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Sketch I did of a scene that happened during a hunter the reckoning session. Fletcher fell into a pit of spikes in some lady' s bathroom. Great times all around.
Image description under the cut
A digital sketch of four people in a hallway. The image is drawn in perspective, looking out over a character's head (he is bald) the image is essentially seen from his pov. A shorter, disheveled woman is grabbing at his shoulders and generally trying to get his attention. She looks rather unhinged. In the hallway Infront of the characters is a doorway leading into a bathroom. In the floor of the bathroom is a pit of spikes with a man in it (if you know of the picture of dazai sitting with his butt in a barrel it looks a bit like that). In front of him is a woman with short hair wearing a hunting jacket pulling rope out of a bag on the floor. On the floor beside the bag is a battle axe. Lights are visible in the ceiling and a window, sink and washing machine are visible within the bathroom. The door to the bathroom is damaged (the character in the pit ran into it). The image is unrendered and is drawn on a grey canvas.
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Two funny, complete and utter coincidences that happened between Hunter: The Parenting and the official Hunter: The Reckoning 5th releases;
FIRST, as we were working on HTP, we had already settled on orange as a prime colour with a main visual motif in the harvest moon.
Then, when we got an amazingly cordial sneak preview of the Hunter: The Reckoning 5th ed book, we found out the book is slathered in orange. It's all stylized black and white monochrome with orange as the one colour used.
Orange is the colour of Hunters in 5th Edition, and orange is also the colour of our Hunters in HTP, completely coincidentally.
It's something we lean into heavy going forward.
SECOND, the next two Chapters of HTP takes place in our Arcanum chapter house; a mystical order, occult library and private campus for dark academia, with a supernatural threat at play.
The first sourcebook releasing for H5, called Alma Maters, releasing NEXT MONTH is, UH, well--
I love it when the stars needlessly align for no reason, let's go.
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Seattle (by Night)
Demographics
In Seattle, the supernatural community is comprised of various factions with distinct demographics. The Camarilla vampires are the dominant vampire group in the city, consisting of 1,000 members. They are organized and adhere to a strict hierarchy and set of rules. On the other hand, the Anarchs, a more rebellious and independent vampire faction, have a smaller presence with 127 members. They reject the Camarilla's authority and seek more personal freedom.
The Awakened, referring to mages who possess mystical abilities, make up a population of 1,110 individuals in Seattle. Among them, the Bridge Trolls cabal comprises 23 individuals. These mages lead a clandestine existence among the homeless population and actively resist the Technocratic Union's control. Seattle is home to a significant Garou population, with 160,956 werewolves residing in the city. However, the majority of Garou, approximately 160,000, are found in the outskirts and rural areas surrounding Seattle. These werewolves have adapted to the wilderness and protect the natural world from supernatural threats. In contrast, 956 Garou have adapted to urban life, likely due to the encroachment of cities on their ancestral territories.
The population of changelings in Seattle is relatively small, consisting of 199 individuals. Changelings are beings with a mix of fae and mortal nature and are tied to the realm of dreams. They often dwell in hidden enclaves, interacting with both the mortal and supernatural realms. However, the changeling population in Seattle is dispersed throughout the city, making it more challenging for them to unite and confront their internal conflicts.
Government
The Seattle Camarilla is the dominant faction of vampires in the city, characterized by their structured hierarchy and adherence to a set of rules and traditions. Unlike some other vampire factions, the Camarilla in Seattle generally avoids direct involvement in human politics unless it directly impacts their interests or business. At the time, the Camarilla is under the rule of Prince Alec Cross, who ascended to power after a period of unstable leadership by the late Lou Grand. Prince Alec Cross allowed the Tremere clan, a clan known for their mastery of blood magic, into the city during his early days as ruler. This decision indicates his willingness to forge alliances and embrace the benefits that the Tremere can bring to Seattle.
As part of rebuilding his authority and strengthening his rule, Prince Alec is in the process of reestablishing the Primogen Council. The Primogen Council is composed of representatives from the various vampire clans, acting as advisers and wielding influence within the Camarilla's power structure. These council members play a crucial role in decision-making and ensuring the interests of their respective clans are represented.
Additionally, Prince Alec is actively seeking a Seneschal, who serves as his second-in-command and assists with the day-to-day affairs of ruling the Camarilla. The Seneschal acts as a trusted adviser and administrator, supporting the Prince in maintaining order and overseeing the city's vampire population.
To maintain control and enforce the Prince's authority throughout Seattle, Sheriffs are appointed to each district. Sheriffs are responsible for upholding the Prince's laws, maintaining order, and dealing with any threats or breaches of the Camarilla's rules within their respective districts.
