We trust that players know the ins and outs of the sect their characters belong to (most of what you need to know will be in the Core book, though sect-specific information can be gathered from the appropriate book).
The Anarchs
Revolution has come to Cape Town, and it was long in the making; too many crushed under the weight of Apartheid and the Elders' pressed thumbs against vampire kind. Mortal ambitions stewed and bred the perfect wildfire to burn the corrupt and powerful - countless Fledglings brought under the banner of the Anarch Movement and the Beckoning only served as the signal flare for all-out war.
Martyrs died with dignity, Primogen burned in the daylight, prostrated with graffiti mingled into their ashes. Everyone could taste it, see it, and feel it. Freedom was here, and in one bloody battle, it was won.
Congratulations, you're an Anarch Freestate. Now what? You have no obvious enemy to face, so you face yourselves. Each individual group of aligned Kindred barks and yells out their credits from the war and why you should follow them. Everyone is picking a side, and tension boils and smolders.
There is one universal truth to the Kindred, nothing is free, and the work is never done. Find the cost of freedom, and try not to become the oppressor yourself as the new status quo of the recent victory of the Anarch Movement finds itself known in words and fists.
Anarch Expectations
The Anarchs don’t have many rules, as is their nature, but the ones they do have are very important. One interesting rule is Junior’s insistence on meeting every new member of the sect and judging them at the jump. He doesn’t appreciate weakness and neither does anyone else in the sect.
While the Anachs are made up of several different gangs, there are three major ones to note: 7KINGS, Red Scorpions, and the 15s. Each one has different ways of doing things and Junior insists that he be the emissary between Kindred until they find their own niche in the hierarchy. After that, they’re on their own and hopefully enmeshed in their chosen gang’s culture.
The three secretaries under Junior are also open to accommodating new Kindred by getting them involved in the hustle. They’re less friendly and more business oriented, however, and consider Junior the face of the operation.
Another rule is watching your tongue. Snitches get stitches and the current Anarch sect owes a lot of its current power to the major gangs.
You will be required to do certain tasks to earn the trust of your chosen gang and those tasks vary just as much as they do. Talk to Junior or his secretaries for help with getting inducted.
Anarch Gangs
The Anarchs are currently made up of three gangs working together on a common goal: Secure Cape Town for the sect, then fight over it once again when the other two aren’t looking. This is clearly very wise and definitely not a bad idea.
Gang one is the 7KINGS, a gang known for their affluence and cutthroat business dealings. They love to be sociable but are also territorial over their hunting grounds, not appreciating more ‘brutish’ predators moving in. You’ll find members of the 7KINGS at nightclubs, pop up festivals, and stripclubs ensuring a more refined clientele.
They’re allregedly led by a Toreador named Diallo Lark, who people describe as a ‘short king’.
Gang two is the Red Scorpions, an offshoot of the Hong Kong Triad nestled comfortably in Cape Town. They run drugs and rake in money hand over fist while keeping their unique hunting grounds under lock and key. Anyone interested in intellect seeks out their hidden symbols and follows the breadcrumbs to their main haunt, a black market in CapeTown’s central Chinatown.
They’re led by a young, headstrong woman named Jia xin Nkosi who moved back to South Africa to take her place at the head of the family business: Dealing cocaine.
And finally, the 15s, a gang wholly dedicated to the Anarchs to the point where you could write this whole thing off as a giant breach. They demand physical prowess and can flip a car inside out as easily as they could any vampire who makes a wrong move. They value status in their sect and are known to help others take care of ‘problems’ that arise from the Anarchs’ lackadaisical approach to ‘rules’ and ‘guidelines’.
They’re led by Malik Aadan, a man who enjoys his grip over the disenfranchised for both good and bad reasons. The desperate make good marks.
The Camarilla
The Camarilla is in disarray.
There is no better word to describe the situation the ancient sect has devolved into. The Primogen Council is a shadow of its former self. No longer does a proud Keeper watch over and protect their vaunted Elysium. No more chatty Harpies stroll through the ivory halls of the Domain.
All of them perished, leaving no clear replacements behind them.
The aftermath of the Anarch Revolt was bloody indeed, but it was not solely the work of the Anarchs that decimated the Court. They turned against each other, using intrigue and daggers in the night. "Safe" Havens blazed and once respected members disappeared into obscurity. Camarilla's strongest and brightest fought each other, struggling for power and influence for decades.
Such infighting went on until Prince Khumalo brought decisive action after he had seen enough - respected Primogen and the previous Prince's strongest supporter ashed by an Anarch raid. It showed weakness, for how could then Prince lead the Camarilla if he couldn't defend his most faithful subject?
Khumalo couldn't abide by that and he declared Praxis for his own some time after, using his position as Seneschal to remove the weak Prince and finally bring order. He was triumphant in his endeavor but the Court strife left its ugly marks. Weakness was never felt so strongly before as the structure of the ancient order came so close to collapse.
It is left to new blood to fill the ranks, to reinforce the order and rebuild what is broken and claim what is vacant. Prince Khumalo has re-opened the Elysium and wordlessly nudges his subjects to resume their nightly activities. Opportunity and death alike await the ambitious but such is the price for power.
Carpe Noctem, Kindred.
Local Domain Laws
All who enter my domain must come join me in prayer for both our safety and the future prosperity of our Sect. One will embellish the prayer to prove their unique traits and in turn be given my divine protection.
We come together and share the blood through tithing and those who break my laws must give extra to repent. You will confess your sins to me and I will give you my grace.
Bringing someone into our flock is an honor and a responsibility. Ghouls are the first step to strong, loyal members and you will seek permission before spreading the good word.
If you treat your ghoul well and I grant permission, you may sire a childe. I must be presented all new members and remind all that my word is law when it comes to destruction. I am the one who gives permission to sire, and I'm the only one who can free you from this responsibility.
There will be no technology or magic welcome at Elysium to not take away from God's grace. You will wear your finest clothes and behave yourself under His gaze. Ghouls are unwelcome until they have been deemed worthy by me.
Remember our past and how it defines us. We will grow stronger by the grace of God and I will lead us there.
Established SPCs
The server has a list of established Storyteller-Played Characters in the #spc-profiles channel. We will update this with any relevant characters, so stay tuned!