LOREBOOK

SETTING
FACTIONS & COVENS
NON-PLAYABLE CHARACTERS
LORE FAQ (TBD)
TIMELINE (TBD)

SETTING

delphi city

Delphi is a large and modern city state: witches have used magic to accelerate human civilization in some ways and, in the process, have left it underdeveloped in others. Private vehicle ownership, for one, does not exist. Most people use broomsticks, or intracity trolley systems, or the Cad for inter-city travel. At the same time, everyone is in possession of an “interface” — a small magical UI that can be summoned for transactions, phone calls, etc. that only works within city walls. Despite certain differences, Delphi can be considered "modern" on many accounts.

The city state itself is very large and has a low-altitude mountainous region in the north and east, and access to the sea on the south and west. Unlike other cities, Delphi only has traditional "walls" on certain southeastern portions, as the rest of the city is protected by natural borders or watch towers.

It also has a small "island satellite" offshoot (essentially, a floating rock that is magically tethered to the city) which houses the great Delphi library. The politics of the island are a bit complicated, however.

A BRIEF HISTORY

The greatest of all witch civilizations (or so it considers itself), Delphi is a vibrant and thriving city that prides itself on its magical history, gorgeous feats of architecture, and a landscape you can never get tired of.

What it doesn't like to talk about, though, is its darker past — a past of conflict between two great covens that, unknown to most, continues to this day. The "Great War" between Cerberus, a coven of justice, and Hydra, a group of dark witches, has long since ended and the region has been lulled into a sense of peace.

But the war was bloody and its end was cruel — witches of Hydra may be hiding now, but they have not forgotten what it was, to be persecuted by the wolves…

CLICK HERE FOR A THREAD ON THE IC TIMELINE OF THE WAR.

THE WEST (OLD DELPHI)

The westernmost district of Delphi, Old Delphi is the area from which the city mostly originated. Bustling piers meet gorgeous west coast beaches, and tourists and traders flock to it for the golden sunsets and the prosperous markets alike.

The aesthetics of the Docks are quite a jumble: old alleys mix with new expansions, the few odd skyscrapers stick out like unwanted statues, there is always a zoning squabble. Tiny houses, neighbours that know too much about each other. Lots of old architecture, especially in the form of old shrines and miniature temples, is preserved in nooks and crannies. It smells of fish and the sea, and rivers run below the cobblestone.

Of course, it has its fair share of luxury: waterfront properties can be expensive, and renting a storefront on the famous Triton’s Wharf is an astronomical investment. It caters to tourists with villas and hotels, though the locals seem to have preserved their own ways, if you’re looking carefully.

Here, Hydra’s presence is the strongest—many structures here bear the scars of the war, and their inhabitants favour the dragon over the wolf, though they would never admit to it aloud. Unless, of course, you know what to ask.

Interestingly, the Knox clan, a powerful Cerberus noble house and the religious caretaker of the many shrines around town, also claims its stronghold here.
THE BLIND MONKEY
a Hydra speakeasy hidden away along Triton’s Wharf
SIREN'S COVE
a large section of beach to the south, technically outside the city’s walls.
TWILIGHT MARKETPLACE
an open-air night market

THE CENTER (DELPHI CITY)

Central Delphi has huge skyscrapers and gorgeous shopping areas. Filled with young twenty-somethings looking to make their mark in the world of witchcraft. Or just looking to make a quick buck. Life in the city center is stereotyped as too-fast and unforgiving, though the ones that call it home say it has its own charm.

Rent is expensive, but the views might just be worth it. Any luxury you can imagine can be found here, and there is never a shortage of things to do. At the same time, the rich business districts borders a poorer inner-city area where the crime rates are higher. The two sides of central Delphi always seem to be at odds…

The city area also has the purpley-maroon banners of Oracle University draped across several prominent buildings, given that large sections of the downtown area serve as a city-campus for O.U. students and faculty.
LAMIA TOWERS
a huge building complex with two crowning towers. the base of Sybaris
FELICITY STADIUM
a huge stadium at the center of the city. often used as a public space.
THIRTEENTH STREET
a rowdy street, filled with bars and nightclubs

NORTHERN DELPHI

North, but still in the shadows of the great Vulcan Highlands, is the Cerulean District. It comprises many large residential neighbourhoods, some lakes, gorgeous northern beaches and cave systems, and “Pegasus Park”—a massive forested park that serves as the “campus” (or base of operations) for coven Pegasus.

On the northwestern tip, Pegasus has erected several lighthouses, watch towers, and coven-owned harbours from which they launch oceanic expeditions. There are also several cave systems here that connect to the caves on the more central and southern beaches. There are some gorgeous lagoons, even though swimming is discouraged thanks to the occasional daemon presence.

Meanwhile, the Vulcan Highlands begins as a northeastern low-altitude mountain range, but quickly expands and grows larger and more dangerous the further north you go. Facing the city, you’ll find some of the most luxurious homes in all of Delphi: many great noble clans own swathes of land in the highlands, and their mansions peer down at the common folk below.
OLD CITADEL
the Cerberus headquarters—an expansive castle grounds with a marketplace inside and housing for witches
PEGASUS PARK
a giant, north-to-south park where Pegasus’s administrative buildings can be found
OBSERVATORY
an observatory that doubles as a museum

SOUTHERN DELPHI

You’ll know immediately when you are in the south of Delphi because suddenly everything is much more spaced out, and likely better planned than the north and northwestern regions. It is also just home to more vacant spaces—lots of industrial areas and old railway tracks make for abandoned sectors of land and warehouses that no longer see use.

At the northern tip of this southern region is the Residential Area, which is still fairly close to Downtown and its amenities. As you get further from the residential area, though, you start to see the industrial side of Delphi.

The skies tend to be more polluted, the housing is in general cheaper, and the proximity to the walls means the area can be more dangerous. It’s frequent to see Cerberus and Pegasus witches helping to maintain the borders of the city, but the city itself is always erecting new fences, always looking to grab and incorporate more land to fulfill the growing needs of its hungry industries…

A lot of artist communities can also be found here.

BEYOND DELPHI

Everywhere that is not a known city or village is the wilderness- jungles, forests, deserts, and other uninhabitable lands are occupied by what is known as "daemons"-- beings created from the rupturing of the very fabric and time and space itself. Pitch black "cracks" in the sky (or closer to the ground) herald the presence of these creatures, which usually (but not always) take the form of animals with darkened fur and glowing red eyes. Though they look like animals, they are capable of highly volatile and dangerous magic attacks.

CLICK HERE TO READ MORE ABOUT THE WILDERNESS & DAEMONS

BEYOND DELPHI — OTHER CITIES

The other three major cities that uphold Salem are Myca City, The Vale, and Eclipse Town.

