Tales of New Jerusalem
Welcome to a town without pity
New Jerusalem used to be a pretty nice city once – back when the mines still produced ore and the harbour supported a fishing industry, back when there were jobs and tourists and money.
But that was a long time ago. Now the jobs are gone, the mines are dry, the fish are dead and the tourists go anywhere else. Buildings are falling down, infrastructure is failing, the authorities are corrupt and people stay only because they have nowhere else to go. New Jerusalem is a dying city, and everything is slowly backing away from the death scene.
Except for secrets. Secrets and shadows still lie thick around New Jerusalem, and so do the creatures – vampires, ghosts, undead monsters, twisted spirits, things from beyond imagining. They still infest the sick body of the city, and they still tell their stories in the night.
They all have their stories.
Welcome to a town of terrors
Tales of New Jerusalem is an ‘anthology’ World of Darkness campaign made up of self-contained 3-4 session stories about different groups of player characters. A story about a group of mages might be followed by one about werewolves, then sin-eaters, then back to mages – all of them set in and around the city of New Jerusalem. Players can decide on which group of characters they’d like to explore next, but never the same group twice in a row.
Each story arc has room for four players, whether that’s a consistent group or a changing one; players might come and go between stories if they wish. Players should create different characters for each set of arcs, but those characters can come back for new story about those character types. You can’t play your vampire in a hunter story, but you can play her again when another vampire story comes around. Experience points and growth apply to all characters equally, rather than characters tracking points separately.