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In Nomine: Daybreak

From 2008 through 2010 I ran an In Nomine campaign which I titled “Daybreak.” The player characters were demons in the city of Detroit. I intended this campaign to both be epic in overall scope, while still focusing on individual character relationships and politics. While this post does not go into individual adventure details, it contains the overall plot notes for the four act campaign. Canonically, it takes place after the In Nomine: Revelations Cycle.

The below is the general intro and summary presented to my players as we prepared for the campaign. They all elected to play demons.

Background

Eleven years ago, the Apocalypse nearly occurred. Gabriel’s horn was blown four times. A Malakite Fell, as well as an Archangel. An ancient evil escaped its prison. Heaven warred against Hell like it hadn’t since the Rebellion, even as each side fought internally.

The world was thrown into turmoil from which it is still feeling echoes of. Massive hurricanes, devastating human tragedies, earthquakes and unforeseen drought ravage the earth at a domino-like rate. One crisis seems to begin even as the last was ending. The repercussions of what was thought to be the Final Battle are near endless.

Heaven and Hell, having suffered great losses on both sides that they are only starting to recover from, have returned to a state of cold war. This stalemate has a harder edge to it, though, as militant factions on both sides often fail to consider the notions of the humans they are supposedly fighting for, while the peaceful (or, rather, anti-Apocalypse) factions of the Host and the Horde try to stop both their enemies and those they considered their friends. In these times, it’s even harder to determine who is friend and who is enemy, as individual celestials forge alliances with the enemy and fight their friends.

The celestial frontier has been rife with worry. An uneasy stalemate has returned, but will things return the status quo of centuries past or will the trumpets be heard again?

In Game Terms

For those that have read it, all but the final events of “The Revelations Cycle” have occurred. Furfur rose to a position as the Demon Prince of Hardcore. A Malakite fell from grace. Gabriel blew her horn four times before a group of angels and demons (some even in the warring factions) stopped the world from [theoretically] ending. Magog, Demon Prince of Cruelty, was freed from his prison, only to be destroyed by Hell’s next newest Prince: Khalid, Demon Prince of Fanaticism (formerly the Archangel of Faith). The councils never convened to go to war, but, at that point, the soldiers were already fighting and had to be ordered to return to their relative state of cease-fire. The Apocalypse was not yet to be.

All primary Superiors (all Archangels and Princes from the main book) exist much in the same state that they did before, though there are some harder lines drawn between the pro-war and pro-stalemate sides of Heaven and Hell, and it’s apparent that the war lines have made for some strange bedfellows, with angels and demons forging new alliances based on their individual takes of Armageddon.

Some non-canon and custom Superiors (like Abatha, Princess of Madness exist within the campaign, for flavor, but are not expected to take a larger role in the game (unless the players desire/encourage it).

DAYBREAK

In Nomine: Daybreak is intended as a Gray, Low-Contrast game. Both sides have their share of violent bastards as well as those who are dedicated to humanity (even if the dedication is to corrupt or enjoy pleasure from them). Angels and demons work together as much as they fight each other and there are as many alliances between Heaven and Hell as their are dissensions in each celestial plane. Daybreak can be played as a mixed-party campaign. For that reason, it’s requested that, regardless of chosen Superior, characters are envisioned as being able to work (however grudgingly) with the opposite side. Malakim are not suggested for play in this campaign. Likewise, Free Lilim are discouraged and Bright Lilim are restricted.

As Heaven and Hell both have factions, characters will interact but won’t always work together. A level of in-party backstabbing is to be expected. Base character concepts (Choir/Band and Superior, as well as a 1 to 2 paragraph background) are to be submitted and reviewed. Final approval will depend on other character concepts and how well the party is believed to mesh. Player discussion for character concepts/meshing is recommended.

Archangels

The following Archangels exist within the Daybreak campaign. Suggested Archangels for character creation are designated with a plus (+), while less preferred Archangels are designated with a minus (-).

  • + Blandine, Archangel of Dreams (Main Book, Superiors 3: Hope and Prophecy)
  • – Christopher, Archangel of Children (Revelations I: Night Music)
  • + David, Archangel of Stone (Main Book, Superiors 1: War and Honor)
  • – Dominic, Archangel of Judgement (Main Book, Superiors 1: War and Honor)
  • + Eli, Archangel of Creation (Main Book, e23 Extended write-up)
  • + Gabriel, Archangel of Fire (Main Book, Superiors 3: Hope and Prophecy)
  • + Janus, Archangel of the Wind (Main Book)
  • + Jean, Archangel of Lightning (Main Book)
  • – Jordi, Archangel of Animals (Main Book)
  • + Laurence, Archangel of the Sword (Main Book, Superiors 1: War and Honor)
  • – Litheroy, Archangel of Revelation (Feast of Blades, e23 Extended write-up)
  • + Marc, Archangel of Trade (Main Book)
  • + Michael, Archangel of War (Main Book, Superiors 1: War and Honor)
  • – Mihir, Archangel of Friendship (Liber Attercap)
  • + Novalis, Archangel of Flowers (Main Book)
  • – Tamiel, Archangel of the Deep (Liber Attercap)
  • + Yves, Archangel of Destiny (Main Book, Superiors 3: Hope and Prophecy)
  • – Zadkiel, Archangel of Protection (Revelations III: Heaven and Hell)

Demon Princes

The following Demon Princes exist within the Daybreak campaign. Suggested Princes for character creation are designated with a plus (+), while less preferred Princes are designated with a minus (-).