Myca is located in a desert of the same name, and is one city among hundreds of affiliated bazaars. Despite being closest to Delphi, the expansive Vulcan highlands separates the two regions and creates differences in their culture. Eclipse Town tends to be reclusive, and has built its community around the massive tree known as Yggdrasil that grows from its center. It’s much smaller than the other two cities. It has a strong culture of broom riding and making, and is frequently under attack from nearby daemons.

The Vale is the largest city, but has “fallen off” as being the most powerful political force due to its recent instability. Having recently transitioned from a monarchy to a democratic government, the Vale is experiencing rampant corruption. It has also been dealing with flooding and minor earthquakes.

FACTIONS & COVENS

A coven is loosely defined as a group of witches who collectively study or practice magic, often to achieve a common goal or support an ideal. As the world of witchcraft expanded, smaller covens grew and began combining their strengths. They became less kinship-based and more institutionalized and, before anyone really realized it, they became an integral social, economic, and political aspect of witch society. In Delphi, four major covens exist: Sybaris, Pegasus, Cerberus, and Hydra.

Covens are the major factions in Moonrise. Your character must be a witch of one of the four major covens. They may have other affiliations to minor factions or member-made groups on site.

You may also make a human character that is not a witch, though this is not a recommended route as a first character.

Outisde of the four major covens, some other factions have been making themselves known...
01. Political You are required to join a coven as an initiate in order to practice magic lawfully within the city. While it's entirely possible to study and practice magic without the support of a coven, having a coven is so much easier given that covens take care of most minor legal, political, and social problems that come with practicing witchcraft. Without covens, witches usually aren't trusted with missions or given true opportunities to grow and study magic. 

02. Social Covens are ritualized, socialized institutions. Joining a coven, or "pledging" is a hugely celebrated part of one's life course as a witch. A witch will almost always meet their most trusted friends, rivals, and future partners within their coven. Imagine joining a college for life -- that's what it means to be in a coven. Pledges taken to become an initiate are extremely rarely disavowed-- leaving one's coven for another is a cardinal sin in witch society.

03. Economic Covens are large economic entities as well -- the rewards witches receive for fulfilling missions is a "post-cut" reward-- a portion of it is given to the coven to fulfill the behemoth task that is organizing such a large group of witches. In return, covens subsidize an incredible amount of goods and services for their members, functioning almost like a "mini government." 

04. Political (again) Because of all these reasons, covens are highly political entities even at a macro level-- leaders of covens are also leaders of city-states like delphi, or play a large role in the functioning of society as a whole.

CERBERUS

The best analogy for Cerberus would be an elite, private university: a large but somehow tight-knit group of the most talented witches in Delphi. Though often a breeding ground for scandalous gossip, noble politics and wealthy families, overall it's a group of people who come together because they have well-intentioned dreams for the betterment of the world.

Joining Cerberus means being a part of its brand, image, and peerless network -- and as such, it is still considered a life-changing accomplishment for a young witch to be accepted by such a time-honored institution. It has strong support for research and values teamwork and mentorship.

Cerberus is often called upon to deal with magical threats, keep cities safe, and vanquish daemons. They can be a highly specialized military institution, complete with an R&D division known as Cipher Corp.

Cerberus witches often work closely with city officials to complete their tasks.

Justice above all.

intra-coven lore

Cerberus's structure and function were changed greatly by the Great War, but it continues to offer the same three paths to the remarkable young witches it trains -- namely, The Hunters, Cipher Corps, and The Reserve.

Cerberus's three paths (known as branches) are available after a witch reaches sentinel. Unlike other covens, witches in Cerberus are more or less expected to have the drive to reach at least sentinel with their magic proficiency and initiates and novices are tasked with various apprenticeships and missions until they take the GATE exams that determine their branch.

Unlike the entrance exams to join Cerberus, the GATE exams (General and Technical Efficiency exams) are purely meritocratic and have always been the case -- often to the chagrin of nobility and the influential. But the GATE is sacred and has always been that way.

Based on your results and personal preferences, you gain entry into:

THE HUNTERS

A group of elite combat soldiers, typically dedicated to fighting battles outside of the city walls. Like Pegasus, but without the focus on "exploration," Cerberus's hunters are skilled in fighting daemons, sealing rifts, and completing dangerous missions beyond the safety of Delphi. Since the war, The Hunters have worked often with Pegasus and other smaller covens, training witches even outside of Cerberus in the science of slaying monsters. They are expert survivalists, wilderness explorers, typically tasked with expeditions.

CIPHER CORP

Cerberus's scholars, "Cipher Corp" refers to a division of researchers that was once upon a time a great secret. This branch is where the 'nerds' and starry-eyed scholars who join Cerberus typically wind up -- many great cures, magical feats, and astonishing discoveries have come out of Cipher Corp, and, given its facilities and the general favouritism this branch receives in terms of funding, it will likely continue to do so. Selene Fresnov, the architect famously credited with the Cad network design, was one of the leaders of Cipher during her time as a Cerberus witch.

THE RESERVE

Contrary to what its modest name suggests, The Reserve is the most exclusive and difficult to get into branch of Cerberus. It comprises Cerberus's "Standing Army" of sorts, and is the most militarised of the branches. Their focus lies in subduing more witch-like threats (such as Hydra), crisis leadership, and combat readiness. Witches in the Reserve typically have the option of going into more combat-focused, medicine-focused, or tactical-focused roles. Occasionally, The Reserve may be called upon by Delphi's police force to subdue magical threats. All five of the most recent Cerberus leaders have come from The Reserve.

squadrons

'Squadrons' are groups of Cerberus witches, typically assigned at random following the GATE exams. They contain members across all branches (though some are specialized Squads) and have one Squad Leader. The witches typically hang out and socialize together and become friends, sometimes taking on larger missions or projects as a team.

However, this structure is a little less important given that Cerberus is not at war -- although the coven will still do Squadron combat drills and exercises. In addition, squad layouts tend to change over the years as Cerberus witches are offered promotions or asked to transfer, or request to transfer to team up with their friends.

knights of the round & cerb politics

The 12 most powerful witches of Cerberus, the Knights of the Round are all either champions or masters (though some have ascended to this role even as acolytes, depending on the demographics of the coven at a given time).

They are all extremely powerful and highly respected in their fields, typically specialists that know each other fairly well and operate either in a team under the guidance of their leader, or are sent on missions solo and in pairs. They are answerable only to the leader of Cerberus and the current Knights leader, irrespective of their rank or home branch.

The 12 Knights of Round, at present, however, are a subject of much controversy: previously occupied as "for-life" positions held by an old guard of nobles and traditionalists, the entirety of the positions have been wiped clean in the past two years by Cassidy Wolfe in her quest to modernize and change the structure of Cerberus.

It is now "wholly open to applications" -- as opposed to being a title bestowed on a witch by the leader of Cerberus, Cassidy has promised an open and meritocratic application process for any witch, irrespective of bloodline.

