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Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Hattie Masters posted:

I'm pretty sure your character grew up in Boatmurdered. Godamn.

Insufficient elephants.

E: I stand corrected, those elephants not only exist but would be immune to the magma.

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Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Asterite34 posted:

There are no less than three pretty decent forum avs you could extract from this one image
I count five.

Angrymog
Jan 30, 2012

Really Madcats

hyphz posted:

So it did kind of work as a CYOA, but in no way as a board game. And since it was sold as a board game, it was horribly expensive for a CYOA. Nonetheless, it did manage to get a large number of expansions, each with an additional adventure, and none of them as good as this one, which is really saying something. And those we may look at later.

Most of the other adventures I played were much better than the one in the box. Beneath the Mask and Expedition Endurance do a bunch of quite interesting things with the cards too. I never played it, but friends really liked The Marcy Case, though they did say that Prophecy of Dragons was very linear.

BinaryDoubts
Jun 6, 2013

Looking at it now, it really is disgusting. The flesh is transparent. From the start, I had no idea if it would even make a clapping sound. So I diligently reproduced everything about human hands, the bones, joints, and muscles, and then made them slap each other pretty hard.

Angrymog posted:

Most of the other adventures I played were much better than the one in the box. Beneath the Mask and Expedition Endurance do a bunch of quite interesting things with the cards too. I never played it, but friends really liked The Marcy Case, though they did say that Prophecy of Dragons was very linear.

Hope to see some of these reviewed, the base game scenario was an entertaining read.

Angry Salami
Jul 27, 2013

Don't trust the skull.

hyphz posted:

Shall we take a look at TIME Stories?

Wait, if the PCs are time travelers who are just possessing people in the past, why are they still affected by the host's mental illness or delusions?

Hipster Occultist
Aug 16, 2008

He's an ancient, obscure god. You probably haven't heard of him.


Midjack posted:

One for jcdent and Last Transmission, F&F favorite Degenesis is getting a board game courtesy of CMON: https://cmon.com/news/cmon-smv-strike-deal-for-degenesis-clan-wars

Yeah I posted about this a while ago I think, although the CMON connection is new. Given their experience churning out Zombicide expansions I guess it's not a huge surprise though.

Marko finally gave up on the money pit that was his rpg, but launched this and has other plans to keep the IP alive and ongoing apparently. He released what looked like renders for some sort of animated thing, featuring the reverse colonialist NeoLibyan Hamza that he's so fond of.

Moonlit Knight
Nov 26, 2018
Since this thread (or, to be exact, one of its former iterations) is what got me to make an account on this dead comedy site, I thought I'd try my hand at one of these. Welcome to …

Vaults of Vaarn, by Leo Hunt

This game was brought up in the industry chat thread and I thought it looked pretty neat. It's also short and inexpensive, so I bought it on a lark. The game comes as a 48-page booklet with black and white line art.

So what's this game about? Vaults of Vaarn is a far-future science fantasy RPG that claims Dune, Hyperion, The Book of the New Sun, and the graphic novels of Moebius as influences. I must say that to me, the most obvious influence seems to be the (brilliant) open world roguelike Caves of Qud—just look at the titles! The gist of the setting is that we're so far in the future that the sun is nearing the end of its life and people are living in the ruins of countless eons' worth of forgotten technology and civilization. The titular Vaarn is a "sky-blue" desert inhabited by "humans, mutants, robots, talking animals, and fungus-men". There is theoretically an empire called the New Hegemony to the south, but it doesn't seem to be able to exert a whole lot of influence over Vaarn. Aside from two brief paragraphs about the past—the world was ruled by the god-kings of the Autarchy, and before them AIs called Titans—the setting's history is intentionally left pretty blank. The author says he sees Vaarn as an 'anti-canon' setting where there deliberately aren't any definitive answers.

I think this rules.

Basic Rules

Although character creation comes first in the booklet, I think it makes more sense to explain the basic rules first so we know what we're talking about.

  • Abilities. There are six abilities, and they map almost exactly to the classic D&D ones: Strength, Dexterity, Constitution, Intellect, Psyche, and Ego. Each ability has a bonus and a defense. To generate your abilities, you roll 3d6 for each and take the lowest die—that's your bonus. Your defense is just your bonus + 10. After rolling for all six stats you may swap the scores of two of them.

    Anydice tells me that the odds for bonuses come out to
    pre:
    1	42.13%
    2	28.24%
    3	17.13%
    4	8.80%
    5	3.24%
    6	0.46%
    
    so your chance to have a +1, +2, or +3 in an ability is about 87%.

  • Saving throws. The main resolution mechanic of Vaults of Vaarn is the saving throw, where you roll 1d20 + ability bonus and have to exceed 15 (if unopposed) or the opponent's appropriate defense (if opposed). The game helpfully points out that for opposed tests it doesn't matter who rolls against whose defense, the math comes out the same. Unopposed tests honestly look fairly difficult; at a +1 you only have a 30% chance to beat 15. There are also advantage and disadvantage, where you roll 2d20 and take the better or worse result, respectively. Whether you have them is, like much in this game, up to the GM.
  • Item slots. You have a number of item slots equal to your Con defense. Most items take up one slot, and small identical items stack. If you are carrying more items than you have slots, you are encumbered and have disadvantage on all physical saves.
  • Combat. On your turn you can move and take one action, for example attack or move again. Attacks work just like saving throws; you roll your Strength (for melee attacks) or Dexterity (for ranged attacks) against the enemy's armor (which has a defense and a bonus just like an ability). If you succeed, your weapon does its damage die (typically 1d6 to 1d10) in hit points to the enemy.
  • Wounds. When your HP are at 0, you take wounds, which fill up item slots and give you penalties from a table. At 10 filled item slots, you die. I'm not gonna lie, I'm really confused by this. Here's the start of the table:

    Are these meant to be cumulative? Am I supposed to roll on this? Does it matter that Constitution gives characters a variable number of item slots? Are only empty slots filled up? If not, are items unusable while their slots are filled up? Maybe I'm being stupid, but I don't understand this at all.
  • Mystic Gifts. If you have a Gift that can be used as an attack, you can take a die of damage to do one die of the next larger size of damage to an enemy.
  • Advancement. You get 1 XP per Expedition (the length and scope of which is defined by the GM) and it costs your current level in XP to level up. On a level up you get 3 points to your abilities (to a maximum of +10) and 1d8 HP. When you reach the maximum level (10), the game suggests you take on an apprentice that will eventually become your new character.

Thoughts so far: The system seems extremely simple and a lot of things I would expect to see are completely abstracted (for example, I guess the GM is just supposed to tell you if you can move in range of an enemy). I know next to nothing about old D&D and OSR games, but that's kinda what this looks like to me? I have a hard time understanding how lethal the system is since I can't make sense of the wound rules. Opposed saving throws seem significantly easier than unopposed ones, since an unopposed save is equivalent to an opposed one vs someone with a +5 ability bonus.

joylessdivision
Jun 15, 2013



:ghost: Joylessdivisions World of Dorkness Presents: Haunts - World of Dorkness #13 :ghost:

Part 1

Welcome back to the World of Dorkness. Now that we’ve wrapped up the hunt for Samuel Haight, it's time to dive back into the wider World of Darkness, and what better way to kick off the spooky season, than to focus our attention on the spookiest of the original five games, and my personal favorite, Wraith: The Oblivion.

I’ve already covered both the Wraith corebook and its first supplement, the surprisingly well written Necropolis: Atlanta and now that we’ve bounced around the “Big Three” for a bit, it feels right to jump back into the world of sad ghosts and explore the places they tend to hang out, aka: Haunts.



Carrying on the tradition of the other WoD covers, we have the usual background image, this time the chains of Stygia (as all Wraith books have) and a painting that doesn’t quite evoke the theme of the book in the way something like the confederate Wraith on the Atlanta cover did, but still a lovely piece of art. And hey, whoever was working in the graphics department clearly learned a lesson from how awful the logo on New Orleans was and gave us a much cleaner logo for this cover.

Let’s flip this over and see what the back promises.

First thing of note here is the text box that is typically a solid color is instead a piece of chapter introduction art. It’s an interesting visual change and because the art is already grayscale, the text is easy to read while also adding a dash more visual flair to things.

Haunts

quote:

Shrouded from Mortal Eyes….

Since the world began, certain places have been claimed by death, whispered by the Quick to be sites of terrors unimaginable. It is said that in these places, the Shroud between the worlds of the Quick and the Dead grow thin, allowing ghostly forms to manifest as they will.

The Dance of Death Goes On!

From Portugal to Providence, the Restless have laid claim to those areas stained with the pain of death. For in those forlorn spots, they are able to touch – if only for an instant – the world of the Living, once thought lost to them. The Quick hide in terror from the sights glimpsed within these Haunts, knowing that in those places, the powers of Death reign supreme.

Haunts is a sourcebook for Wraith: The Oblivion detailing the strongholds of the Restless.

-Eight Haunts throughout the Shadowlands, including Hierarchy, Heretic and Renegade Haunts;

-Two all-new cults of Heretics, both pursuing Transcendence in their own way;

-And guidelines for how to create Haunts for your own chronicle!

The price listed is $15.00 or $31.08 adjusted for inflation.

Something I may have simply missed with earlier books, or potentially a new addition is just under the box where the barcode is placed on the back in small font is the phrase “Games for Mature Minds.” Which, I’ll give them that for Wraith at least, as I’ve previously noted, this is the first of the World of Darkness games to achieve a level of mature storytelling and gravitas that the other games only paid lip service to.



By Bill Bridges, Jackie Cassada, Richard Dansky, Harry Heckel, Ian Lemke, Judith McLaughlin, James A. Moore, and Ehrik Winters.

Yes, that is right, this is a multi-author book, Haunts is focused on presenting storytellers and players with several different Haunts, and each is handled by a different author, giving each a unique tone and vibe. I’m also incredibly happy to see a few names I recognize as being authors whose work I’ve enjoyed previously, like James A. Moore and Bill Bridges. The other authors' names don’t immediately strike my memory, though I know I’ve seen Lemke’s name on at least the Wraith core and Book of Storyteller Secrets previously.

Credits

Written by: Bill Bridges, Jackie Cassada, Richard Dansky, Harry Heckel, Ian Lemke, Judith McLaughlin, James A. Moore, Ehrik Winters
Developed by: Jennifer Hartshorn
Edited by: Cynthia Summers, Robert Hatch
Art Director: Richard Thomas
Art: Dave Allsop, Stuart Beel, Tom Berg, John Cobb, Brain Dugan, Anthony Hightower, E. Allen Smith, Joshua Gabriel Timbrook, and Drew Tucker.
Cover Art: George Pratt, Henry Higgenbotham
Layout and Typesetting: Kathleen Ryan

Special Thanks

Andrew “Outta Here” Greenberg, for having the sense to stay clear of the Grande Masquerade
Bill “Blackbeard” Bridges, for using the obvious come-on line
Phil “Gravity Check” Brucato, for vowing to be a one-woman man.
Jennifer “Kenneth. Helena. Romantic Undergarments” Hartshorn, for blissing out on Gothic Romance
Ian “Anacreon of Bondage” Lemke, for being the Doom-shade of Depravity
Mike “What do you mean I’m First?!” Tinney, for making an Ash of himself at Nocturnia
Ken “Stay Away From My House” Cliffe, for keeping his new property safe from the revelers
Cynthia “Twoo Wuv” Summers, for what she found at El Taco Grande. Awww
Erin “What Con?” Kelly, for being fettered to the registration desk the whole weekend.

What’s New With White Wolf

quote:

“Check out White Wolf’s online services, including our gaming company support on AOL, alt.games.white-wolf on the Internet and our own “official” MUSH, the Storyteller’s Circle at draco.unm.edu 6666. Our monthly conferences to discuss upcoming products have been a big hit, so for all the latest dirt on Vampire, Werewolf, Mage, Wraith, Street Fighter, Mind’s Eye Theater, Changeling and White Wolf Magazine, stop by!”

I’m so charmed by White Wolf having an AOL presence in 1994, and that their “official” MUSH is hosted on a university server. Oh, the mid-90’s. Also, neat to see Street Fighter get a mention here, and someday I’ll get around to reading that corebook for review because the combination of White Wolf and Street Fighter of all properties is just too hilarious to not to immortalize here in the World of Dorkness.

Table of Contents

Introduction
Chapter One: Tillinghast Mansion
Chapter Two: Hermitage Castle
Chapter Three: Richmond Capital
Chapter Four: The Sepulcra of Bone
Chapter Five: The Hanging Gardens
Chapter Six: Blackbeard’s Cove
Chapter Seven: Uprising in Dublin
Chapter Eight: Khatyn Mir
Appendix: Haunt Creation




Introduction

In the World of Darkness, Haunts are the one place where the Gothic half of Gothic-Punk reigns, as among the ruins and crumbling foundations of ancient stone chapels and creepy old mansions, a sense of history, of lives lived and half forgotten to time exists. These are the places where the living feel distinctly uneasy, knowing they trespass on grounds that once belonged to someone else from another time. In these places, the powers of Death are in control and the living would do well to leave these places to their ghostly residents. The resonance of the past echoes from these locations to the contemporary passers-by, imbuing each place with an aura of nostalgia on top of the chill of death.

Haunts are locations where the Shroud between the worlds is thinner, making it much easier for Wraiths to use their Arcanos to affect the lands of the living, making them places where the Restless Dead can hang out and feel more at home. Because most Haunts were once places either beloved by the living or scenes of mass death, most generate a certain amount of Memoriam that can be collected as Pathos, while the fear or nostalgia a place generates in the living collects in a Haunt and can become an emotional power source of its own.



How to use this Book

This book holds eight Haunts, representing the three major factions of the Underworld and one unclaimed Haunt. Each includes descriptions of the locations and stats for the notable Wraiths who hang out there. Each can be used either as a location within your chronicles for the players to visit or as jumping off points to create your own Haunts, as well as story ideas for each location.

Each Haunt has its own theme and mood, but all share a sense of foreboding, that these locations, more than others, are places where the Dead can cross the Shroud and once again interact with the world of the Living.

quote:

“Let these Haunts inspire you to tell stories of tragedy, bitterness and hope, of creatures of passion whose existence is fragile and threatened at every turn by the encroaching possibility of Oblivion. Make these places your own, and let their eerie ambiance permeate the Necropoli in which they are set.”

A Note on Capitalization sidebar

Haunts with the capital H, refer to places where the Shroud is weak enough to make it easier for Wraiths to affect the physical world, while locations where Wraiths hang out that have a normal Shroud rating are simply haunts. More information about what causes a haunt to become a Haunt is detailed in the appendix.

Aspects of a Haunt

Haunts appear differently to the Living and the Dead. Some appear to be ruins in the Living realm, but exist fully formed, if dilapidated in the Shadowlands, and likewise, some appear fully intact in the Skinlands and are broken down in the Shadowlands. Either way, Haunts are strongholds for the Restless and sources of Memoriam. Each Haunt has a Circle who guards it, usually making it their home in the Shadowlands. A Wraith would be foolish not to aid a Haunt in need, as they supply protection from Maelstroms and Memoriam, as well as being places to meet other Restless.

Very quick and to the point introduction here. Not a lot to say about it so let’s move along to




Chapter One: The Marvellous Sunset City: The Tillinghast Mansion, Providence, Rhode Island
By Richand Dansky

Haunt Level: 3
Memoriam Level: 3

quote:

“I am Providence” -Epitaph inscribed on the tombstone of H.P. Lovecraft

quote:

“New England has always been horror’s playroom, and Providence its cradle. Men’s horrors, and horrors that wear the shapes of men, have stalked the streets from Brown to Federal Hill long before the first Angell Street scribe penned a tale of necrophagous horrors blasphemously infesting his beloved city”


Of course, within the swirling maelstrom of the supernatural beings that call Rhode Island home, there are ghosts. Brown University knows them, as do the Italian neighborhoods that ring a shattered church. But most of all, the Wraiths know Providence, it is their city, where even the Kindred tread lightly. The Hierarchy rules here, under the watchful eyes of Ambrose Tillinghast, who wields the power of Stygia in his hands and whose will is carried out by the spirits of his own family, and so far, no one has tried to thwart that will.

From their stately manor on Angell Street, the Tillinghast's reach out and encompass the Necropolis, just as the Necropolis residents embrace Providence as a whole.

Tillinghast Mansion

The center of Hierarchy power in Providence and found amidst the buildings of Brown University, Tillinghast Mansion is owned and kept by the university under conditions of its bequest. Its grounds are carefully groomed, and several odd topiaries dot the lawn, including one shaped like a skull, known by the students as “Yorick.” The university's Wiccan organization claimed it was a representation of the Green Man, and once tried to conduct a ritual on the property.

This was never tried again, and the survivors have been uniformly silent about what actually happened.

The house is a handsome representation of the colonial period, three stories tall and painted white, it is often pointed out to students and visitors as a historical landmark and masterpiece of architecture. Then they’re told the stories of shifting chalk outlines on the basement floors, of beckoning ghosts at windows and a seaweed covered spirit who stalks the halls at night shouting “Sarey!” Typically, this is the point where visitors laugh and as do the tour guides.

The other, darker stories are left quietly unmentioned.

The house has three floors and a basement, though the top floor is an attic which no locksmith has ever been able to open. If the door were to be forced open (thus breaking the terms under which the house was deeded to the school), one would find a treasure trove of colonial artifacts. Or they would, as now most of the relics are moldering to dust.

The rooms of the house are furnished as they were in life, though the furniture is now collapsing under the weight of dry rot and time, and the various bedrooms original occupants can be surmised from their furnishings: Civil War items are likely to have belonged to the famed Sander, while the broken spyglass likely belonged to Captain Ambrose, while a decaying quilt may have belonged to poor Mad Sarey, who died locked in the attic.

Unfortunately, the items have never been properly cataloged, and some were rescued for the permanent Tillinghast exhibit at the John Hay Library, the rest were left to time and the termites, who have both done a number on the place.

Of note on the first floor are the ballroom and the library. The ballroom is more of a long hall with polished wooden floors but is curiously free of dust. Perhaps this is because of the constant whispering breeze that sweeps the room, though whispers seem more common within than the breezes. Immediately adjacent is the library and is of note because of a curious gap in a row of decaying bibles, opposite the fireplace. So far, no explanation has been supplied for this peculiarity.

The basement, in the Shadowlands at least, is where David Tillinghast trains his troops and barghests, so that in the Skinlands, it is a place of disquiet, full of shadows and the sound of clicking nails on stone. There is no definitive description of what the basement looks like, as no researchers have ever been able to stay there long enough to sketch it out. David takes pride in this, and even more in the knowledge that his ancestral home has a reputation among the living as being “Haunted,” a reputation that does not require constant reaffirmation, instead a reputation that is well earned, and which none dare trifle.



History

Tillinghast Mansion as it’s now known, was erected in 1762 on the site of an earlier residence. According to The First Families and Homes of Colonial Providence, Captain Ambrose Tillinghast purchased the property from Jason Orne, who mysteriously fled to Philadelphia and stayed a local scandal for years after his departure. The old building was razed, according to the author of First Families for “The very Divell and divers of his impes dwelling there.” The Providence records say that as the Orne residence was being dismantled, it burst into flames on its own and that “Voices like unto those possessed by Sinners in Hell” rose from beneath the ground of the house as the flames consumed it. Letters recovered from the time are more specific, with one in the John Hay Library’s collection stating “Menne and beasts did starte that day for the howle that cam from the Orne house was one made by no Man’s throat, nor no Woman’s neither, and which was made with such anguish & pain that some of the Women, not knowing the source of the foul sound, demanded that the Men of the towne free the poor wretch that made it from the gaol”

Another letter notes that the Reverend Graves of King’s Church held a special service that day, and while the sermon has been lost to time, the title “The Divell Hath Workes Among Us” was noted.

But from very literal flames, the new Tillinghast Mansion rose. Ambrose Tillinghast was a rich man with a fleet of ships second only to his neighbor Joseph Corbin’s in its size, that brought rum from Jamaica as well as oddly carved golden ornaments of the South Seas. A man of action, evidenced by Tillinghast's hand in the sinking of the schooner, Josheé, wasn’t one to let the fears of his neighbors of what might have once dwelled in his home, shake his determination to remain on Angell Street for the rest of his days.

Records note that he horsewhipped Amni Weeden up and down Pound Alley, as Wheeden had said that “Orne had left the keyes to the Mansion in Hell for Tillinghast to pick up at his leisure.” Any talk of monsters that might inhabit the property was simply laughed off by Ambrose with the claim that he’d seen worse monsters in the South Seas than Providence could ever hope to offer.

His sailors would agree with this, and occasionally, over rum in the darkest taverns the city could offer, they complained that Tillinghast was not content to see monsters, but to trade with them as well. While Tillinghast may have traded with some unsavory characters, he did his duty as a patriot when the war with England came, and his vessels, all outfitted as privateers, did severe damage to His Majesty's fleet. But His Majesty’s fleet did their own damage to the Tillinghast family, as the guns of the Serapis sent both Ambrose and his ship the Sarey Tillinghast to the bottom in 1779. Ezra, his son, then assumed the reins of the family fortune and his mother, Sarah, and sister Rebecca, who remained hidden away within the mansion.

By 1792, Sarah was never seen outside, and when asked about the matter, Ezra would mumble darkly that Mother Sarey was not quite right in the head. The neighbors agreed, as there is much in the records about “Daft Sarey T” who “claimes to see her dead Husband, home from the Sea garlanded like Neptune with Weedes.” Other records note that others saw the form of the late Ambrose, covered in seaweed.

Those who had previously worked with Tillinghast were particularly susceptible to these manifestations, especially those who had bought the strange, golden ornaments that the Sarey had brought back from the South Seas. One record notes a Prudence Mason claimed the ghost of Ambrose tried to strangle her with the gold necklace she had bought, and that he nearly succeeded before she was able to remove it. Local opinion, however, was that Prudence was known to have lived in Salem before marrying a Mason, and so could be dismissed as somewhat excitable.

While it’s awful that “Women be hysterical” was a common thing in the past, it’s still incredibly funny to me that this poor woman was almost choked to death by a ghost, and the town just said “Eh, she’s from Salem and married a Mason, so ya know, she’s just nutty.” I’d hate to know what they would have said if she’d married a Catholic.

As Sarey Tillinghast was a woman of Providence, when the news that Ezra had been forced to confine her to the attic reached the town, the reaction was not exactly unanimously positive. Despite the grumblings of the town, Sarey remained confined, growing slowly madder and madder, becoming little more than a shadowed figure at a curtained window. When her funeral was held in 1803, most of her surviving acquaintances were surprised, having assumed she’d been quietly buried years prior.



But despite the tragedies, these years also brought joy to the Tillinghast family, as Rebecca married a French noble in 1787 named Gilles du Erlette. The wedding was held in the mansion, a thousand candles lighting the halls and music flowing throughout and (it was rumored) even Captain Tillinghast himself took part in the festivities.

Of course, that rumor was laughed off by all right-thinking souls who attended the wedding, but it did leave the question of who the guest who smelled of the sea and left a curious pair of gold rings with a greenish tinge for the couple was. The couple lived happily in the mansion as brother Ezra was rarely in residence, and the couple were blessed with two sons, John and Napthali.

Near the turn of the century, the first rumors of why the dashing Baron du Erlette had been forced to flee to Providence ahead of the French Revolution began to rise. While he was well-liked in Providence, and ever considerate to his dear Rebecca, and far from lacking in civil spirit for his adopted homeland, the rumors rose, nonetheless. In 1798, records show that some fiend stalked the streets of the city, waylaying at least a dozen nocturnal travelers, and it was du Erlette who led a noble band of men to risk life and limb to find the killer.

That they never actually caught the murderer is irrelevant, as the risk was taken at all, and the fiend seemed supernaturally clever. Truth is that the killer simply restricted their activities to the nights that the pose wasn’t out hunting for them. Because of du Erlette’s beloved reputation in the town, some of the more disquieting rumors were assumed to be simply motivated by jealous rivals.

That is until Dexter Wilmarth returned from Europe, having fought the monarchy in France and returned to a hero's welcome, he did his best to share his reminiscences about his time in France. The most popular of these stories was also the wildest, of sacking a mansion in Rochefort, and instead of finding gold or silver, instead discovering a sea of bones that lapped the villa's walls. Once or twice, Wilmarth even admitted that some of the bones he’d seen could not strictly be called human, rather they were like those of an ape or gorilla, except for the leering skulls, which he swore looked like those of a wolf.

Of course, when pressed for a name, he demurred, but then surely the shock he must have felt to find out one of the hated French nobles was toasted and beloved in his Providence, and that said noble was married to his childhood sweetheart could certainly be reason enough for why the terrible accusation he levied against du Erlette was made. None who had stood in du Erlette’s presence on the streets at night, hunting a monster, could believe what Wilmarth claimed. Wilmarth claimed du Erlette was Loup-Garou, and as the night wore on, the stories Wilmarth told of du Erlette’s atrocities grew.

But no sane man could possibly believe these tales, and yet it seemed Providence was gripped with a form of madness, as old grudges were dusted off: the mistreatment of Sarey by Ezra, and Captain Tillinghast's supposed eldritch trading partners, while new complaints rose, such as the inordinate amount of meat purchased for the new mansion on Angell Street, or the way that Napthali and John could silence their playmates with a stare, or the dancing lights seen near Ezra’s quarters, even when he was away at sea or the way dogs seemed to shy away from du Erlette on the streets.

Goody Mason’s son Roger was the one to lead the mob that stormed Tillinghast Mansion on Roodmass Night (The Feast of the Cross). When the mob broke into the mansion, they found a horror show. Laying on the stairs were the corpses of Rebecca and Napthali, both drowned. Dr. West (perhaps a Herbert West?) was surprised when he announced that both corpses had been submerged in seawater for several hours. There is no mention in the records of anyone pointing out the impossibility of this cause of death, but the records do note that a strand of seaweed was found wrapped around Rebcca’s wedding ring.

Du Erlette seemingly escaped the sad fate of his wife and child, and rumored sightings of the Frenchman persisted for months ranging from Georgia to Canada, and half a dozen times he was said to be seen near Philadelphia, where the mysterious Orne had also fled. Regardless, du Erlette was never seen in Providence again.

Poor Ezra Tillinghast, crushed by the death of his sister and nephew, hired tutors and nannies to take care of young John while he remained at sea. John grew to adulthood alone in a cavernous mansion, sickly and prone to “fits” and the news of his uncle’s death in 1823 in Sumatra caused him much anguish. It was after his uncle's death that John changed his name from du Erlette to Tillinghast, which happened to be the same day that Sarey was seen for the first time in the attic window. Many saw the lovely face and beckoning skeletal hand in the window, and those who were old enough swore the figure was the perfect likeness to Sarey Tillinghast.

John continued living in the mansion, and in 1834 he married a pale woman named Elizabeth Armitage from Attleboro, Massachusetts, and they had two sons, David, and Sander, but tragedy struck when Elizabeth died giving birth to Sander. Sander and David joined the Union army without hesitation when the call came. David was commissioned a Colonel in the 4th Rhode Island, while Sander became a Lieutenant. Both marched with the Army of the Potomac and both men served with distinction, with General Hooker personally commending David in a letter to General Halleck.

But commendations can’t save you from a bullet, and while serving under Sumner, the 4th was selected to assault the Confederate position at Fredericksburg, a valiant but doomed mission. David Tillinghast was among the dead, while Sander took a minnie ball to the knee and had the lower half of his leg amputated. Somehow, as John lay dying in the bed he’d left empty since Elizabeth’s death, he received word of the Fredericksburg assault before anyone else in town, and it’s said his final words were “My Boys.”

Sander then lived in the mansion until 1904 when his ill health finally brought him back into the welcoming arms of his family. As Sander had never married, he left the house and the entire Tillinghast fortune to Brown University on the condition that the house not be sold, that the exteriors be kept and that the house itself remain empty. The fortune was more than enough to excuse the odd conditions of the deal and the university accepted. Some of the gold coins still sit under glass in the archeology department, though some students have requested they be covered, as there have been reports of students feeling uneasy when looking at the strange, fish-faced men on the coins. The source of the coins has never been found, though some academics believe they come from Ambrose’s trading in the South Seas.

The house has sat silent since 1904, aside from the occasional foolhardy visitor. While plans to turn the house into a museum or even to allow the university to use it as they see fit have all come to nothing, and rather abruptly at that. And so, the house sits with its ghosts.

Before we jump into the NPCs for this chapter, I have some thoughts so far. I like Tillinghast Mansion, though I have a couple of minor complaints. The first is that the writing in this chapter is trying extremely hard to capture a Lovecraftian voice, with an emphasis on elaborate and purple language. This isn’t inherently a bad thing, but it’s obvious what Dansky is aiming for, and I feel like he mostly nails it, but doesn’t quite capture the alien wrongness that Lovecraft tends to evoke. My other complaint is that there seems to be this back and forth on just how much of the supernatural elements are unknown vs known.

The stuff about Ambrose trading with mysterious figures from the South Seas is good and suitably Lovecraftian and strange, but the reveal of what Orne really was (which pops up shortly in Ambrose’s write up) and the suggestion that du Erlette was a Garou feel like we’re lifting too much of the curtain on the unknown elements of this ghost story so that we can tie things into the greater World of Darkness. Which is unfortunate, because without those two elements being explained to us, they’re simply interesting, weird elements of the story that a ST could have played around with and done something interesting with, or simply left as hanging mysteries. It takes this story and it's setting out of being just “Hey check out this cool haunted location in the WoD” and layers on extra supernatural elements that feel rather unnecessary and, to me, makes the view of the world very narrowed instead of expanded.

I understand the need to explain various elements because this is an RPG supplement book, but on the other hand, especially in a setting book like this, for a game like Wraith where we’re dealing with ghosts, removing that bit of mystery feels wrong.

Captain Ambrose Tillinghast


The history of Tillinghast mansion can be best defined as twisted love at its purest. The mysterious Orne, the first owner of the property was a Barrabbi Mage of a gruesome subsect of the Order of Hermes, dedicated to the methods of raising things from beyond even the Nephandi’s knowledge. So horrible were the actions of this group that by the time Orne fled to Philadelphia, only two members of this strange group survived being purged by disgusted Tradition Mages.

Orne’s escape to Pennsylvania was so hasty that he was unable to destroy or take with him all his magical books and paraphernalia. Ambrose found what was left behind and refused to return them when word came through clandestine channels. Instead, Ambrose studied the books and Awakened himself, and within a few years, Ambrose was sailing the spirit realms and seas of dreaming. He also taught as much as he could to his son, while his wife and daughter he tried to shield from the dark secrets he’d found, though he could not shield them from the wrath of Orne, as it was an oddly shaped apple, sunk in a bathtub in Philadelphia that truly sent Captain Ambrose to the sea floor with his ship.

Fully aware of who had been the cause of his death and fearing the retribution likely to come for his wife and children, Ambrose willed himself to the sunless shore and convinced a Ferryman of his need to return to Providence. With his strange companion in tow, Ambrose returned to Providence at a time when a power vacuum had opened in the Necropolis, as Hierarchy and Renegades fought for control of the city. After taking the captain to his destination, the Ferryman was never seen again.

Tillinghast then installed himself as the monarch of Providence, taking up residence once more in his mansion. While he held sway over the Restless of the city, only one living resident of the city could see him regularly, his beloved Mad Sarey who had indeed read from the books that Ambrose had thought hidden. Still in love with her, he appeared to her often, and likely these repeated manifestations drove her further from her sanity. He swore that when she crossed over, he would atone. Then du Erlette showed up.

Informed by Orne of Rebecca’s existence, du Erlette intended to marry her, end Ezra, and once the mansion was his, strip it of all magical and mundane items. The kids were just a bonus. Ambrose unfortunately learned of the plot too late to save his daughter and grandson, and despite the mortal mob that marched on the mansion, which he’d influenced, Ambrose killed both Rebecca and Napthali before du Erlette could use his dark powers against them.

He reaped both souls, and John, who had managed to dodge both du Erlette and his grandfather's attempts to kill him, was found later by his uncle. Ambrose let the boy live, content that the danger had passed with du Erlette’s escape from the city. However, the more Ambrose saw his daughter and grandson in the mansion, the more he realized the error of his choice and realized that to protect his family, he needed more power.

So, he joined the Hierarchy. For bringing Providence under strict Hierarchy control, Ambrose was given two divisions of Legionnaires to be used as he saw fit, as well as broad discretionary power over the city. He has used his power mostly wisely over the years, and his reign has been more stable and less harsh than many of Charon's successors. Partially this stems from the respect he has gained from the Restless population of Providence, regardless of faction, and his light touch when it came to affairs of state, as his true concern was always his family and their protection, even if doing so meant bringing them across the veil. In life they had been one of the first families of Providence, and in death, they are its royalty.

Nature: Fanatic
Demeanor: Judge
Circle: Providence Hierarchy
Passions: Protect and dominate his family (Love) 3, Keep order and peace in Providence (Duty) 2, Find and Kill du Erlette and Orne (Revenge) 3
Arcanos: Argos 4, Castigate 1, Embody 3, Fatalism 1, Keening 3, Moliate 5, Outrage 4, Pandemonium 2, Phantasm 5, Puppetry 2
Fetters: The House, 5; Sarey’s Grave, 2
Willpower: 10
Pathos: 10
Shadow: The Monster
Angst: 6
Thorns: Aura of Corruption, Death’s Sigil, Tainted Touch
Shadow Passions: Make all Tillinghast's mindlessly subservient to his will (Megalomania) 5, Destroy whatever shreds of sanity Sarey yet has (Guilt) 2, Regain The Book of the Overseer of the Years (Lust for Power) 2

Image: Dressed in full nautical uniform and garlands of seaweed, Captain Tillinghast exudes presence as much as he does the smell of the sea. A broad faced man standing over six feet tall and two hundred pounds, he has a black spade beard and corncob pipe. His skin has a greenish tint, and his footsteps leave water behind regardless of whether he is in the Shadowlands or Skinlands.

Roleplaying Hints: “You are a Babelesque tower of ego” Rule your family with an iron fist and trust them to rule Providence properly. Your family’s safety, and the shame at Sarey’s fate drives you, and by killing them, you are sure you spared them a worse fate than whatever Orne or du Erlette had in store for them. News of either man’s arrival in the city will reach you first. Do your best to run Providence but trust your family to handle the details. Make your manner very bluff and hearty, sprinkling in nautical terms and colorful profanity. If you become displeased, however, your fist is quickly divested of its velvet glove, as you think nothing of torture, enslavement or outright annihilation of any Wraith who displeases you or presents a threat to your family or city. Remember, that you think of yourself (despite any contrary evidence) first, last and always as a good man, a good husband and a good father, and act following this belief.

Sarey Tillinghast


The people of colonial Providence said that no good would come from teaching Sarey Tillinghast more than what was right and proper for a woman to know, and irony laughed in agreement. A brilliant woman hamstrung by the mores and customs of her time, she was fortunate enough to marry a man who could see, however dimly, past such customs and encouraged her to follow her interests in whatever direction they led her.

Ambrose, early in his own dabbling's in sorcery however, had no desire to return home from the sea to find out his wife had been hanged as a witch, so he hid the magical tomes amongst a row of untouched bibles, thinking she would not find it. He was wrong, and the dark power of the book broke her mind. Ambrose’s death and return as a ghost didn’t help matters any in that regard, as his death and later return was a one-two punch to what was left of the poor woman's sanity, and to Ambrose’s great sorrow, she was confined to the attic.

One day, Ezra returned home to find Sarey with her arms to the elbow sunk into the cursed book, screaming that the flesh was being ripped from her bones. He pulled his mother free but from that day on she swore that her arms were nothing more than skeletal remains, holding them up and asking, “You see them, don’t you Ambrose?” who would simply nod sadly. When she eventually died, Ambrose was there to welcome her into the land of the Dead. He told her she would be his queen and that the joy that had been kept from them by life would be had now. But when he removed her Caul and reached for her hands, he found to his horror that the grip of his beloved was cold and skeletal.

He took her home and returned her to her beloved attic, furnished with the finest relics of dead Providence and then locked her away once more, with the only key being in Ambrose’s hands. While her children have shown her the door holds no power to hold her now, she claims that it is Ambrose's will that keeps her there. And so Sarey gazes out the window, still mad as ever, occasionally waving to the living and the dead.

Nature: Visionary
Demeanor: Caregiver
Circle: Providence Hierarchy
Passions: Make things the way they used to be with Ambrose (Love) 4, Learn more of Ambrose’s secrets from the Book (Dementia) 2, Shower love on her children (Love) 4
Arcanos: Castigate 1, Embody 5, Fatalism 3, Lifeweb 2, Moliate 2, Outrage 2, Pandemonium 3, Phantasm 1
Fetters: The House, 5; Her rose garden, visible from her window, 2
Willpower: 4
Pathos: 10
Shadow: The Abuser
Angst: 8
Thorns: Death’s Sigil, Trick of the Light, Freudian Slip
Shadow Passions: Seek revenge on Ambrose (Vengeance) 4, Twist Rebecca and Ezra’s love into hate (Hate) 3, Lure passerby into trouble with Ambrose (Sadism) 1

Image: A beautiful woman with violet eyes, high cheekbones, porcelain skin and jet-black hair, she’s slim and shapely and dresses in a black matron dress of 18th century Providence. From fingertip to elbow is only bone, less a side effect of her encounter with The Book than her belief in the results of the encounter and reinforcement from Ambrose encouraging the delusion.

Roleplaying Hints: You’re mad but have learned a great deal of the same magic that empowers your husband. While this knowledge is useless in relation to the Spheres, it still grants you a great deal of insight into the nature and circumstances of ghostly existence. When lucid, speak quietly, succinctly, and rarely. When raving, spew as many horrible adjectives as necessary in a player's direction with concern to your “Visions.” You spend most of your days in the attic, beckoning passersby in the hope of attracting one or two for tea or conversation. If the player’s encounter you here, assume it is for this purpose and fuss over them in a manner befitting a well to do society hostess. Your love for your family is unconditional and disturbing in its single-mindedness. Bring this out as much as possible and brook no ill word about Ambrose.

Ezra Tillinghast


Dutiful son and heir, Ezra sadly never learned half of what his father had hoped for him. While he was the one to lock Sarey in the attic, he’d have rather died than do it. Utterly shattered by the tragedies that befell his family, he threw himself into work and spent as much time at sea as possible. When an ax shattered his skull in Sumatra, he was thankful as he saw his death as a release from the dreams that had haunted him for years: dreams of his mother in the attic, dreams of Rebecca’s drowned eyes, and dreams of his father, wreathed in kelp and declaring him a failure as a son.

To his horror he awoke surrounded by a group of courteous, but insistent servitors of the Jade Emperor, though it was not the servitors who frightened him, rather the knowledge that things were not in fact over, and that he may yet meet his father again. He was brought to the court of the Jade Emperor during a period of detente with the Hierarchy and was attached to a diplomatic envoy to Stygia as a gift from the emperor.

Fortunately, or maybe not, Jan Ziska, a political patron of Ambrose's, was present at the reception and recognized Ezra, taking him into his custody and teaching him for six months the arts of the Hierarchy before sending him home to Providence. His love of his mother and childhood home were so strong that he was able to keep his connection to his fetters despite a prolonged period in the Underworld.

Ambrose, upon his son's return, proved why he’s “Dad of the Year” by berating his son for all that had gone wrong in the house since his own death. Ezra simply bowed his head and nodded and was once more welcomed into the mansion on Angell Street. Now, he serves as Chief of Staff for Ambrose, handling jobs that require the prestige of a Tillinghast but would be uncomfortable, embarrassing, or dangerous. It is Ezra who rides out with the Legionnaires against Renegade gangs and executes sentences handed down by Ambrose, as well as seeing to the care of his mother, as he is the only one Ambrose trusts with the key.

