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*Email: owbn-grand-esbat@googlegroups.com
*Email: owbn-grand-esbat@googlegroups.com
*Puppet Prince: [https://www.puppetprince.com/chronicles/5518-owbn-grand-synod Grand Synod Puppet Prince]
*Puppet Prince: [https://www.puppetprince.com/chronicles/5518-owbn-grand-synod Grand Synod Puppet Prince]
*Website: [http://northeast-sabbat.com/ Grand Synod]
*When:  November 7th and 8th 2025
*When:  November 7th and 8th 2025
Storytellers:  Adam Sartori, Dan Hansen, Derek Howard, David Ashby, Daniel, Bruce Bateman, Kat Blair: Mortals Narrator
*Storytellers:  Adam Sartori, Derek Howard
In Character Location:  Trumbull Connecticut, Dracula Drive
*In Character Location:  New York City
Setting:  Vampire the Masquerade set in the World of Darkness
*Setting:  Vampire the Masquerade set in the World of Darkness
Sect:  Sabbat
*Sect:  Sabbat
Theme:  Dark Faith
*Theme:  Dark Faith
Mood:  Horror Movie
*Mood:  Horror Movie
Focus:  Classic Sabbat Vampire with an Emphasis on Ritae, Noddism, and Paths of Enlightenment
*Focus:  Classic Sabbat Vampire with an Emphasis on Ritae, Noddism, and Paths of Enlightenment
Mortal Population38,000
 
Grand Esbat’s Look:  
'''The Swords of Gehenna'''
Prisci:  Sascha Vykos
 
*Plot Teaser: Caine's Angel, Sascha Vykos, sends a call once more to the Sword of Caine to gather for the Grand Synod. It has called Grand Synod once more, to discuss the Sect's Dark Faith and it's place in the Final Nights.  Behind this venire of sect religion, the Vykos has another quest in mind.  It seeks to locate the lost Sword of Gehenna within the city of New York.  These thirteen legendary blades claim to have come from the earliest nights in the sect's history, with most of them lost to the Sabbat. The Vykos believes one may lie within the heart of New York itse,f.  Only through dark faith and dedication can perhaps the Sabbat find the lost Sword of Gehenna and unlock its history and secrets.  Once more though, the brothers and sisters of caine gather in holy Grand Synod to express their faith in the Dark Father and celebrate their ways. New Ritae will be discovered and deep discussions on the very Religion of the Sabbat will be decided.
 
==The Rules Thou Shalt Never Break==
These are the most important and immutable rules of MET, the ones that keep your game and your players safe from folks who either don't care that you're playing a game, or who take the game way too seriously. Always adhering to these rules will also keep your game amenable to law enforcement and other non-player folks.
*No Touching. No Stunts. That means none whatsoever. It's far too easy for things to get out hand in the heat of the moment. Save the stunts for your imagination. If you can imagine you're a centuries-old vampire, then you can sure imagine you're swinging on a chandelier or leaping across rooftops.
*No Weapons. No matter how careful you are. Whether it's to prevent some fool from skewering himself on your new dagger, or to make sure the police don't think you're a threat, weapons of any sort are forbidden. Even fake or toy weapons, trained attack gerbils or laser pens are not allowed. Use item cards instead.
*No Drugs or Drinking. Well, duh. Drinking and drugs do not inspire peak performance, and players who are so impaired are a threat to other players and the game. It's one thing to play a character who is drunk or stoned, but another thing entirely to actually come to a game under the influence. At best it's tasteless; at worst it's illegal. Don't do it.
*It's Only a Game. If a character dies, if a plot falls apart, if a rival gets the upper hand, it's just a game. You and the rest of the players are doing this for fun. Taking things too seriously, or taking character issues into real life, will only spoil everyone's enjoyment, including yours. Remember, playing a game should be fun — if you're not having fun, it's time for a reassessment. Remember to leave the game behind when the session's over. "Soft" roleplaying (conversing in character without challenges) can be fun, and there's nothing wrong with talking about the game afterward at the local diner On the other hand, demanding weekly clan meetings or trying to rouse your primogen to talk business at three in the morning signifies the need for a change in perspective.
*Be Mindful Of Others. Not everyone around you is playing the game, and it's in extremely poor taste to try to feed off passers-by. You want to ensure that your game and your players are welcomed. Frightening people and getting the local law enforcement called on you is not the way to do it. This is especially true if you're playing in a public area, such as a park. It can be a very good idea to alert local merchants and police before you play so they're prepared. If you get curiosity-seekers, try to have some business cards on hand and offer to speak with them when you have more time.
*Do What Works For You. We at White Wolf often call this proviso "the golden rule." Your game may have special circumstances that require a few extra bells and whistles to the rules, or your troupe may find a way to handle something that works better for you. So long as people are having fun, go ahead and run with it — it's your game.

