Friday, January 17, 2014

After the Rain ep01 : Houses of the Blooded


01/05/2014
After the Rain

Episode One
"The Winter Fete"

Houses of the Blooded

The self-titled Mother Matron, Elesa Yvarai, Blooded of the Fox, Baroness of Ul extended invitations out to all the Ven whose Provinces were nearby to a Winter Fete.  Knowing the tradition of gifts for every Althua, the Mother Matron sent word that "While Gifts are expected, Food shall be in good faith accepted as gifts."  To many ven, this suggested the Mother Matron was unprepared to feed her Vassals this Winter.  To others, this was a move to explain that a simpler gift of Food is acceptable given the event's last minute invitation.

*

Hannah Silja, Blooded of the Fox, Marquise of Dunlath
Three true things about Hannah Silja
Holds a reputation of complete fidelity.
Been a widow many times, but her marriage to Galeo's father is the last and longest.
Galeo has many half-siblings.


Hannah Silja is with Galeo Silja at Castle Purenote.  Hannah offers to send Food if Galeo needs help, although Galeo is fine.  They talk about Galeo's Staff and Art, and the upcoming party of Elesa Yvarai.  Hannah talks about how rebuilding the world upon the ruins of the old Shanri was no easy task and would require the Foxes to consolidate their efforts.  Hannah muses amount how things were different, and callously mentions, "I miss my grandson."  Galeo's child was dead.   Hannah sighs then mumbles, "If you had another child, things might run smoother."  Hannah warns Galeo that Tavlim Steele being in the fete, and suggests Galeo avoid the man.  "His eccentricities can disarming."   Galeo escorts Hannah out without further words.

Galeo writes a letter to Jaric Thayl, a contact gained within the last few years.

Dear Jaric,
It is my fondest hope that with the opening of your Opera House, we may discuss content.
There is a work in motion I feel you would want to see.
Much affection,
Galeo


*

Jaric Thayl reads the missive he had received from Galeo Silja as he watches the construction ongoing for his massive Opera House.   The missive was accompanied with a Season's worth of Spice.  Jaric smirks after reading the letter and instructs Jeeves, his Valet, to bring the spice away.  He summons the Mageknights, his Staff, to prepare the room while he pens a response.

Dear Galeo,
If you truly wish to collaborate on an Opera, then I presume we will have to meet here in the Citadel.
Thank you for the Spice. The people are enjoying it.
That is all.

Jaric

Jallani, Jaric's unblooded spouse, arrives and greets her husband warmly.  She whispers a reproach about the back-handed insult he sent Galeo and shares that she is worried about the content of the Opera.  She reminds him that his carriage awaits to bring him to Ul and that she has already packed his things with the expectation he is to remain at Ul for at least a week.  He asks about her plans and she admits she will be headed to the Eastern Quarterhouse to meet with a Duke friend of hers who wanted to discuss things.  Jaric admits he is impressed.  He has always known her to be a protective mother ("Protective Mother") but he still gets surprised at how independent ("Leave it to me") and sociable ("Friend of the Senate") she can be.  "Don't forget, your Uncle Tavlim will be there."  Their children, apparently are scared of the man and he tends to be very nosy.  She reminds him he is the Baron of Shavri'for.  And for a brief moment, Jaric remembers when Jallani had a brief affair with the Count Kether.  Jaric heads to the carriage after a prolonged deep kiss with Jallani and summons his Risk Men (Personal Guard) to accompany him to Ul.  

*

Seran Thorne arrives early, as Falcons are wont to do so. The Matron Mother Elesa greets her in a massive dress that seems mostly part of the house itself.  Lucas, Seran's Spouse, is introduced and Elese commends him for his traits "Resourceful, Open-minded, Meticulous".  Seran watches as Lucas masterfully compliments Elesa on her craftwork gown and headress, and smiles as Elesa's favor is won enough for the host to admit a few things.

"I plan to host a exploration of the ruins as part of my party," Elesa admits to Seran, "Given the number of Ruins that dot this place.  Do you think that would be a great idea?"  Seran remembers the massive mile long bridge that they had to take to reach the castle itself.  She realizes now that the bridge was necessary to travel over the three regions of ruins that surrounded the castle.  Seran, naturally, is approving of the idea.  The Matron shares the idea of allowing those who join the event to keep any Artifacts they find in their exploration save for a particular artifact that she desires to find.   Elesa adds, "As well as half the number of the gifts I am to receive in this Althua?"  Seran smiles as she realizes she was the ONLY Falcon to be invited to the fete.    "It would be a great idea, indeed."

Elesa thanks Seran for the vote of confidence and asks her to help "unhook her from her house."  Freed from the massive costume, the two then walk down the halls to start the fete early.

*

Nia Jalan motions to the crate of peppers (Spices) that she had brought as a present and the Matron Mother thanks her for the thoughtful present.  Nia commends the hostess for the lovely welcome and even complements the beauty she found in the massive bridge leading to the castle.  Elesa thanks the young Serpent and invites her to enjoy the food and meet with the other guests.  It is then when Nia finds herself  in the gaze of a blue-eyed woman whose smile hearkens a hidden agenda.  Seeing the woman has not ceased staring at her, Nia nonchalantly maneuvers to position herself closer to break into a conversation only for the other to reply, "Not yet."

And leave.

