Showing posts with label World of Darkness. Show all posts
Showing posts with label World of Darkness. Show all posts

Wednesday, September 10, 2008

Draft Canberra Vampire Venue Style Guide

Venue Style Sheet: Intersections

Vampire: The Requiem – Canberra, Australia.

Basic Information

Domain: Canberra

Venue: Vampire

Venue Storyteller (ST): Andrew Galan

ST Contact: vstcanberra@gmail.com

The Canberra Requiem Venue is based in the Australian Capital Territory and the surrounding area including Yass, Goulburn, Braidwood, Cooma and Jindabyne:




The venue hosts a single monthly Requiem game.

Description of Venue

Canberra – The Court

Monthly, Third Saturday of the month: 7.00pm to 11.00pm

Location: Turner Scout Hall

Lead ST: Andrew Galan (VST Canberra)

Lead Assistant ST (aST): Steven Doyle (AVST Canberra)

Lead aST: Mitchell Hatherly (AVST Canberra)

Temporary Narrators: May be appointed for any game when necessary.

Styles of Play. 1(Never Present) to 5 (Always present):

Style of Play Rating

Conflict 5

Decisions 5

Darkness 4

Drama 3

Politics 5

Interaction 5

Mystery 3

Pace 3

Conflict - 5

Conflict will always be an option within the Canberra venue and therefore always present - both for those engaged player to player and for those pursuing plot. Characters should act with this always in mind. This is what makes Elysium so significant to Vampires. Any conflict that is pursued should be done so with the full understanding that destruction of player characters and character assets can easily occur. Planning, preparation and the possession of some appropriate skills, attributes, disciplines and/or merits are encouraged for those engaging in conflict and challenges.

Decisions - 5

Choices are the core of the Requiem game. The first choice is to be a passive or active participant in the Venue. Active participants will play a central role in shaping the game world. Passive participants will be buffeted by those shapers but may still make significant and consequential reactive decisions. Dilemmas will come within the game world when players have their characters make choices on how to proceed, either in active pursuit of an objective, or in reaction to the unfolding of events. No character will move untouched by events in Canberra

Darkness - 4

While Vampires are immortal, players and the game are not. Therefore long-term planning and a focus on politics are encouraged, but in order to have a dynamic venue players are encouraged to have their characters make choices and have their characters deal with the consequences of those choices. This ultimately leads to players having their characters engage with corruption and death, be it their own or that of adversaries. Treat this period in Canberra’s Kindred history as one of flux, a pivotal transition point of destruction and rebuilding.

Drama - 3

Core Vampire is dramatic interaction between player characters played out within Court. This includes shifts in status being done at Court, corrupt and exploitative Court officials, as well as omnipresent fear suspicion and paranoia played out through the formation and crumbling of alliances, cementing of power bases within the city through Allies and Retainers and an ever present drive to gain a foothold in something important within the city – most prized, a position at Court. But in order to not bog the game down in endless melodrama, drama will be encouraged at truly pivotal and significant moments.

Politics - 5

All the Covenants and Clans are political; do not let anyone tell you otherwise. Because, achieving power gives the Covenant and/or Clan access to the control necessary to pursue ambitions in full. Power comes through politics which requires engagement, negotiations and sometimes violence. For characters to pursue and meet their ambitions they will have to overcome adversity, most likely in the form of other protagonists and antagonists within the World of Darkness.

Interaction - 4

Social interaction in Vampire generally centres at Court gatherings. An understanding of status, the role of Court positions and that this is the World of Darkness is critical to playing the game. Vampire is deliberately designed to allow exploitation and corruption of every position within Court. While playing the just and nice character is always an option this should be an exception and exceptionally difficult. Insults are critical within this world; intentional, unintentional and imagined slights can have the potential for consequences far out of proportion to the slight.

Mystery - 3

The World of Darkness is full of the unknown for characters and looking outside their small domain should be terrifying and mystifying. For those characters that do pursue, or are confronted with, the unknown, proper planning or skilled reactions will generally be rewarded. But sometimes so to will dumb luck result in a useful outcome and rewards.

Pace - 3

Plot and interaction between characters can be played out over an extended period, dependent on the actions of the protagonists and antagonists. A mixture of fast-paced and slower paced developments will be aimed for to maintain engagement across a range of play styles.

Storytelling Mechanics

The Canberra Venue uses the rules as outlined in official World of Darkness sourcebooks and the most recent addenda, unless otherwise outlined below.

Damnation City: The Canberra venue will not be using the “Domain” merits from Damnation City (WW25306). Visitors from Venues where Damnation City is used should take note: you receive no benefit in Canberra.

Feeding (MET Requiem p.230): The default will be the core rules for feeding (WW50001 pp230-231). Rules for characters that possess powers, disciplines or merits pertaining to feeding, for example Coils of Blood (WW50001 p209), Herd and Haven (pp129-130) or Temple (WW25305 p42) will also be used.

Armory: Items from the Armory book that are not high approval are low approval with mid notification.

Carthian Law: The Carthians have ebbed and grown in Canberra, should they fulfil the appropriate requirements to exert Carthian Law, outlined in (Book WW25303 – Carthians p.172) then the Carthian Law will be enforced.

Allies, Contacts, Retainers, Staff and Status: These merits are limited to a single downtime action or single action per game. Use common sense when using these items. Use them when you need to, not just because you have them. Remember also what each of these merits represent:

Mentors are individuals that look out for your character in some way and will follow the rules as outlined in WW50000 p144.

Allies are friends and associates that you can count on the help you out sometimes. They are not servants, flunkies, minions or yes-men. You must ordinarily ask for them to act on your behalf, being friends and associates they will sometimes ask for something in return – especially if what you ask is a major favour (see WW50000 p138-140).

Contacts collect information and pass it on to you. They are passive, require no roll and need minimal maintenance. Contacts may pass on information they feel is relevant to you without your asking (WW50000 p142).