  • – Abatha, Demon Princess of Madness (Liber Attercap)
  • + Alaemon, Demon Prince of Secrets (Feast of Blades, Superiors 4: Rogues to Riches)
  • + Andrealphus, Demon Prince of Lust (Main Book, Superiors 2: Pleasures of the Flesh)
  • – Asmodeus, Demon Prince of the Game (Main Book, e23 Extended write-up)
  • + Baal, Demon Prince of The War (Main Book)
  • – Beleth, Demon Princess of Nightmares (Main Book)
  • + Belial, Demon Prince of Fire (Main Book)
  • + Fleurity, Demon Prince of Drugs (Revelations I: Night Music, Superiors 4: Rogues To Riches)
  • + Furfur, Demon Prince of Hardcore (Revelations I: Night Music)
  • + Haagenti, Demon Prince of Gluttony (Main Book, Superiors 2: Pleasures of the Flesh)
  • – Khalid, Demon Prince of Fanaticism (Revelations V: The Final Trumpet)
  • + Kobal, Demon Prince of Dark Humor (Main Book, Superiors 2: Pleasures of the Flesh)
  • + Kronos, Demon Prince of Fate (Main Book)
  • – Lilith, Demon Princess of Freedom (Main Book, e23 Extended write-up)
  • – Malphas, Demon Prince of Factions (Main Book)
  • + Mammom, Demon Prince of Greed (Revelations III: Heaven and Hell, Superiors 4: Rogues to Riches)
  • + Nybbas, Demon Prince of the Media (Main Book, Superiors 2: Pleasures of the Flesh)
  • – Rahab, Demon Prince of the Seas (Liber Attercap)
  • – Saminga, Demon Prince of Death (Main Book)
  • + Valefor, Demon Prince of Theft (Main Book, Superiors 4: Rogues to Riches)
  • + Vapula, Demon Prince of Technology (Main Book, Superiors 4: Rogues to Riches)

Location and Characters

The Daybreak Campaign will primarily take place in Detroit, Michigan and players are encouraged to develop character concepts that already have roots and possibly Roles in the city. More info on Detroit will be forthcoming, and will unfold during the game. For character creation, however, it may be important to list the primary footholds of The Host and The Horde in Detroit, as both sides are active.

The Host boasts five major and/or active tethers in Detroit, belonging to War, Lightning, Dreams, The Sword and Animals. Additionally, high-ranking and/or favored agents of Christopher, Dominic, Eli, Janus and Litheroy make Detroit their home/primary base of operations.

Like Heaven, there are five major and/or active tethers to Hell in Detroit. These tethers belong to Factions, Drugs, Theft, Greed and The Game. Additionally, high ranking and/or favored agents of Asmodeus, Furfur, Haagenti, Nybbas and Vapula have strong ties to Detroit.

Below is the game structure and my notes to myself as a GM.

The Story

The story begins and revolves around Detroit, for Detroit is where it all begins. Daybreak–a huge black storm cloud that sweeps over the nation (then the world?)–starts here. Daybreak is a campaign about duality and discovery, as the players uncover the mysteries that lurk in the duality of all things: Heaven against Hell, Light against Dark, Peace against War, even the duality of a single Word.

CHAPTER ONE: Alchemy

Find the Sorceress and discover the existence and story of Krzkrk’N

Centuries ago a brilliant Shedite of Fate named Krzkrk’N went Renegade, hiding away his notes on all his diabolical inventions. Rumor has it that the Corrupter inhabited the body of a Prophet and the visions it saw broke the mind of the already unstable Shedite. No one–not in Kronos’s Archives or Yves’s Library–has a copy of these notes… save a Sorceress who unwittingly came across them. (Un)forutunately, the Shedite’s strange inventions and revelations are written in a complex code. However, the Sorceress has managed to partially decipher some of the “recipes” to gain unique powers and items. And now, she is coming to Detroit and bringing the book of Krzkrk’N with her. If this book is discovered, it will be highly desired by all celestial powers–for a variety of reasons.

The Sorceress, who goes by the name Aphra Trithemius, will be dispatched (hopefully by the PCs) with her notes scattered in various hiding places/work spots throughout the city. Krzkrk’N’s notes and inventions are the MacGuffins of the campaign. In some way or another, the current of Detroit is affected by folks meddling with the items and notes they come across.

CHAPTER TWO: Greed

Find the prophecy and either partner with or vanquish Gorthan

Gorthan, a powerful Calabite of Greed, is preparing a major insurgency. Working covertly, he’s gathering power and weeding out followers. His goal? Force the War to really start up, causing a Celestial Depression that would only give him more power. Ultimately, he wants Hell to win, but he wants his own side to take a hit first, causing them to come to him–and then he’ll be owed favors by everyone.

