The City of Candles

A world were people live their best lives in spite of the supernatural.

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The Red Weave

It is the roaring 20s, but not quite. In the year 1918 The sun vanished from the sky and a strange strings of red light took its place in the sky and with them people and beings from other worlds. Fearing the rapture, second coming, end of days, ext. The religious community of the world banded together and campaigned for strict laws to enforce "holiness". And with that the passing of the 18th Amendment. The age of Prohibition started. Outroar fallowed and a increase of corruption led to law enforcement being reduced to a hit squad for the wealthy. Mobs filled the gaps left by the declining government and lines were drawn all over the world.
Despite this life continued and people lived. People live like there is no tomorrow because for all we know there won't be. Welcome to a world ware gangsters, the otherworldly, the living and the dead walk the streats under the red tinted sky.

House Rules

Contractors from The City of Candles Are portable, and may play in Contracts in other Playgroups.
The City of Candles grants 6 Experience points to GMs who achieve the Golden Ratio.
  • Citizenship: Active Players are expected to GM Contracts from time to time. If you have played as a Contractor in your most recent six Contracts, you are barred from playing in The Illumination again until you GM.
  • Supernatural Powers: All non-mastery, non-concealed Powers must be obviously supernatural when activated or grant a mutation that marks the wielder as supernatural or bizarre if discovered.

Full Setting Description

This will be done at some point