Nia watches as the blue-eyed woman is once again staring at her from afar and considers why the woman would focus on her, given the 18  guests in the party.  When a strapping young man stands in between their line of sight, Nia realizes it is time to move.  Using the man's temporary cover to her advantage, Nia maneuvers closer before the man steps aside.  The blue-eyed woman now addresses her, perhaps impressed with the young lady's resourcefulness.  "I know Janine," the woman admit and Nia realizes the woman is referring to her spouse.  She asks if Janine has mentioned her and Nia rebuts, "Janine talks about many things."  They talk about the castle and its three ruins, and how one is a puzzle house.  The woman produces a ring and offers it to Nia, "She might want it back."   

The woman leaves again.  Nia stares at the ring, uncertain, then looks up to see an old man with a book under one arm staring at her and the ring.

*

Velya Vykos steps away from the two women who seemed to be dancing some dance around him and serves himself a glass of wine.  He notices the old man with a book standing nearby, and realizes the old man is watching the two women Velya was in-between earlier.  "Nice party," he tries to break the ice.  The old man mumbles something about  fees and balances, and then turns to Velya and asks, "You are Velya Vykos, are you not?  Son of Elena Yvarai, Countess of Nod whose County has been divided that you may own a Barony?"  Velya seems surprised.  "I am Tavlim Steele and your mother currently owes me some Lumber.  Given the rules of acquisition and the prevailing taxation to be applied to all inheritances, plus the interest gained for the last three years that have passed since the costs were incurred, you dear boy currently owe me the sum of five units of Lumber.  However, given it is Winter and this is your Initial Year of acquisition of the property - the very reason most likely that your mother had given you the land so late in the year - the Preliminary Discount of New Acquisition thus applies, as does the prevailing Fenris Adjustment to Lumber as agreed upon between the Houses of Steele and Adrente, the recalculated sum that you owe me is three units of Lumber."

Velya took a step back.  "I'm sorry?"

Thankfully, their conversation would be then interrupted by the announcement of the arrival of the final guest, Galeo Silja, Titled Artist Leader of Consortia.  Elesa welcomes him, and passively reproaches her for being late.   Elesa announces that all nineteen guests have arrived.  There is talk about Galeo's mother, and an introduction to Jaric, but the two admit to already having been acquainted.  Elesa hints at wanting to collaborate with Jaric on the opera as well.

Elesa then introduces Nia to Velya, suggesting an introduction to one of her many unmarried sisters.

Seran revists the table and takes cookie from a plate.  A bite, however, causes her to feel her body go rigid and heavy.  She drops to the nearest chair to battle the lethargy.  A lesser poison, it seems! 

The Mother Matron thanks them for coming to her Winter Althua.    She thanks them all for their wonderful gifts and offers to begin tonight's fun with a simple game:  Love Letter.  Selected ven are gathered and shown a table to cards that are laid upon a velvet bag.  The Ven are paired off, with Seran becoming the hostesses pair.  As the hostess explains the rules, Seran convinces her that there should be appropriate stakes to the game.  "Each one wagers a Resource they wish, and the winner gets to claim that wager.  Jaric voices against this being improper to traditions, but Elesa says half of the presents she received will also be given as a prize.

Seran, Nia, Galeo and Tavlim are the remaining ven to play the final rounds, with both Nia and Seran quickly being bested in the final round.  As Galeo and Tavlim stand in the final draw, Galeo traps Tavlim and wins the game.  "Your Metal," Galeo smiles.  "It is yours," Tavlim remarks as he furiously updates his notes in his didjerva.

Galeo chooses to reshare the food that was won.

*

Nia and Velya talk, mostly about Jaric and his collection of Old Age things.  The blue-eyed serpent interjects.  Seran joins the discussion, which goes right into a discussion of the host's ruins and the puzzle house.  All are clearly excited!  

Tavlim talks to Galeo and insults him a lot and some words end up suggesting they may actually be half-siblings.  He ropes Jaric into the conversation which incurs a lot of dislike.  There is mention of Tavlim having been castle Staff before.  As they are walking away, Tavlim asks about the ring which he heard about from Count Silja.  "A ring that opens anything it knocks upon."
*

Elesa rounds them up for another game.  She mentions to all that the party shall last five days, a statement which Jaric of course reacts negatively to.  They are asked to partner up - male and female - for the next event and Jaric corners the blue-eyed Serpent, Dranna Ru.

Dranna Ru, Blooded of the Serpent, Baroness
Three true things about Dranna Ru
She is a Baroness because she was demoted.
She committed sorcerous actions.
Her husband died under suspicious circumstances.

*

The door slams open as a late guest declares himself.

Seran, Gaelo and Jaric recognize him as the Count of Kether.  Count Kether is well recognized by most as one of the few ven who has never broken his word.  Honest, honorable and loyal, Kether is an esteemed noble among ven.  And the most ruthless bastard anyone would ever know.

Zsanos Yvarai, Blooded of the Fox, Count of Kether
Three true things about Zsanos Yvarai
He is an honest, loyal and veberable man.
He has never broken a promise.
He is the most ruthless bastard they have met.

Zsanos demands to be part of the party and chooses Galeo to be his partner.  Jaric approaches Elesa to discuss some things.   Nia partners with Tavlim.  Seran and Velya start competing stories of the adventures they had taken.  Jaric gets snapped at Elesa after he tries to remind her to control her party.  She mutters something about the Puzzle House being the root to the event.

