New World of Darkness/WMG: Difference between revisions

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=== Supernaturals are human-possessed representatives of the Supernal Realms, and the Abyss is there to maintain humanity's innocence and basic moral superiority. (aka the [[New World of Darkness|nWoD]]-Unification Theory). ===
The supernaturals are escapees (well, rather, their powers and basic inherent abilities are) from the Supernal Realms, and as such, mages don't count. Hunters (and their relevant powers) are operating on Abyssal technology. Each Supernal Realm has a relevant "internal law and order" heirarchy.
** Prometheans are from the Aether.
*** The Qashmallim are essentially walking, talking, ''very angry'' Tulpas, and perform the same duties in the Aether as the Kerberoi do in Stygia and the True Fae do in Arcadia.
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** Sin-Eaters are from Stygia.
*** The Kerberoi serve the "internal law and order" situation here.
** Changelings are from Arcadia.
*** True Fae.
** Vampires are from Pandaemonium.
*** Vampires are a special case, and somewhat fuzzy, ''but'' it ''can'' be theorized that Belial, if he is truly a demon, might be the Pandaemonium equivalent. The Demons outlined in "Hunter" seem to follow this same reasoning, and operate magically the same way the demonic Investments of Belial's Brood operate. If this logic is pursued, vampiric attempts to "overcome" their demonic existence are contrary to their inevitable state at best.
** The Mage "oracles" are actually prisoners in their Watchtowers... they're basically stealing juice from the Supernal realms and siphoning it across the Abyss to the Awakened. They have the same authority and power as the "internal law and order" of their individual realms, but if they try to ''leave'', they are no longer safe from the laws of the realms they're basically pirating from. The "crime" of Atlantis was seeking to "conquer" the Supernal via the Watchtower technologies, resulting in the Abyss, which kept the "law and order" of the Supernal from taking revenge on mundane humanity. The Abyss is actually there for ''humanity's benefit'', and it's a ''good thing''.
* What about Numina and Inspiration?
** Interesting...What would be the bane of a spirit-god's (First-Born level) of knowledge (and truth???)???
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* Blue (Magic): Changeling. Their societies revolve around very complex promises and magic that bends reality ''on the basis of being magical''. That's very Blue.
* Black (Death): Sin-Eaters gears more toward Red-Black (gangs of once-deads), Vampires gears more toward Blue-Black (aristocracy of the undead).
* Red (Chaos): Demons, they are there to subvert what little goodness exists in humankind. There is no Demon gameline in the nWoD, but demons do play serious role in the nWoD.
* Green (Nature): Werewolves, their entire society is based on might-makes-right and they try to balance what bizarre natural order is there (between the Spirit realm and the mundane world).
* Any color: Humans. As long as you are a Human, you can wear any [[Planet of Hats|hats]]. The [[Any Color]]-ness is embodied most strongly in Mages.
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**** You can't abduct yourself, true. You ''can'' go insane after having accumulated a massive amount of mystical power, which may well be where the first Fae came from. And for the purposes of this WMG, we're assuming that Kerberoi are ghosts.
***** Where is the first cause, sir/madam? Assuming all True Fae were once changelings runs smack into The Vampire Problem -- where did ''those'' changelings come from? -- and the Fae can come from nightmares or the Hedge or the Wyrd itself without ever having been human. The Kerberoi ''can have been'' ghosts in some Dead Dominions, chiefly those where the position can be [[You Kill It, You Bought It|passed on,]] but Book of the Dead's introduction to [[Dangerous Forbidden Technique|the Stygian Key]] is telling in its characterization of the Kerberoi as creatures with "no memory of the living world" -- ghosts explicitly ''can't'' teach the Key.
** All the mortal hunter conspiracies indicate mortals might actually be the movers and shakers in the new World of Darkness.
 
== The seven covenants in Vampire: The Requiem represent the Seven Heavenly Virtues, just like the seven clans represent the Seven Deadly Sins. ==
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**** [[Older Than They Think|Other way around.]]
 
* Fate has its fingers in everything in some form or another. Besides the preponderance of [[Psychic Dreams for Everyone|precognitive powers]] [[Added Alliterative AppealAlliteration|present]] in the setting (along with the inherent ambiguity in whether those visions are meant to be [[Because Destiny Says So|fulfilled,]] [[Screw Destiny|thwarted,]] or [[You Can't Fight Fate|seen to pass]]), there's the way the sheer number of incomprehensible forces in the setting act. The Kindred are pulled to certain modes of strength and weakness by their capital-B Blood, the Uratha tend to either follow or fight the arbitrary whims of an unquestionably [[Lunacy|mad]] goddess, Prometheans seem to be [[Angel Unaware|part of The Plan,]] consecrated krewes of Bound call in and are correspondingly bound by their Destiny, and changelings and mages have such a direct view of Fate and Time alike that no more need really be said about them.
** And lest we forget the most obvious manifestation, [[Random Number God|it's]] there, too.
 
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== The Cheiron Group’s directors are somehow survivors from the Old World of Darkness’ apocalypse ==
''Conspiracies and Compacts'' reveals how Cheiron Group’s board of directors could be alien beings (from another dimension) escaping a world’s destruction. The dying world they were fleeing was the old Word of Darkness.
* Cheiron Group’s board of directors are Pentex’s board of directors, who survived the apocalypse – they have learned nothing.
* Cheiron Group’s board of directors are a remnant of the Wyrm, this will not end well for the New World of Darkness
* Cherion Group's board of directors are Glass Walkers, who realized the sheer stupidity and xenophobia of the other werewolves had doomed it and got out while they still could. Their schemes will save the New World of Darkness from itself, and lead to long-lost hope being found...[[Necessarily Evil|although the path there will not be something they brag about]].