Recent Changes - Search:


Cities of Dust

Character Creation and Rules

Systems (Port Sinclair)

Systems (Alexandira/Coming Soon)


edit SideBar


                    My business is a little cloak and dagger     
                    I drink so much I don't walk I merely stagger     
                    No, you wouldn't listen and I don't blame you     
                    No, I don't blame ya     
                    -Alien Sex Fiend, "I Walk the Line"     
                        IN THE SHADOWS OF PORT SINCLAIR:     

          From even before Frederic Sinclair bought the island that now bares the name of its port city, supernatural presences have hidden in the shadows. Mostly going unnoticed, the unnatural has been all around Port Sinclair, much as throughout the rest of the world. Manipulating, enslaving, killing, and perverting people to their own selfish, diabolical ends. The monsters have not been unchallenged.
          The Inquisition, otherwise known as the Society of Leopold, has been to the island on more than one occasion. The Arcanum are believed to have a presence in Port Sinclair. Although they wouldn't begin to make any headway until 5 years after their initial formation, townspeople came together in 1683, in response to a massacre beyond explanation. This began the secret society of hunters that made it their duty to watch for signs of monsters on the island, learn their secrets and weaknesses, and then destroy them. Called the Sentinels, this secret society bares some superficial resemblance to the Arcanum, and a greater degree of similarity to other cells of hunters throughout the world.
          Since the Messengers first started choosing people to be Imbued, small and varying numbers of Chosen have found themselves on the island. There are enough monsters stalking Port Sinclair's shadows to keep them busy. None the less, the island is only so big. There may only be so many places where monsters can hide, but the same is true of those who would hunt the monsters. To make matters worse, the monsters have influence among law enforcement, the media, and more, leaving hunters with hardly anywhere to hide and with no allies but one another. How long will it be before the hunters are finally all prey? THIS PAGE IS STILL UNDER CONSTRUCTION

Those Who Stand Apart:

          This section will highlight one individual hunters that are worth note. This list will include Imbued, Bystanders, and independent hunters. Organised hunters, such as the Society of Leopold, the Arcanum, or site-specific ones, like the Sentinels and the Zealots of Saint Lazarus, will be listed in the following section.

Alicia Smith?: Temp-for-hire
Tony Lawson?: Little league coach

Jake Hammond: Ice cream vendor / Martyr
Matthias Ball : Preacher / Redeemer
Lynette Gore: Photographer / Innocent
Cliff Steel: Garbage Man / Avenger
Peter Valentine: Private Investigator / Judge
Yesenia Black: Lawyer / Defender
Xabat Jones: Astrologer / Visionary
Clark Gorman: Marine Sniper / Wayward
Zel Tifton: Programmer / Hermit

Jorge Lopez?: Mechanic / Psychic

Those Who Work Together:

          This section will highlight the organised hunters found within and around Port Sinclair. Player characters may belong to these groups unless otherwise specified.