Lastly, the Prince employs a Herald, whose role is to disseminate information, announcements, and decrees on behalf of the Prince. The Herald acts as a messenger, ensuring that the Prince's ascension to power and his rulings are communicated to the vampire population and beyond.
Factions
Project Upside-Down is a specialized team operating within the Border Corps Division of the Void Engineers (Technocratic Union) in Seattle. This team is dedicated to investigating and responding to incursions of Wyrm-related entities within the Washington State area. The Wyrm is a corrupting force in the supernatural world, representing decay, corruption, and destruction.
The primary objective of Project Upside-Down is to identify and neutralize any Wyrm-related threats that pose a risk to the region. The team members are highly trained in both magical and technological methods, allowing them to combat and contain these malevolent entities effectively. They possess a deep understanding of the Wyrm's influence, its minions, and the strategies required to counteract its corrupting presence.
The Bridge Trolls are a distinctive cabal of 23 mages who lead an unconventional and clandestine existence within the homeless population of Seattle. They have established their sanctum in the tent-city located under The Troll's Bridge, utilizing the hidden space as their base of operations and safe haven. The cabal's sigil, the troll, represents their identity and serves as a symbol of their resistance against the Technocratic Union. As members of the larger Free Council, the Bridge Trolls dedicate themselves to challenging and thwarting the operations of the Technocracy, often employing tactics of sabotage and distraction to disrupt their plans and agendas.
The Duchy of Evergreen is a significant subdivision within the Kingdom of Pacifica, a crypto-nation existing within the realms of changelings. The duchy encompasses the regions of Washington and Oregon, with a concentration of changelings residing in the cities of Portland and Seattle.
In Seattle, a criminal gang known as the Worcester Knights, led by Finney Fallon, operates within the boundaries of the Duchy of Evergreen. This gang, notorious among the changeling community, targets universities and art districts as their hunting grounds. Their activities involve preying on creative mortals and draining their Glamour energy, which poses a threat to the realm of mortal dreams. The presence of the Worcester Knights creates an atmosphere of danger and instability within the supernatural community of Seattle.
Points of Interest
The Troll's Bridge serves as the codename for a specific bridge where the Bridge Trolls cabal of mages holds their clandestine meetings. The actual name of the bridge is known to the public, but the secret gathering place remains hidden, accessible only to those who are part of or familiar with the cabal. To identify the Troll's Bridge, one must look for a distinct marker: a graffiti troll located at the entrance to the underside of the bridge. The graffiti troll serves as a hidden symbol, blending in with other street art and potentially deceiving those who are unaware of its significance. This unique marker acts as a subtle indication to members of the Bridge Trolls cabal that they have arrived at their meeting place.
The bridge itself likely possesses certain characteristics that make it an ideal meeting spot for the mages. It may provide a secluded and discreet location, shielded from prying eyes and unwanted attention. The underside of the bridge might offer cover and privacy, allowing the cabal to gather and discuss their plans without interference.
The choice to use a bridge as a meeting place could also hold symbolic meaning. Bridges are often seen as connectors, linking different areas or realms together. In this case, the Bridge Trolls cabal may see themselves as bridging the gap between the mortal and supernatural worlds, utilizing their magical abilities to navigate and influence both realms.
The Menagerie Caern is a sacred and hidden space nestled within Discovery Park, serving as a gathering point for the Garou, werewolves bound to protect the natural world. Located near a small petting zoo, the Menagerie Caern remains concealed from the general public, allowing the Garou to commune with the spirits and perform their sacred rituals undisturbed. At the heart of the Menagerie Caern is a cairn, a pile of stones or rocks carefully arranged to mark and consecrate the location. The cairn serves as a physical and spiritual focal point, symbolizing the connection between the Garou and the natural spirits that reside in the area. It acts as a gateway for communication and communion with the spiritual realm.
Surrounded by the lush and vibrant environment of Discovery Park, the Menagerie Caern exudes a profound sense of natural energy. It is a place where the Garou can gather to perform rituals, seek guidance from the spirits, and strengthen their bond with nature. The Caern is infused with the essence of the wild, serving as a sanctuary for the Garou and a source of power for their spiritual and physical endeavors. The Menagerie Caern's hidden location within Discovery Park provides a level of protection and secrecy, ensuring that it remains undisturbed by those who are unaware of its significance. This hidden nature allows the Garou to safeguard the sacred space and maintain the delicate balance between the physical and spiritual worlds.
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