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The Pit of The Nameless
The Pit of The Nameless
Montréal is a city unlike any other. Its long history and distinguished heritage date back
more than three-hundred-fifty years and give it a European essence that’s unique in North
America. Although the city is one of the world’s most modern, its past defines it. Many of
its buildings were built in the 19th century – or earlier – and, to this day, cast their long
shadows from the past into the present. A city of living history, Montréal witnessed the
birth of two countries and the end of French colonial presence in North America. It is an
island city located on the Saint Lawrence River and is home to just over three million
people, despite only a million or so living on the island proper, and serves not only as one
of Canada’s leading metropolises, but also holds the title of the second-largest French-
speaking city in the western world.
Not only is Montréal a cultural center, but it is also a financial and industrial one. Four of
Canada’s largest banks have headquarters in Old Montréal, with the city shores granting
refuge and settlement to the largest inland ports in the world. The island houses a number
of industries, primarily oil refineries like Suncor Energy because of its proximity to the
Saint Lawrence Seaway. Montréal has also become the site of more than half of the
Canadian aeronautical industries and other high-income businesses like Sutera and IRT
Tech.
Yet, if things are so grand… why do the streets pool with blood?
The global financial crisis that began in 2007 dragged much of the world economy into
recession, and Canada was not spared. Although the effects on Canada were milder than
on the United States and in Europe, the Canadian recession of 2008–09 was still severe
enough to generate sharp declines in output and employment and to require significant
responses by Canadian policy-makers. Leaving many of the leading industries to relocate
or downsize, contributing to a high unemployment and crime rate while also resulting in
an increase in the number of people living in poverty that remains even to the present
day. Street violence, criminal activity, and even eco-terrorism have grown to an all time
high – leaving the fantastic metropolis in a bundle of muted chaos.
Nonetheless, Montréal is still a good city to be a glutton. Good food. Good sex. Good
drugs. Good art. Whatever you want to indulge in, you can drag back to your den, curl
up, and hide away from the biting cold winter or the bustling summers. Everything’s
hearty. From the warm, rich, gravy-slathered foods to the robust push for labor rights.
The island’s an ideal place to castle up.
If you’re Damned and take the time to breathe, you can see your breath. Joints lock in
the cold air. They beg your body to stop, to feed, to enjoy the warmth of prey. The Beast
screams for you to indulge, to gorge, to hibernate. But that’s impossible.
Because in Montréal, you are the prey… and will forever be the prey – in life… and in
death.
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The core of the Chronicles of Darkness is more akin to a creative writing session through
the form or medium of roleplay. As a player in the Chronicles of Darkness, you explore
the story and help to weave a tale through a character you create. Your character is your
means to engage with the world around you, creating an atmosphere and plotline that
involves and intrigues everyone at the table. With a troupe of characters, you essentially
push a story through your actions.
This game isn’t much like Dungeons and Dragons, whereas you are an adventurer who
joins a party and quests for experience – loot – and power (though you will be receiving
plenty of that in the Chronicles of Darkness). Instead, these stories focus on human
mortals who are thrust into supernatural circumstances that are way beyond their realm
of control, often resulting in death or being transformed into monsters themselves. These
stories are about men, women, and children with aspirations – personalities – virtues –
and most importantly, flaws, and how they react to the world with those quirks. You most
likely won’t be a chivalrous hero in the story – a gritty Anti-hero at best – but instead a
fully fleshed-out human being who has been dragged into the gut-wrenching World of
Darkness involuntarily; a person who will do anything to survive the horrors of the night.
A person who will most likely never be the same again.
What is Vampire: the Requiem?
Vampire: The Requiem is a tabletop role-playing game developed by Justin Achili (2004)
and Rose Bailey (2013) and released in 2004 by White Wolf Publishing as the first of
several Storyteller System games for its World of Darkness setting line. A major departure
from the more power and heroics-oriented games of the era, Vampire: the Requiem is a
game of personal gothic-horror. It is the successor to the parent and the most popular of
all the World of Darkness games, Vampire: the Masquerade – created by Mark Rein-
Hagen and released in 1991 - which was the genesis of almost all the major ideas people
associate with White Wolf.
In Vampire: the Requiem, the players assume the role of vampires – immortal beings
cursed with an unquenchable thirst for blood and a deadly vulnerability to sunlight –
creatures forever bound to their inner Beast (the animal urges of hunger, fear and rage).
It is a game of personal horror, as the characters are continually forced to walk a moral
tightrope between their need to survive and the horrific means by which they ensure it.
A Roll-20 account is also important, as that is the medium through which we will
communicate. Discord is also required.
I will only take a maximum of three or four player characters for the Chronicle. I will most
likely be running different chronicles in the future – so there will be plenty of opportunities
to join in!
Sessions, in general, should be around three to five hours. A time will be discussed and
deliberated in session zero, which should only be an hour or two on average. My Timezone
is -5:00 GMT, which is Eastern Standard Time. I will do my best to mediate and decide
on a time that fits everyone, though we all have lives – including me.
Lastly, have fun! I will do my upmost best to ensure that you are enjoying yourself in the
chronicle, if you aren’t then that is a major failing on my part to which I only plead for
forgiveness and attempt to make amends.
If you have any further questions, please detail them below in your response! I will try
to get back to you as fast as I can! Thank you for reading and taking an interest in my
proposition! I hope you and I can be able to craft wonderful stories together!
-Essence