That he loans it to Rebecca and John is a very well-kept secret.

Nature: Martyr
Demeanor: Conformist
Circle: Providence Hierarchy
Passions: Escape his father (Fear) 5, Ease his guilt over Sarey (Guilt) 3, Achieve Transcendence (Hope) 2
Arcanos: Argos 2, Castigate 1, Embody 2, Keening 1, Lifeweb 1, Moliate 4, Outrage 3, Pandemonium 1, Puppetry 1
Fetters: The House, 3; Sarey’s grave, 3
Willpower: 9
Pathos: 9
Shadow: The Leech
Angst: 6
Thorns: Pact of Doom, Soulgem 4
Shadow Passions: Have Ambrose and/or Sarey brutally confirm Ezra’s low opinion of himself (Self-Contempt) 4, Kill Ambrose (Hatred) 3

Image: Dressed as a prosperous early 19th century businessman, he has curly brown hair, a sharp gaze and soft voice. He never deviates from his chosen style of dress, even when following his grandnephew’s leashed barghests up the Pawtuxet in search of Spectres. He has a scar that runs down from his left brow to his left eye, a reminder of the blow that killed him.

Roleplaying Hints: Stoic to the last, you bitterly resent your father, yet crave the smallest crumbs of his approval. Perhaps one day he’ll say he’s proud of you, and on that day, you’ll be free of Providence to seek your own destiny. Until then, remain a dutiful son, watching, waiting, hoping, and hurting. Your devotion to your mother is absolute and obvious, though you rarely go to see her, feeling the pain of your part in reducing her to madness, but you pass the key to your sister and nephew often. If anyone tries to call you on this behavior, quietly have them liquidated. Speak softly and fade into the background whenever possible.

Rebecca du Erlette


A traditionalist to a fault, Rebecca even now clings to the surname her fiendish husband bestowed upon her, calling it the “proper thing.” She has no resentment against her father for her death, this too is the proper thing. Her first year on the other side of the Shroud was an idle one, which nearly bored her to insanity, spending her time watching her mother and listening for news about her husband. When rumors of du Erlette’s death reached Providence, she prepared to join him, as a proper wife would do. Ambrose, enraged at the thought, refused. Ezra gave her a reason to stay, ceding a part of his responsibilities to her, which she realized she enjoyed. Tithes to Stygia that had previously been short were suddenly filled, just as reports of enemy movement in the area became more exact. A natural talent for organization had awoken in her, and she rapidly became part of the Hierarchy machine.

By the turn of the 20th century, every Wraith in the mansion, except for her immediate family, reported to her either directly or indirectly. Her efficacy also won many friends in Stygia, including some extremely powerful ones.

Nature: Director
Demeanor: Architect
Circle: Providence Hierarchy
Passions: Achieve personal power (Ambition) 5, Ease her guilt over Sarey (Guilt) 2, Find du Erlette (Love) 3
Arcanos: Castigate 1, Inhabit 3, Lifeweb 2, Outrage 3, Pandemonium 3, Puppetry 4, Usury 2
Fetters: The House, 2; Her wedding band, 3; St. Michael’s Church, 2
Willpower: 10
Pathos:9
Shadow: The Rationalist
Angst: 6
Thorns: Freudian Slip
Shadow Passions: Hunt down du Erlette and make him love her so that she can spurn him (Twisted Love) 3, Find some way to exchange John’s soul for Napthali’s (Twisted Love) 3

Image: While reactionary in her attitude, Rebecca appears as a modern businesswoman, in navy business suits with her long brown hair tied in a bun and wireframe glasses. She has piercing green eyes and wears no makeup, while a prominent gold wedding band glints on her finger and a locket with a picture of her husband and children hangs around her neck.

Roleplaying Hints: Be thoroughly competent, extremely dutiful, and as ambitious as would be considered proper. Refuse to entertain any notion of rising higher within the Providence power structure but leave no doubt that if you were given the opportunity to have complete control somewhere else, you would gladly take it. You are still quietly dedicated to your mother and visit her often. Spend as much time as possible in quiet mourning over Napthali, lost in a Maelstrom in the mid 1950’s. Act noticeably cool towards John, as you see his achievements as nothing more than echoes of what Napthali might have achieved. There should be no question about your pride in your station, play it up nearly to the point of being haughty. The only crack in your facade is the mention of du Erlette. You’ve never forgiven yourself for loving a man who could murder your children (and conveniently ignore that he would have done the same to you), but you love him, nonetheless. Be constantly on the lookout for information about him, as this is the only matter to which you are willing to act against Ambrose.

Colonel David Tillinghast


A good soldier who led a good unit, Tillinghast earned himself a minor place in history as the first man shot on the charge up the hill at Fredericksburg. Tillinghast and his unit weren’t even supposed to be involved in the assault, but after the plan was laid out by General Sumner, David loudly denounced it as suicidal, earning himself and his men a one-way ticket to the front of the line. Tillinghast instructed his men to print their names on a piece of paper and pin it to their uniforms so they could be identified when they fell.

Unsurprisingly, it was a slaughter and David was taken out by a confederate sharpshooter shortly before his unit had even broken the Union line. Sander led his brother's troops into the grinder in his brother's stead. David’s final words were a curse on Sumner and a blessing upon the Union. Ezra was there to reap him, but David’s hatred of Edward Sumner was what drove him in death.

Returning to Providence, David’s military bearing impressed Ambrose, and he was entrusted with command of one of the Legions before quickly taking control of all his great grandfather’s legionnaires. His efficiency in stomping out Renegade uprisings, hunting Doppelgangers and Spectres, as well as his policing of his own family is terrifying. When not dealing with his assigned duties or expanding his contact network for news of Sumner, he raises barghests or broods in his chamber.

Nature: Bravo
Demeanor: Traditionalist
Circle: Providence Hierarchy
Passions: Find and torment Sumner (Hate) 4, Protect Providence (Duty) 3, Obey Ambrose (Loyalty) 1, Protect Sander (Fraternal Love) 2
Arcanos: Embody 2, Fatalism 2, Keening 2, Lifeweb 1, Moliate 5, Outrage 2, Pandemonium 2, Puppetry 1, Usury 3
Fetters: The House, 4; The 4th RI training grounds, 1; His officer's saber (in the Brown Tillinghast Collection) 2
Willpower: 9
Pathos: 9
Shadow: The Perfectionist
Angst:8
Thorns: Dark Allies, Shadow Call, Dark Prestige
Shadow Passions: Humiliate Sander utterly (Sibling Rivalry) 3, Show up Ezra, perhaps even fatally (Lust for Power) 2, Terrify to death any Quick who enter the mansion (Dark Glee) 1

Image: Dressed in his full Civil War dress uniform, he has a handlebar mustache and goatee, black hair, and blue eyes. He regularly suffers phantom pains on his left side where he received his fatal wound

Roleplaying Hints: You appear utterly humorless, as the Seven Days and Frederiksberg burned all humanity out of you. Show some love to your brother, hold your great grandfather in reverence and display affection for your mother and great uncle and dutiful respect for your father. Beyond that, only Sumner is of importance to you as something more than just something to be dealt with. Players you meet should be seen as either traitors to Providence or potential traitors. You still hold Sumner responsible for your death, and if any veteran of the 4th Rhode Island arrives in Providence, you make a place for them. Speak in a clipped, military style, and ignore the prattling of others. While your Legionnaires would follow you to the very gates of Hell, even the most loyal amongst them doubts their chances of following you back out again.

:ghost: Tomorrow: The rest of the Tillinghast family :ghost:

Dawgstar
Jul 15, 2017

I liked this chapter, and still do mostly, when I first read it as I'd never read much (possibly any) Lovecraft when I did so so it just seemed kind of weird and spooky and pretty Wraith which I'm guessing on Dansky's influence liked to obfuscate - heh - what weirdness was going on. Sure, maybe the captain traded with Nephandi or whatever but that's boring.

On a minor note if the one guy's training his Barghests and troops down in the basement it must be a huge basement. When I used it it was just the Barghest kennel.

joylessdivision
Jun 15, 2013



Dawgstar posted:

I liked this chapter, and still do mostly, when I first read it as I'd never read much (possibly any) Lovecraft when I did so so it just seemed kind of weird and spooky and pretty Wraith which I'm guessing on Dansky's influence liked to obfuscate - heh - what weirdness was going on. Sure, maybe the captain traded with Nephandi or whatever but that's boring.

On a minor note if the one guy's training his Barghests and troops down in the basement it must be a huge basement. When I used it it was just the Barghest kennel.

Yeah I'm pretty sure that's why theres no "Official" description of the basement (besides that it would likely be impossibly large). And not to spoil the rest of the review but there's only one chapter I outright disliked while the rest range from "This rules" to "Yeah that's some good writing"

Loomer
Dec 19, 2007

A Very Special Hell
That's Wraith to a tee - nearly always good. Even the novels are actually... I mean, they're still White Wolf novels, but the worst of them was merely 'it was fine?' while the rest oozed so much character and tone that even where they were clunky or poorly executed, you could go 'okay this owns bones'. The 3-part they did (and condensed into an omnibus when the first part didn't sell well stand-alone, though who knows what the politics involved were) are high up on my list of 'after the MotRD reread' (yes, still coming - life's swerves are slowly settling) because they're a prime example of taking the kitchen sink approach and both making it work and keeping the right Wraith flavour.

As to the basement, it being bigger than expected, cyclopean even, fits rather neatly with the premise. A basement that blurs from Ordinary Basement to '...is it weird to anyone else how deep this goes?' to 'okay we are literally in lovecraft's subconscious, and I'm pretty sure I just saw HR Giger' is a classic piece of reality bending for Lovecraft-inspired works.

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!

Hundreds of major charges just sitting there

joylessdivision
Jun 15, 2013



:ghost: Joylessdivisions World of Dorkness Presents: Haunts - World of Dorkness #13 :ghost:

Part 2

Elizabeth Tillinghast


quote:

“No facade in Providence is more deceptive than that of Elizabeth Tillinghast.”

Born in privilege, she was a tireless advocate for the poor, the enslaved and women’s suffrage. When she was forced into an arranged marriage, she took astonishing freedoms from her husband, and the love she eventually gave him was honest. Upon her death, it was expected she would fit nicely into the rest of the Tillinghast regime of Providence, which she has pretended to do admirably by slipping into the background of the court and biding her time.

Secretly, she is a Renegade, and has nothing but contempt for the leader of her husband's family. She has managed to wean John from Ambrose’s influence, and is trying the same with Sander, but she despairs for David.

Nature: Rebel
Demeanor: Conformist
Circle: Pawtuxet Renegades
Passions: Overthrow Ambrose (Idealism) 4, Reconcile completely with Sander (Love) 2, Free Sarey (Pity) 1, Improve Providence (Idealism) 3
Arcanos: Argos 1, Castigate 1, Embody 1, Fatalism 3, Inhabit 1, Keening 4, Lifeweb 2, Outrage 2, Puppetry 3
Fetters: The House, 1; Her parents farm in Attleboro, 3; Her wedding band, 3
Willpower: 8
Pathos: 9
Shadow: The Parent
Angst: 6
Thorns: Devil’s Dare, Pact of Doom
Shadow Passions: Murder Ambrose (Fear) 3, Ruin David in Ambrose eyes (Vengeance) 2

Image: A prim and proper lady in the truest sense of the word, her red hair is neatly combed and covered in a lace bonnet, her gingham dresses perfectly flounced, and her bearing erect, demure and entirely proper. “To look at her is to see Holly Hobby grown to graceful adulthood”


Hobby Holly

Roleplaying Hints: None but your husband knows of your political leanings, and you intend to keep it that way. Always be demure and quiet in public, per Ambrose’s limited belief of what freedoms women should be allowed. Privately, you burn with rage over the treatment and occasionally say things that if the chief of security was not your son, would land you in trouble. Once your trust is earned, it is absolute, but make the players work for it. Play the “Angel in the house” in front of them until you’re certain of their loyalties. You are desperate to enlist Sander and are counting on his estrangement from David to aid you, but the help of others would be welcomed.

Captain Sander Tillinghast


Crippled in the same ill-fated attack that took his brother’s life, Sander spent a horrifying and painful convalescence in a butcher shop the War Department had disguised as Union hospital. During his time, he became acquainted with many of the wounded veterans, including some of the “colored regiments.” Ever this mothers son, Sander was impressed by these men, and upon his return home, swallowed his grief over his brother and father’s deaths by working incessantly but quietly on behalf of African Americans who had been affected by the war. While the people of Providence may have seen him as a misanthropic recluse, it was his work that eventually allowed the veterans of the colored regiments to join the Grand Army of the Republic, a Civil War veterans association. His efforts were, unfortunately, less successful in getting full veterans benefits extended to these men, though he never allowed his name to be attached to his good works, instead content to remain a bitter cynic in the eyes of his city.

In time, this faux bitterness hardened around him, and Sander became what he had only pretended to be, brooding endlessly over his brother and how he had been cheated of the glory David had achieved in death. On occasion, he would delight the children of Providence (and horrify the elderly) by rigging up a small, specially made cannon to the stump of his leg and firing it at various targets on his property. Because he never married, he chose to keep the Tillinghast legacy alive through his willing of the estate to Brown University. Sander knew that the oddities of the house being turned over to the university would spark conversation amongst the student body for decades, thus the Tillinghast name would remain on the lips of the living long after he had gone.

His death was a festive occasion for the rest of his family, as they all showed up for his ceremonial Reaping.

quote:

“The fact that his first words post-mortem were ‘Oh drat, I’ve lived with you folks for 70 years and now I have to die with you as well?’ instantly endeared him to his mother, infuriated his brother (who had awaited this day with ill-concealed impatience) and amused Ambrose”

Genuinely got a laugh out of me when I first read that line.

Sander has free reign to do and say almost anything he wishes, much to the chagrin of his brother David. His position within the household hierarchy is deliberately loosely defined, and truly, he is a symbol of Ambrose’s willingness to tolerate opposition, so long has he doesn’t become too liberal in his deeds or commentary.

Nature: Architect
Demeanor: Curmudgeon
Circle: Providence Hierarchy
Passions: Humiliate David (Twisted Love) 4, Please Elizabeth (Love) 2, Persevere family home and name (Desire for Posterity) 4
Arcanos: Argos 1, Embody 3, Lifeweb 1, Moliate 3, Outrage 2, Pandemonium 4, Puppetry 2, Usry 1
Fetters: The House, 5; Wooden leg (on exhibit at John Hay Library), 2
Willpower: 9
Pathos: 9
Shadow: The Martyr
Angst: 7
Thorns: Tainted Relic 4 (a working rifle field piece that his Shadow has hidden in the Pawtuxet Valley)
Shadow Passions: Humiliate his brother (Twisted Love) 5, Get revenge on Elizabeth for perceived postmortem favoritism (Freudian Drive) 2

Image: Like his brother, Sander is dressed in his uniform, but unlike David’s, Sander’s uniform is threadbare and bloodstained, ragged, and dusty, and his hat is a shapeless black slouch favored by hardened Civil War vets. His pistol hangs loosely at his hip, and he walks with an exaggerated limp (though both his legs are intact). He has brown hair and an unkempt mustache and beard with a thin aquiline nose.

Roleplaying Hints: Play the wiseass to the hilt, deal with despair with biting humor. You’re acutely aware of what your mother is trying to do with you, and you’re sympathetic to her aims, to the point that if you catch wind of the players having Renegade tendencies, you’ll subtly direct them to her. On the other hand, play up the younger brother's jealousy of David, and do everything you can to embarrass him. Unknown to anyone else in the house, you’ve been in contact with Sumner, and have been planning to invite the general’s ghost to visit Providence as an honored guest at the right time. You know Ambrose will not allow an invited guest to come to harm, just as you know what seeing Sumner and being unable to act will do to David. The thought fills you with barely held glee, and occasionally makes you chuckle to yourself.

Hierarchy Structure

All roads out of the Providence Necropolis lead to Tillinghast Mansion, with the Necropolis itself found in the Federal Hill section of the city, and Tillinghast Mansion is set among the buildings of Brown University campus. Ambrose rules Providence, but more as a dictator of overall policy than a hands-on administrator, and there has been shockingly little opposition to his rule, mostly because of the enormous place in local legend that his family occupies. Organized resistance to Tillinghast’s rule is organized in the town of Pawtuxet Valley, and the Renegades have grown stronger than they’ve ever been, mounting the occasional guerrilla raids and managing to pick off a few of David’s Legionnaires.

Despite his lack of hands-on policy work, Ambrose is still a politician, and is fond of grand gestures to the hoi polloi, with captured Renegades publicly annihilated with all the grandeur and ceremony of France’s Reign of Terror, or the occasional handful of Oboli strewn among the poor by Ambrose himself. Additionally, his grasp of broad policy is profound, merely controlling his family and allowing them to control the city for him. Occasionally he’ll agree to trying a case for the local Restless, acting as judge, jury, and executioner, and to no one’s surprise, the cases that offer the most potential for self-aggrandizement land on Ambrose’s docket, while the more mundane, day to day affairs land with Ezra.

Ezra and Rebecca share most of the admin control, though increasingly this control is going to Rebecca, as her tax collectors, census takers and other functionaries are extremely efficient and quiet, as well as her own network of information gatherers, independent of David’s spy network. Ezra for his part handles policy but because he often must attend to Ambrose or lead a Legion personally, his leadership is laxer than Rebecca's and not nearly as efficient.

The true commander of the Legions, however, is David, even if technically Ezra outranks him. He has a massive spy ring including infiltrators within Rebecca’s staff and talk against the Tillinghast's is rare in Providence as David has ears everywhere. Those brought in for sedition are generally brought before Ezra “Eventually,” however that eventually can mean as long as 20 years after the fact. The family's reputation has been stretched nearly to its limit to cover this indiscretion, and should David continue to add strain, it may finally break.

The Legions of Providence are well disciplined and never indulge in the typical soldierly excesses, and those that do must answer to David, an unpleasant proposition. Generally, one Legion is on patrol in squads of 2-10 with the largest squads being commanded by either David or Ezra, and the military structure is based on that of the Union army, with promotion granted strictly through merit. Mostly, the Legions act as a police force, until word of Renegade activity reaches them, at which point they snap back into military mode. The Legionnaires are generally tolerated and even welcomed by the citizens of Providence, David’s spies on the other hand are the ones who are feared and hated.

Story Ideas

  • The players are Pawtuxet Valley Renegades with a message for Rebecca, with no idea what the message says or who the exact recipient is. They just have to make it to the mansion and wait for someone to give them the right signal. Unfortunately, David’s spies have been particularly aware recently, and he has learned some of the Renegade passwords.

  • The players are on Angell Street when they see the image of a beautiful Wraith in a window. Determined to find out who she is and possibly set her free, the players will now come into conflict with Ambrose, but if their schemes become known, they’ll have Ezra’s secret sympathies. If he’ll aid them with obtaining the attic key is an entirely other matter.

  • The players have somehow obtained news that Gilles du Erlette is still living in San Francisco and look to sell this information to the highest bidder. But first they must quietly infiltrate Providence to see who is in the market for such information. Of course, if Ambrose servants find out about this, they’ll try to steal the information from the players so that they can reap the rewards of telling Ambrose. Rebecca as well will try to obtain this news, while Elizabeth might find it handy in embarrassing Ambrose. Basically, most of the family wants this information for one reason or another, and it’s up to the players to stay free and “alive” long enough to sell it. Which doesn’t account for what might happen once the information is sold, as the others who may have wanted it might not be too happy about being passed up, and Providence is a small city.

  • The players arrive in Providence as emissaries of the Riders of the Wheel cult (more in The Hanging Gardens) to influence the legalization of gambling in Rhode Island. Elizabeth might be interested in supporting them as a means of undermining Ambrose, or the players may simply try to sway Ambrose to their side. Or maybe they’re trying to undermine the Hierarchy entirely. Whatever the case, it’s sure to provoke some reactions.

  • Rebecca, while visiting her mother, looked through the Book of The Overseer of Years and discovered a ritual that will exchange one soul for another. Of course, this requires a soul to be sacrificed, and Rebecca intends to use the enchantment to retrieve Napthali, intending to control a mortal into performing the ritual and swapping John for Napthali. The players stumble upon this plot and must decide if they want to try to stop the ritual, thus making an enemy of Rebecca, or aid in the process, and in turn, earning the revulsion of the rest of the Providence Hierarchy.

As I said earlier, I like this chapter, despite my couple of small complaints. Sander’s reaction to his arrival in the Underworld legitimately got an out loud guffaw from me when I was reading, and so I must give the author credit for that, as it’s rare that I come across a joke like that in one of these books that strikes me exactly right. The story ideas are alright, though ultimately, they feel a bit like an “Oh poo poo, we need a way for players to interact with these characters” and the story ideas are the best they could come up with. It’s a similar problem I had with Book of Chantries, where some of the locations were interesting and had good NPCs, but getting the players to interact with said NPC’s presents a bit of a challenge.

Next up, we’re going across the seas to Scotland for



Hermitage Castle
By James A. Moore

Haunt Level: 3
Memoriam Level: 4


The real Hermitage Castle

In the border country between Scotland and England, approximately 50 miles from Edinburgh, is a solitary castle. While a few small farms still surround the stone towers, and the town of Hawick is near, but little else. Centuries of violent bloodshed soaks the grassy plains around Hermitage Castle, home to many Wraiths. In this place, there are no Renegades or Heretics, only the Hierarchy and its iron fisted rule. Weakness would certainly lead to destruction, and little of what has occurred here over the centuries could be considered good.

The Restless fight for dominance in the Haunt that has shared bloodshed and violence with its living neighbors for over five centuries, and even now the screams of the tormented can be heard as the sun sets over the courtyard.

Hermitage Castle

In both the Shadowlands and the Skinlands, Hermitage Castle looks the same, a wide stone structure resting on a gently sloping hill that overlooks the grassy plains, but upon closer inspection the differences become noticeable, with the most obvious example being that in the Shadowlands, the castle is still occupied. The main towers are joined by rough stone walls and the entrance is set a full story off the ground, making entrance impossible without ladders or movable stairs. Most of the interior walls have crumbled to ruin, while the outer walls still are as solid and capable of withstanding assault as ever.

Furnishings within are little more than splinters and fragments rotting in the weather, with a few rusted swords and bits of armor the only remnants of wealth within the ruins. In the Shadowlands, however, the furniture is still intact, well-polished and worn. The swords are sharp and the armor glitters in the brooding darkness. It is a thriving home of the Hierarchy and an important post against the Heretics and Renegades. The Lords and Ladies Soulis still rule the domain and the distant villagers still tremble in fear of the memory of the atrocities committed by the last Lord Soulis.



History of Hermitage Castle

Built in the 13th century and designed to stop the constant onslaught of neighboring chieftains and roaming raiders, perhaps it was built on bad ground, land that could no longer hold anything but the memory of violence, as that was all that ever occurred within the walls of the castle.

Even before the castle was built, the area was known for violence and human sacrifice, as wars were waged, villages destroyed, and blood spilled in anger. Ninestane Rig, a tall hill east of the castle has a Stonehenge like monument that was allegedly used for human sacrifices in the distant past, while some claim the stone circle was home of an Unseelie Fae court. Whatever the truth of the area may be, the truth is buried in the depths of history.

When England and Scotland fought their great battles, Hermitage was regularly the center of the troubles, and it is possible the only other castle in Scotland to endure greater conflicts is Stirling Castle in Stirling County, where the last great battle for Scottish independent sovereignty was fought. The first Lords Soulis was a brutal warrior and, according to some, a sadistic man, though those he ruled over considered him fair. He ruled through the building of the castle and for several years after its completion only to die in another border skirmish.

Arthur Soulis, son of the first Lord Soulis, was much like his father, doing what he could to protect his followers in times of war and comfort in times of peace. Unknown to the living however, Wraiths were already gathering at Hermitage Castle, starting their own society, led by Gavin Soulis, the first Lord of the castle.

The third Lord Soulis was the first of his line to fall to the seductions of magic, studying the darkest of all arts: Diabolism. However, before he could get too far along the path to damnation, he was accused of brigandry, captured by the British and locked in a prison camp in Dunbarton where he died a few years later.

For seven years his wife Beatrice ruled the castle and its surroundings before she abdicated to her son John, the fourth Lord Soulis. Under John, the violence was replaced with intrigue, and bloody battles supplanted by poison and slow torture. When messengers from his closest neighbors arrived, begging for leniency, they were thrown into a pit in the center of the castle and left to rot in darkness. Later, when it was time for his daughter Ellsbeth to marry, a great feast was called and the chieftains from virtually every neighboring domain came to share in the joy.

The Lord Soulis offered gifts and promises to convince as many of his neighbors as possible, with most arriving for the feast. Many no longer trusted Soulis after the numerous attacks on their families and lands. Soulis was the perfect host, keeping his promise and ensuring each guest was comfortable. He had managed to convince most of his peers that he had changed, and that time had come to join forces against the British. Treaties were drawn and signed, and for two nights, the castle was a place of immense joy. On the third night, however, Soulis’s ruse was laid bare, as he ordered the banquet poisoned and watched his guests slowly and agonizingly die, one by one. In the end, as agreed by the treaties, Lord Soulis claimed leadership of an area three times the size he had previously ruled.

Ellsbeth was spared, given an antidote in advance of the meal, but only so she could serve as wife to her father. For 90 years, John Soulis followed in his father's footsteps and ruled through cunning and dark magic. From time to time, he’d spread the word that he’d grown ill, only to be replaced by his “Son” a few months later.

During his reign, the dungeons grew full of the bloated corpses of his enemies and those he’d sacrificed to his masters. Despite the many ritual sacrifices, there was never any proof that Soulis’ masters responded, though some claim they saw him consorting with the Devil. Those with knowledge of the supernatural believe that Soulis was in fact a Mage of some power, though those who would know aren’t talking. John’s plans were fragile, Machiavellian schemes that slowly grew towards fruition. In 150 years, Soulis could have ruled all of Scotland.

But one day the villagers of Hawick, led by Amos Garton, decided to finally end the tyranny. From across the lands, people came bearing whatever weapons they had to try and overthrow the castle. The loyal guards were killed and those that tried to flee were rounded up and taken to Ninestane Rig. John was forced to watch as his guards were killed, and heads placed in the center of the circle. Finally, John Soulis was bound in lead, believed to deter the powers of dark magic, and thrown atop the pile of skulls. A pyre was built around it and Soulis was set to burn.

In his last moments, John Soulis, Fourth Lord of Hermitage Castle begged mercy from God and was abandoned by whatever dark masters he had served. Whatever powers he may have had to save himself were stripped and he died burning, much like his own bastard children had. Rumors abound of a secret son, but these were never substantiated.

The Reign of terror of the Soulis family was over, and Hermitage was left abandoned by both villagers and royalty alike. But the castle still stands, and with John’s death, the Hierarchy came to claim the Haunt as their own. What they were not prepared for, however, was the abundance of Wraiths already inhabiting the area, as Hermitage was already occupied by the four Lords Soulis as well as many of their vassals, as the wraiths of the murdered chieftains now stood by the men who caused their deaths, and along the battlements, soldiers fought in vain to slay their enemies.

Several battles were fought to take the castle as a Haunt for the Hierarchy, though most were fruitless. Despite their “untimely” deaths, John and his ancestors were still skilled combatants and with the other Wraiths of the castles, repelled seven attempts by the Hierarchy to take control. For the eighth and last battle, Stygia gathered the best generals it could spare with their Legions in tow. Upon seeing the army gathering to take the castle, the Soulis family and their permanent guests surrendered. The Centurion assigned to taking the castle taught the many Wraiths the ways of the Hierarchy, leaving the Lords Soulis in charge of the area.

For years since, the Soulis family has served Stygia, fighting Spectres and collecting the newly created Enfants that fell in battle in the area, with the Reapers of Soulis being renowned for their abilities, and second to none in their savagery. Today, the remains of the castle remain empty in the lands of the Living, but in the Shadowlands, it is a place filled with the sound of conversation and whispered intrigues, and the cries of tormented Thralls, forced to serve under the fearsome Anacreon of the Victims of Violence, John Soulis.

Politics



Hermitage is still powerfully connected with Stygia, claiming many souls from the surrounding areas, and forcing the rule of the Hierarchy on all for miles around. Renegades are dealt with harshly, either locked in Thralldom or Sundered for the fuels they provide. Heretics are bound and shipped back to Stygia for trial and punishment as the Deathlords see fit. Followers of the Smiling Lord rule in Hermitage, as so few have ever died of old age or disease within its walls. Most died violently, with exception to those who were starved to death.

Little has been forgiven by those who met their deaths here, and despite the fear of the Hierarchy, battles are still raging within the castle and throughout the surrounding countryside. Because the land is known for its violent past, Memoriam comes easy, and lingering fear supplies a powerful source of Pathos, enhanced by the rumors that any who stays the night in the ancient ruins never sees the light of day again.

Despite Charon’s fall and disappearance, Hermitage’s inhabitants keep their vigilance in the ways of the Hierarchy, simply habit for some, but for John Soulis, the Hierarchy fits many of his personal goals and with the power he wields as the Anacreon over his ancestral home, is enough to keep him loyal to the Deathlords. The rulers of the castle, however, are not on good terms with each other and many of Anacreon’s centuries-old enemies aren’t going to let something as trivial as politics interfere with their desires for revenge. While the Soulis family still holds power, those who were betrayed and murdered in cold blood or on the battlefields are working to rectify this.

Hell yeah spooky haunted Scottish castle! While the history of this location isn’t as extensively detailed as Tillinghast Mansion, much more of the story is detailed in the write ups of the NPC’s that follow.

Lord John Soulis


Born to a father who dabbled in magic and beginning his life surrounded by the paraphernalia and notes left behind by his father, John took up the quest his father had begun of ending the struggles between the warring factions of Scotland, not in the pursuit of peace like his father, but to gain power for himself.

During his years in power, John Soulis did raise demons and barter with them, learning what was needed to achieve his goals. Along with the strategies and subtle manipulations that would ensure his success, John also learned the art of selfishness, and as often as not, the sacrifices he made were for his own amusement. He fancied himself a warlord, looking to conquer as many of the neighboring fiefdoms as possible, all while assuring the royalty of Scotland that his actions were in their best interest. Whenever doubted, John supplied remarkably convincing, though usually manufactured, evidence.

To hasten the achievement of his goals, Soulis made a bargain with the Black Spiral Dancers, delivering to them healthy men and women for their pleasure in exchange for fighting as soldiers for the Lord Soulis. To Soulis, distributing slaves was merely a means to an end, and there was truly nothing John Soulis wouldn’t do to achieve his goals, regardless of cost.

He murdered longtime rivals, sacrificed children to his master's and tortured any he believed to be unbribable pawns, even going so far as to kill his first-born child from each mistress and wife he impregnated to assure the pleasure of his demonic masters. In time, he killed many of his own children, some at birth, some as teens and even some well into adulthood.

John Soulis died in flames, taken by the same fate he’d forced on so many others, at the hands of the people he had set out to aid, those who had sworn fealty to him and his family. He has never forgotten this slight, and from the moment of his death John Soulis has done all he can to keep his power within the Shadowlands. Little but the pain and suffering of others pleases him anymore.

Just slap a big old “Bastard” tag on this guy because God drat. John Soulis is a real son of a bitch of a character. And as we continue through the rest of the NPC’s, we’ll get to see just how big of a bastard he is, if his write up didn’t hammer home what a monster he was.

Nature: Deviant
Demeanor: Judge
Circle: Anacreon of the Smiling Lord
Passions: Power Hungry (Lust) 4, Insatiable need to do violence (Perversion) 5
Arcanos: Argos 3, Fatalism 4, Pandemonium 3, Puppetry 3
Fetters: Hermitage Castle 4, Ninestane Rig, where he was executed, 3
Willpower: 7
Pathos: 6
Shadow: The Monster
Angst: 3
Thorns: Aura of Corruption, Dark Allies, Infamy
Shadow Passions: Fears he will one day pay for his actions (Despair) 3, Wishes to destroy any who oppose the Hierarchy (Hate) 2

Image: A good looking man in life and in death, he’s ruggedly handsome Scotsmen with dark brown hair, a beard and mustache a few shades lighter, and storm gray eyes with an unsettling gaze. A giant in his time, he’s only of average height and he never smiles, instead bearing a countenance of stern contemplation or the rare sardonic smile.

Roleplaying Hints: You are a master of manipulation and spend most of your time ensuring the other Anacreons are too busy fighting each other to oppose you. There is nothing you wouldn’t do to achieve your ends, and little you haven’t done at one time or another. You’re also lecherous and enjoy stealing pleasure wherever you can.

Ellsbeth Soulis


Set to wed Roderick of Heathsrow, the two had met on several occasions and Ellsbeth had become infatuated. Her father, of course, had other plans for the young woman, and murdered the lad on what would have been their wedding night. Ellsbeth was then forced to be her father's concubine and apprentice, learning dark arts and eventually, demonology. For 50 years she was kept young and close to her father's side, and in that time, she grew to hate everything Lord Soulis stood for, wishing for nothing more than his death. Finally, after he tried to force himself on her one too many times, she tried to stab him with a poisoned blade, but he overpowered her and used the weapon to end her instead.

Existence as a Wraith wasn’t so bad at first, as she was able to spend much of her time tormenting her bastard father. But when Lord Soulis was executed, the tides turned once more. Old fears returned to haunt Ellsbeth, and once more, her father ruled her world.

Now she works as an Anacreon for the Quiet Lord while also planning her revenge against her father for his heinous acts. She has been in communication with Renegades in Glasgow and is working with a sleeper agent within the castle, waiting for the right moment to try a coup.

Nature: Loner
Demeanor: Survivor
Circle: Anacreon of the Quiet Lord
Passions: Hatred of her father (Hate) 3, Unrequited Love (Love) 2
Arcanos: Argos 4, Usury 3
Fetters: Hermitage Castle, 2; Jewelry stolen long ago, now in a London Museum, 3
Willpower: 8
Pathos: 7
Shadow: The Abuser
Angst: 3
Thorns: Shadow Call, Tainted Touch
Shadow Passions: Gain power at any cost (Greed) 3, Undermine the Overlords authority (Hate) 3

Image: A delicate and lovely woman seemingly without flaw with auburn hair and green eyes, dressed in the finest of 13th century gowns.

Roleplaying Hints: You are a devious woman who hides her desires well and carry on as if nothing is wrong. Above all, you hate your father for destroying your one chance at happiness. Never disobey the Overlord in public, instead act demure and pray that he does not notice you. Your time is coming and there is too much at stake to risk it now

Justin Mac Glammary


Born in the Highlands north of Hermitage, Justin Mac Glammary lived his life learning the art of the bagpipes. He walked calmly through the battlefields, certain that none would assault him as was tradition. However, when the Mac Glammary Clan met the Soulis family in battle, Lord Soulis proved that tradition alone is not enough.

Justin was captured, stripped of his pipe, and tossed into the dungeons where he languished amid the rotting flesh of the earlier prisoners, forced to feed on their remains to survive. Ultimately, he died of food poisoning. Since his death, he plays his bagpipes every night as the Drones go about their endless battles. Sometimes he moves with his family to capture Drones for Sundering, as there are a few members of the Mac Glammary Clan within the Haunt, but only Justin holds a seat of power, while the rest wait for the right moment before assaulting their murderer.

Maybe it’s the portrait, but for some reason I just think of a ghostly Groundskeeper Willie marching along the highlands playing his bagpipes while the Drones battle it out. I’m sure somewhere my own Scottish ancestors are screaming in rage at me making that joke but what are they gonna do about it? Haunt me with the sounds of bagpipes?

Nature: Bravo
Demeanor: Conformist
Circle: Anacreon of the Emerald Lord
Passions: Wants revenge against John Soulis (Hate) 3, Promote the interests of his clan within the Hermitage Hierarchy (Pride) 2, Live honorably (Honor) 1
Arcanos: Argos 2, Keening 5, Lifeweb 2, Usury 1
Fetters: Hidden wealth, 1; the dungeons of Hermitage Castle, 2
Willpower: 6
Pathos: 4
Shadow: The Rationalist
Angst: 3
Thorns: Bad Luck, Dark Allies, Pact of Doom
Shadow Passions: Destroy John Soulis and his allies at any cost (Hate) 3, Act without regard to Honor-what good has it done you thus far? (Bitterness) 2

Image: A tall lean man with red hair that recedes from his face in a widow's peak. His thick eyebrows and massive beard and mustache hide most of his face. He still wears the colors and kilt of Clan Mac Glammary, and he almost never smiles. While he does his duties well and serves the Hierarchy to the best of his abilities, he’s also never made a secret of his hatred for John Soulis. He’s only genuinely happy when playing his bagpipes, and the music he plays has been known to mesmerize, to the point that even those who normally hate bagpipes admit his performances are the exception.

Roleplaying Hints: You speak with a thick Scottish brogue and curse constantly, but nothing gives you pleasure like your bagpipes. More often than not, you wander the fields around the castle, either rallying the drones or summoning a hunting party to look for new Enfants.

Thaxton Mac Taggert


Raised in an area of Scotland still held sacred by the Celts because of the powerful Fae that lived there, Thaxton was raised in the presence of the Fae and learned many of their eccentricities. His neighbors called him Mad Thaxton, and over the years he was a warrior and chieftain, doing his best to end the disputes between the warring clans with the hope of building a stronger, united Scotland to stand against the British forces that constantly attacked the area. He made the mistake of attending the ill-fated wedding feast of Ellsbeth Soulis, dying of a heart attack brought on by the poisoned food.

Upon discovering he was dead, Thaxton roared with laughter, pleased that he’d lost to cunning instead of strength. He then proceeded to hound the ever-loving poo poo out of John Soulis, haunting the man hour after hour, making certain the Lord of Hermitage never got a full night's sleep. To this very day, he is the only Wraith that John Soulis fears.

Man, I just want to hang out with Justin and Thaxton, these dudes sound like they’re a ton of fun.

Nature: Jester
Demeanor: Bravo
Circle: Anacreon of the Ashen Lady
Passions: Desires control of Hermitage Castle for himself (Envy) 4, Wants Ellsbeth as his own (Lust) 3
Arcanos: Inhabit 3, Moliate 2, Outrage 4, Pandemonium 3
Fetters: The battlefields outside Hermitage Castle, 2
Willpower: 8
Pathos: 6
Shadow: The Freak
Angst: 3
Thorns: Shadow Call, Shadow Traits
Shadow Passions: Seize Ellsbeth (Lust) 2, Destroy any who shows disdain for his ways (Hate) 3

Image: A stocky man, heavily muscled under a layer of flab, his face is haloed by a cloud of white hair, and he wears rotted leathers. He makes no secret of how he feels, passing lewd comments to women and threatening most men with a swift kiss from his ax. His face is creased with wrinkles and most guess his age to be about 50 when he died.

Roleplaying Hints: Live death to the fullest, wallowing in self-pity and shaking with fear is for lesser men. You’ve faced death before, and you’ve no doubt you’ll do it again. Oblivion is just another form of death, and when the time comes for it to take you, you intend to take as many of your enemies with you as you can. Especially John Soulis.