Status is a representation of direct and recognised authority in the chosen organisation. Your character has official special access, rights or control over places, people and resources. A character should be a member of an organisation to have status in it, and is expected to fulfil the requirements of that position (WW50000 pp146-148).

Retainers are your personal, loyal servants. They do what you ask them to do. When using and buying retainers consider the dot value carefully; a one dot retainer will ordinarily not do you much good, they may be invalids, small children or otherwise inept. Consider this when using them. Special retainers granted by special abilities (zombies, homunculi etc) are exempt from this restriction. The ST or assistant ST will design and play retainers (WW50000 pp145-146).

Staff represent a small group that work for you directly doing menial tasks. They do not wield influence or status for you and perform simple tasks only.

Downtime: As normal, characters receive 1 downtime action per dot in resolve, per game period. Downtime is due exactly 2 weeks prior to the next game.

Learning out of clan disciplines, other than Vigor, Celerity and Resilience, requires an action by both student and teacher in downtime.

Learning devotions (including Invictus Oaths) and rituals from a teacher requires an action be spent by the student and teacher.

A downtime action may be spent to regain a single willpower; as your character spends time recovering.

A character can spend a downtime action to gain two of their willpower instead, by indulging in her vice or spending time in spiritual contemplation (for Lance and Acolytes). Adequate descriptions of this action must be included (1 paragraph description or scene). (A single willpower is automatically regained per week).

A downtime action may be spent for additional feeding draws at the following game; the exact amount will depend on the feeding system being used at the time.

Eminence and Ascendance (MET Requiem p.290): Will be decided and changed on a monthly basis – the night of each game, based on the characters active within the domain from the previous game. The resulting eminence and ascendance from this calculation will apply for the entirety of that month. Status changes are to be done in character at the game session. To be effective status changes must be submitted with that character’s downtime each month.

Invictus Oaths (Invictus p.182): Must be taken seriously. If all of the information required by the addenda (successes, exact wording, involved characters and items gained) is not provided, the oath does not exist. Period. Also, any oath that requires action on your characters part will require downtime actions to fulfil, depending upon the oath.

The Oath of Running Blood: 1 action must be spent each downtime period to fulfil the oath. Failure to do so causes the blood glass to solidify.

Oath of the Bloody Hand: 1 action must be spent each downtime period to fulfil the oath. Failure to do so causes the character to take damage.

Oath of Blood Focus: Spending a downtime action on anything other than pursuing the completion of this oath costs the character 1 willpower.

Oath of Blood Service: 2 actions must be spent each downtime period to fulfil the oath. Failure to do so causes the blood oath to break.

Oath of Blood Loyalty: This is the oath you use to grant long-term, less demanding access to disciplines. The price is your free will and privacy.

Note that a character that swears many oaths, without the Resolve (DT Actions) to fulfil them will likely find himself in a lot of trouble as he or she is unable to fulfil their oaths (and suffer the subsequent consequences). A character will not be subject to the above penalties if the character is rendered unable to perform the actions required against his/her will.

Haven Merits: Havens are generally important to a vampire’s existence. Canberra follows the rules for Havens as outlined in WW50001 pp129-131 and WW25305 p42.

Location: Will give you a bonus to every feeding draw you do whilst staying in a haven in downtime. The merit itself represents easy feeding around the haven. This does not apply to random feeding scenes at games. A character can only benefit from one haven location at a time. You can’t simultaneously feed from 3 locations. This bonus, however, can apply to multiple characters staying one haven.

Security: Will provide the usual benefits as per the MET: REQ book.

Size: Will determine exactly how much space is covered by your other haven dots. Haven size need not necessarily represent the actual size of your haven. For example, a character may own and sleep in a large sprawling country estate. At haven size 1, this estate has only a single room that the resident can count on to keep the light out and intruders at bay. At size 5 the resident(s) can find a place to bunker down within moments so long as they are anywhere on the grounds, even out in some field.

Library: The Temple merit is a temple and must be purchased as per the rules outlined at (X-X). The merit is not interchangeable with Haven and Temple is accessible only to Kindred members of the Circle of the Crone.

Frenzy (MET Requiem WW500001 p p253-258): Terrible and feared destroyer of countless requiems throughout the ages. The beast is a vampire’s greatest adversary. It is simultaneously terrifying and exhausting. The beast is indiscriminate and brutal.

Character Creation

What I feel the game needs, and the restrictions I place on new characters will change as the chronicle progresses. Contact the VST Intersections to discuss desirable character types (vstcanberra@gmail.com).

Proxy Rules and travel to play in Canberra

Please ensure you get your proxies to me at least 1 week before the game. Make sure you include travel instructions (Including defined Merit use).

Players should have their ST send their character sheet to me a week (7 days) prior to the Canberra game. Sheets will not be accepted on the night. I and my STs need some time to incorporate you into the local game.

All proxy statements must include the declaration: “I recognize that travel is dangerous in the World of Darkness and by agreeing to proxy my character to this domain I accept the possibility that this action may result in the Death of my character.”

Proxy rules are as per the Camarilla Addenda.

Consider your proxy carefully, and please give as much time as possible before the proxy date. Triple check the following:

Make sure the PCs you’re coming to meet know what’s going on.

Make sure your travel arrangements are sound and safe, consider Canberra’s location and the time it takes to organise plane flights etc.

Make arrangements for you PCs accommodation.

Note what you bring with you, and how (weapons, retainers, vehicles, luggage)

If required, find someone to play your PC at the game.

Travel:

This is the World of Darkness; travels are not safe, plan and take precautions for any travel to or from the ACT.

Air Travel:

Flights originating from outside the Australian Capital Territory (ACT) will ordinarily land at the Canberra International Airport.

Flights originating from within the ACT except International Airport may ordinarily land at any landing field capable of supporting the class of plane within the ACT or New South Wales or Victoria.

