resorts offer a range of activities, from private beaches to spas to fine dining. The beach resorts offer some stunning views of the ocean. Cracker Island is best known for its haunted reputation, centered around the haunted mansion on the hill. This spooky landmark draws thousands of visitors each year, especially during the famous Halloween Festival. The festival transforms the island into a spooky wonderland, with ferry fees waived to encourage attendance. Tours of the haunted mansion are a highlight, with ghost stories and legends passed down through generations. The mansion's dark history is rooted in a mysterious cult that once inhabited the island. |
THE.MARITIME.MUSEUM | |
................................................................................. | The Maritime Museum stands at the harbor's edge, and acts as a beacon of St. Portwell's seafaring history. The building's design purposefully evokes a sense of nostalgia, with a lighthouse-like tower and wooden accents reminiscent of an old shipyard. The museum's entrance is framed by large anchor sculptures, and inside, visitors are greeted with a view of the harbor through massive windows. The museum's interior is a treasure trove of artifacts from a bygone era. Exhibits include antique navigational instruments, weathered ship wheels, and intricately crafted model ships—each with a detailed placard explaining its significance. This museum is designed to tell St. Portwell's rise from its humble beginnings as a small fishing village to a major west-coast city. The museum's most popular attraction is the interactive section, where visitors can tie knots or learn about the inner workings of a ship's engine. The museum also features a gallery dedicated to famous ships that have docked in St. Portwell over the years, with photos and memorabilia. |
THE COASTAL HARBOR MALL | |
................................................................................. | The Coastal Harbor Mall is St. Portwell's premier shopping destination, known for its unique nautical-theme and diversity in businesses. The mall boasts striking sail-shaped awnings, porthole-inspired windows, and a mosaic that wraps around the building. This mosaic depicts scenes of fishing boats, dolphins, and other oceanic imagery. Inside the mall is a marketplace filled with shops catering to various tastes and interests from all over the (nautical) world! You can find clothing stores that peddle coastal-inspired fashion, from beachwear to elegant attire. Handcrafted jewelry and home decor boutiques offer unique pieces with a nautical flair and bookstores are stocked with a vast selection of novels and travel guides inspired by different sea adventures. The mall's famous feature is its rooftop area, transformed into a simulated beach. This space is a haven for those seeking relaxation and fun, complete with natural sand, beach chairs, and even a wave pool. |
ARCADE.BLUES | |
................................................................................. | Arcade Blues is a famous arcade tucked away in the heart of St. Portwell. The arcade's exterior features a large neon sign shaped like a ship's wheel and wooden double doors. Upon entering, the ambiance immediately transports visitors back to a time when arcade games were king. The walls are decorated with murals depicting classic arcade characters sailing through oceanic scenes. Rows of arcade machines line the walls, featuring a mix of retro classics and modern games. From the iconic games of the 80s and 90s to newer hits with a retro twist, Arcade Blues has something for every gamer. |
PORT.AWE | |
................................................................................. | Port-AWE is a nightclub in St. Portwell famous for its vibrant atmosphere and female-friendly focus. The club's exterior reflects a mix of nautical and contemporary designs, and the entrance is lined with a red velvet rope with polished brass fixtures. The interior of Port-AWE is designed to impress, with a layout that encourages dancing, mingling, and relaxation. The club's main dance floor is spacious, strobe lights and lasers pulse in time with the music, creating the perfect club vibe. The DJ booth is frequently headlined by renowned female DJs who know how to keep the energy high and the booties bouncing. The music ranges from popular hip-hop songs to electronic beats, and Port-AWE has several areas for guests to enjoy. |
Faction Locations
_______________________________________________THE PRA
_______________________________________________THE.PRA.HEADQUARTERS | |
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................................................................................. | The PRA office in St. Portwell is housed in a massive office building that blends seamlessly into the urban landscape. From the outside, it resembles a typical commercial high-rise, with reflective glass windows, sleek lines, and a modern design that isn't out of place with the city's business district. The PRA office has no signs or anything to indicate its true purpose, helping it maintain a low profile while operating as a base for all PRA activities in St. Portwell and surrounding regions. The building's exterior features a simple gray-and-glass façade with lush landscaping and a small park to help it blend in with surrounding office buildings. Upon entering, visitors are greeted by a spacious, sleek lobby with a professional, business-like atmosphere. The reception area is staffed by well-dressed security personnel from the front, a tech company known as Medford Tech Solutions, giving the impression of a regular office building belonging to a just a regular corporation. Security personnel conduct thorough checks but under the guise of routine visitor management. Visitors must sign in at digital kiosks, with most foot traffic consisting of agents posing as office workers. Behind the scenes, however, the PRA operates with high security and strict clearance protocols. Though the lobby's design suggests a typical technology company, access beyond the front desk is regulated, requiring clearance and biometric checks to get past it. The modern decor and subtle company branding mask the covert operations within, with PRA agents seamlessly blending into the daily activity of the office building. |
The upper floors contain a complex network of offices, laboratories, and briefing rooms designed to handle the unique needs of a paranormal investigative agency. A dedicated communications center monitors radio frequencies and internet activity to detect any signs of paranormal disturbances. It also has extensive training facilities, including a large indoor gym and simulated combat environments for agents to practice their skills. There are secure storage areas for sensitive equipment and evidence, a vault where the PRA contains sealed Apparitions and collected artifacts, a dedicated forensics lab to analyze paranormal artifacts, and private rooms for classified briefings.