          The Arcanum, a secret society of scholars that pursues knowledge of the supernatural, has numerous agents act as hunters, though they usually hunt in the pursuit of esoteric lore, as opposed to hunting supernatural creatures. Many Arcanum scholars are sorcerers, and a handful possess True Faith.
          The Arcanum began in 1885 by Benjamen Holmscroft, a former member of the Hermetic Order of the Rising Day. Disappointed with what he perceived as charlatanry, Holmscroft started his own society of scholars who would genuinely study the supernatural. Holmscroft invited occultists from all over the Western world to attend him in Vannevar Hall, which he claimed as his ancestral estate. All agreed that most active occult societies were mostly escapist fools. Holmscroft had purposely chosen people that there was much more to the “world of shadows”, as he called it, than most people would be willing to believe. When the Arcanum was founded, its structure was built to imitate the ancient mystery cults, while drawing on elements from the Hermetic Order. It combined fraternal, professional, ecclesial, and professional organization models.
          Over the next years of its existence, the Arcanum began to expand its membership. Under Holmscroft's direction, scholars were not unique among those targeted for recruitment. The Arcanum also sought psychics and other people who exhibited limited supernatural powers. Even women were considered for joining if their talents were sufficient. Early attempts of infiltration by other secret societies, like the Society of Leopold, were thwarted. In 1888, one of the founding members, Jebediah Brown, seemingly betrayed the Arcanum to focus on his personal vendetta against vampires. As a reaction, the group went global, with Vannevar Hall as their hidden headquarter. New chapters were opened in Vienna and Boston, with others following the British Empire and its expansion. In time, all major nations in Europe were home to at least one Chapter-House.
          In 1910, the Boston chapter-house came under attack after it had infiltrated a blood cult that revered “Hecate”. After one of the infiltrators fled upon the discovery of “Hecate” being a vampire, the cult learned of the location of the chapter house and set fire to it, destroying numerous priceless tomes, along with the Arcanum’s archives. In the wake of this attack, additional security measures were implanted for all chapter-houses. The newly founded chapter in Washington, D.C became the new headquarter for the American Arcanum, while Holmscroft and the other founding members retreated further and further from leadership positions.
          With the advent of World War I, many chapter-houses fell on opposing lines of the conflict, resulting in mistrust and much of the field work and shared research coming to a standstill. Even worse were the events of World War II, which resulted in the Berlin chapter-house falling under the control of the Nazis and their pet occultists, the Thule Gesellschaft. Many Arcanists depleted their stores and libraries into foreign chapters or their own cellars to avoid their destruction.
          In the aftermath of the conflict, colonies were introduced to avoid too large concentrations of knowledge at a single place. Most of these colonies were used as testing ground for the installation of new Chapter-Houses.
          With the advent of the millennial hysteria, some Arcanists began to argue that the passive approach of their organization to supernatural abuses is unethical. While not warriors themselves, they support others in their struggle. For example, the Las Vegas Chapter-House cooperates with the police, alerting them to supernatural activity that is harmful. Others act as informants to the Society of Leopold or government officials. Similarly, Reverend Jebediah Brown, who has survived the centuries through his vast understanding of alchemy and the efforts of Crucible Genetics Amalgamated, still believes his ongoing theft of intelligence from Arcanum chapter houses goes unnoticed — but, in truth, he is but another tool in an intricate armchair war. Not even all of the Arcanum participants in these redirection efforts are aware of one another’s work. No member risks more with these clandestine pursuits than Sandeep D'Souza, Chancellor of the New Delhi Chapter House, who is poised to assume the Arcanum’s Grand Chancellorship. Yet, since finding himself amidst rioting Sabbat vampires in Frankfurt and witnessing their depredations up close, D’Souza is a changed man. He doesn’t understand why he was spared, which further fanned his guilt and ultimately propelled the Arcanist onto his current course. D’Souza is uncomfortable with using people as pawns against the Kindred, but he now finds inaction to be unthinkable.
Theodore Ernst?: Chancellor
Patricia Jones?: Journeyman (Elder Sister)
Fukamashi Sho?: Neophyte

                       The Sentinels:        