The sudden cleansing has given way to fresh blood and young upstarts in the ranks of an age-old institution, many of whom are now loyalists to Cassidy Wolfe, the force of change that made it all possible...
ELIZABETH DELACROIX
LANCELOT of the Knights of the Round.
AMARI VON AEIGIR
GALAHAD of the Knights of the Round.
GRACE XIE
An ingenious Cipher Corps researcher looking to claim the leadership role. Played by STAFF.

PEGASUS

Pegasus's humanitarian objective of giving the proper resources needed to master witchcraft to any has attracted the rich, the poor, and everyone in between. Founded during the war as a group of combat medics looking to aid victims of the conflict on both sides, today’s Pegasus is massive, and so tends to be the hearts of its members.

Today's Pegasus, unlike any other coven in Delphi, also tends to focus its energies on the world beyond- they are more concerned with exploration than preservation. Their symbolic winged mascot has slowly changed its meaning from a protective embrace to an adventurous yearning for an endless sky. Often, Pegasi will be responsible for holding expeditions into exploring uncharted territories and extending the reaches of Salem.

Politically, Pegasus is an extremely neutral coven that does not often like to throw its weight around on any side in a conflict. After the war, Pegasus landed in an extremely favorable position as the mediator of peace, and (contrary to their rebellious, mischievous side) is still the home of some of the greatest diplomats and negotiators in Salem.

Reckless, free-spirited and loosely connected into a large family, witches of Pegasus play hard and work hard, and are not to be underestimated because of their neutrality. In the often-quoted words of the coven's founder: "you can start your wars, but we will end them."

Freedom above all.

intra-coven lore

Pegasus expanded its member base exponentially as soon as the Great War was over -- but with expert leadership on part of their early founders, the coven was able to incorporate a working structure and hierarchy that would scale with its size.

The structure in question? A loose, democratic system comprised of battalions and the Great Assembly.

BATTALIONS

Are groups of Pegasus witches, typically close friends, with an elected leader and a handful of members. There's an informal cap of around 20 members, but most are 5-10. They tend to have varied skill sets and work as a team to bring down monsters, explore, etc. They can be formed at any point during one's Pegasus career, and tend to grow, change, and specialize as the witches within them mature.

The more inexperienced the witch, the more likely they are to shift around battalions. Many Pegasi have memories of early battalions they've tried to launch (and failed to sustain) with their friends, but everyone eventually finds a group. In rare cases, even more powerful Pegasus witches may shift around battalions, often due to a falling out. Only very few remain unrestrained to a battalion for their entire Pegasus career.

WINGED BATTALIONS

When the leader of a Pegasus battalion reaches Acolyte status in the coven, they are able to apply for a "Winged" status for their entire group. The group will be given a test or difficult task (such as an expedition) to complete, with one observer from another Winged battalion to oversee their performance. Their application + the overseer's recommendation ultimately lands the battalion a "Winged" status, granting them more privilege and more responsibility. Their PEGASUS FEATHER is also upgraded to have two stitched together instead of just the one, representing their demonstrated excellence in teamwork.

Winged battalions are Pegasus's elite, and tend to be more specialized than regular battalions. Some specializations may include: combat medics, explorer's teams, hunter's teams, domain-specific teams, etc. Some still choose to maintain a generalized skillset, but this is less common.

Leaders of Winged Battalions are also given a seat in the Great Assembly.

GREAT ASSEMBLY

A twice-yearly meeting of Pegasus leadership, including the coven leader, the members of the leader's battalion, and the leaders of all Winged battalions. Typically amounts to over a hundred witches in attendance, which speaks to the coven's size given that half or more of eligible witches don't actually attend (either because they are on assignment, or because attendance is optional).

All Winged battalion leaders are given one vote in the resolutions that are discussed. These typically look like budget decisions and minor resolutions. Occasionally, the coven will vote on more important political decisions, during which attendance is higher.

One of these Great Assemblies happens in March (coinciding with the coven's founding anniversary). During this assembly, Winged battalion leaders are also expected to give speeches and update the coven on their accomplishments and hopes for next year.

JUBILEE

The Pegasus Golden Jubilee is its 50th founding anniversary. It therefore coincides with the 100th Great Assembly and involves a significant celebratory aspect. A similar event was held 25 years ago, on the 25th anniversary of Pegasus.
JULIAN WU
Leader of the winged battalion "Magicians", champion and close confidant of Cain. Played by STAFF
KAP AZ'ES
Leader of the battalion "Sunseekers".
LUCILLE FLORES
Enigmatic and current leader of the winged battalion 'Quicksilvers', Cain's former battalion. Played by STAFF

sybaris

Like its "sister" coven, Pegasus, Sybaris was born out of the ashes of the Great War. In the midst of death and fighting, Sybaris capitalized on mercenary tasks and profited big. Ever since, they have been pushing the boundaries of Delphi's law. Sybaris harbors criminals, gang leaders, smugglers, and even just your average joe who wants more 'freedom' than what Pegasus offers. The coven attracts mostly those that are on the wrong side of the law or those that want to practice magic without any oversight whatsoever.

In Sybaris, it's every witch for themselves-- the coven exists primarily to handle the paperwork. And maybe help bail you out on the occasion that you are useful. Many attempt to climb its ranks, but remember, since its inception, Sybaris has never had a peaceful transition of power.

No Sybaris leader has managed to win the loyalty of the entire coven, though many have tried. After all, in terms of sheer magical power, the highly independent witches of Sybaris are probably the greatest force in Delphi, and "command" over this army is an elusive, ambitious dream. (Or a repetitive historical folly?)

Sybarites are often people with little to lose and a world to win-- they are joined together in the fact that they are all so incredibly different: each with their own philosophies, ethics, or lack thereof. They are only bound by the missions they decide to undertake, and by whatever personal mission or goal keeps them moving forward.

Power above all.

intra-coven lore

A NOTE ON CRIME IT IS VERY IMPORTANT TO NOTE that crime and criminal activity is just barely the majority of Sybaris's influence.

Sybarites and Sybarite companies are often fully above the board -- the coven has witches that specialize in metalwork or construction contracts as much or even more than it has witches that complete assassinations, or robberies. It's filled with business people of all kinds.

In addition, a note on coven culture: contracts and written agreements are taken extremely seriously in Sybaris. Any violation of a written agreement with other Sybaris members may render you an Open Target. More on this later.

the Quetzalcoatl truce & open targets

The most important reason Sybaris is what it is today is because of the Quetzacoatl Truce (or the QT, or the Truce).

It is a "contract of contracts" that ties its members to each other, and was the founding document of the coven (preceding the actual official recognition of Sybaris as a coven, in fact)

Fundamentally, the QT is an agreement of preferential business.

It has several complicated clauses, but essentially ensures that its member parties (Sybarites) will always be privileged in business dealings, contracts, etc. when compared to outsiders.

This may look like: an assassin with a bounty on his head from an external mafia family joins Sybaris and finds that the bounty is no longer considered legitimate by the coven, thereby making it ineffectual in the underworld of Delphi.