Zsanos and Galeo seemingly flirt with the remarks they throw back and forth.  Dranna Ru taunts Jaric with her earring, which Jaric realizes thanks to his knowledge of First Age things that it is the Legendary Artifact of the Bronze Inquisitor herself, the Whispering Serpent of Ti'Ann Burghe.

The teams are supposed to go into the ruins and whoever returns with the most impressive artifact gets to keep it.  The rest, Elesa claims, are to be offered to the Suaven.  Count Kether interjects and declares he has come to fulfill the demands of Romance and counters the Matron Mother's reward with his own suggestion:  "If I am to succeed and find this grandest artifact, instead of the prize I ask only one thing,"  He points to a veth servant among Elesa's Staff, "Her."  Many gasp in surprise and anticipation.  Galeo could not help but smirk at the sentiment.

*

The group makes it way to a single ruin. Zsanos believes it may be a more expedient strategy to simply eliminate the opposition.  Jaric discovers that Dranna Ru is the niece of the late Ti' Ann Burge, the Duchess Dowager whom Jaric has based his Opera upon.  Seran persuades Nia and Tavlim to join them in the ruins.  Jaric asks Seran if she can delay Zsanos from entering the ruins in exchange for a Resouce and she agrees.  Dranna Ru flirts with Velya with a few words and finds herself falling asleep when he uses the Good Night Kiss!  Jaric wakes the woman up, who admits he was impressed the man did that.

*

Seran, Nia, Velya and Tavlim head off, with Seran bribing the old man with food. Zsanos seemed quite interested in Velya's Blood Sword and shares his thoughts on that with Galeo.  Jaric too becomes insistent in going and gets distracted when Dranna Ru starts sharing all the information she has on each of the other Ven. She talks about the different traits Nia, Seran, Zsanos and Velya have and even admits that the cookies she brought were given to her by her Staff. She suggests Jaric use his Riskmen (Personal Guard) to close up the other Ruins.  Jaric doesn't agree with using that tactic.

*

The party of Ven head to the ruin with Nia taking point.  She easily finds the entrance to the Ruin by searching for signs of Ork activity.  She sees the ruin's entrance despite it being Concealed because it is Heavily Used.  She even notes the Glowing Fungus that can be carried to light their way.  From the tracks, she realizes the Orks are Highly Organized and their motions suggest they are Defending Something.    She knows the Orks are Humanoid, and suspects they Can Be Negotiated With, but that does suggest the Ruin holds something very important to them.

Zsanos starts giving a passionate monologue about love as he and Galeo walk towards the Ruin.   He wounds himself with his own Blood Sword as he talks about the pangs and demands of Romance.

*

Jaric feels a slight hint of pain as Dranna Ru pokes the earring through his own hear lobe.  He immediately hears it whisper to him about Dranna Ru.  "She must have it..."   When Jaric focuses upon her again, the earring whispers a second time, "She thinks the Old Ways are Better."  The earring is undeniably the artifact the Dowager Duchess once owned.

*

Zsanos gulps down a cookie.  As Jaric and Dranna Ru walk past him, Jaric hears the earring whisper to him, "My Word Is My Life" as he stares at the Count.  The two enter the ruin and Jaric starts to recognize the old structures as possibly being the former Barony of Quan Wei.  "If the stories are to be believed, there should be a door upon this wall."  Galeo overhears this and uses it to find the entrance as well.  Galeo wants to team up with Jaric and leave Zsanos and Dranna Ru behind, but neither Jaric nor Dranna Ru agree.

Zsanos sits at the entrance, slicing out a chair from the very stone with his Blood Sword.  He tells Galeo of his intention to just wait for the Ven to come out and talks about amputating limbs and simply taking the Artifacts the others had found as an efficient strategy.  "We can simply take them all."  Galeo questions killing other Ven but Kether quickly retorts, "There is no harm in simply amputating their limbs til they surrender."   Amused at Kether's determination to win at his Romance, Galeo eventually us unable to hold back and asks Kether directly what would bring a man to fall in love with dirt.  It is to this question that Kether goes wild, screaming in disgust at Galeo's presumption that he would fall in love with one of the Veth.  "It is her HEAD that I desire," Kether telle Galeo.  "I promised my Heart that I would return with that veth's head.  And I shall."  Galeo's quips go silent.  Kether's determination bothers the young Fox.

*

The Ruin must have once been a Village.  Perhaps a town.  Seran and Nia are impressed at how huge the location turns out to be.  They deduce the artifact is probably in the Castle, if this was once a Province.  They come across a stone bridge over a chasm and realize while crossing it would be an act of Courage, they would have to do something to slow down those behind them.

"Use your sword," Nia suggests, and Velya understands.  With the enchanted blade, Velya cleaves the bridge into a narrower path others could take.  It bothers Tavlim, however, how he never hears the debris hit the bottom.  He does, however, hear breathing.

They cross a domed chamber where Orks hang from the ceiling in what seems to be a state of sleep.  Seran recognizes them from her previous journeys through Shanri.  "I know these things.  I have encountered them before.  They are easily bribed and like sweet things."  Thankfully, the Orks are asleep.  The group passes them without awakening them.

*

Dranna Ru and Jaric soon reach the bridge as well.  Jaric opts to cross it and slice it after to prevent others from following, but Dranna Ru cannot find the strength to do so.