Gavin Soulis


Gavin built Hermitage to protect those who trusted him from the armies of other chieftains, rising from a simple mercenary soldier to one of the greatest warriors of his time, but this title was not won without suffering. As he protected his charges, he was battered, scarred, and maimed until finally he could not fight as he once had. He died on the battlefield, never regretting anything he did in life, save for not protecting his charges as well as she should have

Nature: Critic
Demeanor: Curmudgeon
Circle: Overlord of Hermitage Castle
Passions: Sense of Duty (Pride) 3, Protect the castle and all that it stands for (Love) 3
Arcanos: Moliate 3, Outrage 2, Pandemonium 2
Fetters: Hermitage Castle, 3
Willpower: 6
Pathos: 5
Shadow: The Abuser
Angst: 3
Thorns: Doppelganger, Spectre Prestige
Shadow Passions: Destroy the other Lords Soulis who have made enemies, weakening the position of the Hermitage Hierarchy (Hate) 3, Gain power and followers (Greed) 3

Image: Gavin died a battered and broken man, an appearance he keeps. He’s so disfigured by his many battles that he is never seen without his mask firmly in place. Unlike the other Wraiths of the castle, he is always dressed in the full regalia of his station. He spends most of his time away from the castle, seeking new Enfants to capture.

Roleplaying Hints: You loathe your great-grandson; he is everything you fought against, and you know that he must be stopped. Yet, you doubt your abilities, your combat skill and even your motives. Lately, you’ve awoken in places that are unfamiliar and you fear your mind is at last going.

Ian Horton


Ian was working on his thesis in Parapsychology for the University of Edinburgh, specifically the reports of odd noises and lights coming from Hermitage Castle. While visiting on Halloween (the worst time to be ghost hunting really) he discovered that his theory about ghosts being nothing more than recorded history played through vibrational frequencies applied during certain weather conditions was incredibly wrong.

When the Drones outside the castle began their battle to seek a final victory in their endless war, Ian took a mace to his studious head. If it had been literally any other night, he’d have been fine, but because it was Halloween, the Drones, and their weapons, had substance.

Nature: Traditionalist
Demeanor: Traditionalist
Circle: Anacreon for the Ladies of Fate
Passions: Needs to finish his manuscript (Destiny) 4, Wants to return to the living to prove to his fiancée that there is life after death (Love) 2, Wants to learn more about Stygia (Curiosity) 3
Arcanos: Argos 4, Castigate 2, Inhabit 3, Usury 3
Fetters: Unfinished manuscript on the truth about life after death, 3; Fiancée, 3
Willpower: 9
Pathos: 6
Shadow: The Pusher
Angst: 2
Thorns: Bad Luck, Trick of the Light
Shadow Passions: Take any risk for new knowledge (Lust) 3, Forget those he knew in life (Jealousy) 2

Image: Long, shaggy black hair, cut unevenly over his hawkish face, he’s tall and lean and wears cable knit sweaters and Levi’s button-fly jeans. He’s never without his laptop.

Roleplaying Hints: This is all too interesting as far as you're concerned. All this time you thought you knew what was what, but you know differently now. Your answers are always well thought out and very direct. You also have an annoying habit of tapping your teeth with your fingertips whenever you’re thinking, which is most of the time.

Denise Willoby
Did not have an image, womp womp

Denise loved nothing more than the study of the body in motion. She was taught gymnastics, Sho-to-Kan Karate, and ballet from the time she could walk. She died when her car spun out of control and into the side of an oncoming truck. It was painless. No sooner than she’d stepped from the wreckage, confused by the lights shining through her Caul, then she was dragged off to Hermitage by the Reapers. Originally, they intended to sell her to the highest bidder, but after removing her own Caul and demanding answers, they decided that Sundering would be a better solution.

Denise had other ideas.

After spending 20 minutes knocking various Wraiths senseless with her unarmed combat skills, they decided it was probably a better idea to keep her around and have her teach them the deadly battle styles of which they are still unable to pronounce. Ever since, she’s learned her way around the castle and become something of a teacher to the various warrior Wraiths. She’s wisely not taught them all her tricks, however

Nature: Bon Vivant
Demeanor: Jester
Circle: Emerald Legion
Passions: Accomplished tournament fighter (Pride) 3, Driven to be the best at whatever she tries (Honor) 2
Arcanos: Outrage 4, Pandemonium 2, Phantasm 1
Fetters: Family home in Southampton, 2; Trophies and awards as a tournament fighter, 2
Willpower: 8
Pathos: 7
Shadow: The Parent
Angst: 3
Thorns: Bad Luck
Shadow Passions: Abandon hope of a better life than this (Despair) 3, Aid any Renegades in undermining the Hierarchy (Bitterness) 2

Image: A lean, muscular woman with an athlete's body, she has short blond hair that frames a long face. She carries herself with confidence, something that many of the older Wraiths have trouble understanding. She dresses in a light sweater and corduroy pants.

Roleplaying Hints: There are things your captors don’t understand, the least of which is that you’re certain you aren’t dead. You don’t know how they do the things they do, or how you do them either, but you cannot believe that life ends with you stuck in a moldy old castle. For the time being, you will teach them a few combat maneuvers, a few throws, and blocks, but you’re still looking for a way out of this madhouse.

I’m annoyed we didn’t get art for this character, but she’s another NPC who would be fun to meet, and I think the first Wraith I’ve encountered who is convinced they aren’t dead. And I love the thought of a group of Wraith’s arguing about what to do with an Enfant they’ve just captured who then rips their own Caul off and proceeds to beat the poo poo out of them for 20 minutes.

Amos Garton


Amos led his village against John Souls. At one point they had been friends, until Soulis decided that Amos' wife Siobhan was too lovely to serve as the wife of a mere blacksmith. Three men were sent to kill Amos, knowing he would not approve the Lord’s desires. They came in the night and beat Amos to the ground, leaving him for dead.

They really should have made sure, because when he awoke, all Amos remembered was the glint of steel weapons he had forged and the screams of his wife as she was dragged off into the night. Later, he learned that she’d thrown herself from the edge of the castle after Soulis had finished degrading her. His rage was unholy, and his screams of justice were heard far and wide as he gathered an army of townsfolk and farmers to bring an end to the reign of terror of John Soulis.

They met little resistance, the few guards who tried to flee were captured, while those who tried to fight the peasant uprising were brutally killed. Amos was one of the few who died in the battle, skewered on the John Soulis sword as he tried to capture the Lord of Hermitage. After removing his own Caul, Amos wandered the area looking for the spirit of his beloved, unaware the Spectres had dragged her away into the Tempest. After nearly a decade of fruitless wandering, he returned to Hermitage, hoping to find Siobhan there, instead he was captured and locked in manacles provided by Stygia.

Since his capture, he has been forced to craft weapons and trinkets for the Lords Soulis and the rest of the Hierarchy at the castle. As time goes on, he loses more of what he was, becoming nothing more than a gifted Drone. His anger is all that sustains him, though it is slowly fading, and all his memories of Siobhan are gone, merely echoes he no longer understands. Unbeknownst to him, his Shadow has changed his appearance to keep anyone from reminding him of what he once was.

Nature: Deviant
Demeanor: Bravo
Circle: Prisoners of Soulis
Passions: Desires the fall of John Soulis (Hatred) 4, Longs to find Siobhan (Love) 3
Arcanos: Embody 4, Moliate 4
Fetters: The sword of John Soulis, 2; Siobhan’s wedding ring, 4
Willpower: 7
Pathos: 5
Shadow: The Director
Angst: 4
Thorns: Freudian Slip, Pact of Doom
Shadow Passions: Forget Siobhan in the arms of another (Lust) 2, Make more and better weapons to encourage violence (Pride) 3

Image: A sturdy man in his 50’s with white hair and gray eyes, still dressed in the wool britches and heavy leather vest of a blacksmith, the same clothes he worked in before his death. His hands and face show the scars of working the forge underneath Hermitage, and his wrist and ankles are manacled with just enough room to allow him to do his job.

Roleplaying Hints: You are quiet and bitter. Do not speak unless spoken too, fearing that someone with a whip will strike you again. There is nothing of the joy you once knew left, and you now spend your waking hours crafting the weapons that your masters demand. But sometimes, you hide a weapon away, hoping against hope someone will come and free you, someone who hates John Soulis as much as you hate him.

For those keeping count, that’s now two Wraiths who were raped and murdered/committed suicide. They won’t be the last in this book either.

Shannon Muldoon


No one is entirely sure of what the situation between Shannon and the Lords Soulis is, as they seem to love, hate, and fear her. Whenever she’s around, the Lords watch her surreptitiously, unless she’s looking at them. If she looks directly at their faces, they avert their gaze, as if they fear being burned. When she’s away, they make their hatred of her well known, calling her names, and swearing that they’ll have their revenge someday. Despite these vows, they are always careful to make sure Shannon does not hear these promises. None dare to harm her, out of fear that the Lords would take retribution on them. Whatever the case may be, she holds power over all the Lords of Hermitage, and rumors abound that she crushed her own Shadow into submission and could remove it from herself entirely, is she so desired.

Nature: Caregiver
Demeanor: Judge
Circle: Anacreon to the Beggar Lord
Passions: Sense of duty to the Hierarchy (Pride) 4, Unrequited Love (Love) 3
Arcanos: Argos 2, Castigate 3, Fatalism 5, Keening 5, Pandemonium 3
Fetters: Hermitage Castle, 3; Loch Ness, 4
Willpower: 9
Pathos: 8
Shadow: The Parent
Angst: 2
Thorns: Soul Gem, Spectre Prestige
Shadow Passions: Manipulate those who would love her (Bitterness) 4, Never show weakness (Fear) 2

Image: Fair skinned with light hair and cold blue eyes, she has an attractive face and figure and stands 5’11”, carrying herself with the grace of a dancer. Her voice has a musical quality, even when angry. She’s almost never seen without her mask and manacles in place, and when she leaves the Haunt, which is regularly, she carries a Balefire Lantern, lit, and held before her.

Roleplaying Hints: The Balefire Lantern is a roughly hewn lantern with faces carved into each side, and where the mouths open in clear agony, a thick glaze preserves the green light that burns within. Spectres cringe away from the light, and Wraiths are mesmerized if they stare into its depths for too long (Willpower roll at difficulty 8). Some claim that this was the lantern used by Jack O’Lantern centuries ago to find his way back to Hell. Another rumor states that the lantern can burn the Shadow out of a Spectre and allow the other personality to gain dominance once more. In at least one case, the Wraiths of Hermitage saw this done, as the Spectre of Beatrice Soulis found the peace of Transcendence.

Shannon has no idea how or why the Lantern did this, and many mysteries surround the Lantern, though Shannon is working to understand them. None are entirely sure what the Lantern is capable of, but regardless, it is powerful and well connected to its owner by her manacles.

:ghost: Tomorrow: Wrapping up Hermitage Castle and on to the worst chapter in the book! :ghost:

Tsilkani
Jul 28, 2013

Time Stories is still going strong, with something like 11 expansions for the original box set, and now they've moved on to the next phase of the overarching story with Time Stories Revolution, with half a dozen products or so in that line. They come up with a lot of different ways to throw twists and turns into the decks of cards mechanic, too.

Kaza42
Oct 3, 2013

Blood and Souls and all that
I remember vaguely enjoying the 2-player game of Time Stories I played a few years back, through the first mission. Then we played the second mission, with the zombies and bounced off HARD and never went back

joylessdivision
Jun 15, 2013



:ghost: Joylessdivisions World of Dorkness Presents: Haunts - World of Dorkness #13 :ghost:
Part 3



Story Ideas

  • Lord Soulis is in more trouble than his arrogance will allow him to believe. The Wraiths who inhabit Hermitage are nearly all opposed to John, but the thought that they would act on their anger is literally beyond comprehension. Worse, most Wraiths believe that no one else is willing to do anything, so little has been done. For the last century, the various factions have been appraising the situation and trying to covertly recruit new Enfants. As a result, the only one to take steps towards change is Ellsbeth, who has been secreting her forces deep beneath the Haunt in preparation to overthrow her father and watch him sundered for his actions.

    That’s not really a story hook, that’s just a thing that’s likely happening.

  • There is much more to Shannon Muldoon than meets the eye. Since her arrival two centuries ago, she’s done as she pleases with no fear of retribution. What is her secret? Where does she go when she leaves the Haunt to wander the lands? What power does she hold over the Lords Soulis and how can that power be of aid to the schemes against him?

    Now that’s a story hook.

  • The Renegades of Edinburgh, known as the Celtic Cross by some, are preparing for war, gathering more Wraiths than the castle has seen since the Hierarchy first took the field against them. There are few in the castle who are less than 150 years old, and most have no experience or idea of what a handgun is. The residents of Hermitage are in for a rude awakening if they are not warned or given aid in learning the basics of firearms.

  • Adding to the problems at Hermitage, a new disease seems to be spreading amongst the Drones, as they seem to be developing thoughts of their own, with some believing the influence of Spectres is to blame. Many of these Drones have been left alone because they were Kin, but the time is coming when something will need to be done about the old family members that still fight the endless war, if only to stop the darkening spots of Shadowplague that have begun appearing on their Corpus.

  • From deep in the dungeons, a strange sound is rising from the bones of the dead. Many fear a Nihil is forming, but none are willing to volunteer to verify this. None are sure what is down there, but eventually, it will have to be examined. Of great concern is that the last two envoys sent from Stygia have not arrived. The lack of communication between the Haunt and Stygia is beginning to put John Soulis on edge, and time will tell if Hermitage, one of the last pure Hierarchy Haunts in Great Britain will fall to the forces that gather in the darkness.

This is another good chapter and feels like a suitable dark history to go along with a haunted Scottish castle, and I really enjoyed the mix of NPCs for this chapter, from the bastard dipped in bastard sauce, John Soulis to the mysterious Shannon and my two favorites of the chapter, Thaxton and Justin. I also liked the fact that we got a couple of more modern Wraiths stuck in the castle as well with Ian and Denise. Even the bits about Siobhan and Ellsbeth’s assaults and subsequent murder/suicide feel natural to the story being told, although as mentioned earlier, they’re not the only Wraiths who appear in this book who were raped and then murdered/committed suicide, which is broadly speaking, not great and I may have even said in a previous review you really only should get one such character in a book like this, but as we go on, when those characters do appear, they at least make sense within the context of the stories they appear in. It’s still not a great trope, but it doesn’t feel like cheap shock tactics.



The Richmond Capitol: Home of the Renaissance Circle
By Judith McLaughlin and Ehrik Winters

Haunt Level: 3
Memoriam Level: 4

Richmond is the former capital of the Confederacy, a city full of its share of American history and horror in times of both war and peace. Like an American Rome, Richmond was built on seven hills and houses some of the oldest, most aristocratic families in America, and the main Haunt is the Richmond Capitol.

Designed by Thomas Jefferson and based on the designs of the Temples of Erechtheus at Athens, Balbec and the Maison Quarree of Nismes. Constructed on Shockoe Hill, on the edge of downtown in 1788, it stood like the Acropolis of Athens, alone on a tall hill overlooking the sedate James River and the many houses and churches of typical post-Revolutionary America.

The Capitols present appearance is somewhat different, due to constant renovations between 1904 and 1906, the east and west wings were added to the central building, while its view of the James has been obscured over the years by the tall buildings that now surround the Capitol. From the outside, it still has an attractive governmental appearance, set in the middle of one of the few major tracts of greenery in Richmond’s downtown, Capitol Square. To the north, it is bounded by the modern courts building, a towering, gothic Old City Hall, and the rectangular Virginia State Library, all of which face Broad Street.

To the east is a mix of government buildings, including the governor's mansion and the state finance building. To the south is Bank Street, which is lined with several other historical buildings that face onto Main Street. To the west is Ninth Street and the Supreme Court building, St. James Episcopal Church, and various other minor state buildings. The driveway to the Capitol is at the junction of Ninth and Grace streets, sweeping past a guardhouse into a parking circle, with a monument in the center, topped by a statue of George Washington atop a charger and surrounded by six smaller statues of other famous Virginia statesmen.

The Capitol is less impressive than its Grecian concept, and the south face of the building features its main entrance, with requisite long, broad staircase up to the portico, floored with slick marble and surrounded by eight Iconic columns, while the east and west wings are faced with four columns on each exposed side. The central doors open into a vestibule, between two committee rooms, and the halls are paved with the same black and white checkerboard pattern. On closer inspection, some of the black squares reveal tiny fossils in the limestone. Further ahead is the rotunda, the echoing center of the building, which also houses the building's most remarkable monument, the only statue of George Washington, sculpted while he was alive to model for it. There is no ceiling here, instead opening upwards to the second-floor gallery and above that, a painted, skylit dome.

Past old George is the old House of Delegates, an enormous, high-ceilinged chamber with rows of small desks and three large, throne-like chairs against the north wall. A bronze statue of confederate shitbag, Robert E Lee, stands in the doorway “a constant reminder to the South of its defeat”



To the east and west are the Senate and House chambers, semicircular rooms with large desk centerpieces. The second floor has offices, large committee rooms, and entrances to the galleries of the Senate and House chambers. Above the rotunda is the gallery, which contains portraits, sculptures, and other memorabilia of old Richmond. Scattered throughout the building are sculptures of prominent Virginians. The basement is of little interest beyond more offices, committee rooms and the cafeteria. The sub-basement acts as storage, utilities and offers access to the tunnel system that runs from the Capitol to the finance building, the governor's mansion, the state library, and many of the buildings of the Medical College of Virginia. The tunnels under the West and East Hospitals have a particularly creepy feeling.

In the Shadowlands

The Capitol looks much the same in the Shadowlands as it does in the Skinlands, however the polished floors are dulled, and the red drapes in many rooms are worn, aged and fragile, and spots on the floor seem to move if you stare at them long enough. In fact, it is the tiny fossils trapped in the limestone, writhing, and squirming slowly, trying to force their way free of the stone.

The statues show the cracks, faults, and repairs more vividly in the Shadowlands, giving them a corpse-like visage. The echos in the chambers sound hollow and answer back with an eerie timber. The old House of Delegates still contains debris from the Capitol Disaster, and the ceiling appears to have been patched together, still sags in spots. The red velvet chairs are threadbare, and the Golden Mace that sits in a glass case in the center of the room looks cheap and tawdry. Lee’s statue looks severe and has a green patina covering it.

Which, good, gently caress you Robert E Lee, you traitorous shithead. Should have your statue melted down for scrap with the rest of the monuments to your coward rear end movement.

The areas where the east and west wings were added are obvious, as if the lines of demarcation between new and old were highlighted with neon paint. The basement is dim and echoing, even when no one, living or dead is moving around down there. If you listen carefully, you can hear laughter, screams, gunshots, explosions, and roaring flames. It’s as if the sounds of horror, terror and death that occur in the Commonwealth eventually echo in the Capitol, where all tragedies come home to roost.

The sub-basement is dark and cold with a constant dripping sound. The walls ooze the blood Viriginia's lost sons and daughters, and the tunnel entrance seems to periodically moan, while the lights flicker and dim at inappropriate moments.

History

Designed by Thomas Jefferson, it replaced the old tobacco warehouse that had been used for delegates in 1778. Built on one of the most visible locations in the city, it quickly became the center of downtown as the city developed in the 19th century. In the early 1800’s, Richmond was a nexus of Southern culture that formed the American aristocracy. These “noble” families were of course the wealthiest, producing businessmen, doctors, scholars, and statesmen. Well educated white men with names like Cary, Cabell, Randolph, Byrd and Henry and their belles were the centerpieces of gossip and respect throughout the South. Business boomed, and the city grew, while the gentle pursuits like Sunday promenades through the local cemetery were commonplace.

Ignored amidst this Southern culture were the ever-present slaves who lived alongside the delicate Southern aristocracy.

quote:

“The institution of slavery brought about the downfall of this glorious Southern lifestyle”

More like the institution of slavery was what gave rise to this “Glorious” lifestyle. gently caress outta here with that poo poo.

In 1861, the “War Between the States (the Civil War to all Northerners)” began with the secession of the Confederate states from the Union, with Richmond becoming the capital of the Confederacy and the home to Confederate President, Jefferson Davis, along with the Confederate Congress.

Fuuuuu-huuuuuck You. gently caress right off with this mealy mouth apologism for the South and the Confederacy. loving Necropolis: Atlanta wasn’t this soft touch about the loving Confederacy. Suck my entire Yankee rear end you loving traitors. Sherman didn’t go far enough.

The latter years of the war were bad for Richmond (good, gently caress em) as

quote:

“Some of its best loved noble sons perished tragically in battle. Most died as officers leading charges or rallying men”


Yo, seriously, I cannot express this fuller throated than doing this every single time I encounter this poo poo, but Get hosed with this “Bloo bloo, the South suffered during the Civil War Too, bloo bloo.” Maybe don’t start a loving war over owning human beings you loving ghouls. The Civil War is an early example in American history of “gently caress Around and Find Out.”

And the fuckers haven’t stopped crying about it for the last 162 loving years!

In 1865 “Tragedy” struck the city in the form of the death of General J.E.B. Stuart (again, gently caress these Confederate losers), and shortly after, Grant broke through Lee’s lines at Petersburg. The citizens of Richmond who could flee, did on horseback, carriages, canal boats or on foot. Confederate soldiers lit the tobacco houses along the banks of James River ablaze to keep the Union from the South’s greatest commodities. This worked out spectacularly, as a stiff breeze turned the whole thing into a massive inferno that tore through the town. The Capitol survived the blaze.

quote:

“The South was a bleak wasteland of despair during its Reconstruction”


With money loaned from the government, Richmond slowly began to rebuild. A degree of anarchy continued as duels were fought between gentlemen, and gunfire was a common sound in the streets as men shot each other over petty or imagined slights, and even arguments in the rotunda were settled with gunfire.

That might have been the most “America.txt” thing I’ve ever typed, God drat.

Broken and anarchic, Richmond struggled to rise from the ashes of the war. January 1870 saw the end of Reconstruction and the withdrawal of Union troops from Richmond. On April 27th, 1870, hundreds crammed into the Capitol building to hear the decision of a controversial mayoral election, filling the upper floor committee room and gallery which were being used as a temporary courtroom. As the judges were about to enter the room, a cracking sound was followed by the collapse of the gallery under the weight of the assembly.

The gallery, and the assembly there, fell to the courtroom floor, which then proceeded to collapse dropping the crowd approximately 40 feet to the floor of the House of Delegates below. The death toll was somewhere around 60 to 75 due to crushing and suffocation, while another 250 were injured.



Despite the public outcry and the almost instantaneous decision to just raze the building, the Capitol survived, as state authorities chose to repair the damage, and razed City Hall instead. Two of the men killed in the disaster, Henry Clay Daniels, and his friend Thomas Roberts Smythe awoke in the Shadowlands. They briefly saw each other as they were being carried off to their indefinite servitudes, but both were determined to find the other again.

When Daniels eventually returned to Richmond, his heart broke, finding that his beloved South had never truly recovered from its crushing defeat, as the city streets in the Necropolis were strewn with rubble from the fires that had never been cleared. Wraiths were everywhere, with Drones swarming various parts of the city. Hollywood Cemetery, named after its holly bushes, became a meeting place for the Restless of the Necropolis. Hate, corruption, and despair seemed to ooze from the city.

Daniels was assigned to the annexed city of Manchester, south of the James River as Marshal, and it was here he began his slow climb up the Hierarchy ladder. It was his dream to restore Richmond to its once glorious status in both the Skinlands and the Shadowlands. His friend Smythe, having kept track of Daniels via Hierarchy organizational charts, got himself assigned as a Centurion in Richmond shortly after Daniels return.

Together, they proved to be a formidable team and were soon inseparable, tearing through the petty intrigues of the Virginia Citadel and slowly dismantling the ill-managed patchwork of organizations. With the pieces, and occasionally smelted souls of the old, they began to rebuild Richmond as a well-oiled Hierarchy machine. During this period, Daniels met Miss Emma Meade, a young Wraith of the early 20th century who worked as a secretary for another Marshal. Recognizing her quick mind and incredible shrewdness, he pulled some strings to have her reassigned to work for him.



Meade was able to gather unusual amounts of info about the local Hierarchy and was instrumental in Daniels rise through the ranks. Daniels believes that Meade’s friendship with Ol’Moses, the janitor who cares for the Citadel, was the key to her insights about other high-ranking officials. Meanwhile back in the land of the living, Richmond was carrying on, and the beginning of the 20th century had passed without much issue, though the African American citizens were experiencing extreme prejudice, though a few had risen to the Virginia aristocracy.

Daniels eventually became one of the seven Anacreons of the Richmond Citadel, somehow rising in the ranks as his predecessors either found themselves cast into the Tempest or manacled and shipped off to Stygia to be made into oboli. Daniels made the Capitol his headquarters, granting him covert access through the then new tunnel system to the various state buildings. Daniels' circle was also expanding, during his closely spaced promotions, several new Wraiths were added to his little trio. Miss Rebecca Cole, a young belle who had been killed by a jilted lover joined to seduce one of the Anacreons, while Meredith Babcock, a pioneer and scout from the 1700’s became the circle’s assassin and bodyguard. Dalton McGuire supplied support to Meade’s plots while Zachariah “Zack” Crutchfield, a skilled Artificer, joined the circle through gifts and promises.

Powhatan Roberts, an attorney killed in the Capitol Disaster also joined Daniels, as he’d respected the man in life. Smythe named the circle the “New Renaissance,” as they wished to bring renewal to their home. The drug industry and its machinations lead to even more Wraiths choking the streets of Richmond, and the already overwhelmed Legionnaires have lost many of these new souls to Renegade Reapers.

1992 saw an intense local Maelstrom sweep the city, believed to have been brought on by the Newton Gangs entrance into Richmond. Following several drug busts and raids, the homicide rates dropped slightly in 1993, but the random killings have only increased in 1994, to the point that the Necropolis is on constant standby for another Maelstrom. Daniels spends most of his time fortifying the Capitol, fearful that it will be the target of the next Maelstrom, and instead of leaving the Haunt himself, sends Miss Meade, McGuire and a new recruit to the circle, Randy Stewart out to run his errands.

The troops of the New Renaissance are generally sent out on strategic missions and sting operations devised by Meade, with goals to annihilate large groups of Renegades and Heretics in one go, with Meade targeting the groups that are causing the most trouble. Heretics who are focused on Transcendence who have been led towards the goals of the New Renaissance's goals of renewal for the South, however, are left alone until they become a nuisance.

Outside Relations


The New Renaissance is looked upon with respect and dismay by other Hierarchs who see them as sneaky, underhanded, and potentially powerful. But Virginia is still Virginia, so everyone is polite to each other, at least in public. The Renegades and Heretics obviously are against the New Renaissance, primarily because they keep raiding their Haunts, though certain Heretic groups are exempt from this.

The Kindred of Richmond are mostly ignored by the Renaissance, though Daniels and Meade are both interested in the movements of certain Kindred who seem to have ties to the Virginia drug industry that is flooding the city. Meade occasionally talks to the Nosferatu of the city, trading bits of information she’s gained for anything useful the Nos might know that can be used in the future. Garou, Changelings and Mummies are impossible to find in the city, and it’s possible that none live in the city, though some may pass through periodically.

A Progenitor lab in Church Hill churns out drugs at an alarming rate, and the Renaissance wants as much information about these Technocrats as possible, as Danielsviews them as the major source of corruption in the city. As they have no broader frame of reference for Mages, all Mages in the city are simply lumped together and considered a threat to be removed from the city.

The Quick and the Dead

The Capitol has frequent visitors at all hours, and especially during daylight hours, with delegates regularly passing through its halls while Capitol police make their rounds. The Wraiths are undisturbed by this, simply accepting it as a function of government. Richmond in the land of the living has not had the renewal that so many have desperately tried to force upon it over the years. While unassuming during most of the 20th century, the city reached new lows in 1985 by gaining the prestigious distinction of being #3 for highest murder rates in the nation. These rates rose 45% in the first six months of 1994 over the first six months of 1993, and by September of 1994, the city had hit its highest homicide rate yet.

I was unable to find the homicide rates for 94-2000, but looking at 2020-2022 on https://www.rva.gov/police/homicides-year, 2020 was 66, 2021 saw 90 and 2022 dropped to 59. Which is still way less than Oakland Ca, so as much as I want to poo poo on Virginia in this case, it seems my beloved Bay Area is still near the top of the list.

Drug culture has gripped the city of Richmond, as attempts at urban renewal have been half-hearted and unsuccessful, with a mall built in the heart of downtown being often mocked as it sits surrounded by dilapidated buildings that are either empty or hold “Some of Richmond's most frightening citizens”

I’m not entirely sure if that’s a dig at the homeless/drug addicts or a wink wink about Wraiths.

The historic Church Hill area is one of the homicide centers of the city, as is the former Manchester, now known as Southside, and while some smaller areas have been renovated and remain that way, they are scattered and infrequent.

While there is a lot in this segment that I have poo poo on, because you can miss me with all that lost cause, Confederate apologist poo poo, I do find it interesting that the authors touch on the drug epidemic affecting Richmond, as the opioid crisis has hit Virginia hard and it's interesting to see a book from 1994 waving the flag of the problem before it became what it is today. So good job on that, I guess?

The New Renaissance

Henry Clay Daniels, Richmond Governor


A former Confederate officer who longed to be as inspiring as J.E.B. Stuart and other flamboyant young officers, Daniels was instead practical, caring, and popular with his men. He met Thomas Smythe during his time in the army, as both idolized Stuart and the two schemed as to how they could achieve similar renown. When the war ended, Daniels threw himself into the Reconstruction, and as a natural politician, it seemed he had a promising career ahead of him. Until the Capitol Disaster of 1870 of course.

Upon his arrival in the Shadowlands, Daniels found himself a servant of the Hierarchy, passing through a series of owners who traded him like money, while he listened and absorbed the politics of Stygia. Eventually he found someone who listened to his well-reasoned explanation that he could be more than just a Thrall. He had finally taken his first steps onto the Hierarchy ladder.

As a Centurion, he saved his Overlord from assassination by Renegades, and in gratitude for this, he was assigned to Richmond as a Marshal. Horrified and dismayed by the state of the Necropolis, he began organizing the Legion under his command, rallying them to enforce the laws of Charon in the city. He then found Smythe, met Emma Meade, and with the information from Ol’ Moses, Daniels and his cohorts found a path to accusing the Regent of accepting Heretic bribes as well as discrediting the other Marshals.

But being Regent didn’t give Daniels the power to make the sweeping changes he wanted. So, Miss Meade found an old pioneer who “witnessed” the “accidental” disappearance of an Overlord into a local Nihil. Daniels, who had conveniently ingratiated himself to one of the Anacreons, was given the position of Overlord. When the Anacreon he served mysteriously vanished, Daniels took up the mask, and by the time anyone began to figure out what had happened, Daniels already firmly had control of the city.

Despite his efforts, Richmond continues to decay on both sides of the Veil, as Renegades have swamped the town and Kindred are at every level of the city.

Funny that Mr. Southern Glory here didn’t reconsider his stance after being a slave himself. What a piece of poo poo.

Nature: Conniver
Demeanor: Director
Circle: The New Renaissance
Passions: Renewing Richmond (Hope) 4, Renewing the spirit of the South (Hope) 3, Make the Capitol the new Citadel (Greed) 3
Arcanos: Argos 2, Lifeweb 5, Phantasm 3, Puppetry 3
Fetters: The Capitol, 2; His diary at the Valentine Museum, 2
Willpower: 7
Pathos: 7
Shadow: Perfectionist
Angst: 6
Thorns: Shadow Familiar (Small yellow bird)
Shadow Passions: Show the hypocrisy of the Hierarchy (Vengeance) 3, Prove himself to be better than everyone else (Anger) 4

Image: A man in his mid-30s with deep set, brown eyes, wavy brown hair combed and parted impeccably, with a clipped mustache and thick beard trimmed to about an inch and a half. He wears a dark vest, suit coat and trousers with a white starched shirt and bowtie, standing about 5’8” with an average build

Roleplaying Hints: You're a calm, charismatic, and well-educated 19th century man. While you haven’t been left behind by the times, you still believe manners and strict justice can achieve more than screaming and violence, and you speak with a measured voice groomed for public speaking.

Bitch you absolutely have been left behind by the times because you’re still going on about the loving glory of the South.

Thomas Roberts Smythe


An unimpressive student and a mediocre soldier, he was however a popular officer because of his “Live and let live” philosophy. He met Daniels during the Civil War and was happy to become the friend of a seemingly dynamic young office. When the war ended, they stayed best friends and Smythe became the Sancho Panza to Daniels Quixote, watching in amusement and pity as he realized his friend would never become the amazing statesman he wished so desperately to be.

Is it just me or do these dudes read like they're potentially a closeted gay couple? It’s just a vibe I get from these two “Best Friends.”

Smythe’s last memory prior to his death was watching as the gallery crashed on his friend's head before inhaling a thick cloud of dust that choked him to unconsciousness. His first memory on the other side of the Veil was having his vision cleared, only to be met with the cold, cruel eyes of a soldier, before seeing Daniels clapped in irons and led away. Smythe was soon in chains himself an “Knew the irony of the enslavement of a former Confederate officer”

Yes, that is ironic, and hilarious.

After several years of groveling, Smythe became a Centurion in the ranks of the Emerald Lord, and through his contacts tracked Daniels to Richmond. He began pulling strings to get a transfer, and because he was known to be dependable, and too much of a coward to rebel or assassinate anyone on his own, he was transferred to Richmond, replacing a Centurion who had been branded for accepting Renegade bribes.

In death, Daniels had transformed into the steely-eyed heroic figure he’d wanted to be in life, and Smythe easily fell back into his role as sidekick. He aided Daniels in his rise to power, helping Miss Meade with her machinations, though he does not trust her. He periodically makes these feelings known to Daniels, who ignores him completely. Smythe doesn’t like the other members of the Circle, particularly McGuire and Zack, though he respects Powhatan Roberts and has deep feelings for Miss Cole, to the point that any who impugn her honor are challenged to duels.

God drat what a little weasel. Him and Daniels are two poo poo peas in a pod.

Nature: Conformist
Demeanor: Traditionalist
Circle: The New Renaissance
Passions: Protect his descendants (Love) 2, Preserve Richmond history (Love) 3
Arcanos: Embody 2, Outrage 2, Puppetry 4
Fetters: The Capitol, 2; His family home, 3; his descendants, 2
Willpower: 8
Pathos: 6
Shadow: The Parent
Angst: 6
Thorns: Shadow Trait (+2 Wits), Tainted Relic (eyeglasses)
Shadow Passions: Destroy lives and families (Anger) 3

Image: Smythe appears to be in his mid 30’s with a sallow complexion and thinning brown hair, a thick mustache, pale blue eyes and a “noticeably weak chin”. He wears non-descript 19th century clothing.

Roleplaying Hints: You are more than happy to let the more charismatic Daniels lead, but when he’s not there, you will take the burden. Speak softly, but with conviction.


Weak chinned little bitch.

Miss Emma Meade


Once the toast of Richmond, she was the most acclaimed and pursued belle of the early years of the 20th century. She was so lovely that men would fight each other over who would be the first to dance with her at a ball. She was intelligent enough to resent her position as a damsel who would eventually become property, and spent her time playing men off each other, toying with their affections but never quite completely shattering them, but also never committing to them. She dreamed of proving herself to them all as she grew older, or even better, finding a husband who would treat her as an equal.

This plan, however, was dashed when she fell from a boat during a romantic afternoon on the James River, as she was pulled under by the current. When she awoke in the Shadowlands, she was greeted by an elderly woman who smiled at her and took her to a comfortable but modest home to recover. Her rescuer explained the politics of the Underworld, that her greatest goal was upholding the laws of Stygia, and that Emma was now her servant.

Emma endured the increasingly bizarre demands of her mistress with the patience of saint while continuing her own education in the politics of the land, until one day she finally pushed her mistress's sanity over the edge, allowing her Shadow to take over. In the chaos that followed, Emma made her escape and became a secretary. While working for the Marshal, she met Ol’ Moses. Something about the old Wraith struck her as odd, and after careful investigation, she deduced his secret. At first, she blackmailed him into helping her, but eventually the two became friends, verging on the romantic.

Daniels soon noticed Emma and claimed her as his own secretary. She believed in his dream to restore Richmond, and so engineered his ascent to power, finding evidence of the Regent accepting bribes and implicating the Marshals. She then found Miss Cole who wined, dined, and seduced one of the Anacreons for Daniels, then she found Meredith Babcock who would do anything for a few oboli, and convinced him to push the Overlord into the Nihil. Finally, she and Dalton McGuire arranged the disappearance of the Anacreon who commanded Daniels, allowing him to take the position behind the mask of office.

Meade has become extremely bitter towards Daniels and is still his secretary, despite her services earning her at least the position of Overlord. She believes he has been consumed by ambition and is ignoring the city, and she has watched as drugs and random violence have consumed more innocent lives, especially children, with a burning hatred. Now, she and Moses are plotting a new angle, one that may involve the overthrowing of the Citadel and starting over fresh.

Nature: Survivor
Demeanor: Bon Vivant
Circle: New Renaissance
Passions: Be recognized for her contributions (Pride) 3, Protect children (Love) 2
Arcanos: Argos 2, Castigate 2, Fatalism 2, Lifeweb 2, Phantasm 3
Fetters: Her grave in Hollywood Cemetery, 2; Locket with a miniature of her inside, 3; Her favorite gold and emerald necklace, 3
Willpower: 9
Pathos: 7
Shadow: The Freak
Angst: 5
Thorns: Shadow Arcanos (+3 Outrage)
Shadow Passions: Make others recognize her contributions (Vengeance) 3, Avenge children (Vengeance) 3

Image: A stunning blond woman with classically beautiful features and bright, intelligent blue eyes, she wears her hair long in an early 20th century high society coif and dresses in long sleeved, long dresses, especially around Daniels. She’s been known to occasionally dress in jeans and a t-shirt when not on business.

Roleplaying Hints: Your intelligence and beauty are devastating, and you know it, however you’ve been taught to be a lady, and unless someone really deserves your razor wit and vicious tongue, you never show anything but genteel manners, and you speak with a light Southern drawl.

Dalton Bryd McGuire


quote:

“Dalton Mcguire was a quadroon, and it ruined his life”

Listen, it’s a bad look to be doing the Confederate apologism poo poo, and then drop loving Quadroon in there as well. Jesus tap-dancing Christ.

It didn’t matter that he was a direct descendant of the first governor of Virginia, William Byrd, because his grandmother was African American, he was labeled as such. Despite his intelligence and success as a banker, he was an outcast, too light to be accepted by the African American community (note it just says by blacks in the book which…. again, not a great look!) yet too dark to pass as white.

He was always a gentleman and particularly polite to the ladies, with several taking special note of this, but his one true love was a woman named Lila Bright Handy, a beautiful but married belle with golden hair and skin like porcelain. Knowing the problems their adultery would cause, they had infrequent rendezvous under an oak tree near the James River, which eventually produced a dark-haired, dark-eyed daughter that Lila barely convinced her husband was his.

And speaking of her husband, a large, alcoholic prone to fits of rage, soon discovered evidence of the affair and raped and murdered Lila before dumping her body in the James.

For those keeping track, that’s Rape/Murder #3

Lila’s husband then raised a stink about McGuire, who was picked up by the local police and hauled off to Libby Prison. Shattered by the death of Lila, McGuire became near catatonic with despair. Anger, however, boiled inside of him, waiting for the pain to pass before manifesting itself. His trial was a record-breaking blur, and before he knew it, Mcguire found himself being given his last rites and strapped into an electric chair.

In the Shadowlands, he has distinguished himself as a man with a degree of power and the possibility of bettering living conditions in the Underworld. He was instrumental in Miss Meade’s plot to make the Anacreon disappear, and he still carries the whimpering obolus that was the obnoxious former Anacreon. He is disdainful of most of his circle, though he likes Randy, the hapless medical student who until recently was the Circle’s Thrall. He respects Meade, but she resembles Lila too much for him to be around her for any length of time.

