

Introduction to Vero
In the present day, we find ourselves in an age where time seems to stand still. Yet, Vero, an idyllic private island off the coast of Italy, remains a timeless testament to the unique fusion of past and present. Purchased over five centuries ago by the eccentric Roman billionaire Magnus Veritas, direct progeny of the legendary Oliver the Earthmover, Vero has long been his passion project. A man devoted to tradition, Magnus envisioned the island as a sanctuary—a place to honor ancient customs while embracing the ever-evolving spirit of modernity.
Magnus Veritas: The Eternal Visionary
Magnus Veritas, forever in the grip of eternal youth—a gift he attributes to the favor of the Gods—has not always lived in Vero. His duties as Master of the City in various U.S. locations and business operations of Biotech kept him away. However, he ensured that the island remained true to its original purpose as a haven for the free-spirited and a sanctuary for those who might be considered outcasts or monsters. The island’s unique rules of conduct grants all supernatural species a lot of leeway under the most important understanding that Magnus could very well sink the whole island with the undisputed Ancient powers that he has. (A necessary thing from OOC point of view as we do not wish the lore to crumble)
Vero’s Architecture and Atmosphere
Despite its modest size, Vero radiates beauty, blending architectural styles in ways that are both harmonious and striking. Ancient Roman grandeur meets Victorian elegance, while subtle modern accents are woven into the design, ensuring the island remains rooted in the present. Life on Vero moves at a leisurely pace. The island’s compact layout, surrounded by lush nature, makes vehicles unnecessary. Its residents, many of whom are immortal, have little reason to rush, embracing a slow, deliberate rhythm of life. Most prefer to stroll through the island’s scenic landscapes, savoring the tranquility and beauty around them.
Occasionally, one might spot a resident with a penchant for speed or personal flair, riding motorcycles, bicycles, or even horses along the paths. Cars, however, do not exist, as the island’s narrow streets and winding roads make them impractical. The absence of large vehicles, combined with the leisurely pace of life, enhances Vero’s serene, almost timeless atmosphere.
Life on Vero: Sanctuary for the Unconventional
Vero is more than just a place of beauty—it is a sanctuary for the outcasts and the unconventional. Magnus, born in Ancient Rome, could never conform to a world of prudes. Reborn a vampire when humans were at the feet of supernaturals—eating from the floor and enslaved—he could never accept mingling as equals. Modern times brought human rights and the discovery of supernaturals, leading to their gradual acceptance by governments. However, this also made feeding difficult, especially after Biotech created synthetic blood.
In Vero, such limitations do not exist. Humans are trafficked in as property by slavers, while others are lured in with false promises for the thrill of the hunt offered by the different species that inhabit the island. This fate in bondage is not limited to humans: different species sometimes find themselves prey when they come as tourists and aren't quick to find protection amidst the ruling supernaturals.
The monsters of Vero don't sparkle in daylight: expect cruelty, gore, suffering, violence, torture, wicked sadistic fetishes and possible near death experiences. Filled with very powerful ancient beings one would know to be respectful and fearful when facing them.
Vero’s Blessings from the Gods
Vero is blessed by Jupiter, the king of the gods and protector of thunder, lightning, rain, and clouds; Diana, goddess of the moon, wild animals, hunting, and guardian of the forests; and Bacchus, god of wine, ecstasy, revelry, festivity, and wild celebrations. These deities are revered in their rightful order by the island’s vampires, weres, and fae, who coexist in tempestuous harmony when it comes to the preservation of the island.
The Eternal Twilight and Sunlit Sanctuaries
The city is enveloped in a permanent blanket of cloud cover, which serves a dual purpose: shielding the island’s nocturnal inhabitants, who roam freely under the gray skies, and creating a distinct, atmospheric ambiance throughout the city. The skies above remain perpetually overcast, lending Vero a dreamlike quality, where the sun is a distant, almost forgotten memory in the daily lives of its residents.
