Each of these organisations is described in detail later. \section{mortals} Mortals make up the most important part of any city, they are the link to the 'real world' that makes horror games so powerful. The ability to relate to characters. Players should be human initially if possible. Mortal society in Melbourne is your standard \wod\ society. Crime, drugs, depression and hopelessness. Violent crime has been slowly increasing in the city in the past years, causing unease and distrust amongst most people. Mortals will become more and more paniced as the violence rises until it boils over in riots and often, killings. \section{vamps} Initially, the players are aware of only their Kindred group, but as time passes, they become aware of the two other major groups that make up trio of Melbourne Kindred. I suggest players are not initially vampires, but rather humans who are embraced. If a player dies during play, then maybe allow them to make a vampire to `catch up' with the other players. I recomend that players be either Sabbat or Camarilla, finding out about the settites only after some 'adventure'. \subsection{Camarilla} The Camarilla is, atleast initially, the largest group of vampires in the city. The Camarilla, under the leadership of Prince Argus has been peaceful, although this policy may cost it dearly in time to come. The last few months have shown a massive growth in the number of new vampires created. This combined with Anarch unrest places Argus in a difficult position. The Camarilla position will start to crumble soon after the players embrace and they will play key roles in the events to follow\footnote{Didn'd guess that, did you?}. The Camarilla has an outer vener of civilisation and compashion, but underneath, it's members are rotten, corrupt and self seeking. Only the efforts of a few Kindred keep the Camarilla from falling apart into squabbling and infighting. The players will hopefully slowly come to realise the corruption and selfishness of the Camarilla. A well run city will slowly split appart as the members drift their different ways and the thin strings of loyalty that hold the city together fray. The sect they know will fall apart from internal pressure after very little pressure from the outside. Is the way out worth the price? Player characters should be human then embraced as Camarilla vampires. Where their alligence goes after that is what this adventure is about. Make sure the characters have reason to stick together. I suggest the same clan and a close group before embrace. \subsection{Sabbat} Their are two packs of Sabbat in Melbourne, a young pack and an old pack. The younger pack is here to aid in the taking of the city. The older pack, itself split into older and younger parts, is supposedly here to take over the city, but their motives are far more complex. Certain victory turns into betrayal by the older leaders of the pack. The simple city take over turns into a dangerous chess game, played with hidden loyalties and unfathonable opponents. Player may be from the younger pack, if you wish to play a Sabbat game, although that will avoid experiancing the crash of their sect if they are not Camarilla (although they may), but rather experiance the shift from one purpose to twisted infighting. The Sabbat from the outside (if NPCs), should seem brutal and blood thirsty at first, but upon close examination, they should display morals, honour and freedom not present in their Camarilla counterparts. \subsection{Settites} The settite presence in the city is a strong, but invisible one. Their corrupting efforts have been turning the city from one of peace into one of seething violence and impending destruction. Just as victory seems certain, Elders come into the city with motives of age old revenge that threatens to destory years of planning to take the city. Settite power in Melbourne grows in the background unchecked until Frederika comes to power or the players discover it and cause a Sabbat or Camarilla reaction, if they can. Players should not come from this group. Read Vampire\$ (XXX cite!) for inspiration. \section{werewolfs} The main Garou force in the city is the Glasswalkers. They, with the Gangrel are gaining more and more influence in the city. A large force of Get of Fenris have arrived by moon bridge much to the concern of the Glasswalkers and the Settite activity has caused an increase in the Black Spiral Dancer activity in the city. Spirit activity in the cold heart of the city has almost doubled every month for the last three months. If Frederika takes over the city, the Garou will have a much more difficult time, because of her ancient distrust of the Garou. This is mainly a Vampire game, so I suggest against Garou characters. I also suggest you avoid mixed groups, because the coverage of skills makes the players too indipendant. \section{mages} Their are four groups of mages in Melbourne. \begin{itemize} \item [Hedge mages] Their is a small organised cirle of hedge mages, with the odd orphan, who are mostly unaware of the other three groups. \item [Orphans] Because of reduced diligence on the part of the Traditions, more Orphans go undetected. With the huge jump in spirit activity, Awakening becomes easier. \item [Technomancers] The technomancers have been drawn to Melbourne in resent times by the massive increase in spirit activity. Fearing a breach of the Gauntlet. Their attempts to get to the bottom of the supernatural activity may lead them to interfear in the players plans. They will investigate any obvious supernatural activity and attempt to protect the human population. Once again, I made the Technomancers a bit more `Good', to change things. Players may be Technomancers, although I suggest you hack the mage Myth a lot. Frederika is in contact and working with the Progenitors, although this will not by known by any starting players. \item [Tradition] Makeing the Technomancers a bit nicer meant that the Traditions a bit more `Bad'. The fight amongst themselfs for control and power. As the gauntlet strains and the Technomancers arrive, the Traditions will probably turn to fight the Technomancers, adding to the chaos. \end{itemize} This is mainly a Vampire game, so I suggest against Mage characters. I also suggest you avoid mixed groups, because of the coverage of skills, again. \section{ghosts} Ghosts are on the increase, as is spirit activity in general. The gauntlet from the Death umbra to the real world has dropped signifigantly in the last month. Strange, mythical creatures and objects appear in the shadow lands. This is mainly a Vampire game, so I suggest against Wraith characters. I also suggest you avoid mixed groups, because of the coverage of skills, but you knew all that by now. Repeat the mantra. \section{changelings} Few faries are in Melbourne, atleast until the book comes out. Now that the book is out, there are still few Faries in Melbourne. \section{highlanders} The normally quiet life of the highlanders in Melbourne has been shattered by the arrival of a number of highlanders. Some are drawn here and other follow their masters. I am using the second edition Highlander rules by Doger and Hank Driskel of the Vampire mailing list, although I have modified them a bit as you will see. Highlanders may be mixed with Vampires for this game, although they will have to become quite involved in Vampire life. Highlanders fit quite closly with vampires in terms of skills, so by all means have them meet. \section{Endless} Well I love {\em The Sandman}. It is a great \wod\ thing. Go and read it! I decided to add the Endless into my game, although I changed it a bit. I decided that this was sort of like an alternate reality for them. A darker sicker \wod. I made all the "D" Endless were all embodyments of dark things (no, really). I mean, Death is nice and all that, but her job ain't that cheery. To balance that, I decided to add the 'C' characters aswell.