Nature: Rebel
Demeanor: Curmudgeon
Circle: The New Renaissance
Passions: Free the oppressed (Hope) 4, Fight injustice (Vengeance) 4
Arcanos: Argos 3, Inhabit 3, Pandemonium 3, Usury 2
Fetters: His daughter and her family, 4; the pieces left of Libby Prison (the bronze caps from the towers)2; an oak tree along the James River, 3
Willpower: 7
Pathos: 8
Shadow: Martyr
Angst: 7
Thorns: Shadow Life (a Renegade spy called Blackbryd)
Shadow Passions: Kill Police (Vengeance) 3

Image: A tall, wiry man in his late 20 with neatly combed, thick black hair, hazel eyes and “not quite cafe-au-lait complexion”. He typically dresses in double breasted pinstripe suits and narrow ties.

Roleplaying Hints: You’re the bitter and cynical voice of reason, more a pessimist than realist, though you’re gratified to note that no matter what they call you, you’re usually right. Your service to the Quiet Lord, overseer of victims of despair, leads you to view the world in a dark way. You are a perfect gentleman to ladies however, and only let a hint of your sarcasm surface in their presence.

Ol’ Moses (The Reverend Moses Elijah Harris)


A young preacher with a college degree and a sunny future ahead of him, everything was taken from Moses when a horse's hoof caved in his skull. In the Shadowlands, he learned that a literate African American man with cohesive and eloquent arguments garnered little trust, respect, or action, much like in the Skinlands. He spent a few years studying the Arcanos and the skills to help him in a new role he had conceived. With the contacts and allies he’d made, the Reverend was “Swept into the Tempest” and from the darkness came “Ol’ Moses” a slave from the early 1800’s to care for the Citadel.

The Citadel is now sparkling clean, or as much as is possible in the Shadowlands, and it’s convenient that he can eavesdrop on the private scheming and the notes and papers such people leave in their offices. Odd how sometimes information finds its way into the hands of the less corrupt Hierarchy officials and occasionally the Renegades and Heretics, though he never accepts payment for the information he provides, beyond favors. This has afforded him many escape routes and strings to pull should he ever be discovered.

Emma Meade discovered his secret, but something about her intensity and determination led Moses to trust her. Their friendship and romantic tension keep them both on their toes and has made Moses less likely to let anything about his position slip. He pitties Dalton and regularly interacts with Zack the Artificer, while Miss Cole sets his teeth on edge, and Daniels worries him. He and Emma are considering a radical reform of the Citadel.

Nature: Caregiver
Demeanor: Conformist
Passions: Battle corruption wherever it hides (Faith) 3, Fight injustice (Hope) 3, Console the hopeless (Hope)2
Arcanos: Argos 1, Castigate 3, Keening 2, Moliate 5
Fetters: His church, 3; his birthplace, 3
Willpower: 10
Pathos: 7
Shadow: The Leech
Angst: 6
Thorns: Shadow Life (a man of demonic visage who calls himself Mephisto)
Shadow Passions: Sow despair and ruin (Hatred) 4, Corrupt others (Hatred) 3

Image: An elderly African American man with a weathered face, muttonchop sideburns and close cropped, iron gray hair. He has the look of someone who was a vital and tall man but is now bent and gnarled by age. He has maybe half of his original teeth and those that remain are brown and shrunken, and his eyes are a bit milky.

Roleplaying Hints: Sing or hum religious hymns, and you sing and speak with a resonant basso voice. When answering questions, be cryptic in a way that makes the unwary simply think you’re senile.

Other Members of the New Renaissance

  • Miss Rebecca Cole was a Southern belle of the 1940’s whose talents and interests run to seduction and intrigue. Having read many books and hearing many war stories, she fancies herself a Mata Hari figure, and in recent years has acquired a pair of barghests who act as her personal bodyguards.

  • Powhatan Roberts was a Virginia born attorney who died in the Capitol disaster who respects Daniels and his accomplishments as well as enjoying the company of someone he knew in life. He often serves as devil’s advocate within the Circle.

  • Meredith Babcock was a pioneer and scout from the early 1700’s and is considered no more than a large slab of plasm that can fight. He has a shrewd mind and enjoys discourse with Miss Meade.

  • Zach Crutchfield was an African American blacksmith from the Wild West. He’s as massive as Babcock but is a nearly unmatched Artificer.

  • Randolph Stewart was a third-year medical student at the Medical College of Virginia who misjudged the speed of a vehicle on Broad Street. Collected by McGuire, he was only recently moved from Thrall status to helping Daniels on his quest for power.

Story Ideas

  • The players are approached by an acquaintance who tells them someone is willing to hire them as spies and potential enforcers. They are then sent to Richmond where they meet with Miss Meade, who wants information about the Tombstone Gang, a group of Renegades based in Church Hill. She supplies info to be leaked to the gang to win their trust, if necessary, but the players realize the information is about the placement of defenses within the Citadel. Do the players turn her in and win themselves higher rank and renown within the Hierarchy or do they help and potentially mark themselves as Renegades?

  • One of the players is charmed by Miss Cole. Smythe takes umbrage at this supposed damaging of Miss Cole’s honor and challenges them to a duel. If the player does not abide by the rules of common manners and gentility, the duel could become a free for all.

  • Miss Meade’s plots are finally discovered, and she is to be transported to Stygia for trial. She is being accompanied by several members of the New Renaissance, some of whom believe in her innocence, while the others are convinced of her guilt. The players are contacted by Ol’ Moses and offered a large payment for her rescue.

  • The players find a battered and drained Wraith, more than a little half-mad, who claims to be the Overlord that Babcock pushed into the Nihil. The players then set out to find the truth, locate the guilty and execute them, or at the very least go with them to Stygia for judgment.

Good lord almighty this chapter loving sucks. To be clear, I’m not against the South being portrayed in these books, nor am I against the evocation of the beauty and grandeur of the South, because the Southern US is made up of a lot of beautiful land. With that said however, I’m not going to sit here and just smile and nod when a bunch of lost cause bullshit gets piled on my plate. gently caress that, and gently caress both authors involved with this chapter. Again, I must point to Necropolis: Atlanta which did a much better job of handling the Civil War elements presented than this chapter does. When the book with a Confederate Wraith on the cover does a better, more nuanced job of talking about the history of a Southern city and how the Civil War affected it, then you’ve done hosed up.

Anyway, gently caress this chapter, let’s just move on to



The Hanging Gardens: Heretical Shrine of the Riders of the Wheel
By Richard Dansky

Haunt Level: 3
Memoriam Level: 2

Built prior to the second wave of casino expansion, the Hanging Gardens Hotel and Casino, for a moment, dominated the Atlantic City skyline during the early 1980’s. However, when the second wave came, it lost its prestige to larger, newer, and more vital gambling houses, with profits falling every year since 1987 and a fickle public no longer entertained by mere gardens.

The Hanging Gardens is dying, slowly, and everyone involved knows it. But even as it withers in the Skinlands, it blooms in the Shadowlands. Here the greatest pleasures of unlife can offer are available, the thrill of gambling with the currency of souls, the arena like Blood Pits to satisfy even the most avid bloodlust, freedom from the ever-watchful eyes of the Hierarchy, and above all, the razor-sharp emotions of the Living.

Here, Skinriders can bloat themselves, where desperation and ecstasy, carnal sensuality and brutal physical pain exist side by side, often in the same living shell. For the Heretics who rule the Gardens, these abuses are not allowed out of laxity, but out of faith. Chance is their god, Luck their patron and sheer abandon their worship. Transcendence will come when it will, and it could be found in the toss of the dice or the spin of the wheel, if it chooses to be found at all.

And so, the Heretics wait in their Haunt, welcoming all comers, as Luck alone knows whose dice it will ride, when and to where.

The Hanging Gardens


In the world of the Living, the Hanging Gardens has shrunk in significance as part of the Atlantic City skyline, merely 24 stories tall and dwarfed by colossi like Caesar's, the Golden Nugget and Trump’s Taj Mahal (Now the Hard Rock Cafe Hotel and Casino lol). Gray and solid, the Gardens seem more like an office building than a casino, if not for the two extensions: the amusement pier and the gardens from which the casino takes its name.

The pier, complete with carnival rides and games, extends into the Atlantic, but its gaudy lights and colors are at odds with the notoriety it draws. Seven times in the past year, an unlucky soul has wound their way around the cotton candy booths and the tilt-a-whirl to the small wall at the end of the pier, climbed its gullshit encrusted surface and plunged to the waters below. While the New Jersey Parks Commission estimates that the water below is only about 15 feet deep, none of the bodies of these suicide victims have been recovered or seen after making the leap. Some say that sharks or even strange currents caused by the piers' unusual structure is to blame, while others have darker theories.

The gardens by contrast are magnificent, set aside in a massive greenhouse attached to the main building via an elevated walkway, they house exotic flora from around the world, with a motif of some mad designers' imaginings of what Babylon might have been, with frescoes of Lamassu and other Mesopotamian images on the vine covered walls.


Lamassu

Lengthy flowerbeds hang suspended from the ceiling on cables designed to look like twining vines. Gangs of gardeners work around the clock to ensure the flowers are constantly in bloom, and one section of the roof retracts, allowing the gardens to be opened to the sea air on days with pleasant weather. There are winding paths through the lush greenery, and it can take no more than a dozen steps before a visitor is completely isolated amid the silent walls of verdure. The plants themselves are as bizarre as money and import laws allow, and it’s common to encounter giant blossoms that reek of rotting meat, side by side with delicately sparkling sundews and peonies that nod under the weight of their own blooms.

Yo they’ve got a Titan Arum (or Corpse Flower) in this place. I’m sure the guests love it when those bloom.

How the gardeners can coax these disparate species of flora to coexist is a mystery, but the effects are nonetheless spectacular. Of course, any patron caught damaging the greenery is immediately expelled from the premises. While this policy has likely cost the casino business over the years, it remains firm.

Which, yeah, no poo poo. You don’t go into a botanical garden or any other massive garden like this and start loving around with the plants.

For the Dead, however, the gardens are not as inviting, and while you might expect the flora here to be withered, they are in fact vibrant with growth that can best be described as cancerous. The vines have conquered all, pulling down flower beds and choking off paths, turning walkways into living tunnels and strangling the sides of the tower. Even in the casino proper, the threadbare luxuries are shot through with the probing green tendrils, and there is literally nowhere in the Hanging Gardens that the gardens do not reach. While there is life pulsing through the vines, it is a desperate life.

The gambling floor is kept relatively clear of this invasive plant life. The floor is the sanctum sanctorum of Chance’s worshippers and manages to be simultaneously crass and reverential. Row upon row of relic slot machines, each beloved and cursed a thousand times by the Living in their time, stand ready to swallow whatever oboli a Wraith who feels lucky or simply can’t control their addiction are willing to spend, as each has been infused with Pathos by an acolyte of the Riders of the Wheel cult, making a jackpot not only a monetary victory, but also one of emotional fodder.

Card tables are manned by Heretic dealers, faithfully working their dog-eared decks that have been discarded by their living counterparts, and a beautifully conditioned relic Wurlitzer jukebox, packed with Pathos, sits in one corner, that plays loudly enough to drown out the moans from within itself when sated with enough oboli. Other Heretics act as cashiers, ready to reward those Chance favors, though generally, Chance favors the house.

:ghost: Tomorrow - The rest of the Riders of the Wheel :ghost:

joylessdivision
Jun 15, 2013



:ghost: Joylessdivisions World of Dorkness Presents: Haunts - World of Dorkness #13 :ghost:
Part 4: The Hanging Gardens continued

On very rare occasions, an unlucky loser will suggest that the house has stacked the deck in its favor, and such accusations are considered to be blasphemy by the true believers, and if one were to make this claim one too many times, they’d likely find themselves forged into a coin and condemned to an eternity in the belly of one of the one-armed bandits. While the management of the casino erects stages in the parking lot of boxing matches or concerts on the living side of the Veil, the Restless have the Blood Pits, little more than gouges in the sand, these chambers are arenas where Wraith's battle for profit, hatred or simply entertainment.

Combat in the pits is a major spectator draw, and those watching typically toss coins, relics or even each other into the pits. Each pit is overseen by an acolyte of Chance who officiates the match and takes bets. Cheating would be smiled on, but there are no rules to break, as any advantage a combatant might gain is nothing more than the product of Chance. That Chance sometimes disguises itself as a knife tossed into the pit by an overzealous spectator is of little concern to the acolytes.

The current champion is Anders Bjelland, personal bodyguard to the Lord of the Citadel, and a former pro boxer. Whenever word that the “Norwegian Nightmare” is to enter the ring, the gaming tables empty as Wraith's rush to catch the spectacle. That Delf Salhany, Bjelland’s liege heavily bets against his protege adds a bit of intrigue to the matches. Above the gambling floor are the chambers that correspond with the rooms of the hotel. Some are occupied by resident Wraiths, and these rooms have gained a reputation for being “Haunted” in the Skinlands, and it’s possible this has led to a decrease in traffic in the more superstitious over the years. Most of the chambers, however, are empty, used for the occasional tryst or Skinride, otherwise they are left to the vines.

The amusement pier, by contrast, appears as a desolate stretch of twisted steel and rust. To the Dead, the tilt-a-whirl is nothing more than a pile of rusting beams and moldering wooden shells, and any mortal riders merely mourners at a perverse wake. At the end of this wasteland is the surging, dirty gray waters of the sea, occasionally slopping over onto the surface of the pier. A whirlpool bubbles just offshore, and its turbulent surface hides a Nihil that is near constantly open. What use the Malfeans have for the seawater that pours through into the Tempest is unknown, but it’s accepted that the servants of Oblivion have plenty of ideas of what to do with those unfortunates who are fed to the sea.

The Quick

Mortals still come to the Hanging Gardens, but generally these are not the high rollers or big spenders that a casino needs to cultivate. Rather, it is a home to the elderly and the desperate, those with little to lose and a focus on the slim chance of gain. Few families stay here, and the only honeymoons celebrated here are ones who could not afford more expensive accommodation offered elsewhere on the boardwalk. And yet, traffic stays steady, and by keeping the gambling floor open 24 hours, the casino stays afloat.

The Patrons of the Garden are far more concerned with how they’ll spend their next big score that they know, just know is coming their way with the next pull of the lever than they are with how they’ll pay for their room once their pockets are empty. Optimism here is forced and feverish, as few of the living who enter the Gardens can afford the luxury of considering failure. It is a thick and charged emotional atmosphere, and Pathos floats through the halls like cigarette smoke. The Gardens are no place for reserve, and this holds true of both emotional and financial reserves.



History

Atlantic City didn’t see a population boom of Restless until after gambling was legalized in 1980. To be clear, there were plenty of Enfants and even older Wraiths walking the decrepit streets, bound by Fetters of happier times in innocent summers, but the city was ignored by the Hierarchy and Heretics. If there were Renegades, then they would be welcome to a fortune of poverty and dirty sand.

But then gambling arrived, and no one is sure who was the source of the idea. Some claim the Kindred with fiscal interests in the city were responsible, while others point to the Technomancers desire to have a place they could try to harness large scale chaos, while a few naive souls believe the profits available to mortal senators was what finally pushed things along. Ultimately, the question is irrelevant, gambling came, and with it, the Riders of the Wheel cult.

Originally, the Riders were an honorable, even respectable group within the Hierarchy, devoted to explaining life (and death) in terms of the archetypal Wheel of Fortune; the cult was most popular following its start in the 14th century. Their thinly disguised theory of predestination won favor in Stygia, and some whispered that they had gained the patronage of the Lady of Fate, and that Charon himself looked kindly on their teachings. Eventually, however, the belief in the power of the individual grew, and the cult began to lose its power as members decided they could do better simply by their belief in their own power to act. As the cult weakened, eventually the belief changed from the Wheel of Fate to an unshakable faith in fickle Chance controlling everything.

The belief that Transcendence could come through Chance was added to the cult's doctrine in 1797 by a Philadelphia moneylender named Benjamin Levy. After watching his friend Haym Salomon supply substantial funding to Washington's army through what could best be described as financial miracles, he became convinced that Chance had enabled the colonies to defeat Britain, and that if Chance could pull off such feats for Salomon, then Chance could do anything.

Levy got reckless with his business and his investments, and unsurprisingly they foundered. By 1787, he was bankrupt and by that August, he was dead of Yellow Fever, cursing the bad luck that had laid him low. But his death did not take his conviction that Chance ruled the universe, instead it strengthened his belief. Within a decade of his arrival on the other side of the Veil, he had become the leader of the Riders, or at least as close to such a position as the group had, and his belief in the ultimate power of Chance permeated the philosophy of the cult.

But it wasn’t until Bugsy Siegel made his trip to Vegas that the Riders sensed a possibility of ascending to prominence. Surely it had been Chance that had sent a Brooklyn mobster out into the Nevada wastelands to build a temple to Chance, right? Whatever drove Siegel, when gambling arrived in Vegas, the Riders were ready. The Flamingo was built to the whispered specifications of Levy as a temple to his God, and the Riders were once again prosperous and gaining followers, even if many of these converts simply paid lip service to Levy’s ideas, but considering the rewards, this lip service was paid with enthusiasm. The neon towers that pierced the Nevada sky were citadels of Chance to the Dead as well as the Living, and Levy held nearly as much power as an Anacreon.

But then stagnation came, and while Vegas was a land of plenty for the Riders, their scope of activity was limited, as only in the Nevada desert was gambling legal in the US, and Levy’s attempts to infiltrate the casinos of the Native reservations were unceremoniously rebuffed by powerful Native spirits that neither Levy or the Riders could comprehend. While the Riders had power in Vegas, they were locked there, and while their first tales of Transcendence among the slot machines were eagerly listened to by those ripe for conversion, these tales quickly grew stale, and the Riders began to rot from within.

Until Chance intervened again, this time in the form of the New Jersey Casino Commission, but Levy and his followers were no fools, and they could recognize their God in even this most humble of forms, as only Chance could offer them such a gift, and it would be foolish to tempt Chance into snatching it away from them. Within hours of the legalization of gambling in Atlantic City, one of Levy’s most trusted lieutenants, Delf Salhany, marched east with dozens of followers.

Surprisingly, Salhany didn’t lead the Riders into the first casino to open on the Atlantic shore, as the atmosphere was too rigid and controlled for more than a few of the Restless to gain any sustenance. Salhany decreed they would wait until another temple was opened, perhaps another, until eventually a suitable one would supply them with what they needed. While they waited, the streets and slums of Atlantic City would serve as their home. In 1981, the Gardens began to rise and following the death of a third man on the site, Salhany made his next decree: this would be their home.

The Restless infested the skeleton of the building immediately and deaths of construction workers continued, eventually claiming 11 souls during the building process. Many were pressed into Thralldom by Salhany’s followers, as were the drunks who froze on the steps, the prostitutes murdered in the shadow of the building and the two union officials who had been ambushed and shot while investigating the unsafe working conditions of the site. Together, the Skin and Shadowlands tower rose, and when the casino officially opened, Salhany Skinrode the first woman to conjure a jackpot from the casino. It was a religious experience.

For the Riders, the decade since has been marked by Salhany’s presence, as he rules without a shadow of opposition. Apart from Bjelland, Salhany’s bodyguards are Legionnaires seduced by the Riders heresy, and have kept their professionalism, despite their change in employer. While there is little formal structure to the cult, what little order there is dictates what roles members play in running the casino/temple, with recent converts and harvested Enfants taking menial service work and forced to invest their Pathos into the gambling paraphernalia. The older followers and new converts of exceptional potential are typically assigned to the casino floor, and only the most trusted and powerful of the cult are allowed to judge the Pits, with Salhany looming over it all.

Surprisingly, the Riders will free any Thrall who converts to their beliefs, though any attempt to falsify their devotion is inevitably detected and dealt with harshly, as Levy once remarked during a visit, Salhany has created for himself an “Orthodoxy of Chaos.”

As the Gardens grew in power and prestige in the Shadowlands, Stygia slowly turned its attention to quashing the Heretic outpost, but their sole attempt at weakening the casino through force was soundly defeated in 1986. While the mortals of the city knew that the Philadelphia mobs' attempt to exercise control over the gambling trade had failed miserably and quite publicly, the Dead knew the truth. To add insult to injury for the Hierarchy, most of the casualties among the living from the conflict were Reaped by Salhany’s followers and pressed into religious Thralldom.

Now, the Hierarchies' attempts are more subtle, infiltrating the casino with spies who try to discredit the house with rumors of marked relic decks and fixed Pit fights. So far, these attempts have been unsuccessful, but as Salhany would say, who knows what tomorrow will bring the worshippers of Chance?

A Note on the Vines sidebar

Many speculate about the nature of the intense growth that permeates the Hanging Gardens. The official party line of the Riders is that Chance favors this spot, blessing it alone with growth, instead of decay. Many outsiders, and even some insiders, have trouble believing this, and the truth is known to only three souls: Salhany, Bjelland and the enigmatic soulsmith who lives in the basement. The original investiture of the Haunt was heavily contested by a pack of Doppelgangers who had risen from the undersea Nihil. They were beaten back and those who had taken part in the battle assumed the Corpora of the defeated Spectres had been forged into Salhany’s coin. Some were, but the rest were tormented into mindlessness and then Moliated into vine form by Salhany himself, serving as an enduring monument to his personal power. A good deal of Pathos generated by the casino is fed to the vines, and Bjelland believes that at some point, Salhany would like to see the Gardens building replaced with walls of living, twisted greenery.

Relations with Others

The greater World of Darkness has left Atlantic City to the Restless, though many of the richer hotels are dominated by Kindred, the Gardens are beneath their notice, and it’s unlikely the Giovanni have even bothered to step inside. The Lupines of the Pine Barrens swamps not too far from Atlantic City mostly keep to themselves, and while Mages are plentiful, their squabbles and power are second rate at best, simply acting out a skirmish of the real war being fought in Vegas. While most of the Awakened in the area have figured out something is odd about the Gardens, their attention is predominantly on the undersea Nihil, and several Technomancers have disappeared while investigating it. Salhany is concerned that sooner rather than later, the Technocracy will descend on the Gardens in force.

Before we jump into the NPCs, I want to touch on a few things. First, the art in this book. The chapter opening art for each Haunt is fantastic, and I’m especially fond of the opening art for Tillinghast Mansion, and especially the Hanging Gardens piece. The NPC art varies, though I personally really like the Tillinghast, Hermitage, Hanging Gardens, and the Dublin Haunt that comes later. The art for Richmond isn’t terrible, and the same artists handled the final Haunt of the book as well, but it just doesn’t pop for me the way the other Haunt NPC art does.

Personal preference and all that, but I tend to gravitate more towards the portraits that have a more clean and clear depiction of the character than the more washed-out watercolor style of Richmond and Khatyn, and Hermitage is easily some of my favorite NPC portraits in this book. The interstitial art for the chapters is also mostly good, though there are a few pieces, mostly in the Sepulcra and Blackbeard’s Cove that suffer from being too dark to clearly discern that just don’t translate well to the heavy black used in these books.

As for the Hanging Gardens so far, I really like this setting. While I’ve never been to Atlantic City personally, I’ve been to Vegas, and that place is a glittering hell hole, so I can only imagine that transplanting that same gaudy nightmare to New Jersey only cranks up the grime and general sense of a gaudy facade over a rotten miserable core several notches.

Delf Salhany


Born to a Syrian prostitute and a French sailor father who later abandoned the pair in 1794, Salhany was alone from an early age, with the only memento of his father being a dog-eared deck of cards that he clung to religiously as a symbol of the man who would someday come back and rescue him. Of course, his father never returned, and soon he took to supporting himself as a talented card player. By 16, he’d earned enough to leave Damascus for the gambling dens of Europe, and for the next 30 years, the pots of Monaco and Marseille fell into his lap, and he became a legend among gamblers.

But when year 31 rolled around, suddenly Salhany’s luck took a turn, and he began to lose heavily and constantly. Eventually he drifted from the palaces of Europe to the riverboats of the Mississippi, to the corner bars and doorstep craps games of St. Louis and New Orleans. In his desperation, he clumsily tried to mark his favorite cards and was caught. The dupe was none too pleased to discover this and killed Salhany.

Convinced that by marking his deck he had not only betrayed his father but the cards themselves, Salhany was unable to rest. But it seemed his good fortune had returned after crossing the Veil, as he was reaped by Benjamin Levy, who sensed a kindred spirit and within a decade, Salhany had become Levy’s right hand. For a century and a half, the pair shaped the destiny of the Riders, with Levy’s exuberance and Salhany’s tactical brilliance equal pieces in the cult’s return to prominence. More recently however, the two have grown apart, and the colonization of Atlantic City has been, in many ways, an attempt by Levy to defuse the mounting tension between himself and Salhany.

Nature: Fanatic
Demeanor: Director
Circle: The Riders of the Wheel
Passions: Achieve Transcendence through the workings of Chance (Religious fervor) 5, Order the Hanging Gardens perfectly (Desire for control) 3, Shepard others into Transcendence via Rider doctrine (Love) 2
Arcanos: Argos 2, Castigate 4, Fatalism 3, Moliate 4, Puppetry 3, Usry 3
Fetters: The last remaining card from his father's deck (Salhany has most of the deck in Artifact from, and only one card survives in the Skinlands, currently on display in the “History of Gambling” exhibit in the casino’s lobby that Salhany is viciously protective of) 3; The Hanging Gardens itself, 5
Willpower: 10
Pathos: 9
Shadow: The Perfectionist
Angst: 7
Thorns: Tainted Relic (mask) 2, Trick of the Light, Freudian Slip
Shadow Passions: Annihilate Levy and all that he stands for (Envy) 5, Shatter the faith of Bjelland and the rest of the Riders have in Salhany (Hate) 4

Image: A short, plain-featured man of somewhat dark complexion, he has short black hair and dazzling green eyes. He wears loose fitting trousers and shirts in neutral colors, and the dagger at his hip is the only bright spot on his Corpus. Recently he’s begun wearing a mask in public, which is gray and resembles the mask of tragedy. He always wears black leather gloves.

Roleplaying Hints: You’re a planner and plotter, not an impulsive leader. You miss no details and file each away for its inevitable later use. You always travel with three Legionnaires or Bjelland, not for protection as much as for intimidation. While you genuinely follow the faith of the Riders, you do so with a shocking lack of spontaneity, which leads to a distrust of those who have the trait. Speak slowly and quietly so that all must focus their attention on what you say. You’re secure in the knowledge of your eventual Transcendence, just as you are no less confident in the continued success of the Gardens.

Anders “The Norwegian Nightmare” Bjelland


Anders had two passions growing up in Oslo: boxing and trying to understand how the world worked. The former led him to the ring as a student, eventually reaching #6 in the WBC heavyweight rankings, while the latter interest led to college and eventually grad school as a philosophy major. Somehow, he managed to balance and even reconcile these two interests, likely because one made the other financially practical.

But boxing beckoned more strongly, and when he signed on for a fight at the Hanging Gardens against an ageing former champion named Lester Riddox, his financial future was all but assured. The sports media, desperate for a “Great White Hope” dubbed him the “Norwegian Nightmare,” promoting him out of proportion. Deeply embarrassed and uncomfortable with the label, Bjelland stepped into the ring on July 4th, 1984, and knocked Riddox out in under a minute. Riddox however never regained consciousness and was dead in an Atlantic City hospital within the week.

A deeply introspective man at the best of times, Anders withdrew into himself completely and his personality became a cipher. Horrified at the thought of killing another opponent, he never won another bout. Obsessed with the question of moral responsibility for Riddox’s death, Anders abandoned his studies and vegetated in his parents' home. By August of 1985, he was a shell of his former self, and decided to end his own misery while also making some attempt at symbolic atonement.

He spent the last of his savings on three items: a plane ticket from Oslo to New York, a bus ticket from New York to Atlantic City, and a .22 caliber pistol. On the spot where the stage had been erected a year earlier, Anders placed the pistol in his mouth, angled it and fired. Unfortunately, his sudden exit from life dumped him directly into Salhany’s newly created Pits, in the middle of a bout. His Caul was ripped off by the combatants and the catcalls and jeering from the crowd made it explicitly clear that he would be enslaved by whomever won this fight.

Once he’d processed this information, he rose and did the only logical thing: he defeated both Wraiths. Salhany was impressed and offered to take the Norwegian under his wing. He accepted and has since served Salhany faithfully for reasons of his own.

Nature: Visionary
Demeanor: Conformist
Circle: The Riders of the Wheel
Passions: Atone for the death of Lester Riddox in any way possible (Guilt) 4, Protect Salhany (Loyalty) 3, Win the love of Tania Erwin (Love) 2
Arcanos: Argos 1, Moliate 4, Outrage 3, Usury 3
Fetters: The Hanging Gardens parking lot, 3
Willpower: 9
Pathos: 8
Shadow: The Monster
Angst: 8
Thorns: Devil’s Dare, Infamy 1
Shadow Passions: Make Bjelland violently lose control and hurt a great many people (Hate) 4, Find Riddox’s shade and kill him all over again (Vengeance) 2, Annihilate what remains of Tania Erwin (Envy) 3

Image: Anders appears exactly as he did in life, blonde, bearded, and gigantic. Oddly enough, his thick black rimmed glasses made the transition with him into the Shadowlands, and he wears them everywhere, including the area. When fighting, he strips down to a pair of blue and red shorts. Otherwise, he looks quietly academic in tweeds and a salvaged relic pipe, and he’s willing to pay highly for relic tobacco, especially if it’s of decent quality.

Roleplaying Hints: You’ve never been a Thrall and deliberately close your eyes to that aspect of the Riders existence. You also hate the preconceived notion that because you’re a boxer, you must be stupid, and you will occasionally be ostentatiously literate to prove finally how intelligent you really are. Quote esoteric philosophers and obscure poets, or just make up quotes and attribute names to them, at the slightest pretext and insert them into conversation. Deprecation of Salhany in your presence is outright foolish, even though he bets against you in the arena, as it is one of the few things capable of moving you to unpremeditated violence.

So don’t talk poo poo about Salhany around the giant Norwegian. Probably solid advice in general.

Iosif Czenczick


Growing up, Iosif wanted to be a spy. And he would have been an excellent one if not for two minor details: He was the son of Polish immigrants, and he reached adulthood in the 1950’s, and during the height of McCarthyism, the chances of an Eastern European being recruited to the American intelligence community was about the same as a snowball's chance in Hell. So, he sold light fixtures successfully and devoured every Morris West and John Le Carre novel he could get his hands on.

To his dying day, he knew that he would have made a great spy.

After the usual preliminaries, the Hierarchy gave him his chance, assigning him the mission of infiltration and subversion of the Hanging Gardens. Unfortunately for Iosif, this was a situation of a talented amateur facing experienced masters, and within a week he’d been found and isolated from Hierarchy support. Salhany, amused by the man’s sheer gumption and dogged determination to be a spy, held off on the usual practice of smelting him into a coin or feeding him to the Nihil. Instead, he began feeding false information to Iosif through the office of Helene Rysavy, whom Iosif had convinced himself he was in love with. Most of Salhany’s inner circle takes great amusement in Iosifs antics, especially when Rysavy is around.

This is likely a reference for like…five people who are reading this review, but I imagine Iosif as Henry Zebrowski from Last Podcast on the Left, and it makes Iosif’s story all the funnier with that in mind.

Nature: Traditionalist
Demeanor: Traditionalist
Circle: The Hierarchy
Passions: Bring down the Hanging Gardens around Salhany (Hatred) 3, Show what a wonderful spy he is (Lifelong Dream) 2, Find some way to have the Restless equivalent of 1950’s TV sitcom family with Rysavy (Love) 1
Arcanos: Argos 2, Embody 2, Fatalism 4, Usury 2
Fetters: Surviving family in the area, 3; The Boardwalk, 1
Willpower: 7
Pathos: 7
Shadow: The Pusher
Angst: 6
Thorns: Shadow Life, Soul Gem 2
Shadow Passions: make a very public sexual conquest of Rysavy (Lust) 2, Depress Czenczick enough to have him jump into the Nihil (Envy) 3, Bring Spectres into the Hanging Gardens and wreak havoc (Rage) 3

Image: Iosif does his best to look inconspicuous and fails miserably. He wears what he feels a spy should wear: a fedora, trench coat and dark sunglasses. Under it all he’s a small, pale, mousy man with sandy hair and a meek expression. His looks are the subject of much laughter among the Riders which makes him very touchy.

Roleplaying Hints: You know that you’ve been neutralized, and it makes you furious. However, you believe that you are being underestimated, and your fear of failure has kept you from reporting to your superiors. Instead, you send incessant telegrams of braggadocio; if those reports were to be believed, the Gardens would have fallen to your wit and ingenuity alone a decade ago. As it is, you’re incredibly frustrated, terrified of both sides. You spend half your time concocting the lies you’re going to send home and the other half gambling. Any player who gives you the slightest bit of factual information will have won a friend for life, and a puppy dog of eternity. Delf is beginning to find you less and less amusing and more annoying. If this trend continues, you’ll inevitably end up in the Nihil.

Tania Erwin


A college student from Ramapo, she was the first winner at the Gardens. With one pull of a slot machine handle, she won $62,000 and a lifelong addiction. Most of the money went directly back into the slots which she knew, just knew would kiss her with luck again. Occasionally they did, but much more often they simply teased, taunted, and took. Slowly but surely, she was sucked dry, and then she fed the ungrateful bandit her savings, tuition money, and every other penny she had to her name. All it offered in return was the cruelty of a jackpot large enough to get her hopes up again. Desperate, but rather unoriginal, she threw herself from the end of the pier one summer night in 1986. If not for the brooding spirit of Anders, she would have been immediately swallowed by the Nihil directly into the Tempest.

Anders took her back to the Gardens so that someone else could do the distasteful act of enthralling her, but before this could happen, Salhany recognized her as the woman he’d Skinrode the night the casino opened. He freed her and commanded all the Riders to treat her with reverence and extended an invitation to remain within the Gardens until the end of time. Confused, she accepted and soon found herself the center of whispers, bows, and awed looks.

She is still at the Gardens, a symbol of Chance’s power, and while she’s never expressed an interest in joining the Riders, she does enjoy the perks and prestige of serving as proof of a deity's existence.

Nature: Conformist
Demeanor: Deviant
Circle: The Riders of the Wheel (not by choice)
Passions: Maintain her independence from the Riders (Individuality) 4, Beat the odds anyway, any how (Addiction) 3, Rutgers University Football (Loyalty) 2
Arcanos: Keening 2, Pandemonium 2, Puppetry 2, Usury 1
Fetters: The Chief (the slot machine she won her first jackpot from) 2, Rutgers University, 1
Willpower: 7
Pathos: 8
Shadow: The Freak
Angst: 6
Thorns: Soul Gem 4, Dark Allies 2
Shadow Passions: Seduce Salhany (Lust) 3, Publicize her seduction of Salhany and undermine his authority (Hate) 3, Leave the Hanging Gardens (Fear) 2

Image: A moderately attractive young woman whose appearance seems odd because of her slightly too large blue eyes that give her a perpetual expression of surprise. Generally, she’s dressed in modest white blouses and jeans, with a heavy crucifix dangling between her breasts.

Roleplaying Hints: You’re just beginning to ponder your existence; spending eternity as blind luck’s poster child may not be your idea of a fun time. For the moment, however, you’re happy though the puppy-dog eyes Anders insists on casting your direction makes you distinctly uncomfortable. Swallow the discomfort most of the time, as Anders stands between you and the terrifying Salhany. You haven’t tested how far you can push your influence as Chance’s representative, but you’re looking in that direction. All of this is done discreetly, of course, as you’re not about to shun the fruits of your position. Speak quickly, and with great enthusiasm, but drop dead silent when you think you’ve said too much. After all, you’re not sure how much you can get away with…

Helene Rysavy


Blessed with an unshakable belief in her own rightness, an especially useful skill for a career in palm reading and Tarot along the Atlantic City Boardwalk, Helene apparently had a small Gift, as her predictions often came true. One that didn’t, however, was the one she’d made about herself: that she would live a long, happy life and marry a dashing foreigner.

Fate had other plans for Helene, as she was killed in a perfectly mundane auto accident with her boyfriend, Vince, a New Jersey mechanic. When the pair arrived in the Underworld, poor Vince was inert, but Helene was able to remove her own Caul and begin exploring. She quickly found her way to the Hanging Gardens, where she exchanged Vince’s Corpus for enough oboli to join a poker game. She won, and immediately started giving advice to the other players. While this annoyed the other players, it intrigued the dealer, “Blackjack” Wedge, who imparted Levyite philosophy between hands, and within a week she was initiated into the Riders. Within a year, she’d become the equivalent of a pit boss, with her gentle suggestions on how her subordinates could improve their standings in the eyes of Chance masking her desire to have complete control of all things within her area.

Now, she often helps the struggling newcomers to the Gardens, which is how she drew the adoration of Iosif. Her acquiescence to Salhany’s plans for Iosif are strictly political and dictates that she confers with Salhany regarding her next move, and she hopes these conferrals are just one step away from conferrals on more important matters.

Nature: Director
Demeanor: Caregiver
Circle: Riders of the Wheel
Passions: Achieve power within the Hanging Gardens (Desire for Benevolent Control) 4, Protect her family (Love) 2, Protect Carina (Love) 3
Arcanos: Castigate 3, Fatalism 3, Lifeweb 3, Outrage 5
Fetters: Her former shop on the Boardwalk, 3; A cassette tape featuring “Endless Summer Nights” by Richard Marx, 1; Parents still living in the area, 3
Willpower: 10
Pathos: 7
Shadow: The Parent
Angst: 6
Thorns: Doppelganger, Shadow Call
Shadow Passions: Make certain that all of Helene’s advice backfires horribly (Hate) 3, Force Helene to fall in love with Iosif (Sadism) 2, Fix the games (Hate) 3

Image: “A crazed fashion designers' idea of a Gypsy”

Ugh

Helene is all flounce and colors, and if anyone has been able to detect her form underneath the scarves, they’re not discussing it. She has gray eyes, high cheekbones and long brown hair that’s been in a perpetual snarl since her death. Trinkets, mostly of silver, dangle from her wrists, ankles, earlobes, neck and nose.

Roleplaying Hints: You are aware of precisely what debts you are owed for your help, and you catalog them neatly for later repayment. While overtly very emotionally, you are extremely controlled. You’ve got ambitions, but a ruinous impatient streak and no tolerance for fools. If a player impresses you as potentially useful, they’ll find you a powerful ally. If they seem like idiots, however, make their life difficult. Your one true attachment is to Carina Matuszek, the spirit of a young woman who was assaulted and murdered on the nearby stretch of Garden State Parkway. Spoil her terribly, and every time she runs off, it’s best if you're given a wide berth.

Al Drum


One of the first blackjack dealers hired to the Gardens, he was notorious for being the unluckiest house dealer in the city. Initially, his superiors thought he was throwing hands and sharing the profits with the “Winner,” but after two months of observation (and two months of regular losses at his table) revealed that Al was scrupulously honest. He was just unlucky, so unlucky in fact, that word got around and soon customers were streaming in just to play against him.

Of course, there wasn’t enough room at Al’s table (and a dramatic slashing of his hours), leading to would-be fortune seekers having to play other tables or against other dealers and losing big. Al’s ineptitude was a profit leader for the Casino, and eventually his face was on billboards from New York to Washington, proclaiming that “Al’s Your Pal!” but no one was Al’s pal. His self-esteem, never particularly high, was struck a mortal blow by the celebration of his failures. He started drinking heavily, and between the stress and the booze, he was dead by 37.