*

Zsanos and Galeo throw suggestions at each other on how to deal with the Ven inside the Ruin.  From their discussions, Galeo soon gets impatient and marches in.  Zsanos is amiable to it, but asks Galeo if he is a hermaphrodite.  Galeo responds to not being one.

*

Jaric and Dranna Ru discuss Quan Wei and of her aesthetic sense as they continue on in the Ruins.   Dranna Ru finds a mural of the family and they note how all save the face of the husband had been defaced.   The words etched upon the stone are in the language of  the Old Tongue.  "I am Sorry."

*

Alleyways.  Ruined streets.  Shattered buildings.   As Seran and Nia and the rest move closer to the Castle, they find a Puzzle House not too far away.  A Puzzle House that existed perhaps in the Region before it fell into Ruin!  Velya quickly moves to approach it, hearing whispers and moans of pain coming from somewhere within.  The others do not follow.  As he steps inside, he finds the walls are all mirrors of different shapes and sizes.

Tavlim nods, uncertain if proceeding deeper was the wiser investment.  "Surviving is always a worth return," Nia convinces the old man.

*

Galeo admits he wants to find something inspirational in the Ruin, something to take away his boredom.  Zsanos notices something from the ground and asks Galeo if the others are his friends.    He points to the ground and shows him marks of something that had just passed through.  "Orks."  Galeo declares they seem to have friends to save, for an epic.  Zsanos counters however that there is only running.  That this is a kind of Ork that builds Ruins to lure victims in.    Galeo stares at the marks on the ground; they are impressions of hands, feet, and faces.  Zsanos moves to leave, but Galeo stops him with a reminder of his promise regarding the Veth.

*

Dranna Ru and Jaric press on, searching for more notable places in the Ruin.    Dranna Ru asks Jaric about the words on the wall and he admits they seem to be like an apology.  As they talk, the feel the ground shaking.  Something huge and massive is moving in the area.

*

The puzzle house is a structure of glass and mirrors.  Velya easily opens the door and finds inside a massive chamber that beckons him further inside.  With his Blood Sword drawn, he surveys the chambers and notices a young girl covered in blood standing behind one of the planes of glass.  She mouths words without a sound.  Velya stabs the Blood Sword into the glass where she stands, and is astonished when the girl reacts to the Blood Sword's edge, as if the blade was cutting into another room, instead of a mirror!

The ground rumbled.   Nia and Seran saw a plume of smoke and dust in the distance.  Something was moving.  Tavlim's keen hearing hears the word, "Meat" repeatedly being whispered.  He turns to the two.  "I suggest we run."

*

Galeo is far behind, but finds the tracks left by the others.  Galeo recognizes a mark on one wall which would be a "ward of protection" that those of Talia Yvarai would make upon walls.  He hears the rumbling noise and the screams that follows.  He pulls on the ward and finds the hook and latch that hold it up.  He pulls on the latch and the wall moves, revealing an illuminated interior!

*

The Riskmen are screaming.  Jaric sees the unthinkable sight of a massive orb of flesh that moves with a hungry intelligence.  The thing is the size of a building, and it tumbles past them as they hide in the rubble nearby.  Dranna Ru hears, "Feed... Ven... Feed." and turns to warn Jaric.  Jaric feels the Terror sweep past him, but thankfully not be enough to turn him helpless.

*

The young girl grabs the edge of the Blood Sword, and recoils when the blade cuts her skin!  Velya withdraws the blade and finds it streaked with blood.  The child yells, "TUO!" over and over and Velya realizes she is yelling OUT in reverse.  Thinking the child is a prisoner, he thrusts the blade back into the glass, then cuts a circular shape to create a door into the chamber of the child.  The child stares in horror as the window opens and begins to yell at the young ven, "Open... you've broken the prison.  Are you.. are you the Dara?"

"No," another voice replies, and Velya turns to see a red-haired beauty standing at the entrance of the puzzle house.  "I won this world.  And you will not take that away from me."

*

Jaric sees the towering Ork and realizes it is composed with hundreds upon hundreds of Ven bodies.  His mind reels with what he's read of this location and recalls there is a secret passage out of the place hidden in the bedroom of Quan Wei.  "To the Castle!"

*

The Ork was a towering monstrosity in the shape of a fallen world.  Composed of a thousand dead ven bodies, the thing rolled like a sentient orb that crushed and trampled anything in its path.  The Ork tramples the other nearby buildings, pulverizing them into dust without the slightest effort.

"You see that," Seran gasped as the same Ork came into view.  Nia grabbed hold of Tavlim's arm, "We have to go."  But the old man motioned at the Puzzle House, "The Wolf is still in there..."

"We have to come back for him some other time," Seran growled and picked the old man up, "I rather we chose to live this moment."

As the three rushed up the steps to the ruins of a castle, the Ork closed in on them and flattened everything in its path.  Nia recalls a secret passage in and finds it!

*

"I earned this world," the red-haired woman snarled, "And I am not allowing you to take it away from me."

Velya felt an irresistible force fling him into the same chamber as the young girl.  The glass divide came back into being, trapping them inside.  The girl clutched Velya tight and her tears clearly showed she was the victim here.  He learn she is something called the Dara.

"This is my world now.  Mine.  You are never taking it back from me," the red-haired woman hissed and left the two to huddle in the darkness.  Velya stared at his Blood Sword, left on the floor on the opposite side of the glass.   He held the girl tighter and wondered if he will ever find a way out.

