Note: White Wolf has released its own D.C. by Night. Their ideas on who rules and what goes on are totally different (and in my opinion inferior) to those presented here. Their info deals mostly with the Vampires. This feature will continue regardless of the existence of that product. If you buy it and like its information better, just disregard the Vampire information presented in these articles.

Mages

The Mages of D.C. have no structure or rule, chaos is the predominating determinant of their fates. All factions, Technomancers, Traditions, Nephandi, and even Marauders, battle for some form of control.

Because D.C. is the center of politics in the US, it is one of the more important battle fields in the ongoing Ascension war. Tradition Mages live separated personal lives, separated from outside Cabals. Technomancers lurk behind politicians with their money and pay monetarily for power. The Nephandus give guns, corrupted drugs, and foul ideas to the youth of the city. The Marauders wait, and wait for their time to burst through the veil and purge those from the earth who would serve the Wyrm. All mages play a role, but some are here in force, and in this place the war rages like nowhere else. Losses are heavy, but the outcome is to important to give up on account of mere life.

Mages of Tradition

Mages of all the Traditions have gathered in D.C., and all influence culture in some way or another. The Cultists have their ideas deeply rooted, especially in Georgetown and Anacostia (each for different reasons.) The Adepts fight computer wars with the technocracy, the Sons of Ether brood over wacky schemes, and the Order of Hermes fights both Technocrats and Kindred alike to regain their position lost in the Mythic age. Yes, all of the Traditions play some part.
Druggies: The Cult of Ecstacy is very powerfull in the D.C. area. The parties in Late Night Georgetown are fueled inpart by Cult drugs and ideals. Their views also affect the lives of Suburban teens, who get their hits from them. The Cult has a chantry in Georgetown.
Druids: The Verbena are strong in the city. This would seem strange until you realize that Washington is a gathering place for neo-pagan religions. The head of the Asatru faith (belief in the norse gods) is located in the area. A Verbena chantry is located in northern Virginia.

Mages of Technology

The Technocracy does not have as much power in D.C. as it has in other areas. All of the conventions are present, but the three most powerfull are The New World Order and the Syndicate.

The FBI, which is based in Washington is laced with NWO agents. The political wars on Capitol hill attract the Syndicate, who use teir money to infuence weak-willed politicians (which are in abundance.) From these places the Technocracy attampts to steal power from the Kindred, however, they have had little success.

In many other places the Technocracy is way ahead in the war for ascension. Here, in Washington, however, they are weaker. This is due in part to the Traditions, but also a great deal of it is due to the power of the next group.

Mages of Corruption

The Mages that have swayed to the third side, the side of the Wyrm, have greatly influenced the environment of the city. It is very easy to prove that the hand of evil has affected D.C.; look around: death, murder, homelessmess, poverty, filth. All of this is present and has been provided in part by the Nephandi.

They do not care about politics and political power Their end is, of course, the utter annihilation of reality. They fight a different war, a war a descension. Until this goal is reached, they will continue to help arm the gangs, corrupt the drugs, and pollute the earth.

Mages of Insanity

This final group does not have a huge role in the city, or anywhere else in static reality for that matter. Their place is outside the perceived world, on the fringes of the tapestry.

They do put up resistance to the Nephandi, those corrupted by the Wyrm, the Technocracy, and even the Traditions, if they get in the way.

Through the ever present insanity, the Marauders possess what it takes to stop the growing power of the Nephandi. The Marauders have a growing role and may be the only hope from descension.

Mortals

The mortals of D.C. show an unusually high level of independence from their Supernatural neighbors. Quite a few mortal organizations are free of Kindred control or Lupine influence. The following lists and descriptions tells who controls each group, and gives some more info on them.
Television Media:The local TV stations are all kindred controlled.
Newspaper Media: The local papers are mostly independent, but the large publications such as the Post and Times are variably influenced. They are watched by the kindred, but there are also a few Glass Walker kinfolk journalists who publish some liberal press.
Radio: Largely independent since it's not a very respected source of news coverage.
Police: The cops are controlled by the prince, who keeps them nice and corrupt. However, the chief of internal affairs is totally independent. He is aware of the controlled corruption, and has started a broad based campaign to purge the controlled cops. It is believed he is secretly supported by the Bone Gnawers (those clues that just seem to appear as one is stumbling through back alleys.)
Secret Service: The Secret Service is totally independent, the president however...
FBI: The Federal Bureau of Investigation varies in freedom from department to department. Homicide, for example, is controlled by Kindred for the purpose of covering up feeding related slaying. Departments having to do with the investigation of breeches in federal environmental laws is influenced by Glass Walker Kinfolk. One department which remains totally independent, and terribly frightening to the kindred, is the Special Affairs Division, this is described in greater detail later.

