Seven Wards
From UTRPG
Seven Wards is a Dresden Files campaign that takes place in Toronto: The Supernatural Free City.
Contents |
[edit] Introduction
Before the 20th century, there were seven major supernatural powers active in Toronto: the White and Black Court vampires, Summer and Winter Courts of Faerie, the local water spirits, a dragon, and an unknown seventh party whose identity is lost to the ages. In the 1800s these seven ended their vicious turf wars by agreeing to split the city into seven wards, and each taking one to govern.
150 years later power distributions have shifted, and with them the ward boundaries. Toronto has far outgrown the extent of the original seven wards, and the city's powers vie for control of the outlying areas. Other powers have moved in as well, such as the White Council, several packs of werewolves, and the Jade Court vampires. Toronto stands as a supernatural free port. Anything can be had for a price so long as what you want doesn't infringe on the desires of whomever is nominially in charge of the ward. Here the Accords are held on a similar level as the whims of the local rulers.
The supernatural are a significant fraction of the population of Toronto, accounting for an amount of beings equivalent to the immigration levels of the city. Many of them are escape persecution from their realm in the Never never, though some have come to the city to exploit the vastness of the supernatural community.
[edit] The City of Toronto
[edit] High Level View
- City-wide Themes and Threats
| Theme | Threat | Theme | |
|---|---|---|---|
| Idea | Diversity isn't just for mortals | Supernatural crossroads | There are clued-in groups of humans |
| Aspect | Supernatural Powder Keg | Playground of the Gods | Humans are not stupid |
| Faces | Jeanie Guynes | Apollo, Loki, R. Branson |
|
[edit] The Seven Wards
- A Ward is a political body, seven of these form a governing Ward Council
- The system was created early in Toronto history to end constant supernatural warfare.
- Wards change with territory, (especially with city expansion) but aren't created or destroyed.
- Wards almost always have a Threat or Theme with a face or many faces
- Each ward has Faces and a Leadership that manages their function
- These aren't solid barriers, but they do represent who has authority where.
| St. Andrew's Ward | |
|---|---|
| Description |
Originally governed by the unknown seventh power, the status of St. Andrew's Ward will soon be resolved. Although the identity of the seventh power has been erased from the world's collective memory. The ward has been abandoned but still belongs to that power and they're coming back to claim it. |
| Theme or threat |
Threat. |
| The idea |
The ruling entity of the Ward was locked away but is on the loose again. |
| The aspect |
To Be Revealed |
| The face |
To Be Revealed |
| St. David's Ward | |
| Description |
Run by the Winter Court. When Toronto started expanding, and Winter announced defiantly that it would lay claim to Scarborough and much of Durham County, they were surprised to find that this didn't bother anyone. Winter revels in strip malls and the hunter spirit of capitalist mortals. Organized Crime appeals to them. |
| Theme or threat |
Theme |
| The idea |
Winter neglecting its affairs in the city |
| The aspect |
Toronto gets the Cold Shoulder |
| The face |
Alecto, complacent Winter Knight |
| St. George's Ward | |
| Description |
The Toronto Dragon chose St. George's Ward to rule, either because of a wry sense of humour about the name, or because it planned the future expansion of the region into Lake Ontario. Despite it's supernatural origins, it (opinion is divided on whether it is male or female, or gendered) has amassed a great deal of financial savvy in it's years as a hobby. Now in some way or another a significant fraction of the traders on Bay street owe some form of loyalty to it, whether they know it or not. It has been known to create emissaries to further its goals in Toronto. No one is sure how many people are so gifted, but at least three are theorized to be active at the moment. |
| Theme or threat |
Theme |
| The idea |
The Dragon is recruiting to replace one of its Emissaries |
| The aspect |
Greed is Good. Gold is Better. |
| The face |
Eric Zhang, unwitting intern for The Dragon |
| St. James' Ward | |
| Description |
|
| Theme or threat |
Threat |
| The idea |
The Summer Knight is prowling through the city causing trouble |
| The aspect |
Summer Never Sleeps (While the Winter Knight Lives) |
| The face |
Wade, the arrogant Summer Knight |
| St. John's Ward | |
| Description |
Governed by the White Court, and steadily encroaching on St. Patrick's Ward. The location of Father Damien O'Moore's parish and sanctuary in St. Basil's Church. |