Upon his arrival in the Shadowlands, he was enthralled by the Riders. When offered his freedom in exchange for conversion, he took to it and Levy’s teachings like a duck to water, but things continued to go wrong for poor Al, as his losing streak continued unabated, and he’s now on the verge of a nervous breakdown.

Nature: Martyr
Demeanor: Fanatic
Circle: Riders of the Wheel
Passions: Hide from the universe’s personally directed malevolence (Abject Terror) 4, Find someone who actually likes him (Loneliness) 3, Win something, even once (Need for Feeling of Self-Worth) 3
Arcanos: Pandemonium 2, Outrage 2
Fetters: The Hanging Gardens, 2; His old home, 2; the liquor store he used to frequent, 1; his old table in the casino, 3
Willpower: 4
Pathos: 8
Shadow: The Leech
Angst: 5
Thorns: Pact of Doom, Tainted Touch, Bad Luck
Shadow Passions: Humiliate Al even further (Hate) 3, Accrue as many oboli as possible (Greed) 3, Embarrass Salhany (Envy) 1

Image: Even in death, poor Al looks harried, with wild eyes, graying hair tangle and disheveled clothes. He’s short, slightly pudgy and has a permanently misaligned nose. He generally wears button down shirts and dockers, though on important days for the cult he appears in more formal, but still disheveled clothes.

Roleplaying Hints: You’re a failed Levyite, in way over your head. Deep down, you honestly believe the Universe is out to get you, personally, with intelligence, forethought, and malice. gently caress Chance, you’re doomed with a capital DOOM. Subconsciously, you realize this, and try doubly hard to be a good Rider. You’re self-consciously careless with your few possessions and will vociferously defend Levy’s doctrine to any who dares question. While this behavior has gained you some commendations (which you proudly display) from higher ups in the order, your peers regard you with suspicion, certain you’re a spy. Spout Levyite religious platitudes whenever you think someone is watching, but when you think no one is around, just mutter “Oh God, how did I get into this?” a lot. If a player confronts you with your lapsarian status, fiercely deny it for about 30 seconds, and then completely fold.

You ever felt the need to just give a ghost a hug? Because drat, I think poor Al needs a hug.

Carina Matuszek


For years, there have been stories of travelers on the Garden State Parkway who picked up a young female hitchhiker who somehow disappears by the time they reach wherever she was supposed to be let out. This is Carina, “raped and shotgunned at the age of 14 on the side of the highway”

For this keeping count, that’s Rape/Murder victim #4. Oof.

Amazingly, she made it past the many obstacles in the Underworld and planted herself at the Hanging Gardens doorstep announcing “I’m Here.” When informed of the dominant faith of the Gardens, she responded “No Kidding, life sucks, now shut up and let me in. Please?” Her combination of brutalized world-weariness and childlike trust has endeared her to the population of the Gardens, and if any harm were to come to her, there would be hell to pay.

Before I jump into Carina’s stats, I’m very much of two minds about this character. On the one hand, I like that we’ve worked the “Vanishing Hitchhiker” legend into a character and having them be an unlikely part of a haunted casino is an interesting touch. On the other hand, jeezus christ she’s 14. This is one of those things where I feel like Dansky was shooting for a very dark infusion of reality into the proceedings, and while I’m revolted like any rational person would be, I’m also not against this characters inclusion, because let’s be real, teenagers are raped and murdered across the country regularly and while it’s certainly not something you’d want to bring to the average gaming table, within the context and setting of Wraith it does make sense, and if handled correctly in a game could be a powerful element.

Doesn’t change that it’s still loving horrible and gross, but my revulsion is less directed at the fictional ghost than it is at the very real monsters who would commit such an act.

Nature: Child
Demeanor: Rebel
Circle: Riders of the Wheel (more or less)
Passions: Find Tommy (another runaway, presumed killed by the same people who murdered her) (Sororal Devotion) 3, Make Rysavy Happy–but not too happy (Love) 2, Find the men who killed her and make them pay (Vengeance) 4
Arcanos: Embody 5, Outrage 3, Phantasm 2
Fetters: Mile 34 of the Garden State Parkway, 3; Nemo’s Lair Arcade on the Boardwalk, 2; Big brother Tommy, 3
Willpower: 9
Pathos: 8
Shadow: The Leech
Angst: 6
Thorns: Tainted Relic (darksteel switchblade), Bad Luck
Shadow Passions: Run away and never come back (Confusion) 2, Make an rear end out of Rysavy (Hate) 2, Get everyone she knows to obey her every whim (Greed) 2, Get the Hanging Gardens to play some better in-house music (Selfishness) 1, Scare the bejeezus out of as many people who stop for her on the Parkway as possible (Malice) 2

Image: A young teenage girl dressed in flannel, jeans, and Doc Martens. She carries a backpack slung over one shoulder that holds whatever relics she can find. Methedrine-thin, she radiates waifish helplessness that melts even the coldest heart. She’s aware of this fact.

Roleplaying Hints: Ooze innocence unless you’re getting fed up with people and telling them off with explosive profanity. Such outbursts are usually punctuated by unplanned trips to the Parkway, but you always return home to see how much you were missed. Home, in this case is Helene, the only person genuinely immune to your charm, but who cares about you anyway.

Tommy “Blackjack” Wedge


“Blackjack” Wedge was almost everything a cop should be, dedicated, loyal, intelligent, local, and extremely fast. Unfortunately, he wasn’t bulletproof, a fact he learned after a routine domestic disturbance call went south. On December 12th, 1984, Officer Thomas Wedge was buried with all the pomp and ceremony befitting one of New Jersey’s finest.

On the other side of the Veil, his luck wasn’t much better, being Reaped by a band of Legionnaires who had served the Confederacy under John Hood when alive, and whose attitudes towards African Americans had not improved with the century since their deaths. However, Wedge’s fortunes turned when the party was ambushed by a band of Riders who took him back to the casino, where he would have been enthralled, had it not been for an aged wraith taking an interest in him.

This elder Wraith, who never gave their name, offered a deal to Salhany and Wedge: Wedge was to be freed and serve Salhany as he saw fit, six days a week. On the seventh day, however, he would be the elders' responsibility. Salhany surprisingly agreed immediately. Wedge resisted the arrangement until the elder whispered to him that he’d learn the secrets of Soulfire if he agreed to the deal. Now, six days a week, Wedge patrols the Gardens as a one-man police force, and occasionally dealing on the casino floor. His seventh day is spent with the elder, and all that is known about this arrangement is that Wedge is working souls down in the basement with the old man. While he’s never admitted it himself, more than a few Restless have been disquieted by his frank, appraising gaze.

Most of his time is spent policing, and he’s exceptionally good at it. In an emergency, he can call upon up to half of the Garden’s 20 Legionnaires to back him up, and he has a friendly rivalry with Anders, but so far, any suggestions that they meet in the Pit to find out which is the stronger have been laughed off.

Nature: Gallant
Demeanor: Jester
Circle: Riders of the Wheel
Passions: Keep order in the Gardens (Duty) 4, Learn as much of soulforging as possible (Curiosity) 3, Cement his position in the Gardens’ social order (Ambition) 2, Bust Iosif (Personal Loathing) 1
Arcanos: Castigate 2, Inhabit 3, Moliate 3
Fetters: Officer Willam Stanton (former partner), 3; Old squad car, 2; Badge, 1
Willpower: 9
Pathos: 8
Shadow: The Martyr
Angst: 6
Thorns: Death’s Sigil (Horns), Pact of Doom
Shadow Passions: Learn how to trap as many souls in Artifact form as possible (Malice) 3, Obliterate everyone in the slightest way responsible for his death (Revenge) 3, Burn as much of the city to the ground as possible (Rage) 3

Image: Long and thin, his eyes are merry and his clothing always bright. He’s been marked by his work with Soulfire, but his visage has yet to deteriorate from “Weathered” to “Seared.” Carefully tucked away in his hair are two small goat horns, and Wedge takes great care to ensure that as few people as possible know about them, but they keep popping out at the most embarrassing times. When this occurs, he becomes highly irritable, and most find it extremely uncomfortable to be around him.

Roleplaying Hints: You love being the center of attention, and it was your biggest failure as a policeman and may have been what got you killed, but your role as a watchman over the Riders suits you. Make sure everyone knows you’re there, and ready for action, whether on the floor, in the crowd of the Pits or strolling through the Gardens themselves. Somehow, you’ve acquired a working police revolver, and you flaunt this whenever possible. You have a special loathing for Iosif, and you’d gladly Skinmask him if given an opportunity.



The presented NPCs are not the entire population of the Gardens of course, there are acolytes, gardeners, soldiers, regular visitors, hangers on, and of course Wedge’s mysterious Mentor in the basement. Most of the permanent residents are faithful Riders and inflexible on this point, though a growing number of residents are turning to Salhany’s “Orthodoxy of Chaos,” but the majority can be expected to be somewhat unpredictable in their worship and reactions. Always remember what Salhany says, violence is bad for business, unless of course the customer is paying for violence.

Story Ideas

  • A body is seen in the waters off the end of the pier. The players rescue the poor wraith only to discover they’re a Doppelganger, risen from the Nihil for some unknown reason. In truth, it’s Helene’s Shadow that has called it, and the players must figure out this link, as well as what it foreshadows.

  • As the players enter the Gardens, they’re nearly trampled by a fleeing Carina. If they follow her with the intention of protecting her, they are accused by Helene of kidnapping. Of course, Carina has her own agenda

  • Iosif finds the players likely allies and fills them with propagandistic distortions of the Riders beliefs. Then they’re approached by Wedge who is already convinced their Hierarch spies, and whose behavior seems to confirm what Iosif has told the players.

  • Tania approaches the players offering an absurd amount of oboli for smuggling her out of the Gardens. The Riders catch wind of this and don’t take too kindly to the thought of her removal.

  • The Hierarchy, moving on false information provided by Iosif, mounts an attack while the players are inside. Their place in the battle has been chosen for them, but are they comfortable with it?

  • The players attend a Blood Pit match and learn that Salhany has bet heavily against Bjellend. Intrigued, they try to find out why.

Aside from the questionable inclusion of yet another rape/murder victim in the book, I really enjoyed this chapter. The Riders of the Wheel as a cult doesn’t grab me that strongly as a plot hook, but the setting of a haunted casino full of wraiths obsessed with the worship of Chance is a neat idea, and one I could see making for an interesting story.

:ghost: Tomorrow: The Sepulcra of Tenebrus, Algarve, Portugal :ghost:

Dawgstar
Jul 15, 2017

Always liked the Riders of the Wheel. It almost made it out with a perfect score too, but SA victim #4, g-word and 'good cop' means I can't give it top shelf prize.

I'm glad it didn't over-dwell on what other WoD gribblies are haunting the night but it does make one think that the Pine Barrens could have made an excellent Woof location book.

Loomer
Dec 19, 2007

A Very Special Hell
If I were ever going to run a Southern Wraith game, I'd put Longstreet and Sherman (or Grant) in charge as a pair local bigshots. They think Lee's statue is a mark of their defeat? How about literally James Longstreet and Sherman ordering neo-confederate wraiths sent to the forges because did they not notice they lost?

joylessdivision
Jun 15, 2013



Loomer posted:

If I were ever going to run a Southern Wraith game, I'd put Longstreet and Sherman (or Grant) in charge as a pair local bigshots. They think Lee's statue is a mark of their defeat? How about literally James Longstreet and Sherman ordering neo-confederate wraiths sent to the forges because did they not notice they lost?

:sickos:

Dawgstar
Jul 15, 2017

Loomer posted:

If I were ever going to run a Southern Wraith game, I'd put Longstreet and Sherman (or Grant) in charge as a pair local bigshots. They think Lee's statue is a mark of their defeat? How about literally James Longstreet and Sherman ordering neo-confederate wraiths sent to the forges because did they not notice they lost?

Oh, let's not lionize Sherman too much.

joylessdivision
Jun 15, 2013



Dawgstar posted:

Oh, let's not lionize Sherman too much.

Yeah he was just as genocidal towards the indigenous people. I think I may have mentioned that in my Atlanta review to try and temper some of my praises of him in that book.

Loomer
Dec 19, 2007

A Very Special Hell
Oh, both he and Longstreet were terrible people in different ways, but thats why you make them Hierarchy bigwigs - the players can nod with appreciation at them on one issue, and then find good reason to despise and murderize them on another.

Explodingdice
Jun 28, 2023


It's probably beneficial in a way, the Hierarchy isn't something that you really want to portray as an outright good. Like on the small scale sure, have the local centurion be someone the characters can trust (barring anything shadow influenced), but anyone in authority should be at least mildly objectionable.

joylessdivision
Jun 15, 2013



:ghost: Joylessdivisions World of Dorkness Presents: Haunts - World of Dorkness #13 :ghost:

Part 5






The Sepulcra of Tenebrus, Algarve, Portugal

By Harry Heckel

Haunt Level: 2
Memoriam Level: 3

In a hidden church in the Shadowlands, a group of Heretics known as the Cult of Bones collect the souls and former bodies of their fellow Wraiths in preparation for the Day of Resurrection. The cult believes that all souls will return to life on that day, so long as they can find their mortal remains to be animated. The cult awaits this coming of the Final and Greatest Maelstrom, which their sacred book, the Tome of Os, prophesied as the last event before Doomsday. The Cult of Bones espouses the dogma that every passing day brings them closer to the Resurrection. They have hidden enclaves of followers scattered throughout the Shadowlands, and Spectres have ties to the Shadows of many of these Heretics, which the cult strengthens by daring the Tempest in search of omens of the end.


The Sepulcra of Tenebrus



The Sepulcra is located beneath the Chapel of St. John the Divine in Algarve, Portugal, where an unassuming locked door in the rear of the chapel protects the stairway that leads down into the Sepulcra.

The Chapel

In the lands of the living, the Chapel of St. John the Divine is located atop a hill overlooking the Mediterranean, with a few trees dotting the hilltop and a gravel road that winds up the side of the hill. On days of worship, bicycles are as common outside as cars, and many worshippers simply walk from the nearby fishing villages.


A large wall surrounds the grounds, and a wrought iron gate seals the drive. The chapel is bleached white with a brown clay roof, and vines snake up the sides and cover the aforementioned wall, but the rest of the area is well kept. Over the large wooden doors leading into the chapel is a dedication in Latin to St. John the Divine, author of the Book of Revelations. The belltower is the tallest structure in the area, reaching about 30 feet behind the back wall of the chapel, with a cliff beyond that drops 70 feet to the sea below.

The area has a bleak, gothic beauty, especially when the setting sun casts shadows down the hill, and the smell of salt hangs heavily in the air, and the sounds of gulls and the crashing waves echo throughout.

The interior of the chapel is decorated with a Baroque motif, with angels, cherubs, devils and scenes from the Gospels and Acts adorning the walls and ceiling. There is a great bronze bell in the belfry, though it is rarely rung. Some locals claim the bell only rings when someone dies at night. The pews are hardwood and uncomfortable (which is a redundant description, pews in Catholic churches are always uncomfortable.) and the wooden altar is likewise, old and covered in scratches, and its inscription “In Memoria” is barely legible on the front. Behind the altar hangs an ancient cross with an emaciated Christ hanging from it. The floor is made of fitted stone, causing footsteps to echo inside. A small apse to the side of the main chamber leads to a narrow stairway to the bell tower, while another door at the back of the altar leads to the private chambers of the priest, currently occupied by Father Manuel.

One of the chapel's prized possessions is the chalice used for Mass, made of silver with crucifixes around the rim and biblical quotes etched into the sides. According to the official history of the chapel, the chalice was used in a Mass for Portuguese knights in 1492 before they aided the Spanish in expelling the Moors from Iberia.

The locked doorway that leads to the Sepulcra opens onto a stone stairway that sinks steeply downward into the earth, and there are no sconces for torches, let alone electric lights along the sides, so visitors must bring their own source of light. At the end of the 40-foot descent, a huge, ivory white worship chamber exists. Bones compose every part of this church, filling the arches between the ceiling columns are stacks of skulls, all staring with empty sockets towards the center of the room.

A cross formed of yellowed femurs hangs over the altar, and a faint gray dust covers everything. The stone floor is icy cold, but footsteps do not echo here, in fact, some claim the room has bizarre acoustics, such that a normal speaking voice can be difficult to hear from other parts of the chamber. Occasionally, the sound of rushing wind moves beyond the bone walls, suggesting that the Sepulcra was once much larger. There are two iron braziers on either side of the altar, and there are no pews.

In the Shadowlands, the Chapel of St. John looms on its hill, casting a long shadow. Brittle, brown grass covers the landscape and cracks race over the bleached and stained sides of the building, while the bell is seemingly rusted in place. The vines in the Shadowlands are black and twisted, noticeably writhing across the sides of the church when the wind blows.

The main doors lie askew from their hinges, rotting beside the entrance, and a charred crucifix hangs over the altar, held in place with rusted nails. Bits of ash occasionally drift down from the Christ figure to the altar like tears. The altar itself is rotten and brittle, breaking into bits of sawdust and ash at a touch. The ornate carvings on the walls and ceilings are scoured and featureless, instead resembling a mass of faceless, amorphous beings who struggle to escape the walls, and which seem to move in the shadows.

When the wind blows through the holes in the ceiling, whispering voices chanting in Latin or Portuguese echo through the worship chamber, occasionally sounding like someone screaming or crying. The pews are, much like the altar, cracked and broken. The rear door that leads down to the Sepulcra stands out against the cracked walls of the chapel, made of polished Stygian steel, enough that those approaching it may see their own reflections.

There is no keyhole or handle on the outside of the door, and a wraith from inside must open it, which members do via a special rapping upon the door to request entry. The handle on the inside of the door is plain, but the interior side of the door is beautifully etched with a scene of the Day of Resurrection.

Soulfire torches light the path down the stairs, flickering with a green-white light. Whitened bones compose most of the Sepulcra, but unlike their counterparts in the Skinlands, many of these bones still have chunks of flesh attached to them. The iron braziers to the sides of the altar are lit, glowing with the fire of recent sacrifice. The wraiths lounge here on the floor before the altar, whispering to each other or meditating. Their clothing varies, depending on when they died. All bear the mark of an inverted skull, burned into their Corpus.

History of the Sepulcra of Tenebrus

Founded after the fall of Rome in 476 A.D. by a Heretic called Tenebrus, the Dark One, legend says he traveled throughout the Sunless Sea, across Stygia and the Shadowlands, and even the Tempest. He spoke to the Fishers, but saw no Heaven or Hell, finally deciding that there was no truth to the promises of salvation offered at the Far Shores. After the Maelstrom that accompanied the fall of Rome, Tenebrus received a divine revelation: the most substantial place of all was the home of life, the Earth. He suddenly knew that the physical world was the secret to salvation.

He traveled across the Shadowlands for a millennium until he came to Algarve. Here, away from the Hierarchy, he founded his stronghold, a church or Sepulcra, that would remain until Doomsday. Tenebrus had another vision that revealed that only those who had physical bodies waiting for them would rise to eternal life on the Final Day. He began gathering converts, possessing a mortal named Father Domingos, and through him, established the Chapel of St. John the Divine, creating a physical counterpart for the Sepulcra. When Father Domingos died, he became Tenebrus’s servant, aiding him in the collection of skeletons and converts through the centuries. Father Domingos was never officially named a Santo, instead he gave himself the title.


As the decades passed, Tenebrus heresy grew stronger, gaining many Stygian converts, and even some from the Far Shores. Members were sworn to secrecy and told to hide their faces with masks as the Hierarchy did. He preached that on the Final Day, a great Maelstrom would come, and this Final Maelstrom would reach into the physical world, destroying all life on earth. Following this Final Maelstrom, God would appear to the survivors in the Shadowlands, and these chosen few would experience the resurrection of their bodies and live on the new Earth in eternal paradise.


The first converts were anointed the Prophets of Darkness and following the Reconquista (the reclamation of Spain and Portugal by Christians from the Muslims) and discovery of the New World, Tenebrus sent his prophets out to establish churches in the New World. This expanded faith became known as the Cult of Bones, and as European colonization increased, missionaries were sent south to Africa and east to the Shadowlands of the Jade Kingdom. In 1578, Tenebrus declared he would visit the New World to guide his churches. He traveled to Spain, and according to the Tome of Os, Skinrode across the Atlantic with all but one of his prophets, leaving Father Domingos to care for the Sepulcra and finish building the Chapel.

Domingos originally kept the Sepulcra small, selectively collecting bodies and wraiths to convert. Those who would not convert were cast into the Tempest through a Nihil that appeared occasionally off the coast. Domingos spoke to his flock, telling them they must help Oblivion grow, thereby raising the Final Storm and heralding the era of eternal peace.

With the increase in converts, Domingos’s ego swelled, and when word came from the other churches that Tenebrus had vanished, Domingos saw a divine hand at work. He assumed the title of “Santo,” as well as greater authority within the cult, writing the “Sacred” Tome of Os, which he claimed held the secrets of the world to come, revealed in a vision. He distinguished himself from the Prophets of Darkness and many accepted the Tome as doctrine.

Domingos then founded the Children of the Flesh, a Circle devoted to claiming and preserving bodies for the Day of Resurrection. Most of the Children miss the pleasure of physical existence and refuse to accept that death is eternal. To them, neither the Far Shores, nor the Void offers salvation. The world is all that matters, and the Children of the Flesh have served the Sepulcra well through the years, and their craftsmanship shows in the walls of the chapel. They are fond of the Embody and Puppetry Arcanos.


Domingos ruled the Sepulcra for years without question, blessing the Children and instructing them on gathering the Quick. Until Mouna and her Seekers of the Dawn arrived with a prophecy of the Fourth Storm as a sign of their devotion. While Domingos recognized the threat the Seekers, Mouna and her visions of the future posed to the easily impressionable Children, her revelations and interpretations from the Tome strengthened the Sepulcra and the Cult of Bones but weakened Domingos’ near-absolute authority. Both Domingos' and Mouna are aware of the delicate balance of power between them, they both realize that whoever controls the hearts and minds of the Children, ultimately rules the Haunt.

As the power games between Domingos and Mouna continued, the Children began to suspect their own ability to influence events. Some became decadent, Skinriding the living for pleasure and choosing those who should be brought to the Haunt based purely on physical beauty or talents. Presently, two lovers, Ailinn and Nicolau lead the Children, and carefully play Domingos and Mouna against each other. This new attitude amongst the Children has driven Mouna and the Seekers into a frenzy of recruitment to strengthen their own Circle, and driven Domingos to a quest for greater influence and power outside of the Shadowlands and Algarve.

A new faction that has developed in the Sepulcra are the Warriors of Doomsday, a group of fanatics founded by Mateus, an ex-drug runner chosen by the Children for his attractiveness. Now, the Warriors terrify all the other groups in the Haunt, dedicating themselves to the wholesale slaughter of Humanity, wishing to bring about Doomsday, so that the light following the Day of Resurrection comes sooner. Needless to say, conventional morality means little to the Warriors, with their favored victims being women and small children, the “Breeders” and future of life on earth.

Neither Domingos or Mouna can stop the Warriors, and Domingos himself has begun to fall in line with them, seeing Mateus and his legions as a potential weapon to ensure his power of the Sepulcra as well as the entire scattered Cult of Bones.

All members of the Cult bear the symbol of an upside-down skull, some with amulets, others with tattoos or other markings.



The Tome of Os sidebar

The Tome of Os (or Book of Bone) is the centerpiece of Domingos' power over the greater Cult of Bones, and every church the cult inhabits holds a copy of the text. Despite his lack of Fatalism, the Tome has many predictions about the future, including a section in the Chapter of Fate that foretold of the disappearance of Charon. Those of other heretical cults who have encountered fragments or copies of the Tome suspect that Domingos had little to do with the composition of the Tome, and rumors fly of Heretic cults that have based themselves around different interpretations of the Tome.

Outside Relations

The Sepulcra is part of a vast Heretic movement, composed of hordes of wraiths across the Shadowlands, and keeps contact with the other Cult strongholds across the world. Until recently, the cult's structure was disorganized and little contact was shared among the churches. A unification movement has begun, and many believe that a violent attack against the Hierarchy will bring about the Final Storm. Domingos looks to cement his authority over the Prophets at any cost, going so far as to report rivals to the Hierarchy or unleashing the Warriors against the non-believers.

According to the Tome, Mages work against the Day of Resurrection, as they seek to do away with the world or to undermine the fabric of reality, and some even seek to destroy all spirits of the unliving. No sorcerers, except those that cloak themselves in darkness and seek death themselves may be allowed to live (so the Euthanatos). The Cult and its factions have made the eradication of Mages a priority. According to this same lore, the Garou also strive to avert the Day of Resurrection, and they show their evil through the transformation of their bodies, having sinned against the flesh by breeding with animals. For the good of all creation, these monsters must not survive Doomsday.


The Kindred however, are the chosen servants of the darkness, proof of the coming Resurrection, for though these unbelievers are dead, they keep their bodies. Though their unlife is a false one, they are servants and guides, as angels were said to be, and on the Final Day, those worthy amongst them will take part in the Resurrection and all others will feel the embrace of Oblivion.

Every member of the Hierarchy is an enemy of the Cult, and whenever a Hierarch is found, the Warriors are informed, and Domingos gives the order of destruction. If all members of the Cult agree on anything, it is that for Resurrection to come, the Hierarchy must be destroyed. Renegades are tolerated, and occasionally the disaffected amongst them are recruited. The Children have some ties with Renegade groups in Algarve and Lisbon, but they are few. Contact with Renegades is to be avoided.

Other Heretic groups are viewed as confused, hapless souls that Domingos tries to convert, generally by granting a copy of the Tome to their leaders. Once they learn the truth, as Domingos sees it, they will ally with the Cult of Bones. Currently, Domingos looks to establish better links between the other Cult churches and has sent many Heretics to summon the leaders of these other churches for a massive gathering at the Sepulcra, where the future of the Cult will be discussed.

So far, the residents of Algarve have yet to meet a Mummy or Changeling, and their reactions to such creatures would depend on the nature of the encounter.


The Quick

The fishers of the neighboring villages form the congregation of the Chapel, traveling from small towns to attend Mass every Sunday, and praying for safety and salvation for themselves and their children. Many are consorts of members of the Cult, and these poor folks make what little living they can from fishing, supplementing their income with money from tourism, a much more lucrative business. The way of life that dominated this area for generations is slowly vanishing, and many Heretics go to the Chapel to dine on the anger, sadness, and faith of the congregants.

Numerous European tourists who see Algarve as the last “Undiscovered” beaches in Europe pour into the area from early spring to early autumn, though because of its reputation as an undiscovered holiday spot, it’s very much no longer “undiscovered” as tourist business flourishes a few miles from the fishing villages, with new hotels looming alongside tourist traps.

Some of these tourists with a taste for local culture eventually stumble upon the Chapel. Some come to admire the scenic beauty of the old church, while others visit the fishing villages asking questions. If the villagers are annoyed, they tell the legend of the Chapel of Bones beneath St. John’s, as well as the legend that the bell only rings when someone dies. Some simply make up comparable stories to convince the tourist to leave them alone, with the chalice a favorite subject of tall tales.

Father Manuel lives at the Chapel along with Pablo, the groundskeeper, a longtime ward of the church. If asked, Father Manuel will admit that the skeletal church does exist beneath the Chapel but will halfheartedly try to dissuade visitors from seeing it. If they insist, he offers to take them down for a sizable donation. He will never allow visitors who seem like scholars or who wish to bring scientific equipment with them, explaining to any who wishes to visit that they may only enter the lower church if they wish to worship there during their trip.

If he likes the tourist, decided by how much they seem to respect the Chapel, he will take them down during the day, allowing their emotions (either wonder or horror) to fill the darkened church. Father Manuel realizes that the Sepulcra changes all who visit it and enjoys the reactions. Occasionally the Heretics will play with tourists, giving them a sense of “Divine inspiration.” Under no circumstances will Father Manuel or the Heretics allow anyone to disturb the bones, not even children. If this occurs, the visit is over and once back on the surface, Father Manuel asks Pablo to escort the visitors off the property as they are no longer welcome.

If they refuse to leave, or cause more trouble, the wraiths are swift and merciless in their removal of threats. The few times this has occurred, none except Father Manuel have survived.

For the tourists that the Father doesn’t like, he insists that they return to the church to view the Sepulcra during Midnight Mass. Once they’ve left, he descends into the Sepulcra himself to inform the “angels and blessed spirits.” Later that night, the tourists are led below while Pablo brings up the rear. Once inside the Sepulcra, visitors are allowed to walk around for a bit while Father Manuel says the Last Rites in Latin. When he finishes, the torches are extinguished by the wraiths, and Pablo proceeds to decapitate the visitors. When all are dead, he and the Father go back upstairs, leaving the rest to the Heretics.

On rare occasions, villagers have captured tourists who they didn’t like or who committed crimes in the village and brought them to the chapel, pleading with the Father for justice. Father Manuel, slightly aghast (as mob action bothers him) will offer to take the tourist into the chapel so that God may judge them. Then he and Pablo guide the prisoners into the Sepulcra, reassuring their prey that God will do them justice and that this visit will appease the villagers.

Whenever the Father comes down unexpectedly at night, the members of the Cult invoke their powers to resemble the wrath of God, just in case a local insists on joining Manuel and Pablo. This little show involves the creative use of Pandemonium, Phantasm, Keening and Embody to cause flames to flicker, bones to clatter and hooded figures to appear, as well as causing strange emotions to rise in the visitors.


What comes next depends entirely on how useful the Cult sees the visitors. If one of the Children admires the appearance of a tourist, or if Domingos feels one will make a good addition to the Cult, the torches will spontaneously extinguish, which Pablo recognizes as a sign from God to kill the strangers. When these newly dead appear in the Haunt, members of the Children or the Warriors grab the Enfants and restrain them near their bodies. Mouna then calls upon her Fatalism to read their possible futures, while Domingos looms over them, informing them that

quote:

“You are dead. Now is the time of your first judgment. Do you believe in the resurrection of the body? Do you believe in the Final Judgement? Do you wish to live again?”


If the answer to all these questions is Yes, then the new wraiths are chained to the altar as Domingos tells them

quote:

“You will remain here for three days. On the third day, if you still believe, you will become one of us.”


If no potential new recruits are found among the recent dead, members of the Cult who were once part of the Artificers Guild transform the Enfants into parts of the Sepulcra. Many of the Heretics are uncomfortable about this, and often wander off into the countryside during the process.

A Catholic doomsday ghost cult? I don’t know that you could come up with a more proper heresy than ghosts trying to collect bodies for the eventual Resurrection, which from my somewhat foggy memories of my own time as a Catholic, was not actually a physical resurrection, and more of a spiritual one. Then again that might be one of those things that gets debated about by religious scholars. Also, I’m quite sure murdering people to enslave their spirits into your weird cult is probably a sin. I dunno, somebody call the Pope, I’m sure part of his job is answering these kinds of stupid questions.

Father Manuel



Domingos first appeared to Father Manuel after the Chapel took in a young orphan. From those early years, Father Manuel was indoctrinated by Domingos. He believes wholeheartedly that Domingos is an angel sent by God to guide him through the coming Revelation.

Nature: Deviant
Demeanor: Caregiver
Circle: None, he’s mortal.
Willpower: 7
Corpus: None, he’s got the standard Mortal 7 health levels

Image: An old, kindly looking man with soft, inquisitive brown eyes and thinning white hair. When dressed in his robes, he has a presence that belies his thin frame and 5’2” stature. He always has a smile and kind words to share, though those with high Empathy can sense something behind his gentle demeanor.

Roleplaying Hints: Manuel seems friendly enough at first glance, honestly believing that what he does is following God’s will. He has a strong faith, though he grows fearful of how twisted Pablo has become following his sacrifices. He hates the growing tourist trade and what it’s done to Algarve.

Ironic that the worst “Men of God” are always so sure that what they’re doing is the will of their Lord and not just, you know, their own hosed up brains justifying the horrible poo poo they’re doing. I’m certain that if there is a Hell, there is a special place for fuckers like this.

Pablo



Pablo suffered a head injury when he fell from a boat and became tangled in the fishing net. Since then, he hasn't thought as well as most folks. But he loves the Father with a near religious devotion. God speaks to Pablo, and God tells Pablo to kill the pretty people with his scythe. God wants these people, God needs their bodies for his real church, the one under the chapel. Pablo hopes that when he dies, he gets to join the ghosts and become an angel like them.

Nature: Child
Demeanor: Conformist
Circle: None, he’s still a breather
Willpower: 4
Corpus: Same as Manuel, 7 health levels

Image: A tall and dark man with long, stringy black hair, he wears a black sash across his eyes, and the smell of sweat and dirt clings to him. He has long, corded muscles and a gangly appearance with swollen veins that bulge over his forearms. He’s always dressed in dirty clothes and a wide-brimmed hat. He grunts more than he speaks.

Roleplaying Hints: Pablo only stares in the general direction of strangers or tilts his head to listen to them. He speaks little and spends most of his time working the grounds. The Children like to Skinride him, and they’ve used him to commit a few murders in Algarve already.

The Cult of Bones

Santos Domingos



Born in 1460, he aided Queen Isabella in the Reconquista, first as a solider and then as a priest. When she called for an Inquisition, he helped track infidels and unbelievers alike and put them to the torch. He always had a strong, nearly overpowering belief in God, and when he had an encounter with Tenebrus, who spoke of the Afterlife and the true plan of God, he felt the power Tenebrus imbued into him to be divine grace, and that he was meant to found the Sepulcra of Tenebrus.

Following his death, he remained with his church and became the first of the Prophets of Darkness, emigrating to Portugal. Tenebrus then hosed off to find other Prophets, rescuing some from the Hierarchy or converting them from the ranks of Renegades. Domingos grew jealous of these new Prophets, but knew that he had been selected first, and been chosen to oversee the church and its growth. When Tenebrus left for the New World, Domingos was left in charge of the Sepulcra, his first stronghold.

Despite the many centuries that have passed, the Church has endured, and Domingos knows of many other churches and Prophets, but fears that Tenebrus has fallen to Oblivion. He now sees himself as the true founder of the Church and the ultimate leader of the Cult of Bones, despite there being other churches and other Prophets who wield greater personal power. He must guide the others down the path to salvation, or all will suffer.

Nature: Director
Demeanor: Architect
Circle: The Prophets of Darkness
Passions: Control the Cult of Bones (Greed) 4, Destroy the Hierarchy (Anger) 3, Convert others to your beliefs (Faith) 3
Arcanos: Castigate 3, Embody 4, Keening 4, Moliate 2, Phantasm 3, Puppetry 4, Usury 5
Fetters: Sepulcra of Tenebrus, 1; Skeleton, 1
Willpower: 7
Pathos: 7
Shadow: The Abuser
Angst: 5
Thorns: Devil’s Dare
Shadow Passions: Weaken the Seekers of the Dawn (Anger) 3

Image: Domingos is an imposing, gaunt figure with hollow eye sockets that burn with a soft crimson glow. His skin is pale, and he wears a cloak of deep crimson that’s nearly black. When he smiles, which is rare, his teeth are perfect and white, and he always carries a staff, mounted with an upside-down skull.

Roleplaying Hints: One of the leaders of the Sepulcra, everything in his domain must submit to his control. He constantly spouts biblical quotes and always interviews potential converts. He’s especially interested in the New World and sends missions of followers there to try and keep in contact with the other churches.

Mouna



During the war between the Christians and the Moors, Mouna was slain. She doesn’t remember how, though she believes it involved saving her children, and her body was collected by Domingos and placed within the Sepulcra. For a time, she felt lost and betrayed by God, wandering the Shadowlands into the Ivory Kingdom. None are sure of what happened to her there, and even she has few memories of the time, other than learning Fatalism. After a revelation, she returned to the Sepulcra with a small circle, the Seekers of Dawn. Domingos was going to cast her out until she prophesied the Fourth Storm as a sign of her value to the cult. Now, she’s gained a small following, and because of her gift for Fatalism, Domingos fears acting against her.

Nature: Conniver
Demeanor: Visionary
Circle: Seekers of the Dawn
Passions: Protect her Circle (Love) 5, Take over the Cult of Bones (Greed) 3, Convert others to her beliefs (Fatih) 3
Arcanos: Argos 3, Castigate 3, Fatalism 5, Lifeweb 2, Phantasm 3
Fetters: Skeleton, 3
Willpower: 5
Pathos: 6
Shadow: The Parent
Angst: 3
Thorns: Trick of the Light, Dark Allies 4
Shadow Passions: Avoid Santos Domingos (Fear) 3

Image: A beautiful Moorish woman dressed in a flowing, white gown, she has an almost regal bearing about her, and her long black hair billows to her waist.

Roleplaying Hints: Tries to play the inspired visionary and spends most of her time trying to convert new followers, trying to ensure that their ultimate loyalty is to her, and not the Cult. She will always protect small children from the Heretics.

Ailinn





Even as a young girl, Ailinn was beautiful, and people fawned over her. When she got older, she learned there were many ways a young woman living near a tourist trap can make money, enticing rich tourists to sample her gifts, but soon she became more interested in the passions and sensations of her lifestyle than the money. When an enraged customer murdered her, her remains went to the Sepulcra, and she followed, gladly joining the Heretics.



Nature: Bon Vivant

Demeanor: Conniver

Circle: Children of the Flesh

Passions: Seek out bodily pleasures (Lust) 4, Serve the Cult of Bones (Loyalty) 3

Arcanos: Embody 3, Inhabit 1, Lifeweb 2, Puppetry 4

Fetters: Skeletal remains, 1; Heart-shaped locket, 3; World Cup beach towel, 1

Willpower: 5

Pathos: 8

Shadow: The Leech

Angst: 3

Thorns: Shadow Life, Doppelganger

Shadow Passions: Seek out bodily pain and suffering (Anger) 5



Image: A tall, bronzed skinned woman with long dark hair and a predatory gleam in her eyes. She moves with sensuality and passion, exuding confidence.



Roleplaying Hints: You’re one of the most influential people in your Haunt, but long for the freedom to do your own thing. You miss life, the smells, the touches, the sounds, and you take every opportunity to experience it again. You know about your Shadow’s Thorns but refuse to admit any problems.



Nicolau





Nicolau never did anything worthwhile with his life, spending years preying on tourist women and spending time getting more tan on the beaches. When he died in a motorcycle accident, his family missed him dearly, but no one else did. His father always wanted him to take over the family business, and his mother comes to pray for his soul every Sunday at the chapel.



Nature: Conniver

Demeanor: Bon Vivant

Circle: Children of the Flesh

Passions: Protect Ailinn (Love) 2, Serve Santo Domingos (Faith) 2, Protect living family members (Love) 3

Arcanos: Embody 2, Outrage 3, Puppetry 3

Fetters: Skeleton, 1; Motorcycle, 2; Mother, 3; Father 4

Willpower: 6

Pathos: 7

Shadow: The Pusher

Angst: 5

Thorns: Pact of Doom, Shadow Traits (+1 Strength, +1 Dexterity)

Shadow Passions: Destroy Ailinn (Hate) 2



Image: A suave Portuguese man of about 18 or 19, he stands about six feet tall and rarely wears a shirt, and if he does, it's left unbuttoned to show off his muscular chest. His favorite clothing is a pair of blue jeans. He looks like a fashion model waiting to pose for this next commercial.



Roleplaying Hints: You care about Ailinn, despite yourself. Part of you hates the Cult of Bones, and you believe Domingos is a frightening skeleton like all the others of the Sepulcra. Sometimes you wish you’d done more with your life; then the feeling passes. Sometimes you wish others would do more for you, and that feeling usually stays.



