accord -- Elysian Accord (masquerade heat) Balthazar's underworld treaty: do not break the masquerade in witnessed public on Prime Earth. Mundane bar fights are police business (arrest heat) -- fangs, smites, hexes, and true-form reveals in front of bystanders stack accord_heat. How you play Avoid undeniable supernatural displays when mortals can see you (streets, diners, plazas). accordheat -- read your masquerade breach heat and dispatch tier (like heat for arrest heat). accord_heat decays while you are hiding -- monster nests, evil sewers, private rooms, or anywhere no bystander could report you -- about one point per game-hour. Heat clears when Cleaners bag you, clinic you out, or an Author rewrite ends the hunt (see below). Killing a Watcher or Cleaner makes heat stick higher until you settle or lay low a long time. Watchers (heat 30+) report your coordinates to Balthazar's cuff network. Cleaners (80+) hunt you in civic Earth. Enforcers (150+ or repeat Cleaner kills) bring tier-3 kit. A rare Grigori (200+) is the last resort. Monster nests (vampire_nest, spawn dens) -- the network loses you entirely. No Watchers, Cleaners, or door-camping. Evil sewers outside a nest -- lay low. Only a Grigori may hunt you there; Watchers, Cleaners, and Enforcers stay out. Lebanon - The Elysian - Lobby is neutral ground (no combat). vipelevator -- VIP shaft (Lot's Salt or contractor standing). accordboard / claimaccord / joinaccord -- VIP Contract Board (heat 50+). EXTRACT lines appear when Cleaners bag an unkillable mark into holding. bribeheat -- spend Lot's Salt at the Elysian desk to clear heat. Elysian vault Supernatural holding ward (below VIP lounge) bags death-proof marks. Observation gallery for contractors. Held marks cannot walk out until the timer lapses or staff intervenes. Bagging clears your Accord heat -- the contract is filed closed when you are released. What it does 0 Spirit. See also: help bite | help form | help arrest | help balthazar