Flights originating from within the ACT with a destination outside the ACT, except NSW and Victoria must ordinarily depart from the International Airport.

Rail Travel:

There is one civilian rail line operating between the ACT and the rest of Australia, CountryLink.

Road Travel:

Buses, a number of bus services are available into Canberra, and your character can always travel by car, bike or foot.

Greyhound

Murrays

Experience Awards:

Potential XP each month are as follows: (Max 10/Month).

Monthly XP – Average 6 and Max 10:

Attendance: 2 xp

Costuming: 1 xp

Role-playing: 1-2 xp

Interaction: 1 xp

Downtime: 1-3 xp

Storyteller Discretion 1 xp

Email Etiquette

All questions and approval applications relating to any of your Vampire characters should be included with your monthly downtime for that character.

When emailing your ST consider that he/she has an entire venue of players to consider and give time to.

Wednesday, July 16, 2008

OOC background writings

It was midway through the final decade of the Coldwar. The Soviets still battled the Mujahidin in Afghanistan, the Muj still heroes in the West. The Sandanistas were midway through their own little totalitarian declaration of a State of emergency in Nicaragua, and Tarlach was busy, making money, accumulating favours and generating influence hand over fist. Much of this work had been done for Tenix Pty Limited based in Australia. Tarlach had found that it was useful to have one of his home bases in Adelaide; he used this to source equipment, and manage the movement of able bodies which he was then accumulating through his work in Afghanistan and Central America.

It was while buried deep in his acquisitions and slaving that Tarlach came across Marlin, one of Tenix’ diligent workers providing for his wife and two children, including youngest daughter – his namesake - Marlie. The major international technology company Tenix had been looking for proxies to enable easy and deniable sale and passage of their systems into Afghanistan and Central America – Tarlach had been happy to oblige, though under an entirely different identity. Marlin was assigned as Tarlach’s driver and bodyguard, a courtesy they extended to all their contractors; a favour that kept a close eye on their proxy, reporting back to Tenix’ Intelligence and Security Unit in Head Office. Tarlach was well aware of Tenix’ practice and decided to test the skills of his watcher. While pursuing this test Tarlach had turned down an offer from Tenix competitor BAE Systems Australia who had been targeting Tenix’s employees and contractors for recruitment, blackmail and assassination. Marlin and Tarlach ended up driving straight into a BAE ambush. In the ensuing firefight Tarlach and Marlin disposed of a good number of their attackers, but Tarlach reveled himself for the supernatural being that he was, to both Marlin and the BAE hit squad. Needing assistance in tracking down and disposing of the assailants Tarlach turned to the one potential individual he could maybe trust. He offered unending life, this offer was accepted, Tarlach turned Marlin in a ghoul. Marlin then used his contacts within Tenix, along with Tarlach’s own Tenix, criminal and police connections, to track down and destroy those who could breach the masquerade by reporting what they had witnessed.

The two then worked as a team for several years, Tarlach and Marlin’s activities funding the education and upbringing of Marlin’s children. Tarlach took a particular interest in the intelligent and resourceful Marlie. She at first became known to him through her father’s complaints about her behaviour; and his admiration at her resourcefulness. As her father was drawn deeper into the Masquerade, and his bond to Tarlach deepened, Tarlach directed more and more of Marlie’s upbringing, subtlety influencing her experiences and individuality. Tarlach kept to the shadows for much of Marlie’s early life. Using his telepathy he would make suggestions within her young and malleable mind, the decisions and reactions still hers, but he would nudge, explain and whisper from the darkness. This opportunity to bring up potential kindred from early age was too much for Tarlach to give up. He Blood-bonded and ghouled her grandfather, so that he did not decease to quickly. Tarlach then worked the mind of the young Marlie through both male figures. Especially leveraging Marlin’s own deep-seated disappointment that Marlie was not a son. Through her grandfather and father Tarlach strengthened her individuality and capacity for solitary resourcefulness, while working on her paranoia, especially regarding threats to herself. Eventually Tarlach forced her Grandfather to move, severing the important bond she had developed and isolating her emotionally. At this time Tarlach introduced himself into the family through Marlin, and became a family friend and subtle mentor to the independently minded Marlie – to whom, through Tarlach’s telepathy, she held a recognition and trust. Eventually, after years of semi-regular interaction Tarlach offered the embrace to Marlie, and with the urging of her father she accepted. Tarlach built his childer from the ground up, at 23 he brought her into their society.

Wednesday, June 11, 2008

On the destruction of Corsta Micila

To the Court of Lord Prince James Winton,

Word has reached me that rumours continue regarding the destruction of Corsta Micila and that vendetta is being planned.

So that all are clear in their understanding of the reasons for Corsta’s destruction I will spell them out for you.

The ventrue Corsta Micila was found guilty of planning the destruction of fellow ventrue Blessed Brother Hawkins, more widely known as Blessed Be.

Initially the Corsta had planned the destruction of a member of the Invictus; in his own words he viewed them as “to powerful”.

He brought his plan to the daeva Ambia Pentalpha, who dissuaded him from attacking the Invictus, instead directing him to attack a member of the Lancea Sanctum, Blessed Be, Corsta’s fellow ventrue.

The then Sheriff Tekla Asshai was privy to this planning, Ambia and Corsta had hoped to co-opt him, instead he, Tekla, brought the planning to me Tarlach Doherty, his senior within the Court hierarchy, I took this information to the Seneschal who asked me to further investigate with the Sheriff, and we did so.

The planning was confirmed from the very mouths of both Ambia Pentalpha and Corsta Micila; both were intent on the destruction of Blessed Be and had asked the Sheriff Tekla to conduct surveillance on Blessed Be so that they could extinguish Blessed Be’s existence. The Sheriff of course was not conducting any such surveillance; instead, between him and me we had been confirming the planning of these two – Ambia and Corsta – to destroy Blessed Be.