Gorthan favors a management style similar to the Cosa Nostra, with him at the top and underlings controlled by a combination of fear and bribes. The organization he runs is highly secret and if the full extent of his operation is discovered, he’ll be in some serious trouble. Like the Mafia, however, any policing done by Asmodeus has never quite led to the top of the pyramid.

Gorthan doesn’t know that Krzkrk’N’s notes are also in Detroit. He simply wants to get his fingers into some of the Tethers, forcing the Seneschals to owe him favors. And, of course, any other Demons in town can either work for him or be sent back to their Prince–by way of Trauma.

CHAPTER THREE: Storms

Start putting it all together and regain anything that was lost

While Zakkiel, the Malakite Angel of Storms, has many duties when a demon who shares his Word springs up, he makes it a priority to destroy that demon. Zaamael, the Balseraph Demon of Storms (in service to Nightmares), is quite aware of this. And while she’s done pretty well, causing storm nightmares and casting fears of super-storms, she’s in constant fear herself that Zakkiel will catch up with her. And here, in Detroit, it looks like Hell may lose its sixth Demon of Storms.

However, there are a number of powerful forces in Detroit. And it may be possible that Zaamael might not only survive here, but grow exponentially stronger. Angela, a high-ranking Balseraph of Technology, not only has a deep interest in the duality of Words, but also has some of Krzkrk’N’s notes. If (when) approached by Zaamael, she’ll use any and all allies to trap Zakkiel and fuse his Forces with Zaamael’s.

Unfortunately for all involved, this is precisely the prophecy that Krzkrk’N saw centuries ago. The Word and Force friction caused by the Angel of Storms and Demon of Storms being “merged” creates a strange purple and black storm cloud that begins to encompass the world–starting in Detroit.

CHAPTER FOUR: Daybreak

Put the relics together to stop the storm

While some demons (and even some angels) are taking advantage of this strange storm that is beginning to plunge the world in darkness (some for personal benefit, some to escalate The War), most celestials seek to end the storm and see daylight (and reset the status quo) again.

It’s possible to split the Forces of the storm being–however, it will take some careful planning, alliances, as well as previous deciphering of notes left by Krzkrk’N to disassemble the growing cloud. There are four major Artifacts of the Mad Shedite that, when used in proper order, will fix the growing problem and dispel the storm. This will require a representative of each faction working together. The order of use should be as follows, with the first in continuous use:

  • Relic (Demonic): The “Quiet Heart”
  • Relic (Angelic): The “Light Crown”
  • Relic (Human): The “Blood Fist”
  • Relic (Ethereal): The “Dream Carver”

The final outcome changes the way Forces are used and examined in both Heaven and Hell, potentially setting the pieces in place for the next campaign.

The Relics, In Order of Appearance

Relic 1 (Human): The “Blood Fist”

Used By: Aphra Trithemius
Appearance: A large, smooth red stone rests on the top of the hand, surrounded by gold tendrils which wrap up the wearer’s arm. Works best on the right arm.
Powers:

  • Saps tiny bits of Essence and life from all around it, replenishing the wearer.
  • Can be focused on a target to pull Essence or even Forces into the wearer–the effects on the wearer fade, but do not return to the target.

Limitations:

  • Human use only
  • Must “excrete” shades of life that are not used–the shades act like ghosts
  • In one place for too long will start to over sap people (making it somewhat conspicuous)

Against the Storm:

  • The fist will need to be focused to drain the Forces from the Storm, weakening and dissipating it.
  • This will only work correctly after the storm has been concentrated back into a single entity, not a spreading cloud.

Relic 2 (Demonic): The “Quiet Heart”

Used By: Gorthan
Appearance: A bronze broach, to be worn over wearer’s heart. Inlayed in the broach is a faceted green gem.
Powers:

  • Absorbs Symphonic Disturbance

Limitations:

  • Demonic use only
  • Can only contain so much before it has to be released–and that’s a noisy jumble in the Symphony

Against the Storm:

  • Used to quiet the Storm, keeping it from “thundering” and even casting lightning. The Storm will still damage, but it will be sustainable.

Relic 3 (Ethereal): The “Dream Carver”

Used By: The Nain Rouge
Appearance: An oversized, purple/black butcher knife with an ivory handle, inset with a onyx pummel.
Powers:

  • Can be carried into a dream sphere, forcing any physical damage in the dream to occur to the dreamer on the corporeal plane

Limitations:

  • Ethereal use only
  • Must be used regularly or it will cause mind hits on the wielder

Against the Storm:

  • Used to strike the final blow, cleaving the Storm back into two celestials–one of whom will have NO Ethereal Forces. The two celestials will not be in the same form they were before the merging.

Relic 4(Angelic): The “Light Crown”

Used By: Xanitel, an angel of Revelation
Appearance: A white delicate circlet, lightly woven strands merge into a point, capturing a diamond.
Powers:

  • Allows the wearer to heal others of disease

Limitations:

  • Angelic use only
  • Dissonant acts will transfer some of the previously cured diseases to the wearer’s host form

Against the Storm:

  • Forces the storm to stop spreading and condense into a localized area.