The Premise
In 2004, magic exploded into the world through a portal from a dying, ruined realm. With it came a sea of magical refugees, Fae, Dawn Vampires, Dusk Vampires, and Lycanthropes, that changed the course of human history forever. This was the Exodus. The humans of Earth, free of any natural magics, had a keen knack for the new energy around them, developing a new group known as Warlocks. Governments fell and new regimes rose, countries and rulers vied for power. Wars were fought, technologies developed, and terrible weapons unleashed upon the world. Strange curses, terrible monsters and hazardous traps. The most dangerous of them: Artificial Vampires. Strong, fast, and with an unquenchable bloodlust that drives each and every one of them into a constant, terrible frenzy, Artificial Vampires have become an epidemic. Able to infect with a single bite, they turned on their masters and have forced the world’s factions into an uneasy truce as they deal with this horror.
Then a group of various different magic users came together to cast a lost ritual. This ritual sacrificed the souls of all casters but allowed them to empower the souls of those lost in this conflict, transforming them into a strange gestalt consciousness. These ghosts came together to form the Administrators, a group dedicated to ending the conflict for good. They believe they have discovered a substance that could quell the endless raging hunger of the Artificial Vampires but have no ability to create it en masse. So they have reached out to the various large factions, the dangers of the no man’s land pose no threat to the dead, and called forth delegates from each. They will meet and they will talk and they will find a way for the world to move forward. There is no other way.
You will play Delegates. You will meet with the other factions en masse for the first time in history. You will debate, vote, research and argue over what to do and how to rebuild society.
Here and Now
The world is an alternative, modern day 21st century Earth in the aftershocks of globe spanning conflict. Magic has existed here for only 20 years, anyone 25 and over has at the very least vague memories of a time before that. Most of the refugees remember what their world was like.
The world itself is ravaged and wartorn, in the wake of the Artificial Vampire epidemic there has been no chance to rebuild after the devastating conflict that came before.
With the destruction of most long form communications and much of the land made too dangerous to travel, while large pockets of humanity remain (especially around cities) they are all entirely cut off from each other.
This game centres around what is left of London.