Special Groups:

These are groups that have significance to the supernatural beings of the city.

The Arcanum:
The Arcanum, as described in Vampire and Werewolf, is an ancient order of Scholars devoted to the study of paranormal and supernatural occurrences. For this reason it is easy to understand why the kindred fear them. It is well known that the Arcanum does indeed know of the existence of Vampires and Werewolves, however, they believe both races to be small and relatively no powerfully, and thus only look for age-old evidence. This does mean though, that any major slip by a Vampire that reveals a supernatural presence would lead to a serious break in the Masquerade.

What does this have to do with D.C.? The arcanum is structured around the Chapter House, a library/living area for arcanum members. It usually contains ancient texts as well as modern computerized encyclopedias and histories.

The two oldest Chapter houses in America are in Boston and Washington. In young America, with the founding of the Library of Congress, the Washington House was decided as the center of Arcanum activity in the United States. The house is a large, old building located in historical Georgetown. Its a beautiful creaking building that blends in perfectly with the city.

The presence of this group means the resident Vampires have to be VERY careful about the Masquerade.

FBI Special Affairs:
This is a secret division of the FBI that is unknown to most agents outside it. The sourcebook Hunters Hunted describes it as: "An organization to investigate cases of a strange and persistent nature with the intent of determining, once and for all, whether such cases represent a nationwide hoax, or if they in fact posses some validity to truth."

Unfortunately for the Cainites they know of their existence, and have decided that they are a threat to both the American people and national security. The organization now has two goals added to their portfolio which directly affect the supernatural world:

  1. Gather information on and for the purpose of locating and destroying vampires.
  2. Locate and destroy Vampires.

This makes things very tricky for local kindred, every once in a while a kindred just disappears, his haven having been raided during the day, and the entire location marked with bullets. It just causes the Masquerade to be informed more fully.

The Inquisition:
The most feared hunting group in history. Due to its effectiveness, unwillingness to compromise, and its large body of knowledge, the Inquisition, or society of Leopold, remains a feared (and large) group of mortals. Any Vampire, Werewolf, or Mage who says they do not fear this group is a fool. They come by night and day, totally silently, armed with silver, sunlight, and the might of God, and willing to do whatever it takes to purge from the earth all beasts who stain God's good earth. They fight like fire, and just love to quote a quite like from the english bible of King James.

Suffer not a witch to live.

They don't have a really strong foothold in D.C., but the Kindred of the city fear any way. A well respect, old, established Jesuit high-school in the center of the city has been known to house members of the Inquisition, and even give them temporary jobs as they carry out their mad quests. In fact, just this spring, a crazy priest by the name of Fr. Millard came rolling into town in a great green boat of a car, and a trunk full of wooden stakes. The school gave him a job as a temporary math teacher (and not a very good one at that) while he mercilessly hunted the cities poor kindred. He killed one anarch and his three ghouls before he left abruptly after receiving a death threat channeled through a student by a primogen member. He would have never been discovered if that mad light didn't glow constantly behind his eyes.

Pentex:
Pentex, the international mega-corporation whose plans go far beyond attaining capitol profit, has a few major strongholds in the area. One of their main offices is located in Crystal City. They have a large factory on the anacostia river, as well as a processing plant in Manasses, Virginia.

Both the factory and office buildings would have already been destroyed by the local garou, if it wasn't for their incredible security. Each building has a pack of Black Spiral mercenaries, three units of top notch former corporate soldiers, and a fully automated laser guided projectile defense system. They are similarly defended in the Umbra, with banes of all kinds protecting all sipiritual entrances into their strongholds. The Garou have been unable to penetrate either building.

The strategem which the corporation employs is complex and well planned. They subtley introduce their chemicals and dangerous products into the market while using their vast resources to pay off anyone who would attempt to foil their plans. To date, they have been successful.

Part I of the Book of Raging Across D.C. by Night - Vampires and Werewolves
Part III of the Book of Raging Across D.C. by Night - Pit 9, a Werewolf resource


Copyright © 1995 Justin R
Used with permission.