

Introduction to Vero
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, it was envisioned as a sanctuary to honor ancient customs while embracing the ever-evolving spirit of modernity.
The Eternal Visionary
Magnus Veritas, forever youthful by what he claims is divine favor, no longer resides on the island. His former role as Master of the City has been passed to a Republic-style Senate, administered by Consuls. They ensure Vero remains a haven for the free-spirited, the supernatural, and those considered outcasts or monsters.
The island’s unique rules of conduct grant all supernatural species leeway to enjoy life free of constraints they find elsewhere in the modern world.
Vero’s Architecture and Atmosphere
Vero blends Ancient Roman grandeur with Victorian elegance and modern flourishes. Its compact size and natural beauty make vehicles largely unnecessary. Most residents, many immortal, travel on foot, savoring the tranquil pace of life. Occasionally, one might spot a motorcycle, bicycle, or horse. But cars are impractical on Vero's narrow, winding roads.
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. Modern societies now recognize supernatural beings. Children are taught about them in school. Laws are passed in the interest of 'human rights'. These laws often suppress the supernatural. For vampires, the invention of synthetic blood has made traditional feeding more difficult. On 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 Fey, 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, the island was home to an ancient rivalry between the Sidhe and the Werewolves. With promises of land and autonomy, Magnus brokered an uneasy truce: the Sidhe control sacred mystical areas, while the Werewolves rule the wilds. This Pact created a fragile and halting peace.
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, but in his absence that duty now falls to the Consul and the local Praetorian Guard. Today, the delicate truce still stands.
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. The Consul and it's Senate give voice to the People of Vero and guide Vero along the visionary lines that have long been established here.
The Lycan Coalition
As Vero's reputation spread among supernatural beings worldwide, more than just werewolves found their way to the city. What began with 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—more beings 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 (All species)
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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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The Senate and Consuls will decide if your new Group is offered a position as official with a seat on the Senate.
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Logically when a group organizes it has their own leader, in equal footing with other leaders. If this new leader will receive the bless of one of the Gods and also become part of the Pact is a matter of roleplaying it (roll dice post ritual).
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Should blessings not be bestowed they do not have the boon of the blessed and, thus, they do not have the same powers as other blessed leaders.
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Groups can be formed by any members of the island's community.