Corsta, for his crimes, which would have led to the collapse of the peace of the Court of Canberra and the destruction of many kindred, was found guilty and his destruction ordered by the Seneschal, I and the Harpy Vincenzo Sangiovanni under the supervision of the Sheriff ended Corsta’s requiem.

I am as yet unaware of the punishment meted out to Ambia Pentalpha; I follow the word of my Prince and those he nominates as speaking for him.


Tarlach Doherty
Priscus of the Mekhet of Canberra
The Keeper of Elysium for the Court of Lord Prince James Winton
(Mekhet: 3)
(Canberra 2)

Harpy Duties

To the Court of the Lord Prince Emir Raoul,

News has reached me that our Prince is being “hassled” by a member of the Court for his status to be shifted. Cardinal Valeron Mayne Belotto, as an Elder you should know better! to be going directly to the Prince when we have a Seneschal, a Herald, a Keeper of Elysium, and for matters of status, a Prince’s Harpy, all position holders within the city with whom you may consult, how will our neonates learn, you can but be Recognised within the Court of Canberra until you demonstrate a greater understanding of Court etiquette.

Now fortunately the Prisci appear less weak. What a boon.

Clive, Mekhet neonate, has demonstrated strong and capable service to the Court in his position of assistant-Sheriff - in the absence of the Sheriff whoever he is - and pursued his position with diligence. It is interesting, that while some pursue status, others actually do things that deserve status. Clive is Valued within the Court of Canberra.

I must Recognise Alexander Lyons, Daeva Priscus of the Invictus.

Sundown, Nosferatu Neonate, he too has demonstrated ability beyond his years, willingly stepping into the breach to hold the role of Herald; eyes are upon you for your service to the Court.

Tarlach Doherty
Harpy to the Lord Prince Emir Raoul


OOC:

I use Tarlach’s three points this month:

– strippie strippie on the Cardinal taking him from Valued (3) to Recognised (2).

"We all know who the Cardinal is! but going straight to the Prince to be raised in status above the Prince and be way above all the members of the Priscus council – genius!"

– Clive gets status added to him for his diligent pursuit of his duties without fear or favour. Moving him from Recognised (2) to Valued (3)

"Thanks to Clive we know that the Sheriff position will actually go on the hunt for criminals within the Court."

– Alexander Lyons apparently becomes Recognisable amongst us, know who he is as he goes from somebody hanging out at Court that the Prince’s knows to someone apparently we all should Recognise because the Prince says so. Alexander Lyons goes from Acknowledged (1) to Recognised (2)

"Yeah I know Alexander Lyon he hangs out at Court all the time - whatus he do? I dunno, hangs out near the Prince."

See everyone at the game

Andrew Galan
Au2007010002

Wednesday, April 09, 2008

The jointly written backstory linking Kalika and Tarlach

Early in 1940 Kalika was residing in Luxor and working out of the temple of Ma'at in Karnak, Egypt, studying an ancient tome found within the ruins off the temple. She believed she was making good leeway in deciphering the writings true it was in an ancient dialect but she still managed to make her way through. Her results seemed to indicate that the tome was for an ancient sect and entailed various rituals of sorts. True it was a slow and tedious process but she managed it after consulting various scholars in the area.

At the same time Tarlach was tasked to recover a tome on Ma’at. Then residing within the North African holdings of Franco Tarlach was well placed to move through the battle-lines and into Egypt. Tarlach had been employed because it was known that he could be trusted, and with no Covenant affiliation unlikely to risk his reputation by either stealing the text for himself, or passing it to another Covenant.

The biggest problem for Tarlach would be retrieving the text without drawing attention; it was a centre-piece Tarlach discoverd to the research of a young academic, Kalika. So, while investigating the book Tarlach noted her close involvement as she explored its multiple textual meanings late into the night. Entering the offices a number of times Tarlach studied her notebooks as well as listening to her conversations with fellow researchers, and he realized that she was close to uncovering a kindred legacy held by the text, such a discovery potentially doing great damage to the masquerade.

Noting Kalika’s potential to breach the masquerade, but also appreciating her intelligence, wits and skill, and the necessity of retrieving the text, Tarlach decided to turn Kalika and so obtain both the book, and a repository of knowledge about it, then level the temple. Over the next month Tarlach set about befriending Kalika and pushing her towards her final discovery of the Crone ritual hidden within the text. He then convinced her of the necessity and wisdom of her joining Kindred society.

For Kalika Tarlach came as a new arrival in town, eager to learn of her findings and also holding a great interest in the tome. Believing he was out to take her work from under her she began to study later at night and kept the book under lock and key away from prying eyes.

Tarlach finally he came clean and explained that there was a whole new world to explore and she would be welcomed as one of his kind. She was reluctant at first but curiosity got the better of her. With the impending war on their doorstep she agreed to enter his world. Soon she would find that this was an incredible untapped resource full of opportunity to discover the true secrets of the world.

Not long after her embrace she was enveloped by curiosity and as such took to hiding in the darkest parts of the Karnak ruins. Her eyesight became very sensitive to even the slightest light and she craved to quench a thirst that refused to quell. She found that water tasted foul as did her usual sources of food. She craved something different, it was then she made her first kill upon a stray cat in a dark alley. Tarlach stayed with her for a while teaching her of kindred society. He then departed for Morocco along with the tome. She took up residence within the ruins but the impending end of the war was bringing people in and out of Egypt and she found it necessary to take up a new role within her motherland. She found a place that tourists would come and go at all hours here would be her new place. Having an in-depth knowledge of the ruins she became the resident Ma'at temple priestess, a glorified tour guide of sorts. Having to change her appearance every few years and moving between companies so as not to arise suspicion.

All was going well for Kalika the war was over and she proclaimed herself as a member of the Circle of the Crone after having read the tome and been able to decipher it as a mere mortal.

