Lost and Found
From Changeling Venue
Contents |
Camarilla Venue Style Sheet (Lost and Found)
For IC info about the game, check out Oakhurst Gardens
Part 1: Basic Information
Chapter Name: IN-016-I Middlewhere
Venue: Changeling the Lost
Venue Storyteller: Ben Snyder
VST Camarilla Membership #: US2005065535
VST E-mail Address: bencharacters@gmail.com
Venue Virtue: Hope
Venue Vice: Envy
Part 2: Styles of Play (An Insider’s Perspective)
Rating Description 1 Never 2 Seldom 3 Often 4 Usually 5 Always
Combat/Challenges – 3
Oakhurst is fairly removed from the rest of the world. This place is practically an oasis compared to the rest of the city; nice and quiet. Of course, there’ve been fights from time to time; usually one Changeling decides to deck another. Sometimes something nasty works its way through the Hedge and we have to deal with that, too. I’ve even heard rumors that the Gentry have crossed into Muncie to steal a Changeling away. But those are just rumors…I hope.
Personal Dilemmas/Choices – 4
The greatest battles are the ones you fight with yourself, you know? Your old life is over and gone, but, hey, you’re still alive and kicking. I know you have nightmares. I have them, too. But we have a real chance to make something here in Muncie. We just have to decide if we’re going to grit our teeth and work our way through it, or slip back into that hell we came from. I don’t know about you, but I’m going to make the most of it.
Death/Corruption – 2
I’ve got your back if you’ve got mine. That’s the great thing about Muncie; we look out for one another. Sure, I’ve been stabbed in the back before. We’ve even had a rotten leader a time or two. I just hope that the guy I’m swearing a pledge with isn’t a Loyalist or Privateer or even something worse. I’d like to see them try something in Muncie. The hammer would come down on them if they tried anything here. Let’s just hope that we can fight side by side, not at each other’s throats, eh?
Ceremony/Grand Story – 4
The Courts reign supreme here in Oakhurst. They like to put on airs and hold their courts for all to see. That’s alright with me, as long as they get things done. Those of us Changelings who wear the mantle proudly (and even those of us who don’t) seem to have a vision of what Muncie should be. There’s a lot of history within these garden walls, you know. We’re all working to ensure everyone’s safety here in Muncie, just like we have for generations.
Politics/Negotiation – 4
Just beneath Oakhurst’s cultured surface lies a scheming and manipulating populace who is out to cut a deal that gives them an edge over the other guy. It seems like everyone is bound into some sort of oath or pledge in Muncie. The Lieges and Courts vie for the loyalty of every Changeling in the city, while their vassals broker deals, using sweet words or flexing their muscles, backbiting their way to the top.
Social Etiquette/Peer Pressure – 3
While the Lieges and Courts maintain order, at least they don’t breathe down your neck. As long as you keep your nose clean and your head down, you won’t lose your neck. Sure, there are times when it’s a good idea to say “M’Lord” and “M’Lady”, but I’ve seen the haughtiest Fairest Queen hob-knobbing with the rest of us, too.
Enigmas/Investigation – 4
I’ve seen some weird stuff happen in Muncie. It seems like everyday there’s some other riddle to puzzle out. We see our fair share of crime in the city. Somebody has to do something when things go bump in the night. If the Changelings want to clean up this city and make it a decent place to call home, we’ve got to figure out who’s leaving their trash in our backyard.
Stories Emerge/Stories Develop/Stories Resolve – 3
Usually, Muncie’s a great place to live. Sure, we have our fair share of problems, but we deal with them and we go on. Not every day is about survival, but you can’t let your guard down, either. There are enough of us working together that everyone can do what they do best and help solve the problems that need solving.
Part 3: Description of Venue
It's only after we've lost everything that we're free to do anything. Chuck Palahniuk (1962 - ), Fight Club
The venue Name is “Lost and Found”. Changelings are, by their very nature, lost, but at the same time, they are also found. The lucky few who somehow fight or find their way back through the Hedge discover that they have been lost to the mortal world, whether for a few hours or for a few years. Despite the time they have lost, the Changelings discover that they have found a chance at a second life, though the prospect of creating a new life from the dust of the old one is often bittersweet.