Latest revision as of 12:02, 9 December 2024

Welcome to the Grand Synod!

A Gathering of Sabbat within the halls of New York City's Black Cathedral. It is here that Priscus Sacha Vykos has called the Sabbat to gather. In revelation of the Dark Father and his faith within the Sabbat. To exalt in the Ritae, Noddism, and Paths of Enlightenment. This is annual live event is hosted by Kings of New York for One World By Night. The Grand Synod event is the sister event to Ecumenical Council. Where as Ecumenical Council is mostly about Sabbat Politics, the Grand Synod is about the Dark Religion of the Sword of Caine. Here Sabbat character will gather to discuss the Sabbat's Ritae, Noddist Faith, and Paths of Enlightenment. Below you will find the updated information for the Grand Synod event!

  • Hosting Chronicle Kings of New York
  • Email: owbn-grand-esbat@googlegroups.com
  • Puppet Prince: Grand Synod Puppet Prince
  • Website: Grand Synod
  • When: November 7th and 8th 2025
  • Storytellers: Adam Sartori, Derek Howard
  • In Character Location: New York City
  • Setting: Vampire the Masquerade set in the World of Darkness
  • Sect: Sabbat
  • Theme: Dark Faith
  • Mood: Horror Movie
  • Focus: Classic Sabbat Vampire with an Emphasis on Ritae, Noddism, and Paths of Enlightenment

The Swords of Gehenna

  • Plot Teaser: Caine's Angel, Sascha Vykos, sends a call once more to the Sword of Caine to gather for the Grand Synod. It has called Grand Synod once more, to discuss the Sect's Dark Faith and it's place in the Final Nights. Behind this venire of sect religion, the Vykos has another quest in mind. It seeks to locate the lost Sword of Gehenna within the city of New York. These thirteen legendary blades claim to have come from the earliest nights in the sect's history, with most of them lost to the Sabbat. The Vykos believes one may lie within the heart of New York itse,f. Only through dark faith and dedication can perhaps the Sabbat find the lost Sword of Gehenna and unlock its history and secrets. Once more though, the brothers and sisters of caine gather in holy Grand Synod to express their faith in the Dark Father and celebrate their ways. New Ritae will be discovered and deep discussions on the very Religion of the Sabbat will be decided.

The Rules Thou Shalt Never Break

These are the most important and immutable rules of MET, the ones that keep your game and your players safe from folks who either don't care that you're playing a game, or who take the game way too seriously. Always adhering to these rules will also keep your game amenable to law enforcement and other non-player folks.

  • No Touching. No Stunts. That means none whatsoever. It's far too easy for things to get out hand in the heat of the moment. Save the stunts for your imagination. If you can imagine you're a centuries-old vampire, then you can sure imagine you're swinging on a chandelier or leaping across rooftops.
  • No Weapons. No matter how careful you are. Whether it's to prevent some fool from skewering himself on your new dagger, or to make sure the police don't think you're a threat, weapons of any sort are forbidden. Even fake or toy weapons, trained attack gerbils or laser pens are not allowed. Use item cards instead.
  • No Drugs or Drinking. Well, duh. Drinking and drugs do not inspire peak performance, and players who are so impaired are a threat to other players and the game. It's one thing to play a character who is drunk or stoned, but another thing entirely to actually come to a game under the influence. At best it's tasteless; at worst it's illegal. Don't do it.
  • It's Only a Game. If a character dies, if a plot falls apart, if a rival gets the upper hand, it's just a game. You and the rest of the players are doing this for fun. Taking things too seriously, or taking character issues into real life, will only spoil everyone's enjoyment, including yours. Remember, playing a game should be fun — if you're not having fun, it's time for a reassessment. Remember to leave the game behind when the session's over. "Soft" roleplaying (conversing in character without challenges) can be fun, and there's nothing wrong with talking about the game afterward at the local diner On the other hand, demanding weekly clan meetings or trying to rouse your primogen to talk business at three in the morning signifies the need for a change in perspective.
  • Be Mindful Of Others. Not everyone around you is playing the game, and it's in extremely poor taste to try to feed off passers-by. You want to ensure that your game and your players are welcomed. Frightening people and getting the local law enforcement called on you is not the way to do it. This is especially true if you're playing in a public area, such as a park. It can be a very good idea to alert local merchants and police before you play so they're prepared. If you get curiosity-seekers, try to have some business cards on hand and offer to speak with them when you have more time.
  • Do What Works For You. We at White Wolf often call this proviso "the golden rule." Your game may have special circumstances that require a few extra bells and whistles to the rules, or your troupe may find a way to handle something that works better for you. So long as people are having fun, go ahead and run with it — it's your game.