From NOLA: The Game that Care Forgot
Jump to: navigation, search


Mortals. Humans. There are two - perhaps three or four if you want to really slice it thinner - types of humans in New Orleans: the teeming masses...and Signatories of the Accords. Most mortals, a vast majority of them, likely somewhere around ninety-nine percent, know nothing of the supernatural. They may have superstitions, religious beliefs, conspiracy theories...but even if a madman raves about werewolves, he’s going to be laughed at; and he’s almost certainly crazy and not talking about the Forsaken.

Still, in a city with a population over three hundred thousand...if one percent know the truth? That means close to thirty thousand Accorded mortals. That’s a whole lot more than there are vampires, werewolves, and beasts - maybe more than there are in the country. Mortals who are In The Know. Mortals who know that legends aren’t just stories - they walk the nights and feed on humanity. In New Orleans, those mortals have always been more common - it’s a city of spirits, of hauntings, one where magic is woven into the fabric of the city and seeps out of the swamps and dwells in the lake and flows with the river.

Psychics, mediums, vodoun, hedge-witches, and exorcists, monster hunters, the accursed, and the servants and family of monsters - all are mortal, but all can know and sign onto the Accords. If you know about the Accords...odds are you’ve signed them.

Even the strongest monster hunter is no match for the combined might of three monstrous factions united, but thankfully, the Council of Wardens stands to represent the mortals who sign. The might of the mysterious, immortal avatars of the city and its surroundings ensure their safety, and speak on their behalf when conflicts arise. That doesn’t make life easy on a mortal signatory - the Masquerade is a fragile things the vampires protect dearly, and the Herd must still not Know - but it makes life possible, without completely hiding from the supernatural. Which is good, because once you’ve seen behind the’s hard to stop seeing.

Cults and Secret Societies

There is no overarching organization of mortal signatories, but mortals often gather into cults, societies, and cells. These groups of like-minded citizens allow safety in numbers, and let mortals pool their resources. Some of these groups are backed by supernatural denizens, whether the mortals know it or not - like the Temple of Apollo or the Coils of Azhi Dahaka - but others are purely mortal affairs, like the Heirs of Trois-Frere or the Black Constables. These organizations can, themselves, become members of the Shadow Accords, and sponsor their members as signatories - but no mortal association has yet gained equal status to the Triumvirate, Protectorate, or Hive.

Mortal Relations

Vampires: Accorded mortals provide an added layer of danger to hunting, as a vampire. Feed on the wrong mortal - and they might call you out for attacking them. Demand payment. Kill one, and his family or cult might demand weregild or challenge to a duel. Mortals, on the other hand, might think of vampires as dangerous, tainted, sexy, unnatural, horrifying - or all at once. Many mortal signatories are ghouls or thralled retainers of the various vampires of the Praxis, and sign the Accords via vampiric sponsorship.

The Triumvirate: The Triumvirate have ghouls. They allow vampires to have ghouls. They obey the Accords and don’t murder Accorded mortals if they can help it - and pay weregild when they do. Other than that, most Accorded mortals don’t know any more about the Triumvirate than the word itself.

Werewolves: Werewolves hunt humans, especially Iron Masters. Humans are prey. Accorded mortals who know this often mistrust wolves - even more than the rage from their Primal Urge otherwise inclines them to. That said, many Accorded mortals are members of werewolf packs - wolfblooded or purely human both.

The Protectors: The Protectors have mortal contacts, mortal packmates, just like any others - and, at times, the mortal members of the Protectors have been their only members, thereby - at least briefly - running the Protectorate. The same couldn’t be said of many supernatural societies.

Beasts: To the Begotten, humanity are prey - and a source of Heroes. Some of them count as family - others don’t. The blood of the Dark Mother runs thin in the Wolfblooded, Ghouls, psychics, and sorcerers of mortal humanity - and the alien nature of the Begotten doesn’t win them any favors from humanity, either. Humankind has legends about slaying monsters a lot more than it does about befriending monsters for a reason. That said...fiction is changing, and so are the ideas of many humans.

The Apex: The Tarrasque? Isn’t that a D&D monster? In all seriousness, one group of mortals does interact with Maria Tarrasconi rather often: The Children of Tarascon, a cult dedicated to her service.