This may also look like: a non-Sybarite employer or contractor finds it exceedingly difficult to find cheap Sybarite labour, or comes under immense financial pressure when dealing with Sybaris worker unions.

This may also look like: two "businessmen" find it very, very easily to conceal paper trails when conducting "business" thanks to both being parties to the QT.

Owing to this to preferential business, members of the QT must agree to "equal bounty" -- they cannot set a bounty on another QT member that is higher than 100,000 gold.

Agreement to the Truce is manifested in the form of a snake bite tattoo, administered after the completion an initiates first Sybarite mission.

In return for immense freedom and privileges, all contracts signed between members of the QT are taken very seriously. (This is not mission contracts, but agreements between Sybarites, for example a written agreement to not interfere in another's business claims, or a debt agreement, or an agreement of subordination, etc.)

Any member in violation of the QT is effectively an "Open Target."

Open Targets have their bounty limits removed. In addition, they cannot be contracted with or helped in any way by members of the QT, punishable by death. The snakebite tattoo of open targets will immediately turn red, in addition to a notification going out to Sybarites that they are now blacklisted.

The only way to remove an Open Target from your back is by being given grace by the coven leader. Grace is pretty common, unless the offense was extremely egregious. Sometimes, removing an Open Target can be conditional -- i.e. owing your life to the coven leader in return.

The coven leader may also declare anyone an Open Target.

companies and soloists

Companies are groups of Sybaris witches. That's about as much as can be said about them in the way of generalization because just how varied companies can be.

A company could mean 5-10 friends that enjoy mercenary exploration missions and take on similar contracts together. A company could refer to a fully above-board group of forestry workers that run themselves similar to a labour co-operative. A company could even refer to an entire mafia family comprising hundreds of members.

The only one truth is that all companies have leaders, and that all members sign comparable contracts that explain the terms of their membership, how to exit the company, its general functioning, etc.

Any witch that isn't registered with a company is called a soloist. Many companies may seek to recruit soloists, or kill them if they become troublesome. No hard feelings. It's very difficult (though not impossible) to climb Sybarite ranks as a soloist, because most contracts go out to companies, and companies make it easier to secure contracts.

PARI PASSU & DUELLING CULTURE

"Pari passu" is term meaning 'equal footing,' used frequently to describe Sybaris's open contract system, or just the state of equal opportunity. Can be said to another Sybaris to mean "don't hate the player, hate the game."

While clients will approach companies directly, many of the contracts offered to Sybaris (even really high profile ones) are posted up on a public-to-the-coven missions board.

Thus, companies may find themselves competing for particularly lucrative contracts, whether for the reward or the infamy. Disputes over these contracts happen frequently and are settled in duels.

These duels are both a way of showing dominance and also a display of power for companies. For spectators, it's entertainment -- bets are made and money exchanged. They can be particularly vicious, with companies putting forth their most powerful witches. While deaths are rare, they do happen, with around 3-4 deaths each year as a result of duels.

Dmitri was known as an extremely competent dueler, and often did it for fun before his ascent to leadership, since he was never a member of a company until much later.

POWERS AND LIMITATIONS OF LEADERSHIP

Because of their ability to declare Open Targets, the leader of Sybaris can bring the entirety of the coven to target their enemies. This use of power is very, very rare. Historically, though, leaders have used this power to entirely reshuffle the balance of power both in Sybaris and in the underworld at large, and effectively quell dissent.

They also control and determine the percentage of different clients/requests that go through the coven. Though some leaders don't really intervene in where contracts go through and allow the Pari Passu system to reign, they all have considerable sway over which companies are granted which types of contracts, and could effectively shut down the business of companies should they choose.

It is common for leaders to grant guaranteed shares of certain specialty contracts to top companies in exchange for their continued support. (E.g. guaranteeing the top performing assassin's company first pick of all contracts in exchange for support)

Leadership changes very frequently in Sybaris, and typically violently

the special operators company & dmitri

The Special Operators Company (or Spec Op) is almost consistently the most powerful company in Sybaris (though they have fluctuated between the 1-3 positions through history)

Unlike other companies, SpecOp is defined by its uncharacteristic exclusivity. It only has 9 seats, and each member is considered the best or one of the bests in their field. Often times, entire companies will be subordinated to Spec Op. members through written contracts, with Spec Op. members functioning as "shadow leaders" of other companies.

Currently, Spec Op is the most powerful company in Sybaris, and for the first time, has sworn a very generous contract of compliance and subordination to the coven's leader. As a witch of Sybaris, Dmitri never joined a company until the Spec Ops recruited him, making him one of the most successful soloists in the coven. Spec. Op therefore currently functions as Dmitri's "inner circle" and its surprising loyalty is what makes Dmitri, at present, very difficult to challenge.

DMITRI & PRESENT DAY POLITICS:

Dmitri is an outlier on many accounts -- he's an outsider, not from any of the prominent mafia companies, nor did he have a history of crime and allegiances from before he was sixteen and joined the coven. In other words, Sybaris made Dmitri in its image.

He's extremely popular -- and extremely well-hated. Many adore Dmitri because he (for the most part) obtained his power without ever joining a company. Many hate him for his...admittedly awful personality.

After assuming leadership, for the most part, Dmitri's been very good for business -- the recent Cad deal has been extremely profitable, though his attempts at gaining exclusive control over gambling are still being held back by the council.

His opposition seems to be Persues Riker, a "clean man" as rare as they are in Sybaris, that wants to "clean up" Sybaris. However, many other companies and individuals who dislike Dmitri for a variety of reasons have been using Riker's name to stir up trouble...
DARIUS INFIYA
Leader of "Inferno," and member of Spec-Ops. Played by STAFF
HENRI NARCISSE
Head of the Narcisse family and ally of Dmitri Wisbane.
SUN HA-NEUL
Spec-Ops member and leader of Moonbroch company.

HYDRA

Driven into hiding after the Great War's peace treaty outlawed its existence, Hydra survives underground as a "gang within gangs"-- something so hidden that many individuals could spend their lives underground and never be introduced to. These days, its internal structure is like a mafia-esque spy agency, where many members are unaware of the chain of command, or know each other only by code-name and yet must adhere to whatever tasks are given out. Its members keep their allegiance a secret and pose as unaffiliated witches or witches of lesser-known covens. Occasionally, however, witches of Hydra will be given orders they cannot refuse—traitors to Hydra have been treated to some of the brutal deaths in the history of witchcraft.

But don't think this is any regular gang. You don't join Hydra with any sort of agenda. You join it to join it, to become a part of its family. The poor and abandoned, the outsiders of society with sin on their hands. Those are the ones who find their home here. Many of its members are family pledges-- witches that have belonged to Hydra for generations. Some are what's called "true believers," and have come to Hydra after seeking out its manifesto for a different world, others simply fall into its fold and never leave it.

