Campaign Themes and Setting Considerations

This game is going to be set in the mid 1840’s, during the waning days of the Club’s anonymity and the seeping growth of the Strange into everyday life. The world knows there are things beyond normal reckoning out there, much as it refuses to admit it, and The Kerberos Club is that thin membrane, that last line of defense between the good, god-fearing citizens of the Empire and the things that go bump in the night. Secrecy is a big theme in this mini-campaign. What lengths will you go to maintain it? What things will you have to cover up in the line of duty?

From that follows theme 2… the idea of the necessary evil. It’s not the club motto for nothing. The Kerberos Club is a necessary evil… a garish, dysfunctional, ostentatious hive of scum and villainy nestled in the fashionable side of downtown London. An not-so-secret society ostensibly dedicated to the mutual support and protection of the Strange that finds itself co-opting threats against Queen and Country just as much as it actually opposes them. A person can change, yes, and the company a man keeps certainly can influence them, but who can say what norms and societal mores those touched by the Strange even care to follow? The Kerberos Club is indeed like that three headed dog of legend, at least, one with it’s mouths at it’s own throats.

Cloak and Dagger, ladies and gentlemen. The Kerberos Club did it’s work in the dark to keep the world in the dark. Lies. Blackmail. Subterfuge. Misdirection. Sabotage. Murder. Conspiracy. Ghosts and proxy soldiers. Tradecraft, pure and simple.

Campaign Themes and Setting Considerations

Malum Necessarium ZMYK