The Carter Company
No one, not even the Carters themselves, know exactly when they arrived in the United States. If you asked them, they’ve always been here, working, growing, waiting for their moment to finally become what they were always meant to be. Little is known about the infamously reclusive Mr. Carter or his twin children who represent them in all his business dealings. They seem to have appeared from thin-air a decade ago and rapidly began making themselves and their company a growing powerhouse within the city.
They started by purchasing run down factories on the edge of town, updating them and adding jobs for blue collar workers suffering during the depression. They began snapping up large swaths of tenements and improving them for their employees, then shocked their fellow business owners by being among the first to support unions for their workers. Their willingness to support their employees and their families have made those who work for them fiercely, sometimes frighteningly loyal. Within the last few years, The Carter Company has been unafraid to engage in trade wars, using their union power to undercut the political influence the Valliers have made. They’ve also established social clubs for their employees and tenants, taking away power from the Malones, who relied on the money these blue-collar workers brought in.
As for their vengeance… that’s a bit of a mystery. Some of their enemies end up in the morgue, while others come around to seeing their point of view, and even more simply vanish. Because they have so little history and there are so rumors abound regarding what they are capable of and what they’re willing to do, no one is quite sure where their limit lies. They’re wildcards, and there’s no telling what they might do if they had the opportunity.
You might want to play this family if…
- You like playing a character who’s often antagonized by other players.
- Competition is something you enjoy.
- You enjoy a feeling of “us against the world” in your roleplay.
- Being in a group of people who have come together by choice instead of by blood.
Friends of the families
In all honesty, “friends” might not be the best word to call these people, but this is a wedding after all, and no one is going to be uncouth enough to say otherwise. These people have worked for and helped the other groups here, some for decades, and some more recently. Though not blessed with the Vallier refinement, the Malone money, or the Carter tenacity, they have each gained power in their own way, dealing in secrets, favors, and unique tasks that only they could provide.
They come from all walks of life and from the places the families have needed them, including the highest levels of government as well as the morgue. It’s because of their shady or legitimate business dealings, their station in society, or good old-fashioned nepotism that they have been invited to the wedding. After all, there are certain things one must do to keep up appearances in polite society, and if one were ever looking for an opportunity to make new connections, or to settle an old score, a wedding isn’t the worst place to find the person you’ve been looking for.
What allegiances they have are tenuous at best, and at a gathering like this, there’s no telling whether or not the people who call them “friend” will still do so once the wedding is over. But it is certain that none of the guests would miss out on what is certain to be the event of the century.
You might want to play this group if…
- You like playing a character who has no strong allegiances to any one family.
- The idea of being someone who will have roleplay and involvement with all three other families excites you.
- Coming from a “professional” back ground and having skill that others need appeals to you.
- Having many secrets (and as a consequence, many potential enemies) is something you enjoy in your roleplay.