*

"A door," Galeo found a glowing doorway that beckoned among the ruins.  Flinging the door open, Galeo found the chamber within a stark contrast to the crumbling ruins outside.  Brass braziers burned sweet incense into the air.  A carved ivory statue of a white horse stood with a glass orb at its foot.  Thorned bushes grew blood red flowers along the walls.  It was a temple.  And the air was sweet and cool.

"Where," Galeo was to ask but words would be abruptly cut by the arrival of men with spears.  They were ven, but the spears they used were not of the Vashna.  The curved hooks at the end of the spears were used to force Galeo onto the ground, pinning him to the floor.

And at the far end, a woman in wispy robed commanded everyone's attention.  Her piercing gaze forced silence upon Galeo.  She motioned at the guards to cease their violence, and motioned for Galeo to be at ease.  Galeo looked back and noticed there was no sign of the Ruin where Galeo had come from.  Galeo stared at the woman and realized that she bore the resemblance of the how the Suaven Talia Yvaria was portrayed in art.

*

"Over here!"  Jaric called out as he lead the others to where he understood the hidden doorway would be, based on the many readings he had made of the Old Age.  To their surprise, Seran, Tavlim and Nia would emerge from the shadows and end up joining them, as the group rushed through the winding dark tunnels that shook as the Ork slammed its immensity against the sturdy walls.  "There should be a path here..."  Tavlim complains that Velya still owes him money and Jaric growls back, "Interest Accrues!" 

The group ran into the underground tunnel, and the winding steps soon curved upwards into a spiral towards the sky.  The group emerged in a delicate garden and a veth servant gasped in shock as they rose from the verdant growth.  It was a Garden!  And Seran realized it was Matron Mother Elesa's Garden!

As Nia helped Tavlim and Dranna Ru out of the doorway, Jaric motioned at them all to step aside as the doorway swiveled on its own to perfectly close once more and become invisible.  All that suggested its presence was the interlocking stones that were now the base of the massive statue of a horse in the garden.

"A horse," Jaric mumbled, remembering his First Age readings, "A shrine to the Horse.."

At least, they were safe.
But if the tales of the First Age were true, Jaric sensed their troubles were only about to begin.









Wednesday, January 15, 2014

Five Inspirations : Demon the Descent



Fringe
Super science and strange machinations.


Utopia
Conspiracies that have far reaching repercussions, yet no one seems to notice anything.


Exalted: Sidereals
(or this edition)
Super spy agents of Fate.  Close enough.


The Adjustment Bureau
The angels are after him!



I will have to leave it for those who have read it to find out why.

Monday, January 13, 2014

One Night, While Outside...


In the tradition of wandering monster tables, here's a table for events or encounters that one might have in the city streets at night for games set during the modern era.  From simple, to odd, to terrifying, to humorous, here's hoping this table helps you guys who might be in a creative rut.

This is 1-50.  I was originally aiming for 1-100 but given I haven't had any sleep for almost 48 hours now, I think I better lie down.

Hope you like these!

Who said playing games in a city had to be boring?

01
The power goes out.
02
The sound of breaking glass.  Was that somewhere nearby?
03
Damn it, you must have dropped your keys somewhere.
04
That dog.  It has been following you all night.
05
Stomach rumbles.  You need a bathroom soon.
06
Hungry.  Where’s the nearest food joint.
07
Gimme your money, this is a stick up.
08
What’s that smell?  Oh my god, is that some kind of gas?
09
The driver is drunk!   The car is headed straight for you.
10
A comet! Did you see that?
11
Wolves howling.  In the city?
12
Your cellphone rings.  Why would your mother call at this hour?
13
Sirens.  An ambulance drives past you in a hurry.
14
The man is calling for help.  He drops dead right in front of you, but you can’t see any cause.
15
All the televisions sets at the window… they’re showing a woman staring right at you.
16
Battery warning.  5% left.
17
Rain.  Hope you brought an umbrella.
18
Someone is singing nearby.  The voice echoes in the darkness.
19
A black helicopter is in the sky.  It isn’t making any sounds.
20
The people in front of you have all stopped and answered their phone at the same time.
21
A young girl is crying.  She tells you she is lost.
22
You stepped on a sticky puddle.  Blood.
23
An eclipse.  But there wasn’t any word of this in the news today.
24
A gunshot.  That came from nearby.
25
The reporter on the screen can’t be heard through the glass. But the screen says, “Missile launched.”  The reporter is in tears.
26
Something moves nearby. Scales against the shadows.
27
Something hits your eye.  The sharp pain blinds you for a second.
28
You can’t breathe.  But looking around, you realize you aren’t the only one!
29
An old woman is crossing the street.  She smiles at you a second before a bus runs her down.
30
A butterfly lands on your shoulder.  It flutters away into the darkness.
31
A crash.  People are clambering out of the subway station, covered in blood, screaming for help.
32
A celebrity exits a theater followed by paparazzi.
33
A motorcycle drives by, snatching your bag.
34
You blink.  It is suddenly day.  You lost a few hours.
35
Four men emerge from a van.  They walk up to you and ask you to come with them.
36
A star lands in front of you.  It asks for your help.
37
There’s a door that wasn’t there before.  There are lights underneath it.
38
You feel odd.  Your reflection shows someone else’s face.
39
Snow.  But it doesn’t snow here.
40
The tree rustles.  There’s something up there on its branches.  Something big.
41
The sky.  It is suddenly filled with glowing streaks.  Has something fallen into the atmosphere?
42
A pregnant woman is on the floor.  She’s barely alive.
43
You just realized something.  You have no shadow!
44
You cough.  Something in your throat.  You spit it out.  It’s a loose screw.
45
A car stops nearby.  You see your ex step out. 
46
People are all looking at each other dumbfounded.  You realize why.  You don’t know your name.  No one remembers any one’s names.
47
A nun is walking in the opposite direction.  She throws you a wink.
48
Military soldiers appear as you turn the corner.  Biohazard suits and spotlights.
49
You see yourself.  Across the street.  Staring back.
50
Sirens.  A massive mechanical thing… a humanoid thing… emerges from the nearby empty lot.