DOLLHOUSE
_______________________________________________CHRISTIANSANDS | |
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................................................................................. | Christiansands is a nightclub situated in Downtown St. Portwell. The club opens its doors at eight on the dot every day, ensuring the party never skips a beat. Located on a bustling street corner, Christiansands stands out with its modern design, featuring sleek glass panels, neon lights, and a bold sign that shines brightly against the nighttime sky. The club's energy is visible even from a distance, with its thumping bass and rhythmic beats resonating through the streets, drawing crowds from all over. The line to get into Christiansands is often long, going down the sidewalk as eager patrons wait to enter. On weekends, the line can stretch for blocks, with partygoers chatting it up as they inch closer to the entrance. Even on a quiet Tuesday, the club has no shortage of attendees, a testament to its popularity. The bouncers, dressed in sharp black suits and equipped with earpieces, maintain a tight watch, carefully vetting everyone seeking entry. |
But the natural allure of Christiansands lies in its VIP section, and whoever is trying to enter is carefully vetted. The VIP area offers luxurious seating, private bars, and a dedicated DJ, providing a more intimate setting for conversations and business deals. Dollhouse's leadership often holds meetings with other factions and prospective members in this exclusive section, using the club's bustling ambiance as cover for their clandestine activities.
Beyond the bright lights and glamour, Christiansands serves as a front for Dollhouse's darker operations. The club's high-profile status and continuous flow of people make it an ideal meeting spot for covert discussions and exchanges. The staff, carefully picked by Dollhouse's leadership, ensure that the club's true purpose remains hidden from prying eyes. While most patrons come for the music and nightlife, the leaders of Dollhouse and their associates use the club as a hub for planning, strategizing, and recruiting new members.
Beyond the bright lights and glamour, Christiansands serves as a front for Dollhouse's darker operations. The club's high-profile status and continuous flow of people make it an ideal meeting spot for covert discussions and exchanges. The staff, carefully picked by Dollhouse's leadership, ensure that the club's true purpose remains hidden from prying eyes. While most patrons come for the music and nightlife, the leaders of Dollhouse and their associates use the club as a hub for planning, strategizing, and recruiting new members.
GREENWOOD
_______________________________________________THE.CAMP | |
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................................................................................. | The Greenwood Coven's "base of operations" is a secluded campsite deep within the dense woods surrounding St. Portwell. The campsite is protected by a natural barrier of foliage, with an inconspicuous path leading to it that only the coven members know. However, as a safety measure, occasionally, the camp is packed up and moved to a different location that is scouted out beforehand. The heart of the campsite is a large communal area with a central fire pit that serves as the focal point for gatherings, meetings, and rituals (that involve eating ass). Around the fire pit, several weathered logs and handmade benches provide seating for the members of Greenwood, where they party, share stories, and whatnot. Several tents are scattered around the central area, each belonging to different members of the Greenwood Coven. These tents vary in size and style, some simple and practical, while others are adorned with colorful patterns and decorations. Each tent has its personality, reflecting the individuality of the Greenwood Coven. |
8TH STREET
_______________________________________________THE.8TH.ST.MANOR | |
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................................................................................. | The 8th Street Manor, perched on a hill overlooking 8th Street in St. Portwell, is a foreboding structure. It was once the home of a wealthy family, but Emily G. Reed and her 8th Street Coven coerced the owners into selling it to her for a mere pittance. The manor's architecture exudes old-world elegance with its traditional stonework, ornate columns, and sweeping front porch. The manor's exterior is timeless, with its wrought-iron gates and manicured lawns extending from the street to the mansion's entrance. The 8th Street Manor is well maintained inside, as Emily has to bully her Coven into keeping it clean. The floors and hallways are crafted from an elegant dark wood that seems oddly inviting for a place that acts as the base of operations for the 8th Street Coven. Despite it all, it maintains a constant air of sophistication. Emily tries to keep the 8th Street Coven's activities subtle, but not even she can keep her rambunctious Coven in check at times. So, occasionally, explosions, screaming, shouting, and magic can be seen and heard, leading to exciting talks with the police. The primary meeting room is a gigantic hall by the main entrance with a wooden table that spawns the entire room and ends in Emily's throne, which she took from Kaiser Draeger after his defeat. This hall acts as a hangout, meeting spot, and planning room. However, the 8th Street Manor is large enough to accommodate each member of the 8th Street and still leaves some empty rooms. The minions and underlings have their rooms on the first floor, while 8th Street's leadership have their rooms on the second - and the underlings are not allowed up there unless they have a reason. |
Hidden within the 8th Street Manor is a magical vault, which is also hidden behind a random bookcase, and to open the door, all you have to do is pull on a random green book. However, that is not the only security measure installed; behind it is a magical vault with floating runes surrounding it, and to enter, a member has to press the rules in the correct order. If they are not pressed in the proper order, the attempted intruder is launched with a powerful magical force while it sets off an alarm that will blare through the entire manor. If they are pressed in the correct order, the vault opens to reveal a portal into a pocket dimension within the 8th Street Manor, a simple, massive, stone-lined chamber. Here, artifacts are displayed within magically sealed display cases, where 8th Street keeps its most valuable and powerful artifacts. The walls have sturdy shelving units for additional storage, and this is where 8th Street stores the less valuable artifacts. Additionally, the room is protected by a spell that repels teleportation and portal creation, ensuring no one can enter the vault (get rekt Jack).