She sought out other tomes and through the coming years learned of Cruac' and other abilities known to the kindred society. Fascinated by the various clans and bloodlines she craved to learn more. The mortal contacts she had once had passed on or located else where she had to make new ones and soon found that the world was changing.

Throughout the intervening years Tarlach would periodically revisit his Childe, to her it appeared he came to consult on matters of the Occult and when in need of academic support, though while this was true, Tarlach was also interested in the development of his Childe and her Priesthood within the Circle of the Crone.

Friday, January 25, 2008

Character Links

This is the first draft of a jointly written background connection between Jack Frost's Voodun Priest, Samide, also known as Mr Saturday, and Tarlach Doherty my Hero of the Circle of the Crone character.


Haitia Summer of 1971 Tarlach had just assisted in the assassination of the Dictator Francois Duvalier, also known as "Papa Doc" and was being hounded by the Tonton Macoutes (Secret Police) under the direction of Francois's son and heir Jean-Claude Duvalier (nicknamed "Baby Doc"), on his last legs and running out of blood Tarlach ran to the last place that he had a chance of safety in the area, a large Swamp reputed to be haunted by dark and malignant spirits.

After a while of slogging through the swamp Tarlach notices that the sounds of pursuit have faded, replaced by the sounds of the warm swamp night, He turns full circle trying to get his bearings and there standing in front of him where there was naught but a patch of bear earth a moment before stands a man. He is tall well over 6 feet, dressed in an old suit jacket and black pants, his face is masked and he wears a top hat, he stands there twirling a silver handled cane seeming to be taking the measure of this intruder to his lands...

"Evnin Mr Doherty, de Loa said I would be havin a Visitor this eve" His accent is heavy and his english broken,"I got many a name in these parts but you can call me...Mr Saturday"

Dressed in studded blue hipster jeans, a glow weave lime green shirt with a red tie, and some now worse for wear platform shoes, Tarlach still manages to not look out of place in this swamp, even with the Great Sword that would reflect the moonlight but for the coating of blood..

“It would be a good evening Mister Saturday, if things had gone a little more to plan after the assassination – finding good help on this island though has not been as easy as I had hoped. Still… “

Tarlach pats the Colt .45 at his right hip and he tenses slightly, the perceptive would realize he is listening for any last sounds of pursuit.

“…some things are reliable and I still manage to put the fear of their gods into each one of the local’s eyes.”

The corners of Tarlach’s mouth turn up and some small wrinkles form as he smiles.

“I heard rumours that a creature both powerful and helpful lingered in these swamps – and that the locals venture in for aid; though it always comes at a price…I am guessing the rumours are about you, unless you represent something more powerful in this swamp?”

Mr Saturday grins a wide toothy grin “there be power in this swamp and help ta those who pay da price for it, but I not be know’en why ya put fear of god’s in people, Gods and Loa be notin ta fear” Off to there right comes a scream followed by something crashing through the undergrowth, one of Tarlach’s pursuers comes bolting through the clearing eye’s wide with terror and blood coursing down his face. He completely ignores the two in the little clearing and continues past into the swamp again, after a few moments the noise of his frantic passage subsides.

Saturday had not even flinched, the man might as well have not existed “Sun’s comin up soon my fren’ come, ya welcome ta stay wid me for a spell, we can talk about price tomorrow, come” He starts walking back further into the swamp, from far off in the direction of the fleeing man comes another scream this time cut short. Mr Saturday talks as if making idel conversation “my children safeguard dis place, and will guard us in de day time” they come into view of an old shack built atop a raft floating on an overgrown river “dis is my little place, it safe from de light of day” “you stay here a while, be good to have another ta talk to, I be needin ta work on the Traders tung, Im sure ya be noticing my British needs workin on”

Over the next few Months Tarlach stays in the swamp with the very strange Mr Saturday, they converse and get along fairly well, Tarlach teaches Saturday of the world outside of Haitian and the islands immediately surrounding it (his knowledge seems to be decades out of date) and how to properly articulate the English language and Saturday tells him of the occult, spirits and Loa and his particular take on them (as well as how to make a killer Gumbo stew). Then came the day that Tarlach decided it was time to leave and the two rarely saw one another for almost forty years.

Until one night Tarlach receives a phone call from a small Haitian village requesting that a debt be paid, Mr Saturday needs to leave Haiti in a hurry, and he needs to go a very long way.

Friday, November 30, 2007

A Forsaken Story

The Story of Big Claw Wombat and Mad Goanna as told to Eddie


Look Eddie, I am going to tell you this story and you had better learn something.


This is the story of Big Claw Wombat and Mad Goanna.


There were two brothers, Big Claw Wombat and Roo. They lived in outback Yass. Roo and Big Claw Wombat were part of a close-knit pack with their Alpha Step-Outside – renowned for bashing people in the head - and the cunning Hunter, Tucker, who always found food – the other packs in the area called them the Bush Bashers. Out of the pack though, these two were exceptionally close, the brothers stuck together through everything.


Well one day Big Claw Wombat and Roo went to investigate Goanna Tree, growing deep in outback Yass. Years before Big Claw Wombat and Roo had trapped Goanna up a tree. After Roo tricked him up there, Big Claw Wombat dug a deep circle around the tree, trapping Goanna – who had been up to much mischief in the pack’s territory. With him trapped up it, this tree became Goanna’s Tree.


What Big Claw Wombat and Roo did not know though was that Mac and The Echidna had been at Goanna’s Tree for some time now. The Echidna was well known for his more than a little dangerous exterior and Mac was built like an eighteen-wheeler. The two, looking for allies, had heard of the mischief making of Goanna, The Echidna in particular had heard of the deep circle trapping Goanna in his tree, and they had searched out the Goanna Tree.


Big Claw Wombat and Roo too, headed out past Yass to Goanna’s Tree.


As I said, The Echidna and Mac had gone in search of Goanna’s Tree and when they found it they did a deal with Goanna. They would fill in a portion of the circle and start to feed Goanna until the bridge that The Echidna and Mac built was big enough to set Goanna free from his Tree, if, Goanna would join them.