Saturday, January 11, 2014

Five Inspirations : The 13th Age


The Forgotten Realms Comics
Rags Morales and Jeff Grubb create a fantastic world with Liches in love, epic monsters and dragons and lords in the shadow of things.  Definitely ripe for inspiration for your games.


Terry Pratchett's Discworld.
Seriously.  You want a game where each character has a Unique Trait?  Then you should read these novels and find loads of inspiration here.


Adventure Time
As much as the show might seem like fun and laughs, you will be surprised at the deeper and darker mythology that binds the show together.  And you might be amazed at the direction the show takes when it hints at the hierarchy of power that exists in the setting.


Neil Gaiman's American Gods
Needs ideas on how to approach the Icons?  This book might inspire ideas which you never considered.

Hans Zimmer & Lorne Balfe - The Bible OST
Add a dash of epic sounding tunes to your games without your players getting distracted by all too familiar tracks.  This soundtrack may just be what you need so you don't have to pull out your copies of Games of Thrones and the like.

Friday, January 10, 2014

Demon The Descent brings back my Sidereal love

Had a one-shot game with some friends last night and we played Demon the Descent using the Quick Start characters and the Do Over room from the God Machine Chronicles book as the jumping point of the story.  Some reflections I felt I wanted to share from running the game.

The Classic Is Now Part of the New
When Exalted first teased its coming, there was a lot of talk about it being "Before the World of Darkness."

Before the Impergium before the Mythic Ages before the Sundering before there was a World of Darkness there was something else. And now it is revealed, at last. Come adventure in the Second Age of the World, the fantastic world of the Exalted.

The forums were afire with all these opposing views on whether or not it was a good thing to have a game supposedly set before the world became the World of Darkness.    Later books seemed to support things further when players saw parallels between Solars and Hunters, Lunars and the Garou, Abyssals and the vampires and so on and so forth.  Characters like the archer Yi from Demon Hunter X resonated greatly with the concept of the epic archers of the Exalted game.  A huge key to the concept of its connecting was the Sidereals book which spoke of them seeing the fate of the world falling into one of Darkness if the Solars were allowed to maintain their rule.

Now, the game seems to come full circle, as Demon the Descent seems to resonate a lot of how the Sidereals were written to work as.

Sidereals were the super spies of fate in the Exalted game, using Resplendent Destinies to conceal their identities and being forced to remain consistent with these identities at the risk of garnering paradox for breaking out of the roles they were playing.  They had abilities to Duck Fate and rewrite events to show the were "never really there" and the like.  They were agents of change and destiny that served the Maidens and the Loom of Fate which governed the destinies of every thing on Creation.

Fast forward to today, the Unchained as they are called are fallen angels of the Machine God.  They embrace Cover, human identities which become more "real" as they are more developed, but are compromised when they fail to live up to who the cover personalities should be.  They have embeds and exploits to ensure they were "Never Here" in scenarios that head south of their plans, and while they no longer serve the Machine God, there's no denying they relate to a massive entity or force that can be argued to have grand designs and "programming" set upon every thing in the world.

The old is new again.

If Exalted lead to the World of Darkness, and the World of Darkness ended for a new World of Darkness to be born, this new World of Darkness is now coming to a nice book-end point where the Unchained of Demon the Descent resonate the Sidereals of the old.

I know, I know, it isn't anything concrete.  It probably wasn't even intentional.
But the World of Darkness Storyteller in me is enjoying a lot the parallels and relishing the idea that everything in the game line is one connected complex timeline.

And it is bringing back a lot of the love I have for all those games.

Now if it is intentional...
Man, I'm even more excited!

In development: mem:RE - 2nd glimpse


mem:RE - 2nd glimpse
As I mentioned last year, one of the games I'm working on is mem:RE a real-time super spy game where what you can do is as flexible as what you can recall.  Here's a bigger glimpse on the coming system for that game.

Each player is an Agent.
Each game session is called the Mission.
Very rarely will a Mission last more than a single session.  This is because all missions will run in real time.

The Mission can run from one to three hours.  It runs in real time.  At the end of the time period, if the Agents have not succeeded in the Mission, the Mission is Aborted and they are Reformatted.

Each Agent starts a Mission by gaining access to the Mission Parameters.

Cards are drawn to create the Mission Parameters for the current mission.

Mission Parameters include:  
1) Who or What is the Target.

2) Location is a secondary concern, as all Mission begin in the necessary Location.
A location may, however, have secondary locations.

3) Missions have a Goal, which range from Rescue, to Termination, to Retrieval, to Espionage.