In olden times, Hydra was a group of "dark witches" that had gone rogue and experimented with magic no one should ever have access to...before that, they were an anarchic coven that fought battles against the very notion of Order itself. No one knows when Hydra was founded, but some rumors say that the group originated in pirate ships that sailed the West Salem sea. Since its inception, Hydra has been against any and all forms of control over magic, be it for the safety of others or oppression of the masses.

Family above all.

intra-coven lore

Hydra, moreso than any other coven, prioritizes a highly centralized form of leadership: the orders of the Leviathan are absolute. At the same time, Hydra's structure is highly decentralized, encourages generalization, and cross-skillset mobility. It achieves this through what's known as the *Black Widow system*, designed by one of the earlier Leviathans.

An important note is that Hydra is extremely small as a coven, and therefore this system is not what it once was --it isn't as strong or as consistent as it used to be, and often doesn't really exist. There's a debate in coven leadership of if/when to bring this back in full force, and many recruits haven't really been exposed to this.

Another important note is that Hydra, unlike other covens, does not typically care for ranks beyond acolyte. Because its witches historically have always been barred from receiving ranks from the council of Delphi, and because of its prioritization of loyalty, the coven has some apathy towards the idea that magical capability necessitates respect -- it's about your role, contributions, and loyalty.

APPRENTICE / HANDLERS

The most important reason Sybaris is what it is today is because of the Quetzacoatl Truce (or the QT, or the Truce).

THE SPIDER'S WEB

This relationship of Handler/Apprentice continues in layers -- one witch's Handler is another's Apprentice and so on and so forth, with the number of witches you are responsible for increasing as you climb. It is common to change handlers as you grow or desire to learn new things.

CONTROLLERS

Some witches eventually (typically at Mid Acolyte-Champion) become the "center points" from which these connections bloom, answering only to the Heads of Hydra. An example of this present-day would be Ezekiel Belgrass, the owner of The Blind Monkey. These central figures can also be contacted to report problematic handlers, or to confess to personal dissent/desire to transfer or be removed from duty.

LEADERSHIP

As it stands, Hydra is very closed off to leadership changes and preceived "factionalism" -- the coven would perhaps not survive opening higher ranks to new members, and therefore heavily resists granting significant authority to others.

It is run by three elusive sobriquets: "Tiur," "Lord Lorraine," and, at the center, "the Leviathan." They are known as the Heads of Hydra.

That being said, Hydra is not only a three headed beast -- as the coven expands and becomes more sure of itself, so does the dragon, with theoretical vacancies for the original nine seats of Hydra, as it was in its prime...

hydra terminology

Some more terminology that, before the war, used to be more fleshed out and "real" but today is still being "rebuilt" institutionally:

PAPSUKKAL - "Sleeper agents," Papsukkals are typically embedded into the everyday fabric of witch society. They exist in government offices, inside the CAD network, in other covens and lead every day lives, waiting to be "activated" and reveal their Hydra allegiance when asked to do so. Once robust, the Hydra's espionage network is not what it once was, and has mostly been reduced to such sleeper agents.

LICH - Once a pejorative term for any Hydra witch, it was later repurposed by Hydra engineers/scholars who began using the term to affectionately refer to one another. It's used to describe a Hydra engineer or a seeker of black magic. The Liches Division was once a fully functional branch, similar to the Cipher Corp of Cerberus.

ENFORCER - Hydra witches that specifically enforce the ideological line of the coven, dealing internal punishments. It is often expected of any Hydra witch to work as an enforcer for a period of time before reaching acolyte.

THE WAR AND VENIA TOKENS:

Venia Tokens are small gold coins imprinted with a unicursal hexagram and the phrase: "corvus oculum corvi non eruit." Created during the Great War and Hydra's persecution, they serve as a tangible marker of a blood debt owed by a Hydra leader or powerful Hydra witch to an external (non-Hydra) source of support. E.g. those that gave their homes to Hydra families during the war.

Any owner of a Venia Token is owed a favour by the Leviathan herself, as the tokens were created from her blood (literally).

FARAH'S LEADERSHIP & "OPERATIONS":

Farah's leadership has seen erections of "temporary structures" known as Operations. Essentially, witches are assigned to Operations or team-like structures with temporary hierarchy based on who is leading the operation. Multiple operations run simultaneously, with information obscured in between teams to ensure the safety of the mission.

Most current Hydra witches were involved in Operation Nexus as initiates, doing their part in bringing Cad infrastructure under Hydra control.

The goal of Operation Nexus is so far unclear...

other

The New Dawn is a religious group that has recently been outlawed as a terrorist organization. They preach the teachings of Seraphine, the Phoenix, and speak of a new world made by her. Because of their incredible ability to seemingly grant magical powers to humans, they have amassed a huge following. Currently, though, the New Dawn have been driven underground....

Click here to participate in the interactive lore.

NON-PLAYABLE CHARACTERS

Non-playable characters or NPCs are staff-controlled characters that are in various key positions in the realm of delphi. This includes coven leaders, council members, or even just important players in the site plot. They tend to be extremely powerful witches that member characters may want to learn a thing or two from. Interacting with NPCs may give characters various boons including new spells, skills, or items. But the most important aspect of NPC threads is that they give out information, plot points, and help weave your character deeper into the site plot.

HOW TO THREAD

001. NPC threads are threads between the player and an NPC of their choosing. Threads can only be undertaken when a player receives an NPC thread item, after which they must post in this thread stating which NPC they'd like to thread with in the NPC QUEUE thread on the MOD ME Discord channel.

002. NPC threads are always injury-enabled, meaning they might prove dangerous. At the same time, NPCs may teach the characters new, specialized spells or gift them rare items. Risk and reward.

003. You can also bring in multiple npcs to the same thread if you use multiple NPC thread cards at the same time. Staff will work with you to the best of our ability on this, but some NPC pairings may be a bit too unreasonable or impossible due to the current site plot. Please discuss with us in advance. 

004. A list of staff-controlled minor NPCs may also be found in the minor npc thread. Minor NPCs may show up in the events and can be texted, provided you have their business cards. They are not eligible for tie-ins or NPC cards. MINOR NPC THREAD
CERBERUS
PEGASUS
SYBARIS
HYDRA
OTHER

CASSIDY WOLFE

HELLHOUND OF CERBERUS

DOSSIER

As far as Cerberus commissioners go, Cassidy Wolfe came from more humble beginnings. The daughter of a poor peddler, Cassidy is the first non-noble to achieve leadership of Cerberus and often bears more criticism than her predecessors. She pays no mind, however, and runs her coven like a well-oiled machine. Her temper is short but warranted and and her powers in fire and light rival none, giving rise to the nickname 'Hellhound'. Cassidy's harsh demeanor will intimidate most witches, but she is a fair leader who believes in restoring justice and maintaining peace.