Goanna of course agreed. Roo and Big Claw Wombat had trapped him up a fucking tree for decades now with nothing to do, and out past Yass, while stuck up a tree, he had not much too really see either. And – well – Goanna had gone completely mad, and was more than a little fixated on what Big Claw Wombat and Roo had done to him and would like nothing more than to get completely out of his Tree.


So, Big Claw Wombat and Roo got to that tree just as The Echidna and Mac filled in the last portion of a bridge big enough for Mad Goanna to cross the circle dug decades earlier.


At that very moment Goanna crossed the bridge - jumping with all his mad fury right into Mac. Steering Mac’s body, he rolled right over poor Roo who did not even see it coming. Splattered with Roo’s entrails The Echidna turned tightly into a ball to escape Mad Goanna who had leapt into Mac and rolled right over Roo and, Big Claw Wombat, covered in his brother’s blood, started digging.


Big Claw Wombat thought he could dig around Mad Goanna again, and then he would teach Mad Goanna a lesson, so he dug and dug. But Mad Goanna was steering Mac all over the countryside, from building to mountain to creek. Big Claw Wombat he kept on digging – chasing that Mad Goanna in Mac.


After a while, Big Claw Wombat’s pack-mates Step Outside and Tucker turned up. Tucker had tracked down the path of Big Claw Wombat and Roo, and Step Outside wanted to know what Big Claw Wombat was doing. The two stopped at the top of the hole that Big Claw Wombat was digging, looking into the darkness. Step Outside yelled “Where are you Big Claw Wombat, your pack-mates are looking for you?” But Big Claw Wombat ignored Step Outside and kept on digging and digging.


After a while, Step Outside and Tucker went back to their territory and Big Claw Wombat kept on digging – thinking with each movement of earth that he was closer to encircling the now long gone Mad Goanna in Mac.


So on dug Big Claw Wombat and he went deeper and deeper – still all the while thinking he was getting closer and closer to Mad Goanna in Mac. Occasionally, Tucker or Step Outside would come and yell down the hole, but they would get no response other than the shudder of the earth as Big Claw Wombat dug at it, so they would leave.


One day though, when Step Outside and Tucker both came to call at the mouth of the hole dug by Big Claw Wombat, they noticed that the earth no longer shuddered. The two followed the line of his excavation from the surface. The shifted dirt, the crooked trees and the diverted streams marked Big Claw Wombat’s path and they marched along it.


After several days walk Step Outside and Tucker came to the end of Big Claw Wombats excavations, and both could immediately see the problem, the line ended under a large tipped over red rock. The two then started digging, but it was too late. Big Claw Wombat had been crushed by the mountain whose foundations his mad digging had disturbed in his quest to encircle the long gone Mad Goanna in Mac.


So, Big Claw Wombat died, and Mad Goanna got away.


Not long after that a Pack of Pure turned up and massacred the rest of the Bush Bashers, forced to fight without Big Claw Wombat and Roo – but - that massacre is another story.


Sunday, October 21, 2007

Explanations

The Death of Billy Stapleton, Tuggeranong and The Poetry of Meetings are all in character writings and songs for my Werewolf the Foresaken character William S. Whitman, all are accounts of in-character battles, deaths and meetings.

The Death of Billy Stapleton


In the shadow of Goulbourn Gaol, against the bloodshed of violence, Billy stood alone,

Armed with his gun, the packs on the run, the line still to be drawn

With a Gun in his hand, Billy faced that Spirit down.


Three stands I have known Billy Stapleton to make,

The first took his life.

Those who did that deal, don’t deserve their renown


Deep in the Hawkesbury, between fire and water, Billy led the packs against that spirit born,

At the call of the lone Hunter, whose pack mates had fallen, the line would be drawn

With a Gun his in hand, Billy shot that Spirit down.


Three stands I have known Billy Stapleton to make,

The first took his life.

Those who did that deal, don’t deserve their renown


In his territory of Canberra, when fools do deals, the Spirit Bastard is born,

Billy Stapleton said, that they had passed the line, I’ll face that Bastard, my Gun drawn

With a Gun in his hand, Billy failed, did not gun that Horror down.


Three stands I have known Billy Stapleton to make,

The first took his life.

Those who did that deal, don’t deserve their renown


Deep in the night, where the Wolves howl, that Bastard made Billy Stapleton’s stand his last

With botched deal done, the child pursued its mind, no line left to be drawn

And, those who did that deal, surely brought Billy Stapleton down


Three stands I have known Billy Stapleton to make,

The first took his life.

Those who did that deal, don’t deserve their renown


Friday, October 19, 2007

Tuggeranong

Morning Flame, I have a story about the Foresaken of Canberra starting to do something they should have been doing for a while now. It is about the opening battle for our fight for Tuggeranong. This is how it goes…


Canberra’s packs stood tall on the night of the Crescent Moon, against the Izidakh of Gurim-Ur in Tuggeranong.


Of the Jyndabine Road Warriors that entered the fray: the Killing Moon of the Suthar Anzuth – Raff, known as Guts‑Lie‑On‑Ground - led the packs; the Gibbous Moon of the Iminir – Dave, known as Burrows‑Through‑Flesh - blazed with rifle. The Crescent Moon of the Hirfathra Hissu - Speaker‑to‑the‑Winds - gunned down the enemy; the Full Moon’s Meninna – Sam, known as Mighty‑Bound - leapt upon the foe and; the Thihirtha Numea – Evan - killed the Pure. All took to the field of battle to win renown.


Of the Mercury Wolves, their Suthar Anzuth: the Gibbous Moon – William known as Dances‑with‑Gauru - stood his ground and; the Half‑Moon – Danny known as Flies‑off‑the‑Handle - charged into battle; both came at the call to arms, to honour their brothers of the Suthar Anzuth.