4) Mission may have a Kill Clause, which when triggered automatically Reformat all active Agents.

Once the Parameters are drawn, they are displayed for all Agents to read.   The cards are then TURNED FACE DOWN, and all Agents undergo Formatting.

Agents have the following Stats:
Physique
Used in handling any actions requiring physical exertion.

Charm
Used in handling any situations requiring social graces and intimidation.

Marksmanship
Used in handling any actions where a ranged weapon is in play.

Navigation
Used to handle piloting, driving or manipulating the systems of a vehicle.

Ghost 
Used in handling any actions which are meant to not be noticed.

Access
Used to handle any actions requiring intrusion whether physical or electronic in means.


They also have the following Short Term Memories:
Loyalty, Agent Name (This allows you to give the said player a +1 to one roll during the Mission.  You can do this up the a number of times equal to the Loyalty rating)
Mission Parameter, Target
Mission Parameter, Secondary Concern
Mission Parameter, Goal
Mission Parameter, Kill Clause

At the start of the game, Agents are Formatted. They allocate all dots to their Stats and Short Term Memories as they want.

Having a Memory Dot in an appropriate Stat gives you a die to roll when using the said stat.  You can have up to three dots in a Stat.
Having a Memory Dot in an appropriate Short Term Memory allows you to peek at the respective Mission Parameter card once during the Mission.  You can have up to three dots in a Short Term Memory.

Loyalty will be explained in the future.

As mentioned, this Mission runs in real time. And memory can be a bitch.

mem:RE 
Every Agent, when they need to, can activate a special function called mem:RE which works by pressing their left thumb against the wrist of the right arm.    When mem:RE is activated, the Agent can reallocate the dots he had earlier set, allowing every Agent to modify and adjust themselves to better fit a situation.

However, mem:RE is not a foolproof system.
Each time mem:RE is engaged, the player rolls dice equal to the number of dots that have become newly gained stats.  Every die that comes out a one is at the risk of being lost.  An Agent can lose only as many Ones as he had used mem:RE times in a mission (so the more often the function is used, the bigger the amount of possible lost Memory Dots).  Abuse the function too much and you might just fail to recall what you're supposed to do.

*

Sounds interesting yet?
I hope so.  I am targeting to release this game either via Kickstarter or as my first independent release on Drive Thru RPG this year.  Hope you guys will support it.


Thursday, January 9, 2014

After the Rain ep0 : Houses of the Blooded

01/01/2014

After the Rain
"GM Notes"

Episode 0

My group and I are diving back into the world of high drama and vicious adventures that can only exist in John Wick's Houses of the Blooded game.  While my previous Houses of the Blooded games were carefully crafted games with a skeleton of a plot laid down for the players to explore, in After the Rain, I'm focusing more on the fragments of history the game will have but leave a larger percentage of the world, its inhabitants and events for the players to shape freely as co-narrative forces in the campaign.

Houses of the Blooded: After the Rain is a post-apocalyptic version of the standard game, with players portraying Ven who are reasserting their rule over a Shanri that had, as much as the other Ven can assert, nearly devastated them a few generations back.  In this game, the Senate's hold is far more fragmented than usual, with the Houses still reeling over the losses they have suffered.  All the Houses had lost their avirex, and without the Earls to guide them, many of the Dukes had waged private secret wars against one another. Baronies burned.  Countries were decimated.  Even The City Whose Walls Challenge the Sky had fallen.  Davfanna Aldrena, the capitol of ven civilization, lies in a state of repair and recovery.  The Houses have directed Resources for the Shining Star to shine bright once again.  And many of its now empty castles are ripe for the claiming.

The ven are learning that the lands they are inheriting are built upon the ruins of the recently extinguished.  Tales of fire raining from the skies, of geysers bursting through mountain walls, of lightning rolling upon farms and plains, and of Orks, always of Orks, haunt the young ven as their parents warn them that Shanri, their bitter enemy, was once far too close to murdering them all.    There are whispers as well of Sorcery gone awry, of Tulpa demanding freedom, of Bloodswords shedding tears, and of Doom.  Always, of Doom.

Each Province has a ruin, if not three.  Each Castle discovers the remnants of a puzzle house in its midst.  Each whispered intonation to the Suaven, a worried fear that the Suaven hears no more.

But the Blessings come.
The Art endures.
The althua continue.
And the Romances, oh yes the Romances.

The Ven live on.
Past the ruins.
Past the tears.

After the Rain.
After the Reign.

The Ven have faced the end, and whispered back,

"Na Nanva."



*

Character Creation was the same save for the following changes:
1) All characters start in their Summer Phase.   
The characters are older, having gone through their younger years helping their parents reestablish a semblance of normality.  They are wiser, some say.  Or at least more world-weary.  But with this comes a greater expectation of them accomplishing more.

2) All characters go through the first three Seasons before the initial game starts.
The game opens at Winter, and the players have a better inkling of what they have gone through in the last few seasons, what sacrifices they have made, and what concerns they have to deal with.

3) Houses of the Blooded: Wilderness Regions, Vassals and Holdings are accessible.
Save for those that are Ork related.  But in this time of rising from the ashes of Shanri, it is not uncommon for the ven to discover a volcano among their regions.  Or to find a Jungle at the fringes of their land.

4) Ruins are plentiful.
So plentiful that any action to Explore that bears a Ruin is considered a FREE Season Action.

