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![]() ![]() ![]() On the Coast of the Ocean of Atlantis, a small commoner-run Free Commots recovers from years of fear and brutality. Long abandoned, the Commots now hosts recently-arrived kithain in fair numbers. Great opportunity can be found here; this is a new Frontier in many ways, and there is much re-building to be done. There are riches to be had, to those Brave and Wise enough to claim them. The first strike in the War against the Fomorian Invaders has come, and the kithain have survived. Winter is here, and the kithain have survived. Hope is here, but it is hope tempered with uncertainty. The shadows of the past still hold sway in dark corners, and who is to say that monsters are truly Banished. Ancient dreams, after all, dwell deep beneath the waves. ![]() The Mood: High Gothic. Gothic horror is a style of horror literture which features antique settings, isolation, family curses, insanity, incest, and often ghosts or vampires. The genre actually began in the 1700s, but was still around by the end of the Victorian era. The two best known Gothic novels are Frankenstein and Dracula. Gothic Horror is the underside of the Imperial experiment, the indulgence and exploration of the shared Victorian phobias and fears. In a society where pedigree is everything, what if there is some abhorent curse in the family past? Where the hierarchy of status is all-important, what if a malevolent kitchen boy connives his way to the throne? What of the miracle of technology when it is used to learn that which man was not meant to know? Incest, lingering ghosts and family curses, darkened moors and ruined cathedrals, melodramatic emotional supermen and Satanic rites mark this genre. |
Player Information
Venue Name: The Free Commots CND-019, Domain Dark Citadel CN D06
Theme/Mood: The Growth of Story/High Gothic (see above)
Character restrictions:The venue uses the core Special Approval restrictions of the 6.0 Rules Addendum, with the following additions:
Proxy rules: There are no "soft proxies" as such to the local game; all proxies are worked out through e-mail or IRC or the post, rather than at session, so as not to disrupt the flow of the story "on stage."
Travel risks: Traveling to Halifax in the Autumn World is currently very difficult. The city was largely evacuated in December 2004, the North End is a burned and broken ruin, and the Military seeks to quarantine, organize and control continued rescue and relief efforts. Traveling to the Near Dream of the city is potentially dangerous, but distinctly possible for those of a heroic or villainous bent. The Silver Roads to the city trail off in the depths of the forest of Ice and Thorns beyond the city's walls. Darkness crowds in, and the hunting Monsters in the dark avoid the torchlight. Only at the city walls does the watched feeling pass....
Challenges: Challenges will be handled as per the Shining Host and the Camarilla's 6.0 Sanctioned Rules Supplement. The Storytellers reserve the right to make decisions that go against the letter of the rules in support of good drama, and story flow; that is to say that challenges [paper, scissors, stone] will be as rare as can be arranged. Also, the use of bid Traits in descriptive sentences is not only mandatory, it is encouraged - bonus traits may be granted on a challenge to a particularly wonderful turn of phrase; the ornate use of words is part of the Gothic genre, after all.
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Storyteller Information
Venue Storyteller
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Most of the stuff on this page is copyright by White Wolf Publishing Inc. Used without express permission, and without any intent to challenge their rights to the material. Much of the artwork is copyright T. Diterlizzi. You should visit his gallery and support this fine artist. The purpose of this site is to provide support for a Live Action troupe who create improvisational stories through Changeling:the Dreaming.