And, from the Pack With No Name, whose territory they fought for: the Suthar Anzuth’s New Moon – Ryan known as Luna’s‑Defender - who Rages for the Moon; led the way under darkness into the territory of Gurim‑Ur’s Izidakh.


Showing cunning Guts‑Lie‑On‑Ground devised a plan to lure the Izidakh into the streets; positioning his pack‑mates to rain gunfire onto the poisoned enemy, he gave out his orders.


Paying respect to each auspice, Dances‑with‑Gauru suggested their brother Suthar Anzuth of the New Moon, enter the battle stealthily to understand the lay of the land, and the designs of those they had come to attack.


Then, the Alpha of the Road Warriors ordered the Foresaken to battle, and took the Suthar Anzuth into the streets of Tuggeranong to draw out the foe.


Luna’s-Defender, under the cloak of darkness, led the way – Guts‑Lie‑On‑Ground and Flies‑Off‑the‑Handle crossed the burnt territory behind him; Dances‑with‑Gauru and Mighty-Bound guarded the street watching for ambush. Burrows‑Through‑Flesh, Speaker‑to‑the‑Winds and Thihirtha Numea took out their Arms to take the measure of the distance they had to cover.


Luna’s‑Defender spied the inside of the building they targeted, seven adversaries he counted before he entered. Once inside the insult to Luna provoked his rage, Luna’s Fury consumed him, and the battle was joined. The plan disrupted, the Suthar Anzuth charged, and Mighty‑Bound leapt the street while the Road Warriors waited patiently with their guns.


Inside the building Guts‑Lie‑On‑Ground, Flies‑Off‑the‑Handle and Luna’s-Defender were consumed by the Full Moon; faced with Luna’s Rage the Izidakh too entered their war forms and fought. Flies‑Off‑the‑Handle fled the battle at a poisoned bite, Mighty-Bound landed amidst the fight, coming through the window after Guts‑Lie‑On‑Ground threw a diseased Uratha into the street. Luna’s‑Defender dueled in Gauru whilst Dances‑with‑Gauru held the doorway in Dahlu. And, as the first body crashed into the street, Burrows‑Through‑Flesh, Speaker‑to‑the‑Winds and the Thihirtha Numea showered bullets into the first of the People landing below them.


Inside Luna’s‑Defender fought on, dueling the Izidakh who insulted the Moon. Guts‑Lie‑On‑Ground, consumed by the Killing Moon, hurled two more of the poison Uratha into the street, where Burrows‑Through‑Flesh, Speaker‑to‑the‑Winds and the Thihirtha Numea continued to fire. Mighty‑Bound fled, after a bite, and Dances‑with‑Gauru alone held the door against Izidakh outside and inside - landing blows and ducking attacks.


Guts‑Lie‑On‑Ground grappled one of the enemy; gripping him to use as a club to force another into the street. Luna’s‑Defender struck again at his enemy who refused to fall. Outside none of those thrown into the street by Guts‑Lie‑On‑Ground could win past Dances‑with‑Gauru as he fought four of the poisoned Gauru at once. And, the firepower of the Jyndabine Road Warriors continued to fall on the People in the street.


Finally, the Izidakh outside, now joined by their Alpha, charged the door. Dances‑with‑Gauru ceased to dance, and letting Luna take him grappled the Alpha to the ground. The room almost empty, Luna’s‑Defender finally bested his enemy - a shot through the window taking the head from that Izidakh’s shoulders. Guts‑Lie‑On‑Ground tore through brick and mortar to fell the Uratha held by Dances‑with‑Gauru. The last of the Izidakh fled.


The Suthar Anzuth had led the Road Warriors, Mercury Wolves and Pack With No Name to victory over the children of Gurim-Ur in this battle for Tuggeranong.


Thursday, October 18, 2007

The Poetry of Meetings

Hey Flame, the Jindabyne Road Warriors have let me stay here a while. If you have any stories to share then cough them up, or if someone has some stories to tell, pass them on, so that I can tell the packs here. I have a few stories, songs and poems, some old ones, and some new.


So where do I start? Well a week ago I answered the call to Sydney by the Coffin Chasers. I was already planning to head there to back up Guts-Lie-On-Ground, Alpha of the Road Warriors. And, I thought I would check out what was going on with them.


The rest of the Mercury Wolves had already headed down there but I was going to turn up late, I had to fix some damage to the Beast, and I thought I would do her up a bit while I was at it.


Anyway, I finally get to Sydney, to the cemetery to meet people, and there are not that many around.


I try to speak to the guy, who claims he is an Alpha from Brisbane, but he has some tickets on himself, so I finally find Burrows-Through-Flesh from the Road Warriors and he tells me that everyone is in a ritual with some Pure. Now that is dodge you know - deals with the Pure seem really popular at the moment - but, everyone should know that deals with the Pure don’t end well. They are, after-all, wanting to wipe out the Foresaken completely.


So, Burrows and I talk a bit about this ritual when I spot a bunch of Japanese sitting in the cemetery. I figure they are Japanese because I have seen plenty of samurai and ninja movies and these people look like they have walked straight out of one of them, which is odd; this is a cemetery in Sydney, not a cemetery in Japan. A cemetery in Japan is where you maybe expect to find a bunch of Japanese samurai looking types.


So, I lead Burrows over there and we sit down for a chat. But, Flame, this is where it gets sticky, these people were not that easy to talk to. They have a translator, I think the daughter of one of them, so we chat through this translator, and I do not think she is translating everything. They say a lot and laugh a fair bit, and we get a bit of it I think, although I think that maybe she left out some of the funnier bits. Anyway, I have been trying to think of a good way to tell you what they said, and what we talked about. So, I spent the last few days thinking about them and I jumped on the net here at the vineyard and searched around. Eventually I found a site about Japanese poetry. Now there are a couple of different types but I liked the short stuff. They are about first impressions, and it is supposed to be simple but complex, all Zen or some such thing, so I wrote some for you, about what we spoke about.



