The Neo Cults worship pagan gods, some ancient and some new. Some are benevolent, like the Druids, and some are malevolent, like Children of Mephisto. The cults have no central authority. They are not actually a faction, but just a convenient way to classify practitioners of religious magic.
Greek, Celtic, and Scandinavian pantheons command the largest number of followers among the neo-cultists, with Native American and Hindu gods being a close second.
Cults exclude the following major religions and denominations: Buddhism, Hinduism, Judaism, Christianity, Islam, and Taoism.
Cults can be loosely classified by their beliefs:
Greek and Roman Pagans, worshipping one or more deity or creature from the classical mythology.
Scandinavian (Viking) Pagans, Druids, Volkvi (Russian Druids), Japanese Pagans, Chinese Pagans, etc.
Odd offshoots of major religions, rejecting the doctrine of the majority, such as Satanists and Order of Broken Cross.
Cults based on an entirely new belief system, such as presence of extreterrestrial beings.
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The covens of Atlanta are numerous. They serve many gods and goddesses and have little in common. A typical coven consists of a limited number of members, usually thirteen. Some covens are exclusively female, while others allow male members.
The proper terminology for a female or male coven member is a witch or practitioner of the craft. Some covens refer to male members as warlocks. Who is called what is a bone of contention between various covens.
Most witches possess expert knowledge of herbology and magic rituals involving natural objects, such as minerals and plants. Witches do not engage in alchemy. They’re highly effective against shapeshifters, magic animals, and other users of “natural” magic.
Each coven operates as a separate unit. When a coven is bound together by a ritual, it becomes more powerful than the sum of the powers of its individual members. That power separates the covens from neo-cults.
The Witch Oracle is the only authority that binds the covens into a faction. It consists of three witches: Hag, Mother, and Maiden. The Oracle meets in the stone crypt in the middle of a dense wilderness that used to be Centennial Park. During the flare, the crypt is transformed into a living turtle.
The witches of the Oracle worship Hekate, The Oracle worships Hekate, the Queen of the Night, the Mother of all Witches. She is depicted on a wall of their meeting place as a tall woman with three arms. The first holds a knife, the second a torch, and the third a chalice with a tiny snake winding about it. To the left of her sit a black cat and a toad, to the right a key and a broom.
Each of the three Oracle witches plays a specific role, symbolizing the objects in Hekate’s arms:
There are only three witches active at any particular time. If one of the Oracle witches is close to death, another will be born to replace her. The identity of the Oracle Witch is typically discovered when she reaches puberty, provided the Oracle witch she is replacing is dead. If an Oracle witch dies suddenly, the Oracle will be crippled until the new Oracle witch matures.
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The People defy categorization. Part cult, part corporation, part a scientific institution, the People concern themselves with necromancy: study, raising, and care of the undead. Like the Order, the People have a national presence, with bases in most major cities.
The People are obscenely wealthy and seemingly interested solely in increasing their wealth. They control the largest vampire stable on the continent and are not shy about wielding their influence.
Vampires are mindless creatures. They have no ego, no consciousness, no ability to formulate thoughts. Left to their own devices, they would slaughter every living things until nothing was left and then they would turn on each other. Because their brains do not atrophy like most of their internal organs, vampires provide an ideal anchor for a person gifted in the necromantic magic. Such people are called navigators. The navigators “ride” the mind of the vampires, experiencing the world both through their own eyes and ears and through the eyes and ears of the vampires. Vampires hunt purely by sight and hearing. They have no sense of smell.
Vampire creation is a strictly controlled process, overseen by the government. A person may legally choose to become a vampire after his death, provided they are of sound mind when they make the contract. To replenish and expand their stable, the People offer a sizeable amount of money to the prospective “vamps-to-be” and they are never short on applicants. The prospect of money usually attracts terminal patients. Once the contract is signed, the applicant may terminate the contract at will at any point. The applicant is closely monitored. In the moment of clinical death, he is injected with Immortuus pathogen. His body is then secured for the duration of the incubation, which usually takes 10-12 days. Upon undeath, the vampire becomes the property of the People.
To become a member of the People, one has to pass rigorous ability tests. If the applicant demonstrates necromantic ability, he is hired as a journeyman. Journeymen are assigned to a Master of the Dead, an experienced necromancer, who is able to raise and navigate the undead. The journeymen do the grunt work of the vampire care and receive instruction in navigation. Most do not possess enough talent to ever reach Master of the Dead status. Journeymen often adopt goth attire and make up with a strong preference for bright, blood-red accesories.
Masters of the Dead weild a great deal of power. They have the authority to select their own candidates for the vampires out of the pool of potential applicants. Because People pursue wealth with single-minded dedication and often own casinos, funeral homes, and security firms, most Masters of the Dead are wealthy. However, the People’s agenda runs deeper than their surface addiction to material comforts. The People are ruled by Roland, a shadowy figure unknown to laymen. Roland is rumored to possess an almost god-like powers. The People are his creation and he uses them to further his own means. What those means are, nobody knows.
