The signs of Winter linger in the air, stalking the Kithain through the night and into their worst nightmares. No matter how hard they try to deny what is coming, it is always upon them.
Description:
The signs of Winter linger in the air, stalking the Kithain through the night and into their worst nightmares. No matter how hard they try to deny what is coming, it is always upon them. Now there is a chance to strike back at the impending winter, and it's hideous allies. The first songs of Adam and Daughters of Eve to walk on Mars are about to take off, and the portents show that a new Evanescence will erupt from this event. Humans have become twisted and bitter in these brutal nights, and their inspiration can only give birth to the horrors of the Ancient Dark . . . or so the old witches say. As with all prophecy, and as with the Dreaming itself, not everything is exactly as it seems.
When you picked up the shipwrecked mutt and transported him back to Waterdog Port, you thought you were a Good Dog, an Excellent Cat for having helped a soul in need.
Description:
When you picked up the shipwrecked mutt and transported him back to Waterdog Port, you thought you were a Good Dog, an Excellent Cat for having helped a soul in need. He left you a small red globular gem as thanks, no bigger than a small berry - when you held it to the sky, it shows a deep red color, warm to the touch. Then it throbbed in your paw, and suddenly you and the rest of the crew of the Uninvited Guest doubled over in pain, vision swimming red, hearts skipping several beats. When you came to, the gem gleamed warm in your paw, the size of a walnut. No merchant will buy it, and every time the crew has cast it into the Acid Sea, you've found it within the hour resting on top of the Navigator's stack of charts. There's only one thing to break the Curse - to give the Heart back - and only Captain Hook-Worm knows the original home of the Stolen Heart.
When you picked up the shipwrecked mutt and transported him back to Waterdog Port, you thought you were a Good Dog, an Excellent Cat for having helped a soul in need.
Description:
When you picked up the shipwrecked mutt and transported him back to Waterdog Port, you thought you were a Good Dog, an Excellent Cat for having helped a soul in need. He left you a small red globular gem as thanks, no bigger than a small berry - when you held it to the sky, it shows a deep red color, warm to the touch. Then it throbbed in your paw, and suddenly you and the rest of the crew of the Uninvited Guest doubled over in pain, vision swimming red, hearts skipping several beats. When you came to, the gem gleamed warm in your paw, the size of a walnut. No merchant will buy it, and every time the crew has cast it into the Acid Sea, you've found it within the hour resting on top of the Navigator's stack of charts. There's only one thing to break the Curse - to give the Heart back - and only Captain Hook-Worm knows the original home of the Stolen Heart.
An elder has gathered you and your pack with a mission. You have agreed to remind a Lunar, much your elder, of his promise to forgo ruling his people as a god-king.
Description:
In the vast oceans of Creation's West a gathering of Lunars convenes. Stories are told around the campfire, silver tattoos are marked into pups after their initiation ceremonies, and an elder has gathered you and your pack with a mission. You have agreed to remind a Lunar, much your elder, of his promise to forgo ruling his people as a god-king, made before the Shahan-ya council some centuries ago. Gather what info you can before swimming to a remote island to confront your fellow Chosen of Luna, and bear witness to his kingdom.
An elder has gathered you and your pack with a mission. You have agreed to remind a Lunar, much your elder, of his promise to forgo ruling his people as a god-king.
Description:
In the vast oceans of Creation's West a gathering of Lunars convenes. Stories are told around the campfire, silver tattoos are marked into pups after their initiation ceremonies, and an elder has gathered you and your pack with a mission. You have agreed to remind a Lunar, much your elder, of his promise to forgo ruling his people as a god-king, made before the Shahan-ya council some centuries ago. Gather what info you can before swimming to a remote island to confront your fellow Chosen of Luna, and bear witness to his kingdom.
Welcome to Creation, where you play one of the Exalted, champions of the Unconquered Sun blessed with godlike skill.
Description:
Drawn by dreams, the Solars seek ancient treasures hidden for millennia. They find themselves mysteriously transported to a storm-shrouded volcanic island. Will they be able to find the treasures that drew them and escape? This session will be geared toward introducing new players to the rules and setting.
The Invictus Prince of the domain has scheduled a show trial of pacifist Carthian leaders. It is clear to the Movement that their leaders are headed to execution.
Description:
The Invictus Prince of the domain has scheduled a show trial of pacifist Carthian leaders. It is clear to the Movement that their leaders are headed to execution on the flimsiest of charges, just so the Prince can demonstrate power. Angry whispers of revolution are circulating among the Carthians and it seems the trial is going to be interrupted with violent protest. You are a vampire, a kindred, and your circle is in the middle. What is the way forward?
All good Dogs know to follow the code of Man. But what truly makes a Dog good? What makes a Dog bad? And what happens when they no longer know the difference?
Description:
In the world of Pugmire, Dogs have inherited a land after Man, where they seek to find their histories, and somehow-themselves, along the way. All good Dogs know to follow the code of Man. But what truly makes a Dog good? What makes a Dog bad? …and what happens when they no longer know the difference?
There's little hope in the dusty winter. The Fae still huddle for warmth & hope around the few fading balefires that remain. Now those balefires are starting to go out & something must be done.
Description:
This adventure follows a motley group of Kithain and Nunnehi riding the cold
iron rails across the American heartland during the depths of the dust bowl. There are no trods,
and many Changelings believe the Dreaming is nothing more than a myth. So the Fae travel the
only way they can, by car and rail, often desperately seeking that last bit of Dross that might
keep them awake to what they truly are in the face of the long Dusty Winter. There are rumors
that balefires have started to gutter and fade, and some believe the final fall of Faerie has started.
Others think it’s far less nefarious than the end times and are convinced they can stop what is
happening. You have heard stories about where the next failing freehold may be, and have
decided to do something about it.