WHAT WE KNOW SO FAR

FIRE AND ICE with VARIOUS

Cassidy Wolfe is shadowed by Aiden Emerson during the Emerging Leaders program. She finds Aiden a little tactless, but with good heart. A little bit like her, though, she's not sure it's a compliment. For the motion at hand, Cassidy votes in Delphi's favour, arguing that Delphi's resrouces should be in their own hands, not given freely to a monarchy. Dmitri, a figure of her past, seems to characteristically disagree.

@ great hall
event thread
dmitri
TO KEEP THE WOLVES AT BAY with CAIN DELACOUR

Cass's friend and colleague Cain returns from an expedition, demanding answers about the Cad hijacking. Cassidy's hands are tied by the council, but she reveals her plans to investigate it anyway. She doesn't seem to buy Dmitri's willingness to take the fall.

@ old citadel
npc thread
PLACES THAT YOU DONT BELONG with DMITRI WISBANE

Over a series of texts, Cassidy's relationship with High Priest Dmitri Wisbane unfolds. After a bit of bitter back and forth, Cassidy bands Sybaris from the Novice Exchange Program. Later, when Dmitri confesses his innocence, they agree to meet and discuss an "investigation."

@ over the phone
npc thread
THIS CITY'S MONSTER with MILO TREMERIE

Milo Tremerie becomes a sentinel on the eve of a prophecy, and Cassidy is following a dangerous lead. She puts him to the test by asking him to investigate Hydra safehouses in the Myca. Milo's investigation is partially successful, and confirms her worst fears.

@ myca desert
@ old citadel
npc quest
YOUR HEART'S GOT TEETH with DMITRI WISBANE

They finally meet at an old hangout, and compare notes. Dmitri and Cassidy realize that the board has changed since they last looked at it. They realize that Hydra is back. Cassidy decideds to take matters into her own hands, and aggravate her enemy by erecting war monuments she knows will set them off.

@ rose lounge
npc thread
mission cycle 7

JEREMIAH KNOX

CASTER OF LAZARUS

DOSSIER

For the current head of the Knox clan, a powerful lineage of summoners that have long since held high positions within Cerberus and Delphi's political structure at large, Jeremiah is somewhat down-to-earth. He calls himself a "reforming elitist", and when he's off-duty he seems like your average jock. When dealing out justice or fulfill tasks related to his coven, however, he takes on a very intense, self-righteous, and sometimes sadistic personality that seems to deeply conflict with his regular persona. Cass may be the "hellhound" -- but he's very clearly the one keeping a ranging temper on a short, tight leash.

WHAT WE KNOW SO FAR

AFTERPARTY with VARIOUS

At the Pegasus Afterparty, Jeremiah revelas a friendly past with Ezekiel Belgrass and, perhaps the greater offense: a love for cheap beer. He says he is working on some "project" with Aiden Emerson, but doesn't reveal what. When things go south, he uses powerful summoning spells to help everyone escape the illusion-turned-prophecy.

@ pegasus park
event thread
zeke
WILL OF THE NIGHT with VARIOUS

As the leader of the Reserve, Jeremiah was in attendance at the annual Will of the Night party, where he performed some Abjuration experiments, got drunk, and did nothing to dissuade the hazing.

@ old citadel
special mission
NOVICE EXCHANGE PROGRAM with VARIOUS

Jeremiah attends the Novice Exchange Program in Eclipse Town, providing training to various young witches on how best to combat daemons and seal ruptures. The leader of the Hunter Corps is conspicuously missing.

@ eclipse town
major event
RETURNED TO ITS HEART with VARIOUS

Jeremieah recruits Sylvaine, Mitra, and Kasimir to explore Delphi's catacombs and ensure the protective wards are still functional. His own ulterior motives, as well as an unknown enemy, reveal themselves...

@ the canals
quest

CAIN DELACOUR

STARLIGHT DRAGON

DOSSIER

An ordinary man at first glance, though veterans recount his youthful self as a sort of 'hotshot', Cain Delacour had somewhat of a rocky start as leader. However, he has since mellowed out, and was re-elected in Pegasus due to his skills around peace-keeping and negotiation. Cain also possess extraordinary powers in starcalling, a magic typically relegated to performers. These days, Cain prefers to socialize among Pegasus coven members rather than assert his own leadership authority. Charismatic and friendly, Cain is not keen on council meetings or the like, and has tasked himself with rather long expeditions into the wilderness, sometimes for weeks.

WHAT WE KNOW SO FAR

AGAINST THE INVISIBLE NET with HA-YOON LIM

Cain meets with a witch he had helped bring to Delphi years ago—only to find that she's grown into an ideology that opposes what he stands for. Does he ruin a relationship? Or was a freidnship between the two doomed from the start?

@ cerulean district
npc + pc thread
TO KEEP THE WOLVES AT BAY with CASSIDY WOLFE

Cain returns from a month-long expedition into the wilderness to find that things in Delphi have fallen to chaos. The Cad network, hi-jacked? He catches up with his friend Cassidy over coffee and cigarettes, and offers her some advice with interpreting the politics of everything going on around them.

@ old citadel
npc thread
AFTERPARTY with VARIOUS

When things go south during the Pegasus 50th Jubilee, Cain is called in as a coven leader. He prevents the worst of the damage, but isn't able to save everyone. Many leave the scene with permanent injuries, and one witch dies, pushing Cain to realize he hasn't been present...

@ pegasus park
major event
CULT CLASSIC with CHARANI SATO

Several years before the events of the site, a rising acolyte Cain Delacour sees Charani in the wilderness. Unable to ignore the boy's distress, Cain brings him back to Delphi and adopts him, pulling him into the Pegasus fold.

@ the wilderness
npc + pc thread
flashback
PIHASSASSI with KAP AZ'ES

Before Cain was a High Priest, leader of Pegasus, he was the leader of his own successful battalion, the Quicksilvers. Kap's foray into their home base is quite a welcoming one, and as tradition, he's given a little initiation--a seer session with the Starlight Dragon himself. Cain's prophecy though, may be a sign of an uncertain future.

@ pegasus park
npc thread

JULIAN WU

EYES OF PEGASUS

DOSSIER

Cain's right hand man. A master of illusion, dubbed 'Eyes of Pegasus' for his extreme expertise in detecting and creating illusions that will make most opponents question their sense of reality. But day-to-day, Julian only uses illusion to subtly enhance his appearance. Practically Delphi's very own celebrity, Julian attracts many recruits to Pegasus due to his sheer popularity. He's emotional, vain, and at times, can be incredibly cunning. Though despite his less than desirable personality, Julian is extremely reliable. Cain entrusts him as an ambassador of Pegasus while out on expeditions, and it is clear the Julian has a deep loyalty to his coven, and goes out of his way to hold community events on top of his regular responsibilities.

WHAT WE KNOW SO FAR

AFTERPARTY with VARIOUS

It's the 50th anniversary of Delphi's largest coven, and Julian Wu is headlining a sell-out crowd. His performance, which was supposed to be an experimental alchemy-illusion experience, is "hijacked" by a prophecy, causing the projections to go haywire. Julian spells out a prophecy, and his actions ultimately result in the death of one person and the injuries of several more...