However, another notable location within the manor is Greta Faust's lab. In stark contrast to the ornate halls of the manor, it has a practical design, with sterile white walls and fluorescent lighting that casts a harsh glow. Greta's lab features sturdy workbenches and cabinets cluttered with glass beakers, test tubes, and various ingredients for her potions. The lab's centerpiece is a large cauldron, which Greta has been using to develop a special "contingency plan" if the Stygian Snake escapes. Along one wall, she keeps her potion locked in a sturdy cabinet, making it abundantly clear to the rest of 8th Street that they are not allowed to touch her potions. A corner of the lab serves as Greta's "personal space," which has a cozy chair, a desk that she typically sleeps on, and a modern laptop in the corner. Note that Greta has her bedroom.
However, another notable location within the manor is Greta Faust's lab. In stark contrast to the ornate halls of the manor, it has a practical design, with sterile white walls and fluorescent lighting that casts a harsh glow. Greta's lab features sturdy workbenches and cabinets cluttered with glass beakers, test tubes, and various ingredients for her potions. The lab's centerpiece is a large cauldron, which Greta has been using to develop a special "contingency plan" if the Stygian Snake escapes. Along one wall, she keeps her potion locked in a sturdy cabinet, making it abundantly clear to the rest of 8th Street that they are not allowed to touch her potions. A corner of the lab serves as Greta's "personal space," which has a cozy chair, a desk that she typically sleeps on, and a modern laptop in the corner. Note that Greta has her bedroom.
THE WOLFPACK
_______________________________________________WOLFPACK.CLUBHOUSE | |
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................................................................................. | The Wolfpack's clubhouse is a dilapidated two-story building located in the northeast section of St. Portwell. The exterior is a patchwork of crumbling brick, graffiti, and rusted metal, with broken windows partially covered by worn-out plywood. The once-grand entrance has been reduced to a pair of beaten-down double doors adorned with the Wolfpack's spray-painted logo. Upon entering, visitors are greeted by the pungent smell of stale beer, cigarettes, and lousy coochie, an overwhelming assault on the olfactory senses. The main hall, which doubles as a common area, is littered with broken furniture and beer bottles, and the sagging sofas are arranged around a well-worn pool table, which has seen better days. It's common to find members of the Wolfpack lounging here, playing pool, drinking, and swapping stories about their latest exploits. At the far end of the hall, there's a makeshift bar, where the refrigerator is stocked with cheap beer and other drinks (on a good day, they'll loot a liquor store). Behind the bar, a line of mismatched barstools leans at precarious angles, with some completely missing legs, and you are playing with your life if you sit on them. The back wall features a large mural of a wolf's head, complete with jagged teeth. Adjacent to the main hall are several smaller rooms where the Wolfpack conducts its business. One room is a meeting area where Dean (previously Judas) plans his next moves. Another room is a crude office where bookkeeping and drug transactions occur, its walls adorned with maps of St. Portwell and marked with areas under the Wolfpack's control. The second floor contains sleeping quarters for those staying overnight at the clubhouse. The conditions are rough, with stained mattresses on the floor, cracked walls, and makeshift curtains for privacy. |
RUSTY. JOE'S.AUTO.REPAIR | |
................................................................................. | Rusty Joe's Auto Repair Shop is a location that appears to be a legitimate business, a simple garage situated on a busy street corner in an industrial district. The shop has a wide garage entrance with several bays for working on cars and motorcycles, and the exterior walls are adorned with graffiti. Inside, the shop has a chaotic but organized feel, with tools, engine parts, and metal scraps strewn across the workbenches. The smell of oil and gasoline stinks while a radio plays rock and metal music in the background. This front operation allows the Wolfpack to maintain a steady cash flow while hiding its more nefarious activities. Beneath the repair shop's floor lies the heart of the operation: an underground chop shop where stolen vehicles are dismantled. A hidden hydraulic lift in one of the bays leads to this secret area, and it's clear that this is where the Wolfpack strips stolen cars and motorcycles for valuable parts. This area is dimly lit, and the workers here are loyal members of the Wolfpack, always wary of intrusion. The sound of grinding metal and welding is constant, and it's a place where no questions are asked. People disappear when they do. |