The venue Theme is Unum periculum, Una salus (One danger, One safety). Most Changelings are driven by two driving forces: their fear of their Keeper and their desire to stay safely away from their Keeper. Those two forces usually help create the desire and need for freeholds and motleys where Changelings can find comfort and companionship with other who understand what they are going through, as well as safety in numbers. The idea of “One Danger, One Safety” has been an important one in the history of the Changelings in Muncie. All that the Changelings have is each other in the face of both mortal and supernatural society. The former denizens of Faerie must work together if they are to survive in the world they have reclaimed.
The venue Mood is Cicatrix manet (The scar remains). Despite the fact that the Changelings have returned to the mortal realm, their lives are still horribly changed from their time in Faerie. Regardless of the circumstances of their departure or the nature of their return, Changelings can never truly regain what was lost to them. The marks of a Changeling’s durance run too deep to ever be fully healed. Madness and mistrust seep into everything that a Changeling does. Friends and family they once loved are now distant and painful reminders of the monster the Changeling has become. Even the supposed blessing of power they have attained from their time with the Fair Folk serves only a hallmark of the legacy created in them by their Keepers. The Changelings have been badly scarred by the pain and madness that can only be inflicted by the Gentry. They will never fully recover.
City History
Muncie, Indiana was named after the Munsee tribe of the Lenne Lenape or Delaware Indians who settled near the White River in the 1770s after being forced west by white settlers. They found the area to have important mystic and spiritual properties which they explored during their exile from their homelands to the east. The tribe was forced to leave the banks of the White River and move further west in 1818, and in 1820 the area was opened to white settlers. The area was quickly settled. Shortly thereafter, natural gas was discovered in the area which led to an industrial and financial boom. Into the sudden wealth and decadence in the late 1800s, the Ball Brothers built their glass factories that remain to this day. With donations from their efforts, Ball State University was founded near the turn of the century.
While Muncie was often dubbed “Middletown” for its part in a research project to study the “Average American Small Town” it has also been called “Little Chicago” for the amount of crime and gang activity during the turn of the century. Due to the general wealth of all during the roaring 20s, people were willing to turn a blind eye to what happened in the shadier parts of town. For this reason, Muncie has always been a great place to lay low and work deals.
The Great Depression brought Muncie to its knees. The decadence faded and was replaced by despair. People turned slowly to religion, hoping to stave of the dark realities of the world. Industries closed and most people were destitute. Muncie got back into full swing with the start of the Second World War, however. Factories started producing again for the war effort and with new-found money came new-found crime.
Through the 70s and late 80s Muncie saw a great political and spiritual upheaval once more. The people spoke out against crooked and corrupt politicians and businessmen. Crime and violence was at an all time high which was only hindered shortly by a rash of riots and gruesome murders.
Recently, Muncie has seen an increase in mindless violence, wonton destruction and senseless murders. In light of these events, Muncie’s populace has assumed a more subdued approach to life. People hurry home after dark. No one trusts anyone else and with good reason. Muncie is and always has been a city of magic and mystery, where you are being watched, someone is following you, and bad things do go bump in the night.
Changeling History
The presence of the Changelings prior to the arrival of white settlers is tenuous at best. Those who maintain records of any kind say that few Changelings, if any, called Muncie home prior to the foundation of Minnetrista Cultural Center and Oakhurst Gardens at the turn of the last century. In fact, some who claim to understand such things say that the two locales have acted as a crossroads of fae activity since it was first set apart to serve the people of Muncie. Oakhurst Gardens, especially acts as a virtual oasis of life and beauty in the heart of the city.
Few Changelings alive today can still remember the foundations of the Oakhurst Freehold, though most still whisper tales of Father Acorn, a figure of legendary status among the Changelings of Muncie. The story goes that Father Acorn was one of the smallest and weakest of the Muncie Changelings, but his true power lay in his wits and his cunning. Seeing his small group of fellow Changelings at the mercy of the Gentry and the other supernatural powers of Muncie, Father Acorn is said to have made a pact with the oak trees along the banks of the White River. In exchange for his care and devotion to the trees, the trees agreed to protect the Changelings until the day of Father Acorn’s death. The oak trees at Oakhurst still offer their protection to this day, so it is often whispered that Father Acorn is still alive somewhere in Muncie. Some consider the tale nothing more than a story, but then again, that’s what most Changelings used to think about the Fae.