Dry twig touched

the abandoned people;

burnt forever


Lotus:

Between them

Of them


Questions?

The river stone path flows

to mountain calm


Hear no story,

But born between us

a thoughtful word


I am not Japanese, but this stuff makes me feel all mellow and calm. So there you go Flame; Japanese Samurai in a cemetery in Sydney talking about choices and not talking to the Pure. I will tell you something else tomorrow.

Saturday, May 12, 2007

Luna's Favoured

Doug Rogers (Luna's Favoured), Blood Talons Elodoth and Lodge of the Feast member

Background:

Your family farm had been failing for quite a while. Dad was looking more and more tired everyday with the taxman dogging him, debt collectors on his tail, stress you know killed your mother and it was only a matter of time before your father finally died, though the trauma of finding him fallen under his tractor on the banks of Roger’s Creek was almost to much to bare. Then your wife, now ex, took the kids and vanished, you had only been married two years to your child-hood sweetheart. All through this, you kept working the land, looking after the animals, diligently maintaining the farm. Considering how well liked your family was amongst the local Tassie farmers the community was not there at the final stroke of the pen and the loss of the farm, nor the arrival and last herding of your stock. All through this the world had seemed to become more and more distorted for you and you fought harder and harder to maintain your purpose and the high standards your father and mother had drilled into you to do the right thing, to work hard, to help others. Nevertheless, you finally lost it, you do not remember the final moments of your transformation but only two people were there for you when it ended, helped you through the aftermath, and set you on your current path. Coming too under Night Howlers tender hands and the steady gaze of Wombat amidst the blood and guts of your farm animals and the remains of the men sent to take them away. Wombat and Night Howler took you back to the Johnson farm, fixed you a hearty meal, the first people to look after you since everything began. With their help, and that of Bane Easter, the police investigations turned up nothing linking you to the disappearance of your stock, a truck or two men and they set you on your path of consuming human flesh, initiated you into the Lodge. You ended up working on the Johnson farm for Wombat, and living your packs life ever since, you work hard at both, trust Wombat and look to Night Howler for re-assurance that you are all on the right track.

Now Wombat has plans to claim the “Klaive that Drinks”. It is obvious that the pack needs it to strengthen itself and the Lodge.

Goals:

*Ensure the pack obtains the Klaive, Wombat thinks it is important and he has not been wrong yet. Wombat has explained a bit about it, it is a fetish inhabited by a powerful hunger-spirit and that it will strengthen the pack and the Lodge.

*Work hard and honestly, in service to the Pack and Lodge and do what is necessary for their strength. Central to this is ensuring the Pack achieves their objectives and you will follow Wombat’s lead in this – look to Night Howler if any niggling doubts should surface.

*Support Wombat and Night Howler in their efforts to recruit for the Lodge, anyone struggling but in that struggle demonstrating persistence, bring them to the attention of Night Howler or Wombat.


Personality and Pack-mates:

You work hard and act with honour, are genuinely nice to people, especially those who appear to be suffering and struggling under strain, you empathise with them, you have been through such struggles too and Wombat and Night Howler got you through it; they can get anyone through such struggles if they are allowed.

You are not nearly the best and brightest, but you are self-aware enough to recognise this and in your association with Wombat and Night Howler see that they have enough brains and drive for all of you.

Strike’s the Heel will be a fine pack-member when he takes his final step. You are loyal to Bane Eater as a pack mate and out of respect for Wombat and Night Howler but find his perception of eating Human flesh, and his arrogance about it, taints your own consumption and makes you feel uncomfortable about each and every feast.

Night Howler

Sheila Cochrane-Johnson (Night Howler), Hunters in Darkness Cahalith and Lodge of the Feast member

Background:

A daughter of the Cochrane family, descendants of the Tasmanian indigenous community, you were born as the result of Wombat’s father’s extra-marital affair with your mother. You know this, Wombat knows this and you don’t care, though your are smart enough not to let this one slip amongst the Uratha, nor that you two are really married and totally in love, eating humans and engaging in illicit relations between Uratha may just be too much for many amongst the Foresaken to bare.

You are utterly devoted to your man Wombat; he rescued you from the wilds where you had fled after your family turned you out as you first began to go through your transformation. With declarations of Mokoi - an evil spirit who consumes the magic of the land – your family abandoned you to foster care, this care lasted less than a week as you ran into the bush, a comfort second only to your lost family.

You went through your transformation alone except for the spirits of the land and it was in these wilds that Ravening Wolf, the patron spirit of the Lodge of the Feast, found you, alerted by your dark night howls. He guided Wombat to your side, so that when you regained your senses Wombat gathered you up into his arms and took you back to his farm, formed a pack, initiated you into the Lodge and you have not looked back since.

Now Wombat has plans to claim the “Klaive that Drinks”. It is obvious that the pack needs it to strengthen itself and the Lodge.

Goals:

*Ensure the pack obtains the Klaive, Wombat thinks it is important and you will follow him anywhere he leads. Wombat has explained a bit about it, it is a fetish inhabited by a powerful hunger-spirit and that it will strengthen the pack and the Lodge.

*To support the members of the pack, they are your husband, brother and child, you will do anything to strengthen, defend and support them.

*Recruit members into the Lodge, you have been gifted with the skills and attributes to work a crowd, insinuate yourself into any social situation, charm all but the hardened of individuals, or when it comes down to it support your pack-mates in the toughest of combat; you will use all these in the service of your Lodge and Pack.

Personality and Pack-mates:

Wombat is the centre of your world and the pack, including you, revolves around him. You are sincere in your efforts to look after each of your pack-mates, how Wombat sees each of them is how you see them. You are equally sincere in your engagement with other Foresaken and Uratha if Wombat is befriending them so too are you, if he is beating on them you help how-ever you can, if he wants to recruit for the Lodge you are there too.