THE.WAREHOUSE | |
................................................................................. | The Warehouse is a location on the industrial outskirts of St. Portwell, in a largely neglected part of town where the Police are too scared to go. It's a sprawling building with high ceilings and large, roll-up doors designed for trucks to load and unload cargo. The warehouse looks abandoned from the outside, with rusted metal, faded paint, and weeds growing all over. However, security is tight, with members of the Wolfpack patrolling the perimeter at all times and surveillance cameras monitoring all entry points. Inside, the warehouse is divided into sections for different kinds of contraband: drugs, weapons, women, stolen goods, and magical artifacts. Each section is secured with heavy locks and guarded by members of the Wolfpack. Still, only higher-ranking members of the Wolfpack have the key. |
SAFE.HOUSES | |
................................................................................. | Discreet and strategically located throughout St. Portwell, these are typically old apartment buildings or homes in rundown neighborhoods, where police presence is minimal. The exteriors of these safe houses are inconspicuous; inside, the safe houses are designed for covert operations, with hidden compartments to stash weapons and contraband. These locations are hastily put together with torn sofas, barely any food or utensils, and air mattresses with holes. These safe houses hide members on the run, store stolen goods temporarily, or conduct business meetings away from prying eyes. Each safe house has a rotating lookout that keeps an eye out for intruders, whether rival gangs, Feds, or anyone else. |
DAS SONNENRAD/THE NEW RULE SOCIETY
_______________________________________________THE.SANCTUARY | |
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................................................................................. | A Once a symbol of wealth and prestige, this sprawling mansion was repurposed into a stronghold of the Das Sonnenrad Cult with Kaiser Draeger, at its heart. Hidden deep in a remote forested area, it was accessible through a single narrow road, allowing easy monitoring and control of who came and entered. Its isolation served as a natural barrier to outsiders, with an imposing black cast-iron gate as another barrier. The mansion's exterior was a stark contrast to its inhabitants, crafted out of stone that had been painted a white color. The inhabitants meticulously maintained the sanctuary's grounds, and there was a rotating schedule for who did the lawn work each day. The front entrance was two massive doors carved with archaic sun symbols. The mansion's grand foyer featured a sweeping staircase with ornate railings leading to the upper floors, where high-ranking members of Das Sonnenrad lived. A massive crystal chandelier hung from the ceiling, casting an eerie glow across the space. The main hall, often used for meetings and gatherings, had an enormous stone fireplace with intricate carvings that reflected the cult's Aryan mythology. Beneath the mansion lay a labyrinthine basement, which housed the cult's ritual chambers and storage areas for their artifacts. This underground network has a double purpose: to provide secret exits in case the sanctuary is compromised and to confuse intruders with dead ends, fake doors, and passages scattered everywhere. However, in the final battle against the Das Sonnenrad Cult, which saw Kaiser Draeger's Death, the Sanctuary was burned to the ground. |
THE.WOLF'S.DEN | |
................................................................................. | The Wolf's Den was a secret bunker created by Das Sonnenrad as a hidden refuge for Kaiser Draeger and other high-ranking members of the cult, but now it operates as the headquarters for their successor group: The New Thule Society. Located deep within the remote outskirts of St. Portwell, the bunker is a well-concealed location, requiring a series of directions to follow to the letter. To reach the Wolf's Den, one must first travel down a specific highway until they reach a speed limit sign. From there, it's a matter of venturing into the dense forest and following a trail of Norse=Pagan symbols carved into trees. Following the correct sequence of symbols leads to a bush at the base of a hill, so inconspicuous pretty much anyone would disregard it, but pushing past it reveals a stone passage. This passageway leads to a large metal door with an access hatch. The interior of the bunker is a long, dimly lit tunnel leading downward. Inside the Wolf's Den, the main chamber is a large, square concrete room with dangling lights and a massive oval-shaped table surrounded by numerous chairs. This room serves as the central meeting area for Das Sonnenrad's remnants, with other smaller rooms branching off from the main chamber, each serving different functions—storage, living quarters, planning areas, etc. |