There have not been many Changelings over the years that have called Muncie their home. The few Changelings in the area usually had some kind of ties to the city before their durance in Faerie. Interestingly, almost all of the Changelings who have escaped through the Hedge back into the mortal realm seem to have tumbled out on or near the banks of the White River, often within the briars and brambles of Oakhurst itself. The appearance of so many Changelings returning within its borders has led many to believe that some power or fate lingers on the place. They are right.
As an oasis of beauty and emotion in the often dark city of Muncie, the small group of Muncie Changelings worked hard to make the Oakhurst Freehold a powerful bastion against their many enemies. One of the greatest achievements of the Changelings in Muncie was their work in creating the Minnetrista Cultural Center. The center served the fae by allowing them to harvest much-needed Glamour with which they could power their Contracts, guarding themselves against their foes. Not only was the Center a source of fae power, it also served as a cultural and political foundation through which the Changelings could help to influence the mortal populace of Muncie.
Recently, the story of the Changelings has turned bittersweet. Their beloved Minnetrista Cultural Center was burned to the ground by the workings of some unknown supernatural forces. This act was a low blow at an inopportune time. At about the same time, more and more fae have been finding their way through the Hedge into the World of Darkness. Some have postulated that the destruction of the Cultural Center may have been the major factor in this increased activity. One small ray of hope in this tragedy is the sudden increase in the appearance of Changelings returning from the Hedge. With the added support of these new Changelings, the Courts and the Oakhurst Freehold may find the luck and the strength they need to face the challenges they find in the World of Darkness.
Part 4: Storytelling Mechanics
General Statement:
As part of the Camarilla Global Chronicle, the “Lost and Found” Venue and its members should always try to create a cohesive story that fits within the Domain, Regional, National and Global VSS. The venue will adhere to the Camarilla Handbook and the Camarilla Code of Conduct as well as all addendums and rules supplements provided by The Camarilla Inc.
Sign In:
You must sign in to participate in Camarilla sanctioned games under the “Lost and Found” venue. In order to sign in, you must submit an up-to-date Character Sheet and XP log for VST or AVST approval, as well as provide your name, character’s name, Camarilla membership number and contact information.
Experience Awards:
For properly signing in and playing at least 2 hours of hard RP, a player may receive 2 XP. For staying in character for the entire game, a player may receive 1 XP. For wearing appropriate costuming, a player may receive 1 XP. For using props that accurately represent tokens or other magical items, a player may receive 1 XP. For performance above and beyond the normal participation level, a player may receive additional XP up to but not exceeding the maximum XP limit for a single game.
Downtime Reports:
Players may submit downtime reports detailing what their characters did during the month between games. Players may be awarded 1 to 3 XP depending upon the length and quality of the report. Downtime reports must be received 48 hours before the start of the next game to be considered as having occurred prior to game. Reports may be sent to bencharacters@gmail.com.
Proxy Rules:
All proxies in “Lost and Found” are hard. Proxy requests must be received 48 hours before the start of the next game and are subject to VST approval. Requests should include intentions while in the city, combat tactics, travel considerations, etc. If an item or power is not listed on your character sheet, your character does not have it. Proxy requests may be sent to the VST at bencharacters@gmail.com.
Character Restrictions:
The Storyteller reserves the right to limit character concepts or special approval items for use in the Venue in order to promote the theme or mood and to establish game balance. The following guidelines apply:
- Big Dog Rule: The Storyteller reserves the right to steer players away from certain plots to ensure the integrity of the story and balance of game play.
- Approval Items: The Storyteller reserves the right to restrict or deny approval items within the venue.
Player Kills:
The practice that is commonly known as PKing must be approved by the VST. For the Purposes of this rule PKing is defined as “A player character taking an action or initiating a course of action (such as combat) with the intent and probable result of killing or otherwise rendering unplayable another player’s character." The VST will approve PKing if one of the following conditions is met:
- Characters have a valid reason to kill each other. There must have been a demonstrated on-going vendetta. You must spin a story leading up to a character death in the “Lost and Found” Venue. Downtime reports provide an easy way to demonstrate an on-going vendetta.
- Both players agree to the PK.
- The character is in a fight for his life against another character. For example: A character has been sentenced to die by the local Freehold, etc.
- The players involved can present sufficient reasons for the PK. For example: A character is betrayed by a lifelong friend, succumbs to a pre-existing mental illness, etc.
- There was another sufficient reason for the VST to approve it.