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The Pack is the largest shapeshifter society in the South, possibly in the nation, rivaled only by the werebuffalo Herd in Texas and Ice Fury Pack in Alaska. By the latest official count, the Pack includes twelve hundred shapeshifters and is constantly growing. Organized with military discipline, the members of the Pack value loyalty, obedience, restraint, and duty above all.
To understand Pack one has to understand the shapeshifters.In every shapeshifter, a monumental struggle is taking place, a battle between man and beast. When a beast wins, the shapeshifter becomes a loup, a homicidal maniac. Loups feed on human meat. They revel in cruelty and commit atrocities. They are irrational and incapable of leading a life within the human society. They die young and don’t leave pretty corpses. If a loup is sighted and apprehended, it is killed. There is no rehabilitation and no going back.
When a human wins, he does so through Code, a collection of writings which the shapeshfiters treasure. The Code outlines principles of shapeshifter behavior, teaches control and discipline through mental exercise. The shapeshifters who follow the Code view themselves as free of the burden of the Beast and refer to themselves as Free People of the Code.
The individuals who emerge from that crucible practice restraint in all things. They exist in a very regimented Pack structure. The Pack is segregated into clans according to the species of the beast. Within each clan there is an alpha male and an alpha female and a beta male and a beta female. The alphas rule the clan with absolute authority. They also bear the ultimate responsibility for the welfare of their clan. Should the clan be threatened, the alphas will be the first to fight and the first to die.
The betas assume position of second in command and will step in and assume the alpha status and responsibilities should one of the alphas die or become unable to perform their duty. More often than not, the alphas are married to each other. The exception is the Rat Clan, which is currently headed by Robert Lonesco. Lonesco is openly homosexual and his spouse, Thomas, is considered to be a beta male.
The alphas makes up the Pack Council, the function of which is to assist the Pack Alpha in governing the shapeshifters. The Atlanta Pack Alpha is known as Beast Lord, due to the unusually large size of the Pack. Currently the position of the Beast Lord is occupied by Curran, who rules the Pack with an steel hand. While the Council has the power to influence Curran, they can’t challenge his authority or override him.
The life of the shapeshifter is difficult. If they survive the hormonal surge of puberty without going loup, they become members of the Pack. Young shapeshifters quickly find out that not all humans welcome them and most come in contact with prejudice sooner or later. While the Pack rules of conduct may seem draconian, this lifestyle works for most because within the Pack they find warmth and understanding and safety. The alphas care about their people and will, and do, lay down their lives to keep them secure.
While each clan has their own base, they come together at the Keep, a huge fortress built specifically for the Pack over the course of two decades. No modern machinery was used during the construction, and the Keep is magic-proof. Besides the Keep, the Pack owns several large tracts of land, including a huge forested region in Virginia they call the Wood. The Pack also keeps several offices within Atlanta. Because the Pack’s influence is increasing, the People view them as rivals and the animosity between the two factions grows with every day.
The Order of Merciful Aid offers exactly what it promises: merciful aid on the edge of the sword or by the burn of a bullet. Powerful and disciplined, the Order is a nation-wide organization, which consists of elite warriors and scholars. Each major city has its own Order Chapter.
Members of the Order are called knights. When asked, the knights state their mission as simply “Protection of mankind.” The knights are lethal, honorable, and unfortunately, convinced that they are always right. Like the Guild, the Order protects humanity against the magic dangers, but unlike the Guild, the Order charges according to income, meaning that if an indugent person petitions the Order for help, the knights will assist him pro bono. The Order has a strange semi-official status and is considered to be a part of the Law and Order triumvirate, which also includes Military Supernatural Defense Unit (special forces of U.S. Army) and Paranormal Activity Division (police).
To become a knight, one usually has to pass the Order Academy’s legendary entrance exams. Upon acceptance, the prospective knight is given the rank of Squire. Squires live and study within Academy’s walls for four years. They are not permitted to leave the grounds for longer than 24 hours even on holidays.
The course of study is strenuous and includes weapon and magic training and extensive mental conditioning. The Order isn’t simply interested in producing effective knights. These knights must also be true believers of the Order’s cause.
Only one in eight squires last long enough to graduate and be knighted as knight-defender. Of those, one in twelve will die within the first year and of the remaining, only one in three will make it to the retirement.
The knights are ranked according to their ability and experience:
The Mercenary Guild is a loosely structured organization, which takes care of magic “hazmat” too minor to attract the attention of the Order of Merciful Aid or Paranormal Activity Division of local police force. The Guild has two divisions: administrative, which is located in the main Guildhouse in Atlanta, and merc, which consists of all of the mercenaries who actually do the work in the field. The individual mercenaries, called mercs, are employee-owners of the Guild: as long as they within the Guild, they own a tiny share in it. The admins may or may not be employee-owners, as some of them are employed on temporary basis.
Each merc is assigned a “zone”, a small geographical area that is their territory. Mercs are grouped into “chains”, according to their ability and location. A typical chain has 8-10 links.
The day-to-day Guild business takes place as follows:
Merc Staff: Solomon Red, Mark, Clerk.
Known mercs: Jim Black, Kate Daniels.
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