5) Ruins can be cleared.
Given no ven seeks to have a Province with nothing but Puzzle Houses, a Ruin can be demolished with Season Actions. It takes a number of Season Actions equal to the Ruin's Rank to decrease it by one Rank.  This number can be reduced for each Adventure the ven undertake within the Ruin during a story with the intent of finding ways to clear it out or destroy it.

6) The Senate, and the Houses themselves, are recovering.
So thankfully, this sort of gives the ven much leeway in doing things they want.  However, this also means there is an unstated paranoia among many of the more influential and powerful ven to see upstarts and rebels as threats to the already damaged status quo.

7) The Storm.
The Storm seems different now. Sentient.  Hunting.
Some even whisper that the Falcons now fear it.  That the name they know no longer applies.

8) Together we Build
Given the attempts to recover from the apocalyptic events, Spouses and Children now give 1 Season Action per Rank.  Now when they finally get their own character sheet, if the player does not assign them a Cunning Virtue of 3 or higher, they actually end up with less Season Actions.  This is to represent how family is pushed to help out while they all live with the player character, but once the children are of age enough to be independent, they might not be as helpful.

As of Spouses, perhaps they realized they didn't like handling such things.  Or perhaps they're distracted now with their greater freedom to do thing.  Ultimately, since its the player who allocates their stats, the player has the freedom to maintain their versatility with Season Actions, or have their Spouses focus on other things of interest.

Monday, January 6, 2014

12 Games for 2014

I've decided to make it a yearly thing.

Each year, I will do my best to expose myself and run (or play in) a new game that's out there.  Last year, it all started in this post and I was happy to have accomplished it very early. I was able to try the following games last year: Houses of the Blooded: Wilderness, Fiasco, Our Best Last Hope, Blood and Honor, The Aegis Project, Wilderness of Mirrors, Kult, Castle Falkenstein, Dungeon World, World of Darkness: The God Machine Chronicle, Fate Accelerated Edition, Monster Hearts, Shadows of Esteren and Rocky's home-brewed The Gossamer Saga.   I actually was able to get into a few other game systems too (The 13th Age, Night's Black Agents, Legends of the Wulin, and Tremulus) but since those were done in the latter part of next year, I officially cannot count them as part of the games I've tried for 2014.

So yeah, here's to another set of 12 games to try this year.  There's no shortage of new stuff to get my hands dirty with and to be frank the bigger challenge is finding players who are willing to take a dip into a new pool of gaming experiences.

Will I succeed this year?  I absolutely have no doubt I will.
The challenge is to make sure each experience remains fun and memorable.

The list of games I want to run for the year should help push me in making that possible.

So let me know if you guys have any games you want someone to run for you.
:-)

Friday, January 3, 2014

Evolve Your Game: Love Letter of the Blooded

Evolve Your Game:  Love Letter
Game: Houses of the Blooded

My partner and I recently acquired a beautifully crafted card game called Love Letter by Seiji Kanai.  The game revolves around a group of suitors (played by up to four players) who hope to show their affection towards a Princess by sending her love letters.  However, since all the other suitors are trying to one up each other, the players must try to get their letters to the Princess through intermediaries.  These are represented by the other characters in the cards.  The game is played in multiple rounds, with each round having points awarded to the player who either remained in play or has the highest scoring character as his intermediary.  The player accumulating the most points at the end of all the rounds wins the game.

First, let me say that the game is just beautiful and there is an elegance in its simplicity yet strategic challenge.   Each player has a card in hand, and draws a second card, and between the two cards must choose which one to discard.  Most cards have an effect once discarded, and players vie for being the last one in the round to win the points of affection.  The cards come in a red velvet bag with is adorned with golden letters and a golden rope to tie it shut.  There are small red wooden pieces to use as counters, which I feel might have been better if they were stylized hearts of metal or tiny dried flower petal like counters.   But the cards are artfully illustrated, the writing is superb and the rules are very cohesively written.

You can find the official rules of the game here:
http://www.alderac.com/tempest/love-letter/

Just after a few rounds of playing the game, my partner and I very quickly realized how much the game reminded us of the infamous Althua that the Ven would celebrate during Winter.    The act of achieving goals through intermediaries whom were disposed of once no longer needed struck a chord with how the Ven were towards others.   We jokes at how in our next Houses game, this would be a great addition to have during a party scene.

I felt, however that I could go a step further.   Given how there seemed to be some other fan variants of the game (including an Adventure Time variant which had both Marshall Lee and Marceline?) I thought of making an unofficial version of the game with the Houses as the characters.  Given the superiority of the Senate, it seemed apt to make them the highest ranking card (and discarding the card would mean the Senate threw away your proposed matter to be discussed) while having the Veth as the last card seemed apt to symbolize how the lowly vassals tended to overhear things which, if used successfully could oust a rival from a political arena.


 So here you have it, each House matching a special ability that a card conferred.  The Bear, for example, found protection from their Circle of Protection blessing, while the Elk were ousted whenever an alliance with either the Falcon or the Wolf was raised.  Of course, the Serpent was given the chance to peer at another's hand, given their ties to Wisdom.  And the sly Fox would help upset an opponent, so long as you called upon their services at a time when you are prepared to make such comparisons.

I hope you enjoy this unofficial hack. And I do hope by not reprinting any of the actual rules (save for those already found online via images), I'm not breaking any rules.

Enjoy!



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