Mateus Salvadore





Mateus was a drug runner and thug. His parents died when he was young, and he made his living selling drugs to tourists and helping the local crime lords deal with problems. Then he started doing drugs himself (never get high on your own supply kids). He tried everything, and soon was wallowing in depression and loneliness (whomst among us?). He realized what a meaningless waste his life was, and in a hallucinogenic haze, went to the Chapel, hoping to discover some meaning.



Father Manuel took one look at him and led him down into the Sepulcra. After Pablo slit his throat, Domingos and the other members of the Cult of Bones grabbed him. Finally, Mateus had a purpose. With a vengeance, he threw himself into the Cult, creating the Warriors of Doomsday and providing the Cult with the force to do as it pleased. There are five others in his circle, Leonardo, Raquel and Tomas, a former drug connection, Konrad, a German soldier who was an obnoxious tourist, and Sorcha, a former IRA fundraiser who ran afoul of the wraiths.



Nature: Deviant

Demeanor: Fanatic

Circle: Warriors of Doomsday

Passions: Bring Doomsday (Faith) 5, Destroy Unbelievers (Anger) 5

Arcanos: Argos 4, Outrage 3

Fetters: Skeleton, 2; Pistol, 3

Willpower: 9

Pathos: 9

Shadow: The Martyr

Angst: 8

Thorns: Spectre Prestige 4, Shadow Call, Dark Allies 3

Shadow Passions: Kill Mortals (Hate) 4



Image: Mateus has a fanatical gleam in his eyes and seeks to feed Oblivion and bring about the end, so that the faithful may be reborn.



Roleplaying Hints: Mateus is willing to go to any ends to bring about the end of life on earth. He speaks in a soft whisper and always stares directly at whomever he’s speaking with. He has no sense of normal morality, and constantly searches for new Warriors. His circle follows his lead with terrifying fanaticism.



Story Ideas



  • The Cult of Bones has set up missions and churches around the world, and their servants have begun raiding graves to build a church near the players Necropolis. As these churches are built, the Cult begins grabbing wraiths from around the Necropolis, using their essence to strengthen their church. This could lead to a long-term chronicle where the players battle the members of this Heresy.



  • Followers of the Cult could contact the players, as a young Circle of wraiths would be seen as prime converts, and possibly bold enough to strike against the Hierarchy. Attempts to manipulate the players into attacking the leadership of a nearby Necropolis or joining the Cult might link the players with this Haunt.



  • Members of the Hierarchy or Renegades could send the players to the Sepulcra to investigate and report back. This could serve as punishment or initiation, or perhaps an ancient GuildMaster asks that they recover his skeleton from the site before they teach them Arcanos. This mission could even happen during the gathering of the cult’s leaders.



  • Storytellers could easily transplant this Haunt, residents, and all, to another site, requiring only a few changes to names and history. Likewise, the Sepulcra could supply several subplot opportunities in an ongoing chronicle.



  • The chalice has been stolen and brought to the player's home city. If this happens, the Warriors of Doomsday will arrive to try and retrieve it, and once inside the Necropolis, they may wreak a bit of havoc in the process.



  • The Cult of Bones could also function as a bridge to crossovers with other games. Members might steal the body of a torpid Kindred or run afoul of or strike a deal with the Euthanatos. If the Garou were to find out about the Chapel, they would certainly consider it Wyrm tainted, and Giovanni or Tremere Kindred would likely wish to find ways to animate the wraith’s bodies, earning them the undying loyalty of the Cult and allowing them to manipulate them.



  • A full-scale war for control of the Haunt could break out between Domingos and Mouna. Both sides would seek recruits from among the Living and the Dead to achieve their victory. Tales of such a battle, and its repercussions would quickly spread through the Shadowlands, and even more terrifying, Mateus and his Warriors of Doomsday could take over the Cult.




And that brings us to the end of the Sepulcra of Tenebrus. While I think the location itself is interesting purely from the standpoint of weird old churches and ossuaries being things that ping my brain the right way, I also kinda don’t give a poo poo about any of these characters or the plot about the Cult of Bones, though I am amused that a group of Heretics have gone all in on this idea that collecting remains will eventually lead them to resurrection. Which, considering Tenebrus was around in the Underworld for the fall of Rome, you’d think he’d have figured out that bones tend to…you know…eventually disintegrate into dust unless kept under certain conditions that slow the deterioration.



What I’m saying is this plan sounds like it’ll probably fail if what they believe is even correct. Which also doesn’t take into consideration the whole murdering people to join your weird cult. Like I said above, murder is considered a Mortal Sin, one of those things that God isn’t cool with forgiving. It’s like suicide, you can beg forgiveness all you want after the fact, but you still killed yourself so you’re going to Hell, gently caress you.



I don’t make the rules here, I’m just relaying what I remember from my catechism, and God is not a fan of murders or suicides. Unless of course he’s directing the murdering because there was that time where the Lord really loved smiting the gently caress outta people for annoying him.



Anyway, let's move on before I say something (more) blasphemous.







Blackbeard’s Cove: Teach’s Hole, Ocracoke Island, North Carolina

By Bill Bridges



Haunt Level: 2

Memoriam Level: 5



Did someone say Ghost Pirates? Because it’s time for some loving Ghost Pirates baby!



The Headless Ghost



quote:

“Blackbeard wants his head back”




Can you blame him?



The living say that Blackbeard still haunts the waters and shores of Ocracoke Island, searching for his head that was removed in his last battle and taken to Virginia for display. According to the Restless, until he gets his head back, no Haunt, Citadel or Necropolis is safe from his wrath. Even in death, Blackbeard is as feared, if not more so, than he was in life. The site of his death, now called Teach’s Hole, in the Ocracoke Inlet on the southern tip of the shoreward side of North Carolina’s Outer Banks has become his Haunt.



The living have seen him at times, a headless corpse with a lantern wandering the shores, other times swimming the waters where his body was dumped, glowing eerily, claiming that he made a deal with the Devil long ago, and that he does not want to meet his benefactor in Hell without his head. There is some truth to these tales. Blackbeard’s rage at his defeat won’t end until he regains his head, as it is a Fetter keeping him bound to the world of the living, though it is not his only Fetter, the rest are hidden away, like his buried treasure which he guards like a dragon. He has become trapped living the same role in death as he did in life.





Ocracoke Island

In the Skinlands: A Quiet Place

Situated on the southern tip of the Outer Banks of North Carolina, across an inlet from Hatteras Island is Ocracoke Island, a 16 mile by two-mile-wide island that is only reachable by private plane, boat, or state operated ferry. The ferries leave from the mainland ports on Cedar Island and Swan Quarter several times a day, while hourly boats leave from the tip of Hatteras Island.

Ocracoke Village has a year round population of less than a thousand, though this swells in the summer and spring when tourists arrive, bringing the population closer to two thousand, it is located near the Silver Lake harbor on the southern end of the island, while the northernmost part of the island is owned by the National Parks Service as part of the Cape Hatteras National Shore.

The island's name evolved from the Native American word “Wokokan” meaning fort and was connected to Hatteras until 1846 when a hurricane cut through and opened the Hatteras Inlet. The first official settlements were built in 1715, created by seafaring pilots to guide shipping vessels through the Ocracoke Inlet. Blackbeard was an unofficial settler of the area, as were other pirates who would pretend to be pilots and lead ships aground in the shallow shoals so they could be looted.

The Hatteras stretch of the Outer Banks is better known as the “Graveyard of the Atlantic” for its many shipwrecks over the years, as hidden shoals and fierce winds can slam ships into the island without warning. The area is also hit particularly hard by hurricanes when they come up from the south, which is one reason no ship was able to search for the lost colony of Roanoke in the late 16th century.


Legends of “Ghost Ships” have sprung up about these various wrecks over the years, such as the Caroll A. Deering, a five-masted schooner spotted by the Hatteras Coast Guard in 1931. When the ship was boarded, the search party found it completely deserted, possibly recently abandoned, as fresh food had been laid out on the tables and the lifeboats were missing. The crew was never seen or heard from again. Of course, many of these crewmen are now on the other side of the Shroud, but as they say, “Dead Men Tell no Tales.”


Today, fishing attracts many to the island, and to accommodate the tourist trade, the history of the island has been built up, especially the tales of Blackbeard. A store named “Teach’s Hole” features a Blackbeard exhibit and calls itself a “Pirate Specialty Shop,” and one of the largest buildings on the island was renamed “Blackbeard’s Lodge.”


All these landmarks, as well as those spread between Charleston, South Carolina and Bath Town, North Carolina add to Blackbeard’s Memoriam.

Pathos: Different emotions are experienced by the many tourists who visit the island during the vacation season, with the most common being: frustration (the vacation isn’t going well), greed (hunger for things like souvenirs), anger (a flat tire that screwed up expenses), love, faith and many more. Among the year-round residents, some common emotions are Love, greed, anger, hope, fear, sorrow and more.


The Shadowlands: Lonely, Storm-wracked Shores

Beyond the Shroud, Ocracoke takes on a distinctive look. The island is constantly shrouded under gray skies and storms brew on the horizon, often moving inland to strike the island. There is a feeling of oppressive loneliness and emptiness that weighs down on those who spend time here, and this feeling becomes harder to shrug off the longer one stays. The Outer Banks are under the magical sway of the last great rite performed by the now extinct Croatan tribe of Garou. This rite, a dying curse of sorts, ensures that the area is constantly besieged by the forces of the Wyld. If you’re already familiar with the Apocalypse cosmology, creating interesting effects to represent this Wyld energy is not difficult, but if you’re unfamiliar with that cosmology, simply follow the following guidelines:

The Wyld (according to the Garou at least) is the primordial force of creation and chaos, entirely unpredictable, and its worst effects appear in the Spirit World (inaccessible to most Wraiths), while this power bleeds into reality and the Shadowlands as violent and dangerous storms. Because of this lashing from Wyld energy, the land itself constantly shifts, never staying put for more than a few years at a time. The storms and hurricanes that roll through this area are filled with this energy of Change, and Oblivion is unable to take root here.

This doesn’t mean it’s a particularly desired location for Wraiths of course, as traveling to and from the island is risky, as storms appear without warning, blowing in every direction at once, tearing ships apart or driving them into the hidden shoals. Only the brave and the bold, or the foolish, make the journey to this island.

But Blackbeard has an edge (what, you thought he wouldn't?), a power that allows him to travel the lost byways of the Tempest, letting him bypass the storms by leaving the Shadowlands on secret paths. This also helps him elude the Hierarchy, adding greatly to his legend as his ship will sometimes simply appear from out of the Tempest to attack a Hierarchy vessel, loot it and then disappear again into the storm. Only one ship has ever followed Blackbeard, but it was later discovered drifting back to Stygia, its captain welded into the beams as a warning to any who would dare follow the pirate.



To emphasize the dangerous energy that surrounds the isle, consider the following effects: beautiful, serene weather gives way, in minutes, to wicked lashing winds and torrential downpours; constantly shifting shoals and shores that make it impossible to predict which parts of the island exist from one day to the next, lightning that seems to seek out Stygian steel (even on sunny days); dark fogs which totally obscure the sun or moon to the point that light only penetrates a few feet from its source, and anything else the ST can think of.

The one good in all of this is that the immediate area of the Haunt, Blackbeard’s Encampment, is immune to the storms, so even the victims of shipwrecks gather here and form their own part of the pirate community, while Blackbeard’s ships rest safely just offshore.

Due to the magical effects of the Wyld energy, many of the buildings and other man-made sites in the land of the living do not appear in the Shadowlands, as buildings and technology of any kind seem unwelcome here. A few landmarks do appear however, such as the Coast Guard Station and the Howard-Wahab Graveyard and British Cemetery. The guard station is half submerged, while the graveyard appears much as it does in the Skinlands, with all tombstones and markers intact.

The island itself is empty of Wraiths or other forms of Shadowland's life, except Teach’s Hole. The Haunt is a gathering place for Blackbeard’s fellow Renegades, an extended gang of Shadowland pirates who call themselves the Brethren of the Tempest. The beaches around Teach’s Hole (get your minds out of the gutter, we’re all adults here….) are filled with tents and fires where the pirates can party, safe in the knowledge that the Hierarchy would never dare to attack them here.




“That Knott of Robbers”

Some of the tents along the beach are quite large and elaborate with hangings and knick-knacks taken from all over the Shadowlands and the Far Shores from raids. Within the tents are various relics, from items as simple as puff pillows and Oriental rugs to hanging cutlasses. Blackbeard’s tent, unsurprisingly, is the largest and has the most relics, with poles of Stygian steel that allow it to withstand the worst of the storms.


There are 25 to 40 pirates living here at a given time, while other members of the Brethren are out on ships, patrolling for good loot from Hierarchy vessels or other Haunts. Along with the pirates are 10 to 20 shipwrecked Wraiths who hold their sunken ships as Fetters. Many are American soldiers from World War II, sunk by German U-boats during the war, earning the area the brief nickname of “Torpedo Alley.”

It is the many shipwrecks in the area that created the Haunt, Blackbeard simply seized the area as his own, though he does not bother the shipwreck victims, instead inviting them into his community.


:ghost: Tomorrow - more on Blackbeard :pirate: :ghost:

Dawgstar
Jul 15, 2017

Blackbeard is cool. :unsmith:

joylessdivision
Jun 15, 2013



:ghost: Joylessdivisions World of Dorkness Presents: Haunts - World of Dorkness #13 :ghost:
Part 6

Blackbeard's Cove continued

Blackbeard’s Ghost

One of the most renowned Renegades, his piracy of Stygian steel, relics and artifacts have made him one of the most hunted enemies of the Hierarchy, though none have been able to catch him, as he’s proven to be as elusive, cunning, and powerful as the legends that followed him in life. But things are seldom as they seem, and unknown to those who tell tales of Blackbeard around the fires, either those of the Living or the Dead, Blackbeard was as comfortable and gentlemanly at dinner parties of the colonial gentry as he was the rum-fed shenanigans of the Brethren of the Coast. His real name was Edward Teach, and the legend he built was a clever ploy, though a well-supported one.

Teach was a hell of an actor, playing the part of rogue and devil well, though this was no real skill, as he had a remarkable ability in life to give reign to his dark side (his Shadow) while keeping complete control. This dark side was used to build his legend, a legend that caused many ships to surrender at the sight of him, sparing him a bloody battle and potential loss of his own crew as well as his prey’s crew. While his behavior often got out of hand, he never killed or maimed as many as his legends claim, and when he would sell off his loot in Bath Town, North Carolina, he was the toast of the town's elite, charming to all at the local dinner parties.

His Death

Blackbeard’s ultimate battle occurred on November 22, 1718, after having set himself up in semi-retirement on Ocracoke. British Lieutenant Robert Maynard, on order of Governor Spotswood of Virginia, arrived to take down the infamous pirate. Unfortunately, Maynard was unaware of the shoals, and was soon run aground while Teach and his ship, the Adventure were still able to maneuver.

Teach tossed grenades onto Maynard’s ship and when the smoke cleared, he saw the ship was empty of crew, save the few that had survived the blasts. He stormed aboard with his small crew only to find Maynard’s men were hiding below deck. They charged back on deck and one of the bloodiest battles at sea began.

Pistols were fired by both sides, while cutlasses cut down both pirate and soldier, but no matter how many blows were delivered to Blackbeard, he refused to fall. Multiple bullets were fired into him, and yet he kept coming. Finally, with his cutlass raised to deliver a killing blow to Maynard, his wounds finally caught up to him and Blackbeard collapsed to the deck, dead.

Maynard took Teach’s head as a trophy and the body was flung overboard. But to the horror of the soldiers onboard, they saw that Teach’s headless body was swimming circles around the ship, searching for his lost head. As they watched, the body slowly sank to the depths below.

After His Death

Little is known about Blackbeard’s fate following his death and early years in the Shadowlands, none know who his Reaper was, and legends say he ripped his own Caul off as he stormed through the waters of the sound in a rage. Other legends claim he was captured by the Hierarchy and brought to the Charleston, South Carolina Necropolis where the former governor was now an Anacreon. It’s said this unnamed Hierarch sentenced Blackbeard to Thralldom, forced to hang in chains at the mouth of the harbor, the custom for dead pirates.

No one knows how many years Blackbeard hung there, if the tale is even true, but somehow, he escaped, and it’s said the next time he appeared at the harbor, he was captaining a stolen black iron Hierarchy ship, crewed by Renegades. The slaughter that Blackbeard is said to have brought down upon the Legionnaires is still whispered about by many young Legionnaires.

What is known for sure, however, is Blackbeard did appear in the Shadowlands captaining a stolen black iron ship. His former crew has never been accounted for, and they are assumed to have been sent to Oblivion. For many years, Blackbeard raided Hierarchy outposts and travelers, stealing much Stygian iron that had been intended for various citadels.

Then, Blackbeard disappeared, his marauding ceased, and nothing was seen or heard of him for a century. Many believed he had gone for good, swallowed by the Tempest or maybe even into Oblivion. Until about a decade ago when he reappeared, attacking a Hierarch vessel on the River of Death. The crew of this ship was spared, but all iron and relics were taken. Since his reappearance, more pirates have begun to appear, including some famous names of the past such as Calico Jack. All these pirates shared one thing, they all flew a modified Jolly Roger with burning hemp ropes stuck under its cap, Blackbeard's signature. The Brethren of the Tempest have formed up under this banner to the great dismay of the Hierarchy.

A Comrade to All Renegades

Blackbeard is well known and respected (and feared) among Renegade Circles. All Renegades know that when all else fails, they can always run off and join Blackbeard’s crew, where they’ll be relatively safe from the Hierarchy, but not Spectre’s or their own Shadows. There is a high Oblivion rate among the Brethren. Blackbeard has convinced other Renegades, and even his own circle, that this is a side effect of an “on the edge” lifestyle, though some suspect something darker. None have yet to discover the truth.

For now, Blackbeard’s success at gathering Hierarchy loot and distributing and trading it at Renegade Haunts has made him popular, and few would risk insulting him to his face by raising the question of potential foul doings aboard his ship.

Edward Teach, “Blackbeard”


Note: Blackbeard is a tough customer, and even tougher after 276 years of death than he was in life. He is not someone players should try to physically attack. Instead, he should provide interesting encounters and a nexus of political or adventurous plots. If the players are looking to beat on some pirates, they’re better off taking on one of his Circle.

They’re not kidding, while I’m not including all his stats, he’s got 5’s in Strength and Stamina and most of his other attributes and abilities are all 4-5

Nature: Survivor
Demeanor: Bravo
Circle: Brethren of the Tempest
Passions: Gain others respect (Pride) 3, Provide shelter for the oppressed (Hope) 2, Fight the Hierarchy (Revenge) 5
Arcanos: Argos 5*, Castigate 5, Fatalism 2, Keening 1, Lifeweb 1, Moliate 4, Outrage 2, Usury 4

*Forbidden Paths (5 Dot Argos power) - Blackbeard has learned how to navigate some of the hidden byways of the Tempest. To do this, he rolls Wits + Argos at difficulty 7, and only needs 1 success. This costs 2 Pathos and Blackbeard gains 1 Angst every time this power is used. His crew also gains 1 Angst.

Fetters: Severed Head, 3; Buried Treasure, 4
Willpower: 9
Pathos: 9
Shadow: The Abuser
Angst: 8
Thorns: Spectre Prestige 4, Dark Allies 3, Infamy 2, Death’s Sigil 2 (burning tapers under hat, Pact of Doom 3 (see “Secret Byways of the Tempest”)
Shadow Passions: Revenge self against Law and Order (Revenged) 5, Amass more treasure (Greed) 2, Become universally reviled (Fear) 3

Artifacts: Blackbeard’s Cutlass (Level 4) - Blackbeard’s sword passed over with him as a relic but was lost when he was taken into chains in Charleston. The Hierarchy found that such a feared weapon possessed power of its own, and their Artificers added to this power. When Blackbeard returned to Charleston, he personally took his sword back from the Anacreon before sending him to Oblivion. It does Strength +5, as well as severing Fetters (as Sever Strand, Lifeweb 4). Its most useful power is its own legend: when drawn in battle, Blackbeard’s foes must make resisted Willpower rolls against his Manipulation + Intimidation (difficulty 6); if they fail, they fight in fear (-2 to all dice pools)

Image: A huge, and broadly built man, he’s even more intimidating because his head is ghostly and translucent, floating above his shoulders. When gripped by his shadow, burning strands of hemp appear under his cap, wreathing his head in smoke. He wears his old pirate outfit: tri-corner cap, jacket, sash, cutlass at his side and six pistols tucked into his shirt and sash.

Roleplaying Hints: You’re mean and surly, except when returning to your Haunt with loot, in which case you revel in partying with your fellows, often belting out dirty shanties and sea songs in a booming voice. You’re bitter because you have no “Cultured” friends to discuss high-minded matters such as philosophy or society. If you find such a friend, you will defend them at the cost of your own soul.

Israel Hands


Israel died of starvation in London, England after managing to avoid the hangman's rope for aiding and abetting a pirate (Blackbeard) for many years. He was Blackbeard’s main mate and captained some of the fleet when it terrorized the coast of America at the turn of the 18th century. He both reveres Blackbeard as a father figure and hates him likewise. While Blackbeard was a hearty and magnanimous friend in life, his dark urges often caught up with him. Such was the case when one night he shot Israel in the leg for shits and giggles. It crippled poor Hands for life, and it bothers him even now in death. Something dark within him wants revenge, but Blackbeard is unaware.

Nature: Loner
Demeanor: Conniver
Circle: Brethren of the Tempest
Passions: Become famous (Hope) 4, Become wealthy (Greed) 2, Follow Blackbeard (Fear) 3
Arcanos: Argos 4, Fatalism 1, Inhabit 4, Keening 1, Lifeweb 1, Moliate 3, Usury 2
Fetters: Back alley in London (place of death) 2; Buried Treasure (hidden with Blackbeard’s) 4
Willpower: 7
Pathos: 6
Shadow: The Pusher
Angst: 6
Thorns: Shadow Traits (Leadership) Bad Luck, Freudian Slip
Shadow Passions: Destroy Blackbeard (Revenge) 2, Rule over other men (Hate) 4

Image: A skinny, almost emaciated older man (in his 50’s) with a wiry agility, he limps everywhere because of being shot in life. He wears a golden earring and always carries a brace of pistols with him.

Roleplaying Hints: You’re grouchy but know how to do your job well. When the loot comes in, you know how to party with the best of them.

Captain Jack Rackham, “Calico Jack”


An acquaintance of Blackbeard’s in life, Calico Jack once served under the pirate Captain Vane, but ousted him by popular vote from his own ship and went on to claim much loot for himself and his men. Among his crew were Anne Bonny and Mary Read, his girlfriends who dressed as men and served on the ship. He was finally captured, put on trial, and executed on November 18th, 1720. He was sentenced to be “Hung on Gibbets in Chains for publick Example, and to terrify others from such-like evil practices.”

When he arrived in the Shadowlands, his Caul was removed by a Hierarchy Reaper with barghest in tow. Jack became the manservant of this Reaper until he could take no more, spurring a revolt of Thralls with the help of the local Renegade Circle before escaping into the Shadowlands, moving up and down the coast to various Necropoli, aiding Renegade dissent.

When he heard of Blackbeard’s return, he struck out on a ship of his own to find and join his old acquaintance. He’s never been happier since his death.

Nature: Bon Vivant
Demeanor: Bravo
Circle: Brethren of the Tempest
Passions: Humiliate the Hierarchy (Revenge) 3, Become as renowned as Blackbeard (Envy) 2, Be liked by all (Hope) 3
Arcanos: Argos 4, Embody 4, Keening 2, Lifeweb 1, Outrage 2, Pandemonium 3, Usury 1
Fetters: Buried Treasure (in the Caribbean) 4; His descendants (progeny of various bastards he left behind) 3
Willpower: 7
Pathos: 7
Shadow: The Director
Angst: 5
Thorns: Trick of the Light, Doppelganger
Shadow Passions: Hurt Blackbeard’s reputation (Envy) 3, Amass treasure (Greed) 2

Image: Dressed as he was in life, in clothes of calico. He’s of average height and build with a well-groomed mustache and goatee and appears to be about 35 years old.

Roleplaying Hints: A showy type, the kind of pirate Errol Flynn would have played. He tries to live up to the swashbuckling legend of piratry and always has a laugh for a mate.

Mary Read


Mary ran away from an abusive home and joined the Brethren of the Coast in the West Indies as a camp follower. After catching the eye of Calico Jack, the two fell in love. For Jack it was just a fling, but for Mary, it was true love. Unable to stand being away from Jack, she dressed in drag as a pirate and snuck aboard his ship when he next set sail.

When the rest of the crew found out, they tried to have their way with her, because you know, pirates are a bit rapey, and for their trouble she knocked two overboard and shot another in the gut before Jack broke things up. From then on, she stayed in his cabin, and none dared say anything about it.

The problem, of course, was that Jack was so impressed with what she’d done, that he invited his next fling to do the same. So, Mary shared Jack’s affections with Anne Bonny for a time, not believing she deserved anything better. When Jack was captured, Mary and Anne were both put on trial with him, but because they were both bearing his children, they were spared execution. While Anne went on to live a long life, Mary caught a bad fever and died in her prison cell, awaiting the magistrate’s decision on her fate.

Upon her arrival in the Shadowlands, she came under the control of the Hierarchy, just like Jack and Blackbeard before her. Of course, not everyone has such an unpleasant experience with the Hierarchy, but it seemed that fate was against the pirates, however, unlike Jack or Blackbeard, Mary played along for a while, rising within the ranks slowly. When she heard Jack was in the Shadowlands, she threw away all she’d worked for, fleeing to Ocracoke to join him. While Jack was happy to see her, his love for her had long since frozen over. She has every intention of re-igniting it.

Nature: Rebel
Demeanor: Bon Vivant
Circle: Brethren of the Tempest
Passions: Make everyone fear you (Revenge) 3, Love Calico Jack (Love) 2, Destroy the Hierarchy (Hate) 3
Arcanos: Argos 3, Castigate 3, Embody 3, Keening 3, Lifeweb 1, Phantasm 3, Usury 1
Fetters: Grave in Jamaica, 3; Buried Treasure (buried with Jack’s), 2
Willpower: 6
Pathos: 6
Shadow: The Martyr
Angst: 4
Thorns: Shadow Life
Shadow Passions: Hurt anyone who gets close to Calico Jack (Envy) 3, Make the Hierarchy pay (Revenge) 2

Image: A pretty young woman with a well-tanned, athletic build. She dresses in a flamboyant pirate style.

Roleplaying Hints: You are mocking and cruel to those who seem weak, and your wit is razor sharp. You were raised a servant in a house that punished those who were too vulgar or improper, especially young ladies. You’ve got plenty of time to make up for those silent years.

Brethren of the Tempest


For the general pirate ghost goons you may need, we’re provided with some sample stats.

Nature: Bravo
Demeanor: Bravo
Circle: Brethren of the Tempest
Passions: Get rich (Greed) 3, Hunt the Hierarchy (Hate) 3, Get revenge against some wrong committed in life (Revenged) 2
Arcanos: Argos 1, Keening 1, Outrage 1
Fetters: Grave site (usually unmarked) 3; Object from life (usually money), 2
Willpower: 5
Pathos: 5
Shadow: The Pusher
Angst: 3
Thorns: Shadow Traits (usually Brawl)
Shadow Passions: Spend wealth faster than it can be gained (Greed) 3, Destroy friendships (Hate) 3

Image: The typical pirate, the Brethren revel in the identity like boys playing fort.

Roleplaying Hints: say “Arrrr, matey!” and “Yo, ho, ho and a bottle of rum!” a lot

Hierarchy: The 11th Legion

The Hierarchy are not sitting idly by while Blackbeard terrorizes its citizens on land or sea, and in response they have unleashed the 11th Legion, known as the Doom Sharks, to capture Blackbeard. They are a naval troop with Stygian iron dreadnought, masted with sails formed of souls sown together. When the wind hits the sails right, the moaning of the trapped souls can be heard, although the crew prefers to think of it as simply the whistling of the wind. They travel from Necropolis to Necropolis, searching for news of Blackbeard and his fleet. While Captain Spotswood suspects Blackbeard is on Ocracoke, he doesn’t dare try an assault, unless it’s an absolute last resort.

Captain Alexander Spotswood


Virginia Governor Spotswood needed a trophy that would silence his political enemies, and the head of Blackbeard was the perfect one. He fabricated a request from North Carolina residents to save them from the pirate and placed a bounty on his head that Spotswood intended to collect, as well as financing Maynards expedition to Ocracoke. While Maynard may have dealt the killing blow, it was Spotswood who killed the pirate through his campaign against the man. The political boost Blackbeard’s death gave to Spotswood helped for a time, but it wasn’t enough to silence his critics forever, and eventually he lost his seat as governor.

Following his own death, Spotswood became a model citizen of the Hierarchy, quickly rising in the ranks. Until Blackbeard returned. Spotswood was then charged with the duty of bringing the pirate and his Brethren in for punishment and given command of the 11th Legion. It was made clear to the good captain that because he’d brought Blackbeard down in life, it was his responsibility to do so in death, and that if he failed, his position and status would suffer.

Spotswood now curses his fate and hates Blackbeard with all the passion he can muster and has recently taken on the terrible risk of entering the Tempest to try and catch the pirate. His crew hates him for this.

Nature: Traditionalist
Demeanor: Director
Circle: The Eleventh Legion (Naval)
Passions: Destroy Blackbeard (Hate) 5, Rise in power (Envy) 4
Arcanos: Argos 4, Castigate 3, Fatalism 4, Lifeweb 2, Usury 5
Fetters: Governor’s mansion in Virginia, 3; Home in Spotsylvania County (named after him), 2
Willpower: 8
Pathos: 7
Shadow: The Leech
Angst: 5
Thorns: Spectre Prestige 2, Dark Allies 1, Aura of Corruption, Devil’s Dare
Shadow Passions: Aid Blackbeard (Hate) 5, Embarrass Spotswood before superiors (Envy) 3

Image: An impeccably dressed, early 18th century Virginia gentleman. He looks to be about 50 and constantly has a look of disdain on his face.

Roleplaying Hints: Everyone about you is scum of the earth, and disgusting filth. Except your Hierarchy lords, of course, whose boots you’d lick clean even if covered in Spectre slime. You disdain for the uncivilized drips from every word you utter.

Secret Byways of the Tempest

Blackbeard has made a deal with the Devil, or more accurately, his own Shadow. When lost in the Tempest long ago, he underwent a torturous experience which he has never revealed to anyone. To escape this situation, he made a deal with his darker half and the Spectre’s it communicated with. In exchange for the eventual delivery of his soul to his Shadow, he was shown many secret byways through the Tempest, some even unknown to the Ferrymen.

But these are still rivers through the Tempest where Spectres lurk on every shore, none may pass safely unless they have Blackbeard’s flag. Unknown to the Brethren, Blackbeard has also sold the souls of his fellow pirates. Anyone who travels these secret byways under Blackbeard’s flag may pass, but their Shadow gains some power over them (+1 temporary Angst per passage).

Blackbeard hasn’t done this out of malice, but simply to escape. He’s constantly searching for some method to elude the pact and break the Spectre’s hold over him, and all who travel with him. Why his Shadow hasn’t swallowed his soul varies. One reason is his elevated level in Castigate, allowing him to defy his Shadow at times. Another is that there is always a Pardoner on board, though they seemingly do not last long, usually disappearing in the Tempest when Blackbeard feels they know too much of his secrets.

The final reason is that the Spectres need him as he is. If Blackbeard were consumed too quickly, their power over his crew would disappear, leading to the Spectre’s ganging up on Blackbeard’s Shadow to prevent it from acting too quickly or obviously.

The Ships

Blackbeard has three ships in his fleet, the smallest and most maneuverable is his own, The Adventure, while Calico Jack captains the largest, dubbed the Tempest Wolf, used to assault the more daunting Hierarchy fleets, while Israel captains a sloop called The Sly. All were once Hierarchy vessels, and all are made of Stygian iron.

The 11th Legion hunts him in their black iron dreadnought, named the Renegade’s Bane.

Story Ideas

Joining the Brethren:

The lure of the pirates' life tugs at each American boy, and perhaps still does at their wraithly Psyche. Players may want to join Blackbeard's crew to get their own revenge on the Hierarchy, or to simply have adventures and gather loot. While there is certainly fun to be had, there is also real danger. The Hierarchy is not kind to those they capture for piracy, with the most common punishment being smelted down in the forges of Stygia at worst, or Thralldom at the very least.

Another danger that even Blackbeard’s crew is unaware of, is that sailing with Blackbeard is to give the Devil his due. Players who travel the byways of the Tempest with one Blackbeard’s vessels will have their Shadows fed. However, the benefits of increased Status among Renegades, potential Artifacts, and a chance to explore the weird places outside the Shadowlands.

Fetch Blackbeard’s Head:

Whoever has Blackbeard’s head has power over him. But no one seems to have it. Even Blackbeard himself can’t find it, even after threatening and bribing the best Monitors. But he knows, feels it in his plasmatic bones, that his head is still out there. So, what has become of it? Why was it hidden? Blackbeard will greatly reward whoever finds it and drat the soul who uses it against him!

What is known is that the head was taken back to Virginia where it was displayed in Williamsburg for a time. Eventually it became a silver-sided punchbowl at the Raleigh Tavern but has not been seen in many years since then. If the players find it, do they give it back? Do they bribe Blackbeard? What happens if they give it to the Hierarchy?

Find the Treasure:

All of Blackbeard’s captains possess buried treasure in the Skinlands, although the locations are only known to them, and they aren’t telling. If asked, Blackbeard says “Nobody, but myself and the Devil knows where it is, and the longest liver take all.”

An old pirate custom was when burying treasure was to kill one of the diggers so a ghost would guard it. If the players find the location of any pirates' treasures, they might be confronted by Wraiths who were set to their task long ago, still standing guard for fear of Blackbeard’s fury. The risk, however, might be worth it, as there are surely relics and maybe even Artifacts in those troves that might exist in the Shadowlands. It’s even rumored that some of the Hierarchy loot Blackbeard has stolen is hidden away. Where could it be, and what is it?

Aid Blackbeard in reaching Transcendence:

A Herculean task to be sure, but one that could gain the players some strength and faith against their own Shadows. Blackbeard does seek Transcendence, though he does not realize it. Stripped of his rage, he desperately wants to rest, to give up the whole game of being a terror to civilization.

But first he’s got to resolve his Fetters, which means finding his head and convincing him to give up his treasure. He also must escape his Devil’s Pact, not only for the sake of his own soul, but the souls of his crew.

Breaking the Devil’s Pact:

The most important and lasting effect the players can have on Blackbeard is breaking the pact he made with his Shadow and the Spectres of the Tempest. Of course, carrying this out and not being swallowed by Oblivion in the process is the question. If the players traveled with Blackbeard for a while, then breaking this pact is imperative, and all the Angst gained by their Shadows would be lost.

But discovering the pact in the first place is going to be a challenge, as Blackbeard will not reveal his secret, and nobody’s Shadow is going to tell either as they all gain from the secrecy. Once found out, however, Blackbeard will do anything to shut up the nosy Wraiths. If they agree to silence and to help him break the pact, he’ll accept the players as boon allies in his attempt to escape fate. But if they threaten to blow the whistle, he will go into a rage and try to slaughter them, feeding Oblivion be damned.

This sort of story will take diplomacy, as the players must carefully work their way through the social politics of the Brethren. Accusing Blackbeard without proof will lead to his most blindly loyal to keelhaul them, and even with proof, Blackbeard will try to turn things around on the players and make it seem the pact is theirs.

In the end, the only way to break the pact may be Blackbeard’s sacrifice, either convincing him to give up and accept fate or tossing him into a Nihil. But that won’t save the crew as only by dealing with Blackbeard’s Shadow face to face can the pact be wholly dissolved. How this is done is up to the ST and depends on the type of story they wish to tell: one where Transcendence and sacrifice are essential, or one where justice and the overthrowing of a tyrant are more central.

Ghost Pirates!


I like this chapter, although it feels lite on the actual Haunt and much more focused on carving out Blackbeard’s niche in the World of Darkness, which honestly, I’m totally fine with. Spooky, storm wracked island off the North Carolina coast with weird Wyld effects is plenty of detail to spin up some weird poo poo for players. Letting the players crew up with Blackbeard and the Brethren without any warning of the pact feels like it could potentially be an interesting story to tell, especially if the negative aspects of said pact aren’t felt until after the players have moved on, making a return to the Brethren to attempt to figure out what the hell is going on and how to fix it an interesting later consequence for a bit of high seas fun and adventure.



Uprising In Dublin: The Renegades of the Flying Column
By Jackie Cassada

Haunt Level: 3
Memoriam Level: 3

quote:

“Nothing can stay my glance
Until that glance run in the world’s despite
To where the damned have howled away their hearts,
And where the blessed dance…” W.B. Yeats, “All Soul’s Night”

A Tradition of Insurrection

quote:

“A revolution never truly dies, especially a doomed one.”

April 24th, 1916, Easter Monday, saw a group of Irish patriots led by a poet, a labor leader and teacher capture the Dublin General Post Office (GPO). From this symbol of British authority, the group proclaimed the birth of the Irish Republic and their independence from the British Empire. Five days later, after being battered with artillery by British troops and demoralized by the lack of popular support and appalled by the unforeseen consequences of poking the English in the eye, the rebels surrendered.

The English, geniuses that they are when it comes to quelling rebellions in their empire, executed the leaders of the rebellion and inadvertently granted them the status of political martyrs. Within a few years, the seeds planted and nurtured with the blood of the Easter Rising led to the formation of an Irish state and established a pattern of bitter enmity and violence that endures.

While the Troubles have moved northward, the weight of history hangs heavy over the site of the seminal uprising. In the Shadowlands, where the voices of the past are much more than just echoes, the building that served as the headquarters of the ill-fated rebellion has become a focal point of a similar revolution. Here, amid Hierarchy controlled lands, a small band of Renegades calling themselves “The Flying Column,” have established a stronghold from which they hope to one day liberate Necropolis Dublin.

Unfortunately, they are likely doomed to failure, while the Hierarchy bides their time, waiting for the rebels to make a move, certain in their superior powers to quash a ragtag gang of idealists and malcontents. For now, they’re happy to allow the Renegades their territorial claim to the GPO and its surroundings, as it places the local dissidents under watchful eyes that allow for careful monitoring of the coming and goings of the Haunt’s inhabitants.

Eventually, the Hierarchy believes, the hopeless fools will simply run out of steam, either finding that they lack the resources to defend their Haunt or grow tired of the little they’ve achieved already and instead turn their attention to a full-scale attack against the Hierarchy, a battle they have no hope of winning. All the Legions need to do is wait.

The Hierarchy has been waiting for more than a decade at this point.

There is a sense of stalemate permeating the GPO Haunt. The Column has claimed it as their own, but are stranded within enemy territory, and their contact with other Renegades is minimal, and any movement outside of the GPO requires careful stealth to avoid notice by Hierarchy agents. With such a high price to pay, some of the Column are starting to wonder if holding such a symbol as the GPO is worth the trouble. Conflicts between those who want to expand their holdings vs a “strategic withdrawal” are increasing, and threatening the united front that the group needs to survive. Only the vision of the Column’s leader and his fragmented supporters keep things together. But with the pressure steadily rising, it seems only a matter of time before things completely fall apart.