Yet, there are pockets of the island, untouched by civilization, where the sun breaks through the clouds and casts its rays onto the wild nature that surrounds the city. These sunlit sanctuaries are treasured by those seeking solace, offering a brief escape from the island’s otherwise dim and eternal twilight. In these rare spots of light, nature thrives in its raw, untamed beauty, providing a striking contrast to the shadowy urban center of Vero.
The Pact of the Isle
Before Magnus Veritas claimed Vero, the island was sacred to both the Sidhe and the werewolves, who were locked in an ancient rivalry. The Sidhe, with their powerful magic, saw the werewolves as savage and dangerous, while the werewolves viewed the Sidhe as arrogant and obstructive. When Magnus, a vampire driven by his thirst for power and immortality, arrived with the idea of creating a sanctuary for outcasts, it forced both sides to reconsider their conflict.
Magnus, with his vast power (sufficient to sink the whole island should he wish) as an Ancient Earthmover Sired by the very sourdre de sang, brokered a reluctant deal between the Sidhe and the werewolves. Though the truce was uneasy, Magnus promised each side what they desired most. The Sidhe would control the mystical, sacred parts of the island, while the werewolves would have dominion over the wild, untamed territories. Both factions, drawn to Magnus’ vision of primal living and his promise of peace, agreed to his terms, knowing their shared connection to the island’s ancient power would keep them in balance.
To maintain the peace, both factions agreed to stay within their territories. The werewolves could hunt and live by their primal laws, but they would not encroach on the Sidhe’s sacred groves or magic. The Sidhe would leave the werewolves to their rites, but not allow them to destabilize the island’s magic. The island became a neutral ground, but not one of true harmony.
Despite the pact, the tension never truly faded. Though the factions respected their boundaries, both remained distrustful of the other, and occasional skirmishes broke out. Magnus, with his vampire power and divine influence, ensured the fragile peace remained, keeping both sides in check.
Today, the truce still stands, though it is fragile. The Sidhe’s magic shrouds the island, hiding its secrets from the outside world, while the werewolves hunt in the dark, dreaming of a future when they may regain their fertility. Magnus watches over both factions, holding the fragile threads of the pact, hoping it will endure long enough to fulfill his vision for Vero—and secure his own immortality.
The Lycan Coalition
As Vero's reputation spread among supernatural beings worldwide, more than just werewolves found their way to the city. Other lycans and shapeshifters, drawn by various reasons—some invited, some lured by the allure of being prey or favored by certain vampires who liked having such creatures nearby, and others driven by curiosity to experience a life without boundaries—began to arrive. The reasons didn’t matter...
What truly mattered, however, was that as their numbers grew, so did the need to align with others of their kind on order to avoid becoming as prey as the humans. Over time, werewolves began offering protection and forming deals with other lycan species still too small in number to organize their own clans. These agreements allowed them to navigate the complex power dynamics of the supernatural world of the island until it was time to present their intentions to the other leaders.
Once a group is established and accepted, they are independent within the Coalition under the bless of Diana (*) and part of the Pact, so alpha leaders can build strength together for all lycans and shifters. Or, optionally, outside as weaker than devoted werewolves. This is in place because the goal of the Coalition is one of mutual cooperation so it would be interesting to see lycans and shifters unite.
FOOTNOTES: Asking to be an organized group
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If you do not have 4 ACTIVE members of same species that will FOLLOW your lead, you can even petition but you'll most likely be denied.
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There must be quorum between present leaders (Imperator, Queen, King and Lupercus) to accept the organization of this new species. In case of a tie, dice will be rolled as a magical decisive item.
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Logically when a group organizes it has their own alpha leader, in equal footing with another alpha leader. If this new leader will receive the bless of Diana and also become part of the Pact is a matter of roleplaying it (roll dice post ritual).
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Should bless not be bestowed they do not have the boon of the bless and, thus, they do not have the same powers as the Lupercus when it comes to that part.