Inside the Green Ring

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The Green Ring - Ann Arbor, MI
Image: Ann-arbor-bus-depot.jpg

Contents

Promises Made... Promises Kept

Action: 2 There are many things that can come and snatch you away – things that you have no hope of ever seeing, much less resisting if you could see them. The feeling that something of great power is searching for you is a constant theme. As such, the urge to confront things directly and engage in combat should be diminished. This is not to say that the time will not come to rise up against the Gentry or even the beast that lurks within the sewers - but even when the time comes, the hesitation of facing something of immense power should still linger on the tips of blades.

Character Developement: 4 The fragile minds of wounded creatures are how we choose to explore this world. Every night that our Clarity is not challenged should be seen as a good night. Beyond this simply concept of perceiving reality, exists the struggle to find ones place in whatever world one chooses to exist. With no right answers and endless wrong ones, how does a changeling find its way through what is left of a shattered and discarded life?

Darkness: 3 to 5 The areas that are made safe by the Lost can be extremely so - pledges are made and vows sworn in order to keep the decay of the outside world at the edges of their column of light. These columns of light throw long shadows and in those shadows things find comfort - things that hate those that live in the light. Maintaining the places of safety is made easy by contract, but leaving them is all that more dangerous. Will your spend your eternity jumping from light to light – much like dancing on stars – or will you brave the darkness and try to kindle something new.

Intrigue: 4 With four high courts each waiting patiently for their turn in power it comes as no surprise that politicking and plotting are common place. What may be worse is the thought that the crown must be given and at any time a King could stop the cycle and draw the attention of the Gentry. Even beyond the Courts, many changelings would do anything to avoid being captured again – including selling information about their fellow Lost. The stresses of the mortal world are compounded with the world the Lost make for themselves, how long before any of them begin looking for the easy way out?

Conformity: 4 The pull of the Seasonal Court is far from just social and in the end, all will find their place. The need for contact in a world that is no longer theirs forces social norms on even the most independent changeling. Combine this with the mystical element that moves the Court from season to season, the urge to participate becomes consuming. Even those that hold themselves outside its slow path find that they are given a place. They are their to show the need for the court, to show that it is not just face and tradition.

Mystery: 5 Eleven years ago the Winter King died on his throne. That is the only legend that is known about the area called the Green Ring. The world here is not untouched by changelings and the Gentry – the how is what captures interest. The clues are there if one is willing to look for them and begin the task of piecing them together. What was the reason for the King’s death and why was the city abandoned? What else was left behind to sit untouched? What else is still lurking in the shadows?


Appendix 419 - The Mechanics Clause

The Book of What Is

Due to the individual nature of each character's appearance, the "Book of What Is" will be available for complete descriptions and pictures. Each player is encouraged to fill their page with a write-up and anything that might help depict their character. The Book is entirely OoC and is a way to avoid having to describe our characters countless times.

Proxy rules

Proxies should be submited to the ST no later than 48 hours before the intended proxy. Basic intentions, combat tactics, where exactly in our domain you expect to travel, and how you regain any lost glamour should be topics discussed in the proxy request.

Travel risks

Any traveling player must provide a copy of their character sheet before they enter play. This may be waved occasionally for frequent visitors at the discretion of the ST staff.

Mundane travel is as normal conditions allow – expect to over pay for less than adequate services. The traffic surrounding the down town region is always horrid and the one-way streets make getting there a feet of patience and luck. There is a slight chance (1 in 10) of encountering trouble as you enter the city. Please give the ST staff notice of your arrival to make this run smoother.

Hedge travel is much more risky. The hedge of the Green Ring is an impressive ward that does not allow itself to be easily navigated. Should you wish to enter the city this way, you will need to contact the ST staff and make special arrangements.

Experience award guidelines

Players will recieve a base of three experience points for attending the game. Up to two more points can be gained each month by performing any of the following (one point for each): extensive downtime reports, attending the game in costume, creating dream stories of those dreams your character is veiwing or effecting, reporting on what occured during the session, or developing personal storylines between multiple players. Other things of this nature may count as well, the ST having final say.

Image: greenringb.jpg

The Person(s) of the First Part

Chapter Good Things - Ann Arbor, Michigan
Venue Changeling: The Lost
Venue Storyteller
Storyteller Contact
AVST
AVST Contact
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