          Port Sinclair has a long history with the supernatural. This includes numerous disappearances, a great many of which can be attributed to one of the island's longest-running mysteries. Many of these people that vanish never return, which makes it hard to even try to number which are a part of this mystery, versus how many are from anything from simple misfortune, to foul play, to the results of other types of supernatural threats, like vampires and werewolves. A small number of those who disappear eventually return, but when they do, something is wrong. In 1579, nine people disappeared without a trace, with the only commonality between them being that they were on the island. This prompted a preacher, Roger Delgado, and four other concerned citizens, to look in to the disappearances, in the month of November, after everyone else had given up and declared them to be dead. The four concerned citizens with Roger Delgado never returned.
          On Christmas day of that very same year, Roger Delgado's body turned up at his church. He was seated outside, with his back up against the door. A note was found in his mouth. It read, "Deemed unfit, by the Minister of Ash." For many years after this, occasional people would take up the life of a hunter, after losing someone close to them or witnessing something terrible that they should never have seen. Few, if any people, willingly investigated any disappearances, for fear of stumbling upon whatever it was that cost the life of Roger Delgado. None the less, seeds were planted in the hearts of some of Port Sinclair's people. Rumours and tavern whispers continued.
          In the year 1683, local werewolves were feverishly hunting a hated enemy, including that enemy's mortal connections, all of whom were deemed as enemies by the werewolves. Although they were careful not to be witnessed by onlookers and were careful not to rend the Veil, the massacres were too great to be ignored. Authorities had their own suspicions, which would eventually just pan out as unsolved mysteries, but there were others that suspected a greater evil at work. Others were saying that this was the work of pirates, but they knew that they had seen the aftermath of what monsters do. For the first few years, this newly-formed cabal of hunters met in secret, with no formal name or structure. Eventually, by the year 1690, the first members of this cabal call themselves The Sentinels.
          Despite their hard work, the early Sentinels didn't stumble upon much. Between the Vampires' Masquerade, the Werewolves' Veil, and similar practices among other monsters, the hunters only encountered and destroyed a handful of monsters. They struck supernatural gold in 1745. The vampires warred among one another. This presented the hunters with an opportunity. In sifting through what remained at the aftermath, and in following the vampires but using enough restraint to remain unnoticed and avoid confrontation, they gather enough information to start the Sentinels' Codex. Soon thereafter, the Sentinels, along with every other mortal on the island, experienced the Night of Phantasmagoria. This shook them to their core, but it also reaffirmed the necessity of their mission.
          The Sentinels are less fanatical than the Society of Leopold. They're nowhere near as singularly-focused as the Zealots of St. Lazarus. They're described, easiest, as a secret society of affiliated hunters, whose intention is to protect their island from those things that go bump in the night. Part of this mission is to finally get to the understanding of what has been behind the disappearances on the island and put a stop to it once and for all. They suspect that the frequent sightings of Shadow People has something to do with it, but there's still much research, and then much fighting, to be done.
          In their earliest days, women were barred membership. They were never a religious organisation, so religion or the lack of it never played into their decisions as to who could or could not be a Sentinel. In 1923, the Sentinels started allowing women into their ranks, but only in limited, non-combative roles. By the year 1963, all restrictions on female Sentinels are lifted. The ranking system remains unchanged. Ranks are the same under male or female title holders. In descending order, these are:

The Grand Magistrate
          This is an elected position, chosen for life, or until circumstances require a change in office. The Grand Magistrate is the leader of the Sentinels. All decisions are finalised by the Grand Magistrate, regardless of the level at which they originate.
The Lord of the Axe
          This position is chosen by the Grand Magistrate. Every 7 years, the Grand Magistrate decides on a new position-holder. Sometimes, it's the same one, and sometimes a new Lord of the Axe is chosen. In the event of death, the Grand Magistrate chooses a new position-holder to fill the role for the remaining time. The Lord of the Axe is directly responsible for directing and instructing the Headsmen.
The Lord of the Quill
          This position is chosen by the Grand Magistrate. Every 7 years, the Grand Magistrate decides on a new position-holder. Sometimes, it's the same one, and sometimes a new Lord of the Quill is chosen. In the event of death, the Grand Magistrate chooses a new position-holder to fill the role for the remaining time. The Lord of the Quill is directly responsible for directing and instructing the Criers.
The Administrator of the Purse
          This position is chosen by the Grand Magistrate. The Administrator of the Purse is the organisation's secretary and quartermaster rolled into one. The Administrator of the Purse safeguards the Sentinels' Codex and all other records and relics of the Sentinels. The Administrator of the Purse is also responsible for looking after the Sentinels' finances, so that they're never wanting for equipment and other needs. Every 7 years, the Grand Magistrate decides on a new position-holder, just as with the Lords of the Axe and Quill.
          Noblemen are seasoned Sentinels. They'e passed through the ranks of Initiate, Crier, and Headsman, and they know the duties of each. Noblemen function first as Headsmen, but ultimately serve the role of team leaders whenever a group of Sentinels (always composed of Headsmen and Criers, and sometimes Initiates) is in the field. Noblemen decide on the cabal's plan of action, including when to retreat and live to fight another day. Noblemen are also responsible for carrying out punishments, if ever the need arises, upon traitors and rule-breakers. As this group's exposure would not only draw the attention of authorities, but also of monsters, there is no banishment from the ranks of the Sentinels. One only leaves by dying. Even retired members are still considered to be members, and the Noblemen also carry the responsibility of making sure that retired members maintain the code of silence.
          After a period, usually lasting two years, but easily lasting more or less time, based upon performance, a Crier takes on the role of Headsman. These are the front-line soldiers of any hunting cabal. Headsman are the fighters of the Sentinels. When killing a monsters is ordained, its the Headsman that are most likely to carry out the sentence.
          Having been trained to the best of the Sentinels' abilities, Criers are the ones that actively hunt for evidence of the supernatural. When they find this, they bring their findings to their headquarters, to be discussed by the senior Sentinels. Out on the field, the Criers serve as eyes and ears, watching for any trouble and aiding in breaking and entering the lairs of monsters and the homes of those that (knowingly or otherwise) aid the supernatural.
          Initiates almost never enter the field, until the final phase of their training. The duty of every initiate is to study the Seninels' Codex and other records obtained by the Sentinels. They're given hand-to-hand combat training, as well as training in stealth and larceny, so that they're prepared for their coming roles as Criers.