Dublin in the Skinlands

The river Liffey flows through Dublin along an east-west path, and south of the river is the Christ Church Cathedral, Dublin Castle, Bank of Ireland, and Trinity College. To the north of the river, crowded shops and homes occupy a network of small streets in what was previously the shopping district of the city. Several wide bridges cross the Liffey, connecting the two halves of the city. On the northern end of the O’Connell Bridge, where O’Connell Street (formerly Sackville Street) carves its way north through the city, stands a monument to Daniel O’Connell, known as the “Liberator,” while a monument to Irish statesman Charles Stewart Parnell marks the northern terminus of O’Connell Street. Between these two memorials to Irish history, and towering over both, once stood Nelson’s Pillar, a tribute to one of England’s most famous generals.

Until it was destroyed in 1966, it was a looming symbol of British authority, casting its long shadow over the heart of Dublin and the birthplace of Irish independence. Approximately directly across from the former site of the Pillar, is the Dublin General Post Office, occupying an entire block of O’Connell Street, the main north-south thoroughfare of the Irish capital. The massive three-story edifice was restored after its destruction during the events of 1916 and features eight Iconic columns that endow the commercial district with a classical grace. Large windows on each level overlook the streets that border the building. Atop the portico of the GPO stand statues of Hibernia, Mercury, and Fidelity, gazing down upon all who pass.

The ground floor of the GPO features a large main room with a bronze statue of the legendary Irish hero Cuchulainn as well as a long counter where the postal workers operate. A wide staircase leads to the upper floors with rooms of varying sizes used for offices, storage, meeting, and file rooms. A smaller staircase on the main floor leads into the basement. During operational hours, the building bustles with activity, oblivious to the shadowed world that surrounds the mortals who go about their duties. A steady stream of Passion collects here, and occasional, spectacular outbursts of joy or grief change the atmosphere of the building as someone opens a long-awaited package or letter and reacts with visible feeling to its contents, while the anxieties of the postal staff over salaries, working conditions and personal concerns also contribute to the emotional ambience.

Potentially the strongest, continuous current of energy comes from the building itself, as time has imbued it with historic pride and the defiance of the martyrs of the Easter Rising, and tours of the building tend to awaken these particularly potent emotions.



Dublin in the Shadowlands

quote:

“We’ve heard the legends
Of the men who dealt the blow
Against the tyrants
At the Dublin GPO
Is that all over? Is their noble spirit dead?
Can you forget the cause for which they fought and bled?” -Celtic Thunder, “Streets of Belfast”

When the building closes for the day, it stands empty and silent in the Skinlands. The occasional footsteps of the night watchmen making his rounds breaks this silence, but aside from this, the GPO in its off hours simply lies unoccupied and dormant.

But in the Shadowlands, a grimmer structure superimposes its battered form over the reconstruction. This ghostly building, still bearing the scars of its occupation and destruction, a true shrine to the martyrs and patriots of the Easter Rising, writhes in perpetual death throes. Dark scorch marks from the fires ignited by British artillery stain the outer and inner walls, and heaps of fallen masonry and rubble fill the interior of the building. Shards of glass litter the ground near windows, bearing evidence of the efforts of the original occupiers. A stench of smoke, gunpowder and sulfur permeates the entire Haunt from the homemade bombs used by the defenders of the GPO, and this stench extends for several blocks around the perimeter of the Haunt.

While the gutted shell of the GPO looks to be unable to withstand even a casual Hierarchy assault, the collective nationalistic fervor and glorious madness that marked its final days has fortified the structures remains, creating a near impenetrable fortress. The bombardment unleashed by the British leveled several blocks around the GPO, and the ghostly shells of former jewelry and silver, toy and clothing shops act as buffers for the Flying Column, as spectral barricades of twisted junk and merchandise, including bicycles and a car belonging to one of the original 1916 rebels still block O’Connell street’s southern end, forming a blockade against those attempting to approach from the O’Connell Bridge.



History of the Haunt: The Past Repeats Itself

quote:

“I write out in a verse
MacDonagh and Macbride
And Connolly and Pearse
Now and in time to be,
Wherever green is worn,
Are changed, changed utterly:
A terrible beauty is born” - W.B. Yeats “Easter 1916”

The first Wraiths to claim the GPO as their Haunt were the leaders of the Easter Rising. Within two weeks of their surrender, scholar Padraic Pearse, poet Joseph Mary Plunkett, Marxist labor leader James Connolly and eleven others faced court martial and execution by firing squad in the courtyard of Dublin’s Kilmainham Jail. All were drawn by their unfinished desire for Ireland’s freedom to the site of their moment of glory, and these heirs to Ireland's bloody legacy formed the core of the first Circle to claim the GPO.

The Irish Civil War of the 1920’s fueled the Haunt with the agonizing growing pains of the nation, but as the center of the struggle for independence moved from Dublin to Ulster, the founders of the Haunt followed their passions northward. During the period of the GPO’s reconstruction, the Haunt was left abandoned. Following the creation of the Irish Free State in 1938, a sort of order descended upon Dublin, and in the Shadowlands, the Hierarchy consolidated their position in the city’s Necropolis, and from their Citadel and strongholds south of the Liffey, they fed on the waves of tradition and conservative Catholicism that took hold in southern Ireland.

When World War II broke out, however, Irish nationalists who were discontent with a divided nation, once again began to agitate, hopeful that an alliance with England’s enemies would lead them to a unified Ireland.

Listen, I think the English suck too, but this would be one of those times where “The enemy of my enemy is my friend” does not apply, because fascists are nobody's friend.

Thankfully, more moderate factions prevailed, and Ireland joined a handful of other nations in declaring their neutrality for the war’s duration. This of course didn’t stop efforts by Irish unity die-hards trying to court the Germans, nor did it keep the Nazis from seeing the benefits of having their agents in England’s back yard. Most of these plans failed, and the Irish government clamped down hard on further attempts to subvert the nation's neutrality in either direction.

During this uneasy period of neutrality, a second group of Renegades seized their opportunity to reclaim territory in the Dublin Necropolis. Using the GPO as their headquarters, they launched a campaign intended to erode Hierarchy authority. They were partially successful, and the results were mirrored in the Skinlands by the formation of the Irish Republic in 1948. The Dublin Hierarchy suddenly found themselves cut off from support from their colleagues in England.

The impetus for change faltered in the early 50’s, as less violent but more pressing social issues occupied the attention of the Irish Republic. The Dublin Hierarchy once again waited out the local Renegades, and even achieved something resembling coexistence for a time. However, in 1956 the Renegades again tried to unite the various Renegade factions

The six year “Border War '' conflict in the Skinlands drained the Renegades resources and allowed the Hierarchy to besiege the GPO. Those that escaped went north and increased the ranks of the revolutionary factions in Belfast and Londonderry, Northern Ireland. When the “Troubles” began in the late 1960’s, the GPO remained unclaimed, while Renegades from across Europe and America flocked to Ulster to take advantage of the escalating emotions and bloodshed. The Dublin Hierarchy made certain that any Renegades using Dublin as a transit point spent as little time in the city as possible. However, as is often the case, a few Renegades managed to hide on the fringes of Dublin, building their strength until they could move deeper into the city. The assassination of the British ambassador in Dublin in 1976 alerted the Hierarchy of the continued Renegade influence, however this action seemed more focused on continuing the conflict in Northern Ireland. A concerted effort to oust the Hierarchy failed to materialize.

The Renegades of Dublin instead focused on encouraging the simmering political unrest in the Irish Republic, and in the early 1980’s, using the emotionally charged atmosphere caused by the deaths of IRA hunger strikers in Belfast’s Longkesh Prison, a newly formed Circle slipped into Dublin and claimed the GPO. Determined to learn from the mistakes of the past, this Circle, calling themselves the Flying Column, have embarked on a course of subtly eroding Hierarchy power, and the increasing modernization and liberalization of the Irish Republic is all the evidence one needs of their activities.

While aware of the existence of the Column and the reoccupation of the GPO, the Hierarchy has chosen to keep their position of watchful inaction until the Renegades make a decisive move. 1990 saw the election of Mary Robinson, a woman sympathetic to the plight of Irish women to the Presidency, who used her position to draw attention to the need for feminist reforms. A few of the Hierarchy took note of this development as a sign that the winds of change were once more threatening to blow through their lands. The destabilization of the Irish government that came following the ousting of Prime Minister Charles Haughey in ‘92 was what finally woke the Hierarchy up to the seriousness of the Renegades on their doorstep.

Presently, the Hierarchy is divided on if they should move against the Column or not, with some hardliners feeling a preemptive strike on the GPO is the only solution to ridding the Necropolis of the subversive elements. The majority, however, prefer subtler tactics, gradually isolating the Renegades from any who might aid them, and have taken steps to bolster their own strongholds and keeping careful watch on the byways leading to the GPO, hoping to control and watch the traffic to and from the stronghold.



External Relations

Unlike many other Renegade HQs in the Underworld, the Column’s Haunt is relatively open. The occupation of the GPO symbolizes defiance in the face of Hierarchy authority, although the Cohorts and Legions of Dublin seemingly turn a blind eye to the Haunt’s existence, the Spooks and Harbingers (who deal in information) predict that the patience of the Dublin Anacreon will soon be exhausted and the Legions of the Necropolis will sooner than later, strike in force and retake or drive out the members of the Column.

The Column for their part have generated much sympathy from other Renegade groups, some having only heard of them through reputation. While some see the Column as foolish for their suicidal bravado, others admire their courage and draw inspiration from the example set by the Column as fuel for their own struggles against the Hierarchy. It is common for Renegade groups from Boston to Berlin to send envoys to Dublin with messages of solidarity for the Column, and communication between the GPO and Ulster Renegades are frequent despite the Hierarchy's active attempts to shut them down. The various Heretic cults in Dublin recognize the Column as a determining factor in local politics, and some watch the Column closely, assuming any movement by the Hierarchy against the Column will signal their own impending persecution. Occasionally a Heretic will try to proselytize among the Wraiths of the Column, but so far none have been able to dissuade the group from their purpose, even for a higher calling.

Relations between the Column and individual Hierarchs run the gamut from belligerent name calling to casual camaraderie. If they’re not acting in an official capacity, many Legionnaires show a covert tolerance for the rebels, going so far as to greet and even joke casually with them in passing. This situation is, of course, subject to change without warning at any time.

The Quick and the The Dead

Vampires

Generally speaking, the Kindred of Dublin are unaware of the existence of Wraith society, although those native to the island seemingly accept that “Ghosts” exist. After all, Vampires exist, and superstitions often have a basis in more than just idle fancy. The rantings of the occasional Malkavian Anarch or Toreadors who are “Sensitive” to the emanations of the world beyond have, for now, been dismissed by the Elders of the Dublin Camarilla. While the GPO would, under normal circumstances, form part of the Dublin Elysium (due to its historic value), the few times the Kindred have tried to use the building have left them with a feeling of deep unease. The Column is aware of the existence of the Kindred, but are reluctant to attempt contacting any of these “unnatural” beings, as the limited exposure they’ve had to the Kindred of Dublin has been enough to convince the Wraiths that dealing with them can only lead to their embroilment in yet another level of politics, which they have no desire to take part in.

Werewolves

The countryside around Dublin is the home of many Fianna Garou, while a few Bone Gnawers and Glass Wakers live in Dublin, they are preoccupied with the concerns of the living world. The exception to the Garou’s indifference to the Wraith’s presence is a Fianna Theurge named Dierdre ni Breanainn (BREH-neen). A member of the Grandchildren of Fionn, her interest in Irish history has brought her to the site of the Easter Rising many times, and her Theurge Gifts have allowed her to make tentative contact with one of the Wraiths who occupy the GPO, who appears to embody the form of Ireland herself, Cathleen ni Houlihan. Diedre has begun forming a plan that involves the aid of “Cathleen” and her companions to strike a blow for both Ireland and for Gaia. She hopes to find someone who can guide her into the Dark Umbra where these spirits seem to dwell so she can speak to them more fully. She has also considered trying to bind one of these manifestations, but her innate dislike of this form of servitude has led her to discount this idea quickly. She’s yet to inform her sept or pack about her discovery, preferring to keep the knowledge to herself until she has something more concrete to offer.

Mages

Dublin has its share of both Tradition and Convention Mages, and at least one coven of Verbena that make their home on the edge of the city trace their genesis to Ireland’s mythic past. The Catholic faith of the city guarantees the Celestial Chorus have a presence, while the Theosophist revival of the 19th century supplies a base of support for the Order of Hermes. Technocracy representatives are mostly Progenitors, who see Ireland as a fertile testing ground for experimental research, before exporting the results to England and Europe. The Wraiths of the Dublin Necropolis actively avoid contacting known Mages, although if the Column were to decide that allying with one of the Tradition cabals would further their cause, they would reconsider revealing themselves.

Changelings

Ancient Ireland was once a Sidhe domain, and even now Changelings linger near the sites of old Faerie courts. Because of their connections to the magical emanations of the land, it’s likely that Dublin Changelings are sensitive to the presence of the city’s Restless. The official Hierarchy stance is opposition to contact with Changelings (or any other Skinlands denizens), while the Renegades and Heretics ignore this, they do so at their own risk. Members of the Column have debated the merits of trying to enlist the aid of Changelings in their struggle, but so far, they’ve not reached a consensus out of fear of the quixotic nature of these potential allies.

Mortals

Most mortals passing through the GPO are oblivious to the ghostly inhabitants, and if they do sense anything, it’s an overall feeling of turbulence that can be easily explained by the buildings historic import. The rare few, however, come closer than most to penetrating the Veil that hides the Shadowlands from mortal senses. Veteran postal worker Padraig Mundy, “Paddy” to his friends, comes from a family endowed with “Second Sight”, he’s a solitary individual who takes his lunch in one of the empty rooms upstairs in the GPO, and has on several occasions when working after hours, glimpsed flickers of movement out of the corner of his eye or the occasional muffled voices coming from otherwise empty spaces.

Father Kieran Nolan, a young priest fresh from seminary in Maynooth, has sensed the presence of “restless spirits” whenever visiting the GPO. As a passionate scholar of Irish history, he believes that the ghosts of the Rising still haunt their final battleground. Like many Irish priests who see no conflict in mixing their religious vocation with a strong dose of Irish nationalism, Father Nolan walks a fine line between the tenets of his faith and his personal desire to see a united Ireland and is torn between informing his bishop of his suspicions about the ghosts of the GPO and pursuing contact himself. So far, his prayers for guidance have gone unanswered.

The Inquisition have a strong presence in Dublin, and while not officially recognized by the Catholic Church, the Society of Leopold’s local chapter flourishes within the strongly religious traditions that permeate Irish society. While the Restless are not their primary focus, members of the organization would greatly value definitive proof of the existence of the Shadowlands.

:ghost: Tomorrow - More on Dublin :ghost:

Gatto Grigio
Feb 9, 2020

It’s neat to see a deep-dive into Wraith. It’s the oWoD game I’m the least familiar with.

I played a ton of oWoD in college and they completely dominated the RPG scene there and in town, so it’s surprising that there was no enthusiasm for Wraith even in that very pro-WoD space. Looking at it now, I think that’s because its the only oWoD game I’ve seen that doesn’t have any attempt at power fantasy in the modern world. It is so disconnected from the concerns of the modern living compared to other WoD games that it’s really more of a dark weird fantasy setting than WoD’s typical urban fantasy.

Even at their most hopeless, the other WoD games give you cool powers that make you the member of a secret, elect society with powers beyond most mortal men (even Hunter: the Reckconing had this). Be a vampire, seduce anyone and get your way into the coolest clubs. Be a werewolf and have the power to crush almost anybody who mouths off at you. Be a Mage or a Changeling and… fantasy literally becomes reality for you.

But a ghost, even one very supernaturally powerful, can do little to affect the world of the living (as it should be). To both living friends and enemies, you’re just a fading memory. Even if you find revenge or closure, nothing will make you not dead anymore. Best you can do is rule your fellow wretches in Hell or… move on. Just move on.

This theme hits hard for me today and I really appreciate the game now in a way I didn’t in college. It gives vibes of the ruinous atmosphere and contemplations of mortality decades before Dark Souls was even a thing. But I can also see why Wraith never caught on with the college gamers in the way of the other WoD games.

Gatto Grigio fucked around with this message at 23:43 on Oct 7, 2023

Dawgstar
Jul 15, 2017

Blackbeard being a combat monster is an interesting take since by all accounts Teach was a master of using his reputation to never need to fire a shot. This was the dude - who was also according to records really tall for his time - who was built like a brick shithouse and stuck flaming matches under his hat. Why risk the fight? He was also apparently very... I guess gracious is the wrong word but I can't think of a better one once he took a ship if the passengers didn't put up a fight and few seemed to do so because, again, his reputation.

joylessdivision
Jun 15, 2013



Dawgstar posted:

Blackbeard being a combat monster is an interesting take since by all accounts Teach was a master of using his reputation to never need to fire a shot. This was the dude - who was also according to records really tall for his time - who was built like a brick shithouse and stuck flaming matches under his hat. Why risk the fight? He was also apparently very... I guess gracious is the wrong word but I can't think of a better one once he took a ship if the passengers didn't put up a fight and few seemed to do so because, again, his reputation.

I think the idea is that while he absolutely was a master of his own legend in life, now that he's been kicking around the underworld and more specifically, running through the gotdam Tempest regularly, he's upped his game and fully embodied the legend by taking on the stats to back it up. Legit all his stats were like 4's and 5's.

And he's got an rear end in a top hat in a silly wig chasing after him for the Hierarchy so yeah, it makes sense he'd have the raw power to fight back.

Although I prefer the idea of having him be more of a political/conversational NPC than someone the players would fight, and looking at the stats from a designer pov, it feels like a "Listen we have a very specific way we want this character to be interacted with, so we're putting up barriers". It's dumb for sure, but it's one of the less obnoxious ways the oWoD has handled these sorts of untouchable elements.

Robindaybird
Aug 21, 2007

Neat. Sweet. Petite.

and while pirate rowdiness is what exaggerated, you don't lead a pirate ship without being capable of throwing down

Asterite34
May 19, 2009



Dawgstar posted:

Blackbeard being a combat monster is an interesting take since by all accounts Teach was a master of using his reputation to never need to fire a shot. This was the dude - who was also according to records really tall for his time - who was built like a brick shithouse and stuck flaming matches under his hat. Why risk the fight? He was also apparently very... I guess gracious is the wrong word but I can't think of a better one once he took a ship if the passengers didn't put up a fight and few seemed to do so because, again, his reputation.

Turns out it's hard to try and intimidate people with spookiness and a smoking hat when you and everyone else involved are already ghosts, you gotta actually back that poo poo up now.

joylessdivision
Jun 15, 2013



Asterite34 posted:

Turns out it's hard to try and intimidate people with spookiness and a smoking hat when you and everyone else involved are already ghosts, you gotta actually back that poo poo up now.

Well he is missing his head, and he has some sort of floating phantasmal head which seems like even in the underworld would be a pretty :staredog: to see. I wonder if the wraith captain from "Promised Lands" makes an appearance in the Jade Kingdom adventure. I won't be surprised if he doesn't, but considering they dragged loving Talq out for Chaos Factor, anything is possible.

joylessdivision
Jun 15, 2013



:ghost: Joylessdivisions World of Dorkness Presents: Haunts - World of Dorkness #13 :ghost:

Part 7
Dublin continued

The Flying Column Renegades

quote:

“Come all ye young rebels and list while I sing
For the love of one’s country is a terrible thing
It banishes fear like the speed of a flame
And it makes us all part of the patriot game” -Brendan Behan, “The Patriot Game”


Named after the mobile attack units of the Irish Republican Army which harried the British in the early ‘20s and led to the separation of southern Ireland from Britain, the Flying Column consists of a variable number of Renegades, united by their desire to oust the Hierarchy from Dublin. Although Ireland is their battleground and portal through which they draw their subsistence, their focus is primarily aimed at changing the balance of power within the confines of their Underworld domain. Under the guidance of their charismatic leader and his trio of advisors, members of the Column wages a continual battle to undermine the authority of the Hierarchy, veering away from open defiance and concentrating on subversive tactics. Emissaries to the Dublin Hierarchy find themselves diverted to other destinations, caravans of Thralls fall prey to hijackers and routine Hierarchy activities are often disrupted via sabotage. Despite their noble purpose, the Column has a baser side. Acting on petty impulses, their leader keeps a liberated Thrall who happens to be British and takes perverse pleasure taunting the luckless wretch, who has been imprisoned in the little used basement of the GPO.

The group is also cursed by the bane of Ireland’s revolutionary history: the presence of a traitor within the advisory council. Renegades aren’t always as thorough in their screening process, and too often embrace those who would betray them. The Column may collapse from within long before the Hierarchy strikes.

Rory Flynn



Descended from one of the Easter Rising participants, Rory grew up in a family atmosphere steeped in Irish patriot lore. As a student at Trinity College in the 70’s, he was active in various movements sympathetic to the cause of union with Northern Ireland and the expulsion of the British from Ulster. Recruited both because of his revolutionary zeal and because he owned his own car, Rory became an arms runner, taking guns, plastique and other supplies across the border between Northern Ireland and the Republic. In 1975, during an especially bloody bombing campaign, his career as an Irish freedom fighter ended when British patrols stopped his car as it crossed the border into Ulster. Despite the pervasive Irish mists that hampered his visibility, he succeeded in escaping capture, but instead fell into the waiting arms of Death as his car plunged off a slippery bridge into the river Bann.

Nature: Fanatic
Demeanor: Gallant
Circle: The Flying Column
Passions: Desire for freedom from tyranny (Desire) 3, Defy symbols of authority, British in particular (Hatred) 3, Regret for parents who lost their future when their only son died (Pity) 2
Arcanos: Argos 2, Outrage 3, Puppetry 2
Fetters: A postcard depicting the final stand at the GPO, 3; Keys to his car, 2; Death site near the border between County Armagh in Ulster and the Irish Republic, 2
Willpower: 8
Pathos: 7
Shadow: Director
Angst: 6
Thorns: Tainted Relic (fragmentation grenade, formerly destined for Northern Ireland), Shadow Trait (Intimidation +1)
Shadow Passions: Become a hero, regardless of the cost (Pride) 3, Despise anyone who is not totally committed, even if they are family (Contempt) 2, Acquire influence and power over other to achieve (Ambition) 2

Image: A young man in his early 20’s with green eyes and reddish blonde hair that falls in unkempt curls past his collar. While his overall appearance is only marginally good looking, he has an intangible and infectious zeal in his attitude that makes him memorable to those who stay in his presence for any length of time. He wears faded jeans and brogans, a t-shirt with a silk-screened British flag which he’s painted a black X over and a heavy leather bomber jacket. Occasionally he wears a black beret or a pair of leather driving gloves.

Roleplaying Hints: Your grasp of Irish history has somehow brought you to this hallowed ground where the Irish Republic was born. Here in the lands of the dead, another group of oppressors occupies Dublin, and you have embraced your holy duty to bring about a greater liberation. Your mortal life was only a rehearsal for this, and your comrades look to you for leadership and inspiration, so you try your best to provide it for them. Quote Irish patriot songs and cite examples of heroism in the face of insurmountable odds (handy that Irish history is full of such incidents). Never let even your closest companions falter, as you are compelled to emulate the gallantry and ardor of the Easter Rising martyrs and other patriots who lived and died for Ireland with a song on their lips and the fire of liberation in their hearts. If anyone challenges your right to keep a Thrall in an outpost of freedom, rail at them about “Just deserts”

Maeread Shughnessy



An aspiring musician born to a poor Catholic family in Belfast, Maeread continually battled not only religious prejudice, but sexual inequality as well. Her outspoken political and social opinions drew the attention of many who admired her modern protest music as well as a group of street troughs who decided to teach the upstart “girlie” a lesson in a dark alley outside a Belfast pub. The funeral that followed her brutal rape and murder sparked a minor riot between Protestants and Catholics, earning her the tragic aura of martyrdom.

For those keeping count, that’s our 5th rape/murder victim in this book. Seriously, I know it’s a frighteningly common crime, but God drat, 5 NPCs in one book who were all raped and murdered/committed suicide is something the editing team should have called out and addressed.

Nature: Martyr
Demeanor: Confidante
Circle: The Flying Column
Passions: Bring down the system that perpetrates injustice against women and minorities (Anger) 2, Become an example for others to follow (Pride) 2, Prove that she didn’t deserve what happened to her (Guilt) 3

loving ooof. That last one can be read a couple of ways, and if I’m being generous, I’d say it could be read as what happened to her was because of her outspoken views and activism, as the other reading of that line is just victim blaming which yeesh. Again, editing department, do your loving jobs.

Arcanos: Argos 1, Embody 4, Keening 3

Fetters: Rosary (gift from parish priest), 1; book of Irish patriot ballads, 3; commemorative stamp depicting the Easter Rising, 2
Willpower: 7
Pathos: 8
Shadow: Martyr
Angst: 7
Thorns: Dark Allies (the Spectres of other martyrs speak to her), Tainted touch
Shadow Passions: Become a martyr for the Flying Column (Despair) 3, Kill any who would betray the Column to the Hierarchy (Terror) 4

Image: A strikingly lovely woman in her late teens with long black hair, alabaster skin and piercing blue eyes. She wears a black leotard and a filmy black overskirt (her performing clothes) and sometimes wears a dark purple shawl over her shoulders. In her “Goth” form of Embodiment, she has learned to appear as “Cathleen ni Houlihan” the legendary spirit of Ireland, a flaming haired beauty that has inspired centuries of Irish poets, heroes, and martyrs.

Roleplaying Hints: You believe in the goals of the Flying Column and its leader who seems free of the typical Irish “machismo” that often prevails in male-dominated revolutionary movements. You died once for your convictions, and the experience has taught you the inherent worth of a martyr's death. Whether or not you and your compatriots achieve your goal is less important than the example you set for others who will hear of the Flying Columns' gallant efforts. You are the heart and soul of your Circle, often finding yourself cast in the role of “Mother Confessor”. You don’t mind, since it not only gives you a powerful voice in group affairs, but also allows you to temper the sometimes-rash impulses of your companions. Encourage others to confide in you and remind the “boyos” of the Column that women belong in the front lines as much as men.

Alan Travers



A native Bostonian, Travers studied journalism at Columbia University and later embarked on a career as a freelance reporter. Early on, he discovered that it was just as easy to “make” newsworthy events as to simply observe and report on them, and so began his policy of inciting trouble in the cities he visited. When a scandal was exposed due to his tinkering or an influential person was brought down through judicious planting of incriminating evidence (sometimes falsified), Travers was right there to cover it.

In 1966, he was in Dublin, intending to cover the 50th anniversary of the Rising. The blast that leveled Nelson’s pillar was no surprise, but the faulty valve on his heart was, and he suffered a coronary on the steps of the GPO. As a Wraith, he first fell into the hands of the Hierarchy who soon realized his potential usefulness. He “escaped” in 1983 and fled to the GPO and into the welcoming arms of the Flying Column.

Nature: Conniver
Demeanor: Fanatic
Circle: The Flying Column
Passions: Knowledge is power - get as much as possible (Greed) 3, Feel sorry for anyone not in the know (Pity) 1, Get back at everyone who underestimates him (Revenge) 2
Arcanos: Argos 3, Moliate 5
Fetters: Press pass, 4; Keys to the Gresham Hotel in Dublin, 1; Death site (The GPO), 2
Willpower: 6
Pathos: 5
Shadow: Rationalist
Angst: 6
Thorns: Shadow Familiar (a rat)
Shadow Passions: Bed as many women as possible (Lust) 2, Undermine the position of anyone more handsome or well liked (Envy) 3, Keep his real purpose from being discovered at any cost (Fear) 1

Image: Undistinguished and somewhat disheveled in his appearance, Alan wears rumpled khaki trousers, a black turtleneck and photographer’s vest. He’s in his mid-30’s and has dark brown hair in a conservative cut. Green tinted contacts give his watery brown eyes a hazel cast. His medium build belies his frail (even in death) constitution, and he still favors his left side when involved in strenuous activities. While not always obvious, he’s never without his camera.

Roleplaying Hints: Act as though you are the quintessential rebel, after all, you’ve covered enough “hot spots” to get the patter down as if you believed it. Your Hierarchy bosses have given you considerable leeway to protect your cover, but you’re still nervous whenever you must contact them. You’ve seen what they can do, and you have no desire for them to recall you. You envy the leader of the Column, because he has everything you never did, looks, respect and the girl. You’ve made it clear (or as clear as you dare) to your superiors that you want Maeread as your payment for doing the best dirty work you can. You have worked your way into a position of some influence in the Column, and now, you just need to start misadvising them a bit at a time until they finally make the wrong move. If you think you’re about to be exposed, blow the whistle on someone else. Become everyone’s best friend and get as many people as possible in your debt so you can call in favors when needed.

Duffy “Whitehorse” Coogan



Raised in the slums of Dublin, Duffy’s only hope of avoiding the unemployment line with his four brothers was to get more education than he could afford, become a rock star or soccer pro, or hook up with the city’s criminal underground. For a few years, he worked as a drug runner, but couldn’t avoid the temptation of sampling his wares. By 19, he was running drugs for free just to afford his habit. His primary contact, a runty pusher and pimp going by Squint, started to play games with him, plumbing the depths of Duffy’s desperation. When he found himself on the verge of delivering his 13-year-old sister Finola to Squint’s “Stable”, something finally snapped. When his memory cleared, he was crouched in the corner of a bathroom stall in the GPO with blood on his clothes, Squint’s drugs, and a syringe in his hands. It was his final fix.

Nature: Conformist
Demeanor: Deviant
Circle: The Flying Column
Passions: Keep in touch with his family, especially Finola (Love) 2, make life miserable for the city’s drug dealers (Revenge) 3, Become indispensable to the Renegade movement in Dublin (Pride) 2
Arcanos: Argos 1, Pandemonium 3, Usury 2
Fetters: Crucifix necklace, 1; Death site (Public men's room in the GPO), 2; Syringe, 3; Family photography, 2
Willpower: 6
Pathos: 8
Shadow: The Freak
Angst: 5
Thorns: Tainted Relic (The knife used to kill Squint), Death’s Sigil (blood stains)
Shadow Passions: Destroy those of wealth and privilege he never had (Hate) 3, Wallow in self-pity (Despair) 3, Blame others, including family for your wasted life (Contempt) 2

Image: A tall, pockmarked young man in his late teens, he has white blonde shaggy hair and muddy colored eyes. He dresses in a dirty black t-shirt and denim jacket, and his jeans are torn, and the laces of his shoes are on the verge of breaking. His body shows no signs of his once heavy drug usage, but his face is drawn and now and then his hands tremble uncontrollably. He wears a silver cross on a chain around his neck.

Roleplaying Hints: You were a street punk in life, and that hasn’t changed in death. You owe the Column big for rescuing you from bounty hunters when you first “Crossed over” or whatever it’s called, but you’re never going to let them rule you. Make a show of being tough, question orders often, but go along with them in the end. Hide your true feelings and suspect anyone who tries to get too friendly with you. Don’t make the same mistakes in death as you did in life.

Corporal Gregory Foster



Born to a working-class London family, Foster intended to make the military his career after dead-ending a series of other jobs. He was engaged to his childhood sweetheart, and they planned a wedding and honeymoon in Dublin. Struck by a car on his way to meet his fiancée for a prenuptial party, he died enroute to the hospital. He’d just begun to make his way around the Shadowlands when he was captured by a bounty hunter and sold to a Dublin Centurion as a Thrall. After a daring raid on the Centurion’s Haunt by Renegades, he now lives in the basement of the GPO where Roy uses him as a “Collection Pool” to keep the Haunt’s energy levels constant.

Nature: Survivor
Demeanor: Traditionalist
Passions: Comfort Edith (Love) 3, Serve his country (Pride) 2, Make those who abuse their authority suffer (Revenge) 2, Don’t give up hope (Faith) 1
Arcanos: Castigate 2, Embody 1, Lifeweb 2
Fetters: Corporal’s insignia, 2; Letter from fiancée Edith, 3; Plane ticket to Dublin, 1; Good luck piece (a four-leaf clover encased in plastic and mounted on a key ring), 1
Willpower: 7
Pathos: 9
Shadow: Perfectionist
Angst: 6
Thorns: Bad Luck
Shadow Passions: Make Edith miserable for being alive (Guilt) 2, Undermine all authority (Hate) 2

Image: Early 30’s, he looks like a soldier on leave, with dark brown hair cut to military specifications, dark brown eyes with heavy lashes that enhance his otherwise ordinary appearance. He wears the military dress uniform of a Corporal of the British Army.

Roleplaying Hints: Try to keep your hopes up, despite the abuse you take from the bloke who runs this Haunt. You’ve had hostage training in the army, and you know you can survive if you keep your wits about you. Losing control to your Shadow is inevitable, and berating yourself for its actions is useless. Keep trying to convince your captors to let you go. Try to contact somebody - anybody - who could help you.

Story Ideas

The exact number of Wraiths who belong to the Column has been left deliberately vague so that players may start as members of the group if they wish. If this is the case, the following story ideas will need to be adjusted accordingly (as they assume the players are outsiders)

  • Because they have chosen to make their stand amid Hierarchy controlled territory, the Circle is relatively isolated from other Renegade factions. Nevertheless, they manage to keep tentative lines of communication open between themselves and others who oppose the Hierarchy, Renegade and Heretic alike. The players may be called upon by one of these groups to act as liaisons with the Column, which will involve traveling to the heart of Hierarchy territory and potentially from some distance and establishing friendly contact with the Column.

  • The awful truth has come home to Rory that his group harbors a Hierarchy spy. Since the players are relatively new to the area, they are the least likely candidates and best possible investigators. Unknown to the other Column members, Rory requests the players ferret out the traitor, which will involve a great deal of subtlety and stealth around the Haunt and its environs and may even lead further into Hierarchy territory as they track their quarry.

  • Concurrent with the player's arrival in the Necropolis, the Column receives a warning that the Hierarchy is sending a group of spies to infiltrate under the guise of joining them. Whether the players intend to join the Column or are simply passing through, the burden falls upon them to prove their innocence. Alternatively, the players may be Hierarchy members, and find themselves walking into a trap.) Who set them up? Who blew their cover? And if they provoke the Renegades, can they find shelter with the Hierarchy or one of the local Heretic cults?

  • The players are on the run from Hierarchy Legions, bounty hunters or a sudden Maelstrom. They arrive in Dublin and seek shelter in the nearest building, the GPO. Perhaps they arrive on the eve of a long-awaited confrontation. Will they join the Column? Will they try to dissuade them? How will the Renegades perceive the players?

  • One of the Column breaks under the constant pressure and expresses a desire to leave the group. The leadership agrees to allow them safe passage from the Haunt, provided they take up residence in another city entirely. The players are requested to escort the defector and oversee their relocation, including destruction of any Fetter which might tie them to the GPO. This story requires prior association with the Column or that the players have some sort of reputation as reliable neutrals. The players and their charge may run the risk of being stopped by the Hierarchy as they try to leave.

  • The Hierarchy have stepped up their siege of the GPO, cutting off normal lines of communication with other groups. The players are asked to run the blockade to deliver a valuable relic or artifact to aid the Renegades in holding out.


And that concludes Uprising in Dublin. I admit I am extremely ignorant of Irish history beyond “The Catholics and the Protestants have taken the argument over whose right to violent extremes” and that the English should get the gently caress outta Ireland (and Scotland, ya imperial fuckwads. Lame rear end monarchy bitches). With that said, I really enjoyed this chapter, and the parallels between the Renegades and the Hierarchy makes for a nice mirror of the Irish/English conflict. Not in love with this chapter having our 5th victim of sexual assault, but I do like the idea of a character using the Embody power to become the literal Spirit of Ireland, that’s cool. Otherwise, I think this is a well written chapter with some interesting NPCs and a decidedly pro-Irish independence streak which I can appreciate. This is also likely the last chapter I’ll be making many jokes in because hooooooboy are we about to dive deep into some dark loving territory with the next chapter.




The Khatyn Mir: Khatyn, Byelorussia

By Harry Heckel

Haunt Level: 5
Memoriam Level: 5

quote:

“Good people, remember: we loved life, and our Motherland, and you, dear people. We burned alive in flames. Our appeal is for everyone: let grief and sorrow turn into your bravery and strength, so that you might secure peace and quiet forever on the earth. So that from now, life might never and nowhere become extinct in the vortex of fire!” -Translation of the address from the dead to the living on Memory Crown, Khatyn.


During World War II, at least 2,230,000 people living in Byelorussia (now Belarus), or almost a quarter of the then Soviet Republic’s population, died. The true death toll is unknown, and even today (or 1994), mass graves and destroyed villages are still discovered. The Nazis razed at least 209 towns and 9,200 villages. The people of Belarus (Note: I’m going to just use the modern name of the country for ease), all who believed in the Soviet state, those who hoped Hitler would save them from the terror of Stalin’s reign, and those who didn’t care about politics and just wanted to carry on with their lives in peace, were all slaughtered equally.

Some Thoughts….sidebar

I’m just going to quote the entire sidebar here:

quote:

“Take a moment away from reading this book and think about Khatyn. Close your eyes and imagine you are there. Soldiers herd you into a barn, along with 150 other people, half of them crying and screaming children. You feel the person next to you breathing, and you smell the sweat of the person behind you. Suddenly, you hear a command barked out in German. You drop to the ground, instinctively throwing your body over that of your son. Bullets tear through the barn walls, and then through your neighbors. People scream and blood flies.

Then, a light suddenly shines through the cracks in the bullet-ridden wooden walls, as intense heat sucks the oxygen out of the already hot air. You desperately clutch your son to your chest. The few people left alive start panicking. More gunfire. Your son is crying, burying his face against you. Dry rafters collapse, falling down on you and your comrades. You choke, your mouth dry and your eyes stinging. Every breath is agony. Then your neighbor's clothing catches fire from a falling spark. You can’t hear over all the screams, cries and gunfire; you can’t see through the smoke; and all you can smell is the odor of cooking flesh.

You slam your body against the side of the barn as the inferno intensifies. Flaming bodies flail against you. Your son cries out in anguish as his clothes ignite. Your muscles automatically contract as the fire sears your flesh. You feel the flames at your back. You’re on your knees now, gasping for air. You don’t remember when you stopped standing. You’re going to die. Then the barn completely collapses. Timbers and boards rain down on you. You desperately search for a way out. Clutching the bundle of your son, you crawl toward the outside. Barely able to breath, you know that unless you keep going, both you and your son will die. You pray that you’re moving in the right direction.

Somehow you stumble out into clean air. You drop to your knees and try to cry as you beat out the fire on your boy’s body. He coughs and his bloodshot eyes gaze up at you. He mouths something. Then before your eyes, he dies. You are alone with your pain. No one else is there to help you. Nothing remains of your village: no trees, no lilac bushes, no houses, no voices of your friends and neighbors. The only sound is the popping of human marrow and wood as the flames rage skyward behind you.

That isn’t horror from the Gothic Punk World of Darkness; that’s real-world horror. It happened. Soldiers still practice genocide in conflicts all over the world today. Just spend a minute and think about it.”


Khatyn was one of many Soviet villages destroyed by German soldiers, but unlike others, Khatyn had a survivor*, Josef Kaminsky, who lived to tell his tale.

*Wikipedia notes that there were six survivors of the Khatyn massacre, including Josef.

The Nazis assembled the villagers into a barn in the center of town, locked them inside, sprayed the barn with bullets then set it aflame. Josef somehow escaped the inferno carrying his son, Adas, in his arms. Nothing but ash was left of his village and all Josef could do was hold his son and watch young Adas die from the burns covering his body. In 1969, the government of the Republic of Belarus and the government of the Soviet Union dedicated a memorial to the citizens of Khatyn. Not only are the ashes of the people of Khatyn buried here, but it is also the site of the world's only cemetery of villages. Those who could find them gathered sand and cinders from the remains of 186 other villages and placed them in urns. The remains of thousands rest at the memorial.