@ pegasus park
major event
AFTERPARTY: EPILOGUE with CAIN DELACOUR

As a result of his reckless actions, Julian's batallion is disbanded and he takes a break from the stage. But whether the punishment pushes him toward self-righteousness or self-improvement is yet to be seen...

@ pegasus park
event aftermath

DMITRI WISBANE

WINTER'S REQUIEM

DOSSIER

To very, very, very select few, Dmitri is a decent guy. To everyone else though, he's a bit of an asshole. But it's hard not to be when you're often considered one of the powerful witches alive, and even moreso when you are the leader of Sybaris, a coven whose hierarchy...well, if you decide to climb it, you better sleep with one eye open. Dmitri believes in very little, but he doesn't believe in luck or chance. He is someone who crawled his way up from the depths of poverty to become the leader of a coven very few in history have managed to tame. Granted, Sybaris isn't always content with his rule, but when has it ever been, with any rule?

WHAT WE KNOW SO FAR

WANTS AND NEEDS with HENRI NARCISSE

Two years before the events of the site, Dmitri meets with a sponsor. They test the waters around eachother and, sensing little threat, Dmitri offers Henri a lucrative expansion into the Vale. Throughout the meeting, he seems distracted...

@ the genevieve
npc + preset thread
CAD EPILOGUE with FARAH SERIZAWA

After the Cad Hijacking, Dmitri Wisbane is targeted by his political opponent, Riker. Farah sends him a letter and Seraphine's wand, and suggests that he take the blame. An equal trade, or has the devil finally met his match?

@ lamia towers
event epilogue
farah
IGNITION PT 1 with EMMA

After Sybaris is the target of violent protests, Dmitri meets with Emma and offers her Seraphine's wand in exchange for...something.

@ lamia towers
special mission
MERCHANT OF VENICE with SERAFIM STRIX

Dmitri arranges a meeting with Selwyn Hale, an old acquaintence, only to find that Hale is dead and an intern from years ago has taken his place. Huh. He decides to make Sef a player in an elaborate game, with the bounties of the Vale on the line. At his ex-intern's request, of course.

@ west salem sea
npc + pc thread
THE ROAD NOT TAKEN with EIRIN LEYFSON

Dmitri asks Eirin to join him for a much-revamped Silverwing Gala, enticing her with the prospect of Seraphine's wand. He says he's going to deal with Riker the simple way: let him come.

@ tartarus
npc thread
YOUR HEART'S GOT TEETH with CASSIDY WOLFE

After pleading innocence, Dmitri arranges a meeting with an old friend, Cassidy Wolfe. He learns that the "F." he is working with is likely a part of Hydra. He doesn't show Cassidy his whole hand, for some reason.

@ the rose lounge
npc thread
SILVERWING GALA (PT I) with VARIOUS

A huge celebration. Dmitri learns of a prophecy foretelling his demise, and that the woman named "F." seems interested in Hailey. His charade with Serafim comes to a close, and, all in all, enjoys his winnings from the night.

@ lamia towers
major event
SILVERWING GALA (FINALE) with PERSEUS RIKER

When his opposition, Riker, appears and gives him an unknown but incendiary gift, Dmitri chooses to retaliate. Violently. The night ends in a massacre. Though this time, the Winter's Requiem is kind enough to give advanced notice.

@ lamia towers
event epilogue
HEADLINES with SERAFIM STRIX

Riker's supporters must pay the price of a second "culling"—it's one way, at least, for the Pegasus sentinel Serafim Strix to take on a snakebite mission. After a brief meeting in his office, High Priest Dmitri Wisbane lets Serafim take on two acolytes, before killing them both and throwing Sef into a jail cell. Politics is complicated—and worse, when you're a traitor.

@ lamia towers
npc thread
DEVIL IN A NEW DRESS with SERAFIM STRIX

On the other side of the continent, caught in the unfamiliar side of a familiar conflict, Serafim Strix sends an unlikely text. High Priest Wisbane, to everyone's surprise, answers. Once again, he finds himself traded off like a minor piece in a grand game of chess, and the two arrive back in Delphi after a voyage at sea.

@ lamia towers
npc thread
WOLF IN SHEEP'S CLOTHING with KASIMIR BUROVSKI

Kasimir escorts Dmitri to a meeting with the mysterious "F."—only to find that they've both been duped. Dmitri takes pity on Kasimir and doesn't kill him, though Farah asked. He decides, instead, to get to the bottom of everything.

@ the docksa
npc thread recap

EIRIN LEYFSON

THE KINGMAKER

DOSSIER

Sybaris's "kingmaker" is none other than the master of alchemy herself, Eirin Leyfson. In some ways, she's the opposite of Dmitri: she's cool-headed and unambitious. If Dmitri epitomizes the greed and power-hungry portion of Sybaris, then Eirin is the representative of those that join the mercenary coven their own personal, uncompromisable ethical standards. Her integrity more important to her than anyone or anything else, a trait that has made Eirin a reputable witch even with those outside her coven. Eirin's disinterest in politics and powerplays may seem rather...boring, but it's not because she's bad at playing games. After all, they don't call her the Kingmaker for nothing.

WHAT WE KNOW SO FAR

THE ROAD NOT TAKEN with DMITRI WISBANE

Eirin is visited by Dmitri, who invites her to the Silverwing Gala. The prospect of learning more about Seraphine's wand seems to entice her, but she wonders if Dmitri's goals will do him any good.

@ tartarus
npc thread
CHAOS THEORY with KAP AZES

Eirin invites a sybaris turncoat to be one of her scientists. Or experiments? It's hard to tell. She ropes Kap into a months-long contract, but her adventures in the Jairwood seem to trigger symptoms of the Calling curse. Meanwhile, Kap makes astonishing progress in the field of rupture-detection.

@ jairwood
npc + pc thread
SILVERWING GALA PT I with VARIOUS

At the Gala, Eirin recruits Erin Caulfield to work for her again, not knowing she's a member of Hydra. When she finally meets Emma, she's baffled by the prophet's childishness, and "negotiations" fall through...

@ tartarus
npc thread
BONE ALTAR with GISELLE REID/XIOMARA

Xiomara's house has burned down. She has lost her life's work. And so she turns to the only other home she knows—an abandoned church, now made for the abandoned. Eirin Leyfson greets her, and grants her wish: no more games. A life with enough power to never have to think about power again. Welcome back to the living, Giselle Reid.