"Big" Joe Brown?: Landscaper
"Mad" Matt Rollins?: Local Conspiracy Talk Radio Host

                           Sentinel Numina, Tactics, & Viewpoints       
                        The Society of Leopold        

          (fill in)

Father Wendell Harrington: The Eye of the Church

                        The Zealots of Saint Lazarus        

          If their claims are true, the Zealots of St. Lazarus date back somewhere over thirty years after the death of Jesus. Saint Mark the Evangelist had chosen Saint Ananias of Alexandria as his successor to lead what would in time become known as the Coptic Orthodox Church. Saint Ananias of Alexandria took up his station as Pope of Alexandria & Patriarch of the See of St. Mark, in 68 CE at the height of the Jewish-Roman War and survived his death in 82 CE. In the year 73 CE, if the accounts of the Zealots are right, cultists of Horus rose up and slew Coptic missionaries in and around Egypt, this prompted the cult of Saint Anianus recruited 12 followers of Judas of Galilee, the leader of the now destroyed fourth sect, called the Zealots.
          Ten years later, the Zealots found a copy of the Spell of Life and were horrified at what they'd discovered. Perceiving the Resurrection as a supreme act of blasphemy, which spits in the face of Jesus, the Zealots of St. Lazarus dedicated themselves to the eradication of the so-called "Reborn", the very name being enough to send them into fits of holy rage. In the first 100 year the Zealots found and destroyed dozens of cults, and cult leaders, which they finally learned were Mummies. Between torturing heretics and combing through relics, the Zealots learned that the Undying were divided into camps, between the Cabiri, Ishmaelites, and the Shemsu-heru. The existence of Bane Mummies was also revealed to the Zealots.
          In the modern nights, the Order of St. Lazarus has been filled with new purpose. They've never been able to find and completely destroy the Cult of Isis, who they had believed were at least so reduced in number and organisation that they could no longer pose the threat to the world that they had in centuries past. With the coming of the 6th Great Maelstrom, the destruction of Amenti, the resurgence of the Cult of Isis, the Children of Osiris coming out of the shadows as mortals, and (much to the horror of the Zealots) new, more vibrant mummies, calling themselves "Amenti", the Order of St. Lazarus has come to realise that they must continue to be the swords of Jesus, to put these abominations that mock the power of Christ in their graves... once and for all.
          Despite their fanaticism, the Order of St. Lazarus understands the value of patience. Its members didn't immediately start killing the Reborn wherever they found then and confirmed what they were. Instead, they set about watching the Undying and their allies. They started doing field research and taking notes. They've learned a lot, far more than any of the Resurrected would like. Now, the Zealots of Saint Lazarus are ready to fight this holiest of wars, to once and for all do away with these affronts to God and the natural order, by any and all means necessary. Although they're much more prevalent throughout Egypt and Greece, they have a small, but active, presence in Port Sinclair, Florida.

Father Malachi?: A Righteous Fist of Christ, Deliverer From Evil, Restorer of the Natural Order
Sister Patricia?: A Saints' Hand to the Flock, A Mouthpiece of Christ

                           Zealot Numina, Tactics, & Viewpoints?       
                        Important Locations        

          This section will highlight places of use to Hunters in Port Sinclair. Unless otherwise noted, hunters are unaware of the Gauntlet and Shroud ratings of these locations (or even what those words mean), yet they're provided for instances where they may be needed because of crossover, or for other reasons.

Location Name Shroud Rating     Gauntlet Rating     True Faith Rating
Saint Peter's Church of the Divine Trinity* 8     8     3
The Blessed Hall of Saint Lazarus** 8     6     1

* True Faith 3 ** True Faith 1

This page will be updated at differing times, according to the needs of the game, which means that the changes will be sporadic, for now.

Edit - History - Print - Recent Changes - Search
Page last modified on August 10, 2018, at 03:51 PM