| Theme or threat |
Theme |
| The idea |
The white court has cornered corruption in the Toronto Civic Structure. |
| The aspect |
Mortals Make The Best Pawns |
| The face |
Jeanie Guynes, White Court Prodigy |
| St. Lawrence's Ward | |
| Description |
Formerly belonging to the Water Spirits, a small council of powerful mortals now rules the ward. |
| Theme or threat |
Theme |
| The idea |
The Ward needs to recruit new people and increase its influence |
| The aspect |
Help Wanted |
| The face |
See Players |
| St. Patrick's Ward | |
| Description |
Originally the territory of the once-powerful Black Court, this ward has seen the most change in its political profile -- from the incursion by the White Court in the east to the establishment of Werewolf territories in the west. |
| Theme or threat |
Threat |
| The idea |
The vampires are about the engage a clan of ghouls in a small war. |
| The aspect |
Whoever Wins: The Mortals Lose |
| The face |
To be Announced |
[edit] The Balance of Power
As it stands, everyone is restless. Summer and Winter remain in balance with each other but that's about it. The Dragon has gotten too much influence with St. Lawrence and now controls the waterfront, the White Court has finished corrupting the civic order and is pushing deeper into Black Court Territory - the area already having troubles with werewolf packs and a ghoul clan.
Two years ago a bunch of new gods moved into town and one ward tried to take over the city. The mortals are getting antsy - torches and pitchforks antsy, - what with the new Mayor making a mess of their affairs. The White Council is the only power likely to defuse the situation and they won't lift a finger until their holdings are threatened.
- The Seven Wards
Wards are the major political unit for Supernatural Toronto. Each ward has a general character built from the aspects of its neighbourhoods, its ruling figures and its agenda or history. When wards interact diplomatically or make decisions regarding individuals this aspect list is the most important factor.
- For or Against the Status Quo
In the open, only the White Council makes the status quo a priority. Most other powers simply go along with things and focus on their own interests, which usually support the status quo.
Recently the Water Spirits tried to affect real change during The Summer It Rained Real Blood, endangering the city itself and maybe the world. The other powers responded by exterminating the water spirits and picking new leaders for the St. Lawrence Ward.
- Movers and Shakers
Any single person whose actions have city scale consequences.
- Toronto Dragon - Expanding its influence
- White Council - These Wizards see us as their plaything
- Rob Ford - Mortal Austerity is driving other politicians into the hands of the White Court.
- Lich Hazel - Really Scary Old Bat
- And so on.
[edit] Neighbourhoods
See Dresden Neighbourhoods for a geographic list with descriptions.
- The City divides into Neighbourhoods: units of territory and general backdrop for events
- These might be as small as Little Italy or large as Downsview
- They may have Themes or Threats and Faces associated with them
- A Ward or Faction may control them or they could be Neutral Ground
- Neighbourhoods may be reworked as needed
- Below is a quick list grouped by Faction/Ward
- Dragon - The Dragon's Den
- Seat of Power: TD Centre
- 7th Ward - The Tourist Trap
- Seat of Power: haven't made one yet
- Winter - The Grey Expanse
- Seat of Power: Towncenter Civic Centre
- Summer - The Greenway
- Seat of Power: Hoggs Hollow
- White Court - The Private Function
- Seat of Power: no idea
- Black Court - The Dissolving Edict
- Mystery Faction - The Ossington Zone
- Seat of Power: Vacated
- Independent
- Factions with a single area or just Neutral Ground
- The Village - Neutral Ground
- Chinatown - Neutral Ground
- Weston - Neutral Ground
- Cabbagetown - Neutral Ground
- The HumberLands - Anarchy
- Etobicoke - Unknown
- Fairview Freehold - Wild Fey
- The Annex - White Council
[edit] Locations
See Dresden Locations for a list of locations with descriptions
- Locations are places in the city, often associated with a Neighbourhood or Ward.
- It may be large, like a Park or a Mall, or Small like a Store or an Apartment
- They may have Themes or Threats and also Faces
- A number of characters are associated with each location
- Anyone can add a location or suggest additions or changes
[edit] External links
- [1]
- The mortal take on the city structure.
- [2]
- These gaudy mortal fortresses pollute the landscape thanks to The Dragon.
- [3]
- Original Wards Map:inactive
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