The Wraiths of Khatyn live in the ghost village, their Mir, a word meaning town, community, world and peace. All Restless are welcome, regardless of political affiliation, and the permanent Wraith population at the Mir is around 50, however, due to the large number of transient Wraiths that pass through the village from time to time, there may be 100 or more present at Khatyn. All have sworn to ensure that no one suffers again as the people of the Soviet Union did during WWII. The memorial receives an incredibly large amount of Pathos each day, as visitors come to remember fallen loved ones. The people still mourn their dead relatives, and they grieve for the innocents who died in the name of the Soviet Union.

Physical Description

quote:

“This must not be repeated”- Translation of the inscription on the back of a Khatyn Memorial coin.




The Memorial

The first thing that visitors to the Khatyn Memorial in the world of the living see is a large bronze statue of Josef Kaminsky.


The Unconquered Man at Khatyn National Memorial

Kaminsky stands on a slab of black marble, holding the body of his dead son in his arms, and the statue's blank stare is a cross between sorrow, rage and utter helplessness. Flowers perpetually cover the black marble slab beneath it.

Beyond the statue is the village of Khatyn, where gray concrete sidewalks lead along the former village paths. The foundations of the 26 houses that made up the village have been rebuilt in gray concrete, and above each foundation, a bell tower rises. Each tower has a bronze plaque on it inscribed with the name of the family that lived in the house before March 22, 1943. When the wind blows, the bells softly toll for the dead. Khatyn’s wells were also redug, and a plaque stood in front of each well.


The only structure in Khatyn is a huge black marble barn that stands over the site of the massacre, providing a sharp contrast to the rest of the memorial. No doors lead into the monument. Beyond the barn, a path leads to a set of steps. Here, visitors can descend to an immense black marble mourning pedestal. White birch trees grow from three corners of the slab, and in the fourth corner is an eternal flame, representing the one in four people who died in Belarus during the war, while the trees represent the surviving population. Visitors constantly leave flowers near the flame.

Behind the mourning pedestal is the Wall of Memory, where numerous quotes and names are inscribed in bronze or carved directly into the wall’s concrete. Crowds cluster all along the wall, straining to read the fading inscriptions and carvings. Along another path is the Cemetery of Villages. A large sculpture inscribed with the number 186 looms in front of the cemetery, designating the number of villages destroyed and not rebuilt. Each village has its own memorial, a black marble box that stands in a square next to a black marble carving of the village name.

From this path, a person can look down rows of boxes inscribed with names of villages such as Lubcha, Zakrinchye, Murogi, Rallya, Korenevo, Ustye, and Veselovo. Each of the boxes holds a clear urn with dirt or ashes from the village. All the former inhabitants of these villages were burned alive, just as those at Khatyn were.

On a hill above the rest of Khatyn, is the white marble Memory Crown, which stands over the mortal remains of the peasants of Khatyn. The Memory Crown bears a message from the dead to the living, which almost all of the visitors go to read. Josef Kaminsky, who died in 1973, was buried near the Memory Crown. Every day, thousands of the living visit the Khatyn Memorial, and the only sounds at the site are the quiet footsteps of visitors, the gentle tolling of bells, soft voices and sobbing. The number of tears shed at this memorial, even 50 (now 80) years later, is a testament to the pain suffered by the Soviet people during WWII.

The Village

In the Shadowlands, an actual village stands at Khatyn, just as it did before March 22nd, 1943. The 26 houses are simple, peasant structures with furnished interiors, although many Stygian items have replaced the simple peasant trinkets. Dirt trails replace the concrete walkways and ghostly white birch trees and pines surround the village. A low fog constantly fills the village, and some complain about the odor of smoke in the air.

Ironically, the Wall of Memory appears stronger and better maintained in the Shadowlands, with the names easily legible, and Pathos from visitors accumulating all along it. The Restless residents of Khatyn often walk along the Wall at night, and a few have the wall as a Fetter. The statue of Josef is more distraught and lifelike in the Shadowlands, and because of the powerful emotions that well up in those who see the statue, it too is a powerful store of Pathos.



The black marble barn dominates the landscape of Khatyn in the Shadowlands, and inside the structure, a Nihil extends from one end of the barn to the other. It is one of the largest known gateways to the Tempest in the Shadowlands, and Wraith guardians, often dressed in military uniforms, stand vigilantly around the edges of the barn, ready to fight if something were to emerge and threaten the Mir. Most are members of the Crimson Hands or Fallen Soldiers; the rest of the Restless of the Mir simply try to avoid the barn.

On the mourning slab, the tree white birch trees appear a bit withered and decayed, their branches dropping, giving them a mournful appearance. The Cemetery of Villages almost glows with Pathos, but the Wraiths of Khatyn do not tap it; instead most avoid the Cemetery, fearful of the numbers of souls it represents and wary of causing or gaining additional Angst. Most Restless of the Mir consider the Cemetery taboo and refuse to enter. Stories abound within the Mir of those who were foolish enough to enter the Cemetery, only to go mad or never return at all.

The white marble Memory Crown is riddled with cracks and some parts have crumbled. The members of the Mir rarely travel up to the hill, and sometimes the Circle called the Voices hold meetings at the Crown, which always begins with a reading of the inscription. These meetings are private, solemn affairs. Adas Kaminsky, one of the members of the Circle, usually does the reading.

History of the Haunt

On March 22nd, 1943, a detachment of Nazi soldiers, led by Colonel Oscar Dirlewagner came to Khatyn, and proceeded to herd the 150 residents, including 75 children, into a large barn in the center of the town. The houses were burned down and the wells were filled. Then the barn was riddled with bullets and set ablaze. Josef Kaminsky escaped the barn and survived, and though the Nazis had destroyed his village, he kept the memory of Khatyn alive. In the years following, he struggled to lay the groundwork for the Khatyn Memorial.

The massacre of the villagers released enough energy to create a Haunt, and many of the villagers became Wraiths. The Pathos produced by the massacre was immense, and while Josef worked to keep Khatyn alive in the Skinlands, his son Adas did everything he could to keep it alive in the Shadowlands. He searched the Shadowlands and gathered other Restless, former villagers, former soldiers and even a few fallen Nazis. Adas told the story of Khatyn, spoke of his fathers courage and aske the other Restless to return with him and help him rebuild the village.



Many of them, touched by the story, followed Adas back to the village. The most important among them were Volodya, a veteran of the fighting in Stalingrad and Sasha, a black marketer from Leningrad. Word spread of Khatyn and the Wraith assembling a city of the dead. As plans for the Memorial were enacted, the Restless population slowly grew. Volodya, fearful that the Hierarchy might seize the village, called a meeting of the Restless at the Haunt. That night, the residents formed the Khatyn Mir, based on the traditional informal governments of Slavic villages. The Mir organized its defenses and created a charter.

According to the charter, all Restless are welcome in Khatyn, so long as they don’t harm other members of the Mir. If anyone attacks the Mir or a citizen, everyone else will aid the one attacked. Decisions are made by calling a town meeting and gathering at the eternal flame, where a simple majority vote decides issues. Residents may stay in one of the 26 houses, and involvement with mortal visitors to the Memorial is forbidden, and all visitors are reminded that the Pathos produced belongs to all within the Mir.

On July 5th, 1969, the Khatyn Memorial was inaugurated and opened. After word spread in the Shadowlands of the incredible Pathos to be harvested at the Mir, the population swelled. Many wandering ghosts came, hoping to batten on the emotional banquet. Life for the Restless who had founded the Mir grew strained at times, and town meetings became more and more political. Spectres attacked the barn and had to be repelled, and many merchants from Stygia and elsewhere began to visit and use the Haunt as a neutral meeting place. The Pathos served many uses, and residents grew wealthy. Sasha began overseeing the economic development of the village and under his guidance, the Mir became quite rich.

Eventually, Renegades began negotiating truces with the Hierarchy at Khatyn, while Heretics sought sanctuary. Restless from across the Soviet Union came to Khatyn and tried to join the Mir and share in its wealth. These incidents became a nightmare for the longtime residents, and finally, it was ruled that the Mir would accept no new members unless the prospective residents were willing to remain in the Mir for 75 days, one for each of the children slaughtered.

Today, Khatyn has become more important than ever to the Restless in the Shadowlands of the former Soviet Union, as the rise of the ancient undead Baba Yaga has led to many Nihils opening in the Shadowlands. A few Restless with the Fatalism Arcanos predict that the Shroud between Stygia and the Shadowlands would close when Baba Yaga reappeared, though this has not yet happened. This hasn’t stopped the Hierarchy from becoming more active in the area in their attempt to secure their rule over the Shadowlands, and some fear the power of Baba Yaga, while others simply take advantage of her appearance to gain more power. Members of the Hierarchy have also strongly suggested that the residents of the Mir declare their loyalty to Stygia, while many of the residents believe that they must act to prevent the Hierarchy from enslaving the Restless of Belarus and the other Slavic states, while others believe that the Mir should serve as the capital of a nation of Wraiths in the Shadowlands. Debates rage nightly in the Haunt, lit by the eternal flame.

Outside Relations

The residents of the Mir tolerate most supernatural creatures, with the exception being the Kindred. The Fallen Soldiers and the Crimson Hands believe that the Kindred are evil creatures who will destroy the land, and accordingly go out of their way to destroy Kindred they encounter. If a Kindred were to meet one of the Sisters of Hope or a member of the Voices, they may find sympathy for their tragic existence, but a Kindred who enjoys their unlife will soon cease to exist if they venture into the Mir.

Garou are known to the Restless, and not liked. Too many of the Restless were raised with superstitions about shapechangers, and if one were to venture into the Mir, the Restless would attempt to scare them away. A sept of Silver Fangs have noticed the enormous amount of spiritual energy surrounding the Memorial, so a conflict may be inevitable.

Mages are not trusted, as several have attempted to steal Pathos. One Nephandus even attempted to open the marble barn, and many of the Restless of the Mir hate and resent Mages, feeling that they should have used their abilities to stop the slaughter of the Great Patriotic War (WW2), though a special hatred is reserved for the Technocracy, as many lived through the Stalin era, and saw first-hand how Stalin’s disregard for safe working conditions and pollution destroyed lives and contaminated the land.

The major concern is of course, Baba Yaga, as even the Restless have heard her name on the wind. They know the types of horrors she has awakened, and the residents have resolved to fight her, to do whatever they can to prevent more suffering. However, they are paralyzed with indecision, as some suggest allying with the Garou or even the Kindred in the struggle against the fiend. Others have suggested taking direct action, but neither the Fallen Soldiers or the Crimson Hands believes its members have the ability to stop her (More info about Baba Yaga is available in Rage Across Russia).

Heretics are distrusted in Khatyn, but a small Heretic faction has emerged here, despite their efforts to remain secretive. This group worships the village itself, believing that it is the center of the Shadowlands, and thus the universe. A few claim that the secrets of salvation lay hidden in the village itself, which is why the Nazis destroyed it.

I’m going to go out on a limb and say the Nazi’s razed the village because slaughtering innocent people, especially Slavs, was a big pastime of theirs.

Renegades love the Mir, and the residents respect many of them, though a few Circles of Renegades have a bad habit of abusing the sanctuary, using it as a base to strike the Hierarchy, despite the residents discouraging such action. Other Renegade groups use the village as a place to trade or exchange information, including secret knowledge of Arcanos. If Khatyn were ever seriously threatened, a large contingent of Renegades would come from across the Shadowlands to defend it.

The Hierarchy and the Mir have a complicated relationship, as the Mir accepts Hierarchs so long as they obey the rules, and many hardened Hierarchs who come to the Mir have a difficult time accepting its open atmosphere. The residents are well aware that the Hierarchy would love to rule the Haunt and remain vigilant.

Circles

quote:

“We’re part of a fire that is burning,
And from the ashes we can build another day.
But I’m frightened for your children
That the life we are living is in vain,
And the sunshine we’ve been waiting for will turn to rain.” -The Moody Blues, “The Story in Your Eyes”


All Restless at the Haunt, regardless of Circle, belong to the Khatyn Mir. All have some desire to see human suffering end, and all try to obey the charter of the Mir, and members of the Haunt are more understanding of the problems with one’s Shadow than most. Many powerful Circles use Khatyn as a stronghold; some are active throughout the former Soviet states and all residents have the Haunt Background at level 5 and is not included in the stats for the NPCs as it is automatic.

Before we jump into the NPCs for this chapter, I have some thoughts. First, while I was surprised to encounter this chapter, it was less because of the content and more because it was so early in the game's release history. It’s not like Charnel Houses of Europe isn’t an infamous book within the White Wolf publishing history, but that book wasn’t released until the second edition all the way in 1997, so having a Nazi atrocity pop up in literally the third book published for this game was unexpected, but much like Charnel, the tone of the writing is serious and does not make light of the historical horror being presented.

Does it still feel a little skeevy to include these historical atrocities into a tabletop game, even one as mature and heavy in theme and atmosphere as Wraith? Yeah, it does, but at the same time, I grew up during a time when the refrain of “Never Again” and “The story must be told” were loud, not to mention there were still survivors alive telling their stories. Now that we’re 80 odd years removed from WWII and the horrors of the Holocaust, and many of those survivors have passed on, I think it’s still just important that we as a species never forget what happened, no should we allow it to happen again (which as history has proven, we’re really loving bad about stopping systemic genocides), and while the medium of a table top role playing game is far from the ideal place to teach about these topics, I do believe that, even if somewhat misguided, the authors of both this chapter and Charnel had their hearts in the right place.

There are some historical inaccuracies here, though I don’t blame the author for those, information regarding the war crimes committed by the Nazi’s, especially against the Soviet states was less widely known or available in the mid-90’s, and it’s not like you could just check Wikipedia or something for more information. So, while including Khatyn in this book does feel, at first glance at least, a bit tasteless, it does an admirable job of what it’s attempting, and if anything, it got me to do a bit of research myself on the events.

Having said all of that, I am still very conflicted on the idea of including real people within the setting, at least real people who are historical figures because they were victims. Someone like Napoleon or Kurt Cobain in the setting makes sense as they were public figures and thus including them as ghosts within the setting makes sense, but including Josef’s son as an NPC slides a little closer to the “Uncomfortable” end of the spectrum for me.

Adas Kaminsky



Son of Josef Kaminsky, he traveled the countryside gathering the citizens of what would become the Khatyn Mir. Though he appears as a small child, his innocent appeals touch the hearts of many, and he has the most access to Pathos in the Mir, and many former Soviet citizens know his name, certainly all of Belarus does. After initially organizing the Mir, Adas influence wanned, as most Restless look upon him as a small child, though he would prefer to take a more tangible role in the leading of the group. He is one of the leaders of the Voices Circle, who try to make peace by vocalizing the pain of suffering.

Nature: Architect
Demeanor: Child
Circle: The Voices
Passions: Grieve for the village as it used to be (Sorrow) 5, Prevent Suffering (Hope 4), Be as brave as his father (Love) 4
Arcanos: Castigate 3, Phantasm 3
Fetters: The bronze statue, 3; Memory Crown, 3; The Kaminsky bell tower, 4
Willpower: 10
Pathos: 10
Shadow: The Perfectionist
Angst: 6
Thorns: Death’s Sigil (the smell of ash) Bad luck
Shadow Passions: Destroy Self (Pain) 3, Lead Mir (Frustration) 2

Image: A young, dark haired boy with sad brown eyes.

Roleplaying Hints: You feel incredible guilt and pain over your death. You know how much it hurt your father, and you wanted to live. You father was your hero, and you’ve inherited some of his courage. Despite your experience, you are an idealist. You believe that people are good, and you believe that if everyone works together for peace, then the world will be a better place. Though you still play the role of a child, your fathers death has changed you, and you now feel more like an adult. Someday, you’ll find a Master of Moliate to age you, and you hate when others speak down to you or call you “Boy”.

Volodya



Volodya led barefoot men on forced marches through blizzards and fought battles with an unloaded gun. He suffered through days of starvation while the Germans pinned down his unit. Somewhere, along the road to Berlin, he was shot in the stomach. It took him 12 hours to die. He vaguely recalls walking through the Shadowlands to Belarus to search for his village, only to find the burnt remains of Murogi. He mourned for days.

During his travels he encountered Adas, and touched by the boy’s story, Volodya returned with him to the Khatyn Mir. Other members of the Red Army who had gathered there elected him as their leader, and now he commands the Fallen Soldiers, a Circle of veterans who died protecting the Motherland. He sees protection of the Mir as his first duty. He also knows a secret about the Haunt. A few years ago, a group of Hierarchy soldiers tried to attack the Mir, but a strange wall of light appeared among the birch trees that repelled them. He believes that there is something more to the Haunt than he understands and wonders what such an intense influx of Pathos is doing to the place, and why the Nihil is so large.

Nature: Judge
Demeanor: Caregiver
Circle: The Fallen Soldiers
Passions: Protect the Mir (Love) 4, Honor the dead (Sorrow) 5
Arcanos: Embody 3, Moliate 3, Outrage 4, Usury 2
Fetters: Ashes of Murogi (his home village) 4
Willpower: 10
Pathos: 7
Shadow: The Rationalist
Angst: 5
Thorns: Tainted Relic (Rifle with bayonet) 3, Trick of the Light
Shadow Passions: Kill all enemies of the Mir (Hate) 4

Image: A tall and intense man who carries himself with an air of command. He wears his Red Army uniform, and looks like the archetypical Soviet officer with dark eyes, cropped brown hair and thick mustache and beard.

Roleplaying Hints: After years of war, you’ve become easygoing, preferring Volodya to your real name, Vladimir. You enjoy the sense of community at the Mir, and don’t look kindly on those who try to break it. As leader of the Mir’s defenders, you usually assume authority when conflicts arise.

:ghost: Tomorrow the conclusion of Khatyn and Haunts

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.
yeah I thought this book was cool to start but I'm just so tired of all the women getting raped and murdered or being sex workers and murdered. It really puts a lot of bad taste in my mouth that the rest completely fails to get rid of.

joylessdivision
Jun 15, 2013



Leraika posted:

yeah I thought this book was cool to start but I'm just so tired of all the women getting raped and murdered or being sex workers and murdered. It really puts a lot of bad taste in my mouth that the rest completely fails to get rid of.

It's generally a trope that when it appears once I can usually roll my eyes at and if the content surrounding it is good enough, can be forgiven.

That I had a running tally of victims in this book really says a lot. It's the one big black mark (aside from Richmond) that hangs over the rest of the quality of the book and drags it down.

It's one of those things that in a couple years I'll probably say "Oh yeah, Haunts was a good book, *except*......"

FMguru
Sep 10, 2003

peed on;
sexually

Leraika posted:

yeah I thought this book was cool to start but I'm just so tired of all the women getting raped and murdered or being sex workers and murdered. It really puts a lot of bad taste in my mouth that the rest completely fails to get rid of.
The 1990s, everyone!

When you could clearly signal that your nerd-genre work was mature and serious by having lots of rape and rape and rape rape rape. Why yes, the first volume of A Song Of Ice And Fire came out in 1996, whey do you ask?

Leraika
Jun 14, 2015

Luckily, I *did* save your old avatar. Fucked around and found out indeed.

FMguru posted:

The 1990s, everyone!

When you could clearly signal that your nerd-genre work was mature and serious by having lots of rape and rape and rape rape rape. Why yes, the first volume of A Song Of Ice And Fire came out in 1996, whey do you ask?

ah, but if it only ended in the 90s

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


I for one am real happy at least roleplaying game writing matured and improved since then.

note the lack of the word "enough" though.

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joylessdivision
Jun 15, 2013



:ghost: Joylessdivisions World of Dorkness Presents: Haunts - World of Dorkness #13 :ghost:

Conclusion

Khatyn continued

Sasha Gregoriev



Sasha died trying to sneak food past enemy lines into Leningrad during the height of the siege. He was shot near the Hermitage Museum, and he has vivid memories of the cannibalism and starvation during the siege, and feels that, though the people of Khatyn were massacred, it was better than a slow death by starvation. He leads a number of Khatyn “merchants” who all were members of the black market. To Sasha, the black market serves the people and gets them what the state cannot, hence the name of his Circle, the Providers.

He firmly believes that many would have died in the former Soviet Union without the black market. He looks after the economic health of Khatyn and hopes to accumulate a great deal of wealth in the underworld. He believes with the Pathos of the Mir at his disposal, he can buy some of the dreams that other Circles try to actualize through rhetoric alone.

He is one of the most well-known members of the Mir in the greater Shadowlands, and despite his status as a merchant, has earned himself the trust of both the Hierarchs and Renegades and recently has been doing more than his share of work as a go-between. He’s also concerned about the politics of the Skinlands, fearing that the breakup of the Soviet Union will lead to large scale disasters. He also knows about the rise of Baba Yaga, and despite his cynicism, he’s grown increasingly afraid of the ancient legend and her supernatural grip on Russia.

His one major character flaw, which he readily admits, is that he’s particularly susceptible to the charms of beautiful women. He wants to fall in love, something he never had the chance to do in life.

Nature: Caregiver
Demeanor: Conniver
Circle: The Providers
Passions: Gain Possessions (Greed) 4, Provide for the needy (Hope)5, Seek Love (Love) 3
Arcanos: Argos 4, Pandemonium 2, Usury 2
Fetters: German pocket watch from St. Petersburg, 3; the Hermitage, 1
Willpower: 6
Pathos: 7
Shadow: The Pusher
Angst: 5
Thorns: Spectre Prestige 4, Dark Allies 2, Pact of Doom
Shadow Passions: Make enemies of the Mir surfer as their victims do (Sorrow) 3, Possess women (Lust) 3

Image: A good looking, blond-haired, blue-eyed you man in his early 20’s, dressed in western style blue jeans, a London Hard Rock Cafe t-shirt and an authentic British bomber jacket

Roleplaying Hints: You’re a friendly, outgoing person, and you know a great deal about the Shadowlands and the Tempest. You’re always looking to make a deal, especially with tourists. Since the rise of Baba Yaga, you’ve grown worried, especially since Khatyn has seen two Maelstroms in the last few years. You’re careful to avoid the barn unless you’re planning to enter the Tempest.

Krispin Ziegler



Krispin knows the truth about the atrocities committed during WWII. He unmercifully slaughtered innocent civilians in the name of his country. Now he comes to Khatyn in search of absolution for his guilt. He is not alone, and he and others who have joined him in search for redemption call themselves the Crimson Hands, signifying the blood they can never remove. All members of this Circle committed atrocities, either for the Nazis or Stalin, or later dictators. Most are Fanatics or Martyrs, willing to suffer Oblivion for their crimes. Whenever a potential suicide mission arises, the Crimson Hands volunteer, believing that protecting other Wraiths, especially the victims of the Mir is the only way to atone for the blood they have spilled.

Nature: Martyr
Demeanor: Survivor
Circle: The Crimson Hands
Passions: Suffer for your victims (Sorrow) 5
Arcanos: Castigate 2, Embody 3, Outrage 4
Fetters: Personal Luger, 3
Willpower: 8
Pathos: 6
Shadow: The Monster
Angst: 7
Thorns: Tainted Touch, Freudian Slip, Shadow Trait (Strength +1)
Shadow Passions: Hurt all who show you kindness (Self-Hate) 4

Image: A tall, blue-eyed, blonde-haired Aryan dressed in the clothing of a Russian peasant. His eyes smolder with a quiet intensity and he rarely smiles, instead spending most of his time staring at his hands and talking to himself.

Roleplaying Hints: You are quiet and moody, wanting a chance to prove yourself to the Restless of Khatyn. Sometimes you wander around the memorial and read over the quotes until you can’t take the pain any longer. You wish you had never obeyed orders. Hopefully, you will do some good before you fall into the terrifying grasp of well-deserved Oblivion.

Irisa Stepanova



Born in Minsk, Irisa’s gymnastics talents quickly caught the eye of the Soviet sports machine, and she was taken from her home and trained. She made many friends, one of whom she planned to defect with during the 1961 World Championships. The KGB caught her friend as she tried to defect, and Irisa was detained for a few years as well, as a precaution. Like many Soviet citizens arrested by the KGB, she was sent to an asylum. While at the asylum, a Belarussian doctor gave her an opportunity to disappear from the records when Brezhnev came to power. She took the chance and following her escape, wandered the vast countryside trying to reach Minsk. Unfortunately, while many helped her along the way, she was caught alone one afternoon in a blizzard. Within a few days she’d contracted pneumonia and died.

Once she became a Wraith, she was invited to join the Sisters of Hope, a large Circle of women who had lost loved ones or suffered some tragedy. She has dedicated herself to their cause of spreading light and optimism throughout the Shadowlands and thinks of herself as an angel.

Nature: Architect
Demeanor: Caregiver
Circle: Sisters of Hope
Passions: Inspire confidence in others (Love) 2, Strongly believe in God (Faith) 4, Sympathize with others pain (Empathy) 3
Arcanos: Argos 3, Castigate 4, Usury 4
Fetters: Minsk gymnastics medal, 2; Locket with her family picture, 1
Willpower: 7
Pathos: 6
Shadow: The Parent
Angst: 2
Thorns: Pact of Doom, Shadow Familiar (Siamese cat)
Shadow Passions: Make others realize their faults (Anger) 4

Image: A beautiful woman of 5’1” with brown hair and a soft smile and hug for everyone. Most members of the Haunt consider her one of the bright spots in the Shadowlands and appears to be in her late teens or early 20’s.

Roleplaying Hints: You smile when you can, as so many here suffer terribly. You try to help others overcome their Shadows and enjoy their life after death. Khatyn inspires you, and the camaraderie at the Mir makes up for all the monsters in the world. Your job is to protect the souls of others who suffer here, and that is why He has made you an angel. You’ll have wings someday, if you can overcome your own Shadow.

Ivan Karelev



Ivan was one of the founders of the Khatyn Memorial, spending years working to make sure everything was right and personally oversaw aspects of the construction. The day the memorial opened was a proud one for him. He had a problem however, as he enjoyed Vodka just a bit too much, and one drunken evening, his car spun off the road and into a clump of trees, killing him. However, even in death, he felt tied to Khatyn, and then discovered its true nature in the Shadowlands.

He didn’t know how to accept it, the beauty of the memorial tarnished by the numbers of Wraiths living in the village, how could they? Didn’t they realize that Khatyn was sacred? He formulated a plan and began organizing and recruiting for his cause. He leads a secret Heretic Circle who worship within the Haunt. Soon, the time will come when they take over Khatyn and restore the village in the Shadowlands to its former, bleak majesty.

Nature: Deviant
Demeanor: Loner
Circle: The True Mir
Passions: Worship the Khatyn Mir (Faith) 5, Protect the Mir (Love) 3, Destroy threats to the Mir (Anger) 3
Arcanos: Argos 3, Lifeweb 4, Moliate 2, Usury 2
Fetters: The black marble barn, 3; Memory Wall, 2
Willpower: 7
Pathos: 7
Shadow: The Director
Angst: 7
Thorns: Aura of Corruption, Pact of Doom
Shadow Passions: Control the Mir (Greed) 3

Image: A tall, burly man in his late 30s with a thick black beard and mustache with dark gray eyes. He likes to stare at people and his dresses in 1960’s Soviet suits.

Roleplaying Hints: You are quiet and try your best to keep to yourself. When you and your followers meet, you do so in the Cemetery of Villages. You know of a few Nihils in the Cemetery that others haven’t found. You intend to recruit Spectres to aid in your powerplay. You fear only one other Restless in the Haunt, Adas. If you can remove him, then you feel nothing can stop you.

Katarina Mikhailova



Katarina was her father's little girl. He worked for the Red Army until his death in a training accident. At his funeral, she swore to carry on his work, excelling in her classes and showing promise in the Communist Party. Eventually, the KGB recruited her and trained her as a “honey trap” for Western spies. She would seduce then betray them, and she was good at her job. Then she met Garrett, who was supposedly a British diplomat. Her superiors weren’t so sure, and she discovered he was in fact a spy, but she had fallen in love with him.

Unfortunately, he did not share her feelings, and once he’d completed his mission, he framed her as a double agent. The KGB sent her to Siberia to work unprotected in the radiation mines. Her body fell apart in a few years and ultimately cancer claimed her.

When she crossed over, the Hierarchy captured her immediately, finding herself free of one espionage service and inducted into another. Now she serves as Stygia’s representative in Khatyn. The residents know her identity and her purpose, but many still treat her kindly. She finds comfort in her old duties, but part of her longs to meet a true Garrett, as the Mir can be lonely and miserable at times.

Nature: Critic
Demeanor: Curmudgeon
Circle: The Shadow Watchers
Passions: Spying (Excitement) 4, Romantic Dreams (Love) 3
Arcanos: Argos 4, Keening 1, Lifeweb 3, Moliate 4, Outrage 2, Usury 3
Fetters: KGB HQ, Moscow, 3; Father’s grave in Minsk, 2; Radiation Mine, Eastern Siberia, 2
Willpower: 7
Pathos: 6
Shadow: The Rationalist
Angst: 5
Thorns: Bad Luck, Dark Allies 2
Shadow Passions: Bring disloyalty to the attention of the Hierarchy (Insecurity) 3

Image: Katarina is 5’8” with long, platinum blonde hair that hangs below her shoulders and a pale complexion.

Roleplaying Hints: You are cold to most Mir residents, but not unfriendly. You dislike the sense of community and friendship at the Mir, as it scares you. When the Hierarchy takes over, the Shadowlands will be much improved, you think. You trust no one, including yourself sometimes. You consider anything you can learn to be worthwhile information and diligently try to pass it along.

Circle Interaction

There is a lot of interaction between the Circles of Khatyn, however most Restless consider their loyalty to the Mir a close second to their loyalty to an individual Circle. The only Circle that doesn’t interact with the others is the True Mir, which remains unknown to most in Khatyn. If its existence were to become public knowledge, things would take a very dark turn, and neither the Crimson Hands or Fallen Soldiers would fail to act. Note that the interactions between Circles are not meant to limit ST’s, but to provide guidance, as not everyone follows the status quo in Khatyn.

Story Ideas

  • Khatyn has a problem. The Cemetery of Villages does, in fact, contain something. The Angst and suffering of the dead have manifested into Shades, which grow stronger by the night. These should be treated as Shadows without Wraiths. The Mir sends out a call to any who would help in destroying these beasts with membership to the Mir offered as a reward.

  • During a major conflict in a regular Chronicle, members of the Voice arrive to attempt to bring peace. Adas is among them and members of the Hierarchy seize the opportunity to capture him and gain a hold over the Mir.

  • Khatyn serves as neutral ground, making it an excellent location for a group of Wraiths seeking sanctuary or secret negotiations between members of a Legion and Heretic cult. The amount of politics and espionage that occurs within Khatyn could provide nearly endless story threads.

  • Khatyn can be used as a Haunt template for any destroyed village or town in the world. Obviously, most don’t have the visitors or memorial that Khatyn does, so there won’t be as much Pathos. Destroyed colonial or frontier settlements or Native villages would all fit this idea. For a crossover with Werewolf, an ST might consider the lost colony of Roanoke, where the Croatan tribe died.

  • A former Khatyn resident needs help in the current Chronicle setting, sending a message across the Shadowlands and summoning the Crimson Hands to protect them. These militant warriors seeking redemption should be more than enough trouble for local authority, and players may end up as either friends or foes of the Hands. Either way, they could lead to the players learning of Khatyn or an invitation to the Haunt.

  • The True Mir makes their move and stage a coup. News of such an event would cross the Shadowlands like wildfire, and many Renegades would rise to defend the town. While the Renegades muster, the Hierarchy may see this as an opportunity to seize additional control of the Shadowlands or simply choose to deal with the Spectres in the village themselves, and the conflict with the True Mir could lead to an uneasy alliance.

  • The Sisters of Hope try to spread their missionary work elsewhere. How the players react to these angels of mercy and how the Sisters react to them could be an interesting story. If the players are violent, then the Sister might be a new enemy, while a more peaceful Circle might discover one of the few groups to offer light in the darkness of the setting.

  • For a very different chronicle, the ST might want to start the players in Khatyn during the destruction, then watch Josef’s grief as he tries to save his son. If a few years have passed in game during earlier stories, the buildup of the Mir could provide great roleplaying opportunities.


So that’s the end of Khatyn. I think most of the story ideas are alright, but that last one….is just something I’d never even consider doing with what I think of as the “Typical” group of players. Overall, I don’t know that I’d ever use Khatyn in a game, let alone any of the locations that appear in Charnel, though I do think there’s a possible educational benefit to that book and this chapter, and within the right educational setting, roleplaying through these events could be a powerful teaching aid.

But as something to bring to the table of your gaming group? Unless you have a very specific group or everyone has talked at length about some of the elements at play, I just don’t see this as being something most players, let alone ST’s, are going to feel particularly comfortable bringing to the table. So, while I think this is a well written chapter and an interesting one purely from the historical angle, I just can’t find a justification for actually attempting to bring it to the table, though I do like the elements of the Crimson Hands as an idea, and I think that could be used in another location/Chronicle that isn’t set in a real world location of a war crime.

Let’s get rolling into our final chapter with



Appendix: Haunt Creation

What is a Haunt?

quote:

“If the people we love are stolen from us, the way to have them live on is to never stop loving them” -The Crow


So, what makes a Haunt come into existence? Typically, violent or traumatic deaths, excruciatingly powerful emotions or earth-shattering passions are all potential elements, or maybe it’s all three. No one is entirely sure. But because Haunts are formed due to various factors, each is unique. The type of Haunt’s being discussed in this chapter are not those held by a singular Wraith, instead the focus is on buildings or places where a tragedy so great occurred, it torn the very fabric of the Veil, allowing Wraiths to pass through more easily.

If every place on Earth where suffering or tragic deaths occurred, then Haunts would be common, but this is not the case, and there are certain specific elements that are common amongst Haunts. Instead of hard and fast rules for Haunt creation however, this chapter details guidelines on how a Haunt functions and is created.

In the Beginning

Each of the following is a factor in the creation of a Haunt, but none are definitive reasons.

  • The most common cause is the tragic death of a large number of individuals in a single location. Scenes of natural disasters, mass murders, battlefields or fires are all prime Haunt locations

  • Any location which has become a Fetter to a large number of Wraiths, for whatever reason, becomes a Haunt. This is often not where these Wraiths died, but rather a place of common importance during life.

  • Some Haunts are created by a few Wraiths who are intent to make it their own by driving out all mortals, usually through Pandemonium or other Shroud rending Arcanos. However, this is usually only done by extremely powerful (and usually insane) Wraiths, as the risks usually outweigh the rewards. If such activity doesn’t attract Hierarchy attention, then it will certainly draw the attention of unwanted and potentially dangerous mortal organizations.


The last thing you want is God drat Zak Baggins and crew showing up to yell at you when you're dead.


Do you want this nerd yelling at you when you’re dead?

To create a Haunt in this manner, Wraiths must have some sort of connection to the place. It must be a Fetter or Haunt of at least one of the characters in the Circle, and characters must invest Pathos using Arcanos to pierce the Shroud over several months, at which point a Level 1 Haunt is established. The amount of Pathos spent should be at least 10x the current Shroud rating, while the time required is approximately one month per level of the Shroud in the location. To raise the rating, the process is repeated, spending double the Pathos and double the time. Raising a Haunt to level 3 requires 3x, and so on.

The example assumes the Haunt is a medium sized house, as anything larger requires more Pathos and more time. Assume double the size would be double the resources.

The final element in forming a Haunt is a strong emotional attachment by both the Living and the Dead. Battlefields and sites of mass death are likely locations for this type of Haunt, which not only retain the lingering Passions of the past, but also evoke strong Passion in the Living who visit. Such a location often has a level of Memoriam of their own, which can be gathered as Pathos by those who frequent the Haunt.

Memoriam

Some Haunts are so well-remembered and invoke such passion in the mortals visiting that they become infused with Pathos on a daily basis. As previously noted, battlefield monuments or the houses of serial killers fall into this category, essentially places where the Living come daily to pay their respects or just sate their curiosity. The Pathos gained from this Memoriam is available to all Wraiths who frequent the Haunt, and it can be gained simply by touching the place where the Pathos gathers, which is often a monument or object of great importance. All Haunts have a Memoriam rating of 0-5, with the number of Pathos points available being equal to the Memoriam level x10. So, a Haunt with 4 Memoriam rating has 40 Pathos per day, while a Haunt with 0 Memoriam has no Pathos.

Functions of a Haunt

While each Haunt is a unique place, there are some factors which are the same at all Haunts. The rating measures how powerful the Haunt is and how much the Shroud has been torn in that area. Each level of the Haunt lowers the Shroud rating by 1, so the higher the Haunt rating, the easier things are for the local Wraiths. Of course, a powerful Haunt is going to draw the attention of other Wraiths who may covet such a powerful location.

The other, less known risk is that of creating a Nihil. Haunts have a weakening effect on the barrier between the Shadowlands and the Skinlands, just as they do the Shroud, which makes the probability of a Nihil forming much higher. While some foolish Wraiths desire such easy access to the Tempest, the wise fear what may emerge. If a Nihil emerges, it is generally placed under 24-hour guard in case of Spectres or worse.

And that, finally concludes Haunts. I don’t have much as far as complaints go for Haunt creation, if anything it seems like a much-simplified version of the Chantry creation from Book of Chantries, though a bit vaguer on exactly the how's and whys of a Haunt coming into being, although the more obvious choices such as battlefields or sites of mass death all make sense.

I enjoyed the majority of this book, though much like every World of Darkness book I’ve reviewed so far, this one is a tad uneven at times. While there was only chapter I outright did not like, the rest were either enjoyable or outright great with minor quibbles about this or that element. I continue to be incredibly impressed with Wraith as a game, as what I’ve read of it so far has been leaning heavily towards the excellent side of the spectrum, despite the occasional missteps that I would mostly chalk up to misguided good intentions, except Richmond, that’s just southern apologia and I won’t stand for that poo poo.

To close out the book properly, we get a nice one-page ad advertising the upcoming book Love Beyond Death which features this interesting bit of sales pitch:

[quote]“Love Beyond Death is part of a new series on the art and craft of Storytelling. This exceptional new guide for experienced and first-time Storytellers alike demonstrates how to infuse your chronicle with the Romance of Death”[/qoute]

It’s the line about “A series on the art and craft of Storytelling” that catches my eye, because if any of the original five WoD games were to have a series of books that expand on the ideas of craft and art in Storytelling, I would expect it to be Wraith. The bottom of the ad also announces that in February 1995, The Oblivion, the MET rules for Wraith will be released, and as much as I dog on WoD LARP at any opportunity, I have a really hard time trying to wrap my mind around not only the thought of people playing Wraith in a LARP setting, but how in the hell the Shadow mechanic would work in such a setting. Hell, I’m not entirely sure of how the Shadow mechanic is supposed to work at the table (I understand it’s supposed to be another player).

Covering this book has been a bit of tonal whiplash after coming off of the Haighters Gonna Haight series, as so much of that series was gonzo WOD nonsense that I enjoy and have come to expect from the early to mid 90’s White Wolf output, and then here comes Haunts to remind me that for as wild and crazy as the WoD was and could be at times, when it really dialed into the emotional side of things, you get some really great writing like in Wraith.

With all of that said, thank you once again for joining me on this journey and when we next come together, we’ll be continuing on the Wraith track with the next book released for the first edition of the game, The Midnight Express.

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