@ tartarus
npc thread

FARAH SERIZAWA

THE LEVIATHAN

DOSSIER

Farah is the embodiment of Hydra-- cryptic, obsessive, dangerous, and frighteningly loyal. But the fun of it is that no one knows she's the leader of Hydra, so she often comes off as a baby-faced girl with the morbid and off-beat humor of a 40-year-old man and a great gravitas about her that strangers can't quite explain. Farah will never really tell you she's the leader of Hydra, it's just something you...come to know. Often much later than you're proud to admit. Within the coven, Farah is extremely reliable and takes the family aspect of Hydra very seriously. As you may have gathered, Farah can be uninterested, hostile, and often totally remorseless when dealing with those that aren't in her coven, so be careful.

WHAT WE KNOW SO FAR

THE DRAGON HAS THREE HEADS with EZEKIEL BELGRASS

Farah convinces Zeke to take the lead for the Cad Hijacking, the first step in Operation Nexus. She also receives Seraphine's wand from him. Their friendship unfolds over the course of a few drinks.

@ the blind monkey
npc thread
IGNITION PT 1 with VARIOUS

During the riots, Farah is intruiged by the New Dawn, and steals someone's identity to infiltrate the group. It's unclear what her discoveries were.

@ downtown delphi
mission epilogue
MIXING MARTIAL ARTS with KASIMIR BUROVSKI

Kasimir visits Farah in a safehouse she is pretending is her home. They catch up, and Farah asks if Kasimir could find a "friend" of hers named Hailey. The mysterious girl seems closely related to Spec Ops and Dmitri Wisbane.

@ the docks
npc + pc thread
SIX-POINTED STAR with VARIOUS

During the tail end of the Cad Hijacking, hydra mobilizes forces to target two retired Hydra agents. Farah sends initiates in an attempt to protect them, but the mission fails. She lets them off with a warning and a debrief.

@ the canals
minor event
LIGHTNING IN YOUR EYES with MADDOX RUCHBAH

After the Cad Hijacking, Farah meets with Zeke at their usual spot, only to find that their meeting has been crashed by Aeris's son. Okay, so maybe she's doing the crashing.

@ the blind monkey
npc + pc thread
LADY OF SHALOTT with MEL KHATAGIN

Over ten years ago, the Leviathan visits the Winter's Grasp. She meets a curious child, and lifts the blinders on her eyes. They speak of dreams and of Gods, and seem somehow destined to meet again.

@ the blind monkey
npc thread
flashback
THE PORTRAIT OF QUYNH LE with QUYNH LE

After a mission goes right, Farah Serizawa invites Queenie out to an oasis in the Myca, where she meets her new handler, Deimos, and his granted a new silver ring. Farah laughs when asked about immortality the first time. The second time, though, she gives Queenie a lead...

@ myca desert
npc thread

EZEKIEL BELGRASS

PAZUZU / DEMON OF THE SOUTH WIND

DOSSIER

The Blind Monkey's ever-so-suave barkeep is possibly the most mysterious man in Delphi-- and a person of interest for the council and other ruling powers. He seems to...know too much. About Hydra. About the history of magic. About everything and everyone, honestly. But that doesn't keep him from being friendly and flirtatious, and for being known quite affectionately in Hydra as "Uncle Zeke." Zeke is the warmest person you'll ever come across. He's naturally curious and very much a people person, which means that soon enough, you'll find yourself drunk at his counter telling him everything you really shouldn't be telling a stranger you just met. But eventually you'll find that Zeke doesn't really share back, and the man keeps everyone except a select few at arm's length...

WHAT WE KNOW SO FAR

CAD TAKEOVER with VARIOUS

Ezekiel Belgrass and a group of Hydra witches takeover a Cad train, cutting it off from the network. The barkeeper reveals a side to him that is ruthless, and "Pazuzu" returns to the field as a player on Hydra's side.

@ the cad network
major event
LIGHTNING IN YOUR EYES with MADDOX RUCHBAH

After a disappointing performance on his first large-scale mission, Maddox receives some advice from Zeke, and the pair meet Farah Serizawa. Otherwise known as the Leviathan.

@ the blind monkey
npc + pc thread
THE AFTERPARTY with VARIOUS

Ezekiel Belgrass runs the bar for the Afterparty. He runs into an old friend and a new enemy. When things go south, he plays it cautious.

@ pegasus park
major event
NOCTURNE with MADDOX RUCHBAH

Ezekiel shows interest in some papers Maddox and Queenie find in the home of a Hydra traitor. He promises a story, if the two have time.

@ over the phone
minor quest
ETUDE with MADDOX RUCHBAH

Maddox becomes an Acolyte, and Zeke takes him on as an apprentice. He reveals the story of the Jeremiah Knox, Caster of Lazarus, and a man he knew before he became a legend.

@ over the phone
npc + pc thread
PLOUGHS THE RAGING SEA with MADDOX RUCHBAH

Zeke drowns Maddox, and tells him a story, albeit disjointed. He's never been good at talking about himself, but he makes an honest attempt

@ siren's cove
npc + pc thread
SNAKES IN EDEN with QUYNH LE and MADDOX RUCHBAH

Ezekiel Belgrass meets with Maddox and Queenie and tells them the story of the Eden Agreement, and how Sybaris was used as a weapon to clean up Hydra. He sees the two friends fight, and gives them a warning.

@ the blind monkey
minor quest
HEARTS IN DAYLIGHT with VARIOUS

Ezekiel hears a rumor of a strange hunting band that goes around and collects dragon hearts, and asks Maddox, Rebecca, and Jack if they'd like to investigate.

@ the delta
npc quest
HOUSE OF TILES with FARAH SERIZAWA and MADDOX RUCHBAH

Maddox meets with the Leviathan without meaning to, and is granted the responsibility of a lifetime. Or of a generation? Zeke and Farah both exchange stories of a war and its aftermath, and Operation Ananke is born over cups of coffee and trust, easily given.

@ the blind monkey
npc thread

PENELOPE KROST

HEIR TO PYTHIA

DOSSIER

Take the unrestrained magical power of a High Priestess. Now give it to a sixteen year old who's been groomed as the heir to a doomed kingdom, whose people have more or less disappeared or integrated themselves into more worthwhile societies. It really is a wonder how Penelope doesn't go about rampaging on the streets of Delphi. In fact, she's quite from from it. This girl is excitable, happy, and, for the most part, friendly. Deep inside though, she takes her kingdom very seriously and is willing to go through hell (ahem, the Council of Salem's bureaucracy) and back to give her people the recognition they deserve. But also...she's sixteen years old, and her life as the embodiment of Pythia makes for the strangest and most painful case of FOMO out there

WHAT WE KNOW SO FAR

FIRE AND ICE with VARIOUS

Penelope finds herself in the mess of Salem's bureaucracy. She fights her best to preserve her people's historic right to appoint a librarian, but falls short. She finds an unlikely friend in High Priest Wisbane, though.

@ the great hall
minor event
A WILD CHILD with JACQUELINE LEVEILLEUR

The princess of Pythia has never experienced the things a sixteen year old girl could. But steal her away for the night, let her loose, and what happens? A taste for things to come? Or perhaps instilling a deep yearning for the things one cannot have...?

@ downtown delphi
npc thread