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The Factions
: Somewhere to Belong :

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"I want to be in another place
I hate when you say you don't understand

 

(You'll see it's not meant to be)
 

I want to be in the energy, not with the enemy
A place for my head."

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--- Linkin Park. "A Place for my Head"

The Dark Metropolis has always been home to several groups or splinter groups of larger organizations.  While we could provide a list of every possible group, organization, business or corporation that exists in our world, we have decided to shorten the list to be more specific to those who currently have an active presence in our Chronicle. 

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The Following pages will list the current and active factions available within our chronicle and their respective Prosperity Levels.  Note that this list is subject to change based on activity and story progression and character development. 

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If you are interested in joining a faction, contact the respective leads or associated points of contact.

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::: NOTE :::  We are not accepting new Factions at this time. 

  • Players are able to form their own groups but they will not receive any official Sim Sponsorship or Staff Support. 

  • Players will be solely responsible for recruitment, management and the activity of their own groups

  • As a result these individual groups will not be eligible for Faction-Specific Rewards and Perks given by our Prosperity System.

  • All Player-made groups will be displayed as part of their overlord Faction until further notice.

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::: FACTION RULES :::

  • INDIVIDUALITY.  Each faction is unique to the overarching plot as a whole. This means that each faction contributes in their unique way to the story and World lore as a whole.  No faction can be created with the same purpose as another.

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  • LEADERSHIP.  Each faction is made up of one Representative Leader, and two co-leads, for a total of three leaders.  This is to ensure that each faction has ample representation for players who may be interested in joining said faction.

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  • ​PARTICIPATION & INCLUSION.  Factions are NOT Race-Exclusive.  Anyone of ANY racial group may choose to join a faction.  As such, all factions must be willing to participate and be involved with the Sim Plot and story.  This not only benefits the Faction in earning perks for their people, but also promotes a sense of community outside of Roleplay.  There should be NO Faction attempting to segregate themselves from the rest of the community nor any faction that excludes others from Roleplay. 

    • Interior Faction Stories and Plots are allowed, but they may never overwrite the history or lore of the sim or city, or the overarching plotline of the Chronicle.

    • Interior stores are considered Side Quests to the Main Scenario Progression.

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  • HEADQUARTERS & HIDEOUTS.  Each Faction has a representative Business which acts as their primary Headquarters.  Any Businesses that fall into the Faction's Umbrella can be changed via Roleplay.  At NO POINT are these Headquarters to be considered personal Properties of the Faction Leads.  They are ALWAYS OPEN to ALL Faction members.  Individual Rooms are not included as Public spaces as such spaces are rentals as well.

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  • JOINING & MEMBERSHHIPS.  Joining a Faction comes with both benefit and Risks.  By Joining one faction, a player may be barred from working at opposing Faction Businesses.  Members of Factions always Start at the lowest rank, and will be promoted by Faction leads as they ROLEPLAY.  Faction promotions have NO BEARING on Individual Rankings via the HUD system.

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  • FACTION CONFLICT & WARFARE.  Faction Opposition and Wars are completely possible in our system.  When a Faction is openly at war with another, members are prevented from working directly in Businesses that are owned by the opposing Faction.  Facilitators and Storytellers will take Faction memberships into considerations when players are involved in Events and story development.

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  • PERMANENCE & LEADERSHIP CHANGESThe Role of a Faction Lead is NOT Permanent.  A Leadership role may change dynamically with the story, and with Roleplay.  Faction Leads are expected to Drive Story for their faction and encourage Participation and inclusion among their members and others.  Faction Leads may be challenged within their faction with PROPER ROLEPLAY and in the presence of a Facilitator to record the results so that appropriate changes may be made.

    • Remember that Leadership Changes are a VERY BIG DEAL. This is not a race to the top spot, there are responsibilities that Leaders are expected to uphold. ​

    • Once a Leader is Changed, they may not be challenged for a period of 1 RL Month.

    • Faction Leads are NOT immune to Death.  There is a VERY REAL possibility that they can and will be killed during a challenge. So be prepared to take a scar.

Requiem by Night
An original chronicle set in the alternate Earth.  Proudly created with Wix.com.

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