I. Overview
"Four seasons fill the measure of the year. There are four seasons in the mind of man."
~ John Keats
Genre: Changeling
Location: Lee County
VST Contact: Troy Lees, US2007059970
VST Email: fmchangelingst@gmail.com
Action – 3 (often present)
Darkness – 3 (often present)
Drama – 2 (sometimes present)
Intrigue – 4 (usually present)
Mystery – 3 (often present)
II. Venue History
In May of 1808 the Changelings of what would become Lee County made a pact with the four seasons in order to form seasonal courts. The land was divided into 5 sections, one for each season, with the center being controlled by the current reigning court.
Four pillars were raised to mark the forming of the courts. Each pillar was placed at the center of its courts' territory. Over the years many legends and tales have risen around these pillars and things that have happened in their presence. Who created the original pillars has been lost to time or perhaps was stolen from the memories of the changelings.
The pillars themselves are unassuming to those who cannot see past the mask. They appear as simple statuary that mortals might pass every day without knowing the font of power that they pass. To those who can see past the mask, the pillars embody the season and appear similar to changelings with very high mantle. The Autumn pillar always seems to have lightly blowing leaves around it. The Winter pillar has flakes of snow that swirl around it, but only in the depths of winter. The Summer pillar seems to radiate more heat than normal. The Spring pillar always seems to have flowers growing at its base and vines wrapped around it. Also of note is an unreadable flowing script only visible to those who can see past the mask.
Over the years a few changelings have attempted to disrupt the courts. Each time a King or Queen has attempted to retain power past the eclipse of their season, their court has suffered for it. The last attempt was made by Burning Sand, the Summer King, over 40 years ago. The summer court suffered for 4 months before they rose up against their King and forced him to give up control.
III. Setting
Our game is placed based on the balance of the four courts and the cost to the changelings. As the seasons change, the flavor of the game and the power of the game will change. For example, in Autumn, there will be an element of terror and fear in the game. In Summer, games and competition will be more prevalent, etc.
The land reflects the ruler of the season. If the ruler is giving then the lands responds and provides for the city. This may mean that homeless shelters suddenly get a bit more funding or changelings in the area may start winning the lottery a bit more. If the ruler is cruel then the crime rate will rise.
Magic fills the land and acts like a living entity. Many a wish has brought about small miracles. Many curses said in anger have caused terrible tragedies. The more paranoid Changelings are fearful that it is the work of the Fae.
IV. Mood
The mood of the venue is one of struggle.
As the city's changeling population continues to swell, the danger of attracting the Fae grows. Resources of the city grow scarce as more Changeling find their way out of the hedge into the city.
On a daily basis, players will struggle in the attempt to fulfill their basic needs and to further their own agendas, but everyone will find their efforts are fraught with resistance and hardship. How much are you willing to work, fight, or bleed for your needs and dreams?
V. Court Territories
[These will be decided based on the size of the game.]
VI. Player Information
Restrictions: All characters must be built using the most recently approved version of the Camarilla's rules addendum. Please keep in mind that all character concepts and ideas need to be cleared with the VST before proceeding to create a character. The VST reserves the right to close off certain concepts and areas of creation depending on the current state of the game, as well as imposing certain extra limitations or requirements beyond what is listed in the most current addendums. The intent here is to make a diverse and exciting game, while still remaining true to genre and to the worldwide chronicle. Further, all characters should be tailored towards helping to expand the venue's mood, as well as fitting within the theme of the venue. The VST reserves the right to deny any character from admission into the game due to it conflicting or detracting from the theme and mood of the venue. Also, all experience expenditures must be cleared with the VST and be put on file with the VST. Should any discrepancies arise between the player's copy of the character and the VST's copy of the character, it will be the VST's copy that governs.
Travel Information: Travel to the area is typically easy thanks to quick and easy car travel, as well as trains and airline flights. However, visiting players are encouraged to contact the VST at least 48 hours prior to the game to assure their characters will be able to locate and gain entrance into any gatherings that might be occurring. This is not done to discourage visiting players, who we strongly encourage to come. Instead, the VST is committed to trying to keep strong continuity in the game and so certain games may not be well suited for visiting characters. Please keep in mind that visiting characters should be tailored to help add to the theme and mood of the venue. Visiting players failing to notify the VST prior to arrival may be asked to play a secondary area or avoid certain plot elements.
Proxy Rules: Proxy rules are outlined by the Camarilla addendum. Please understand that proxies very rarely add to a game and often result in improper play of a character. As such, any and all proxies will require an extensive write up on the PC's goals and motives, as well as a copy of the character sheet, background, and proof of MC. Also, a proxy should be sent for approval to the VST at least three days prior to the start of the proxy. This is to give the VST proper time to review the sheet and motivations. Failure to do so may cause the proxy to be denied. It is understood that some events might cause a last minute proxy, such proxies will be considered on a case by case basis.
Check-in Rules: All players attending must have a copy of their character sheet in order to play. All players must either have the VST check-in an item card for all possessions they wish to take into play, or the items must be listed on the character sheet. All players should have a copy of their updated experience log. Visiting players must also provide their direct storyteller contact information. If possible, visiting players are also encouraged to have their direct ST sign their character sheet prior to play.
Out of Body: Players using an effect that allows them to leave their body or be in more than one place at a time during game must declare to the VST the location of their body, which must be within the area covered by the VSS. This requirement is to prevent situations of players wishing to take actions against the person but unable to due to the VST not having jurisdiction over the area the body is in. At VST discretion, such powers may be done during downtimes with the body outside the area, but requires contact information of the storyteller in charge of the area the body is in.
Glamour Challenges: At check in all players will make a draw using Attribute + Skill + Harvest. For each success gained, the character gains 5 glamour, but can not gain more glamour then their max Wyrd. If the player pulls a 1, they start with 3 glamour unless they run a Harvesting scene with the VST or designated narrator.
Challenges: All challenges will follow the rules as clarified by the latest Camarilla rules addendum. Players are free to throw challenges with each other without the VST if all players involved agree. The exception is in the case of combat and/or in any situation that will result in the death of a character. The VST, or a designated narrator, must be present and give permission before any combat or killing blows begin.
Experience Guidelines: Players will typically receive four experience points for each game. The VST may award fewer points to players who show up very late to game, who don't stay in character for extended periods of the game, or for a host of other possible reasons. The VST will also regularly award one extra experience point as a reward to players for exceptional role play, contributing greatly to the night's game (often by being the host and having minor advance preparations), for surviving a particularly dangerous scene, or for a host of other possible reasons. The decision to award less or more than 4 experience points is solely in the discretion of the VST.
Long-Term Pledges: Pledges that are a season or more in length with all of the relevant info, including the exact wording, the mechanics, and the parties involved are required to be entered in the approvals database for tracking purposes. The exception to this rule is the seasonal Freehold Blessing that all changelings of the freehold are expected to swear.
Custom Mechanics (Freehold Blessing): If the ruling court matches the season, then members of that court gain +1 on contracts of their season in their territory or the center territory.
If the current ruler refuses to willingly give up control at the end of their season, their court becomes cursed. The cursed court gains a -1 to all contracts of their season and an additional -1 for every month that passes. This negative is reset at the end of 9 months (when their season becomes the proper ruling season again).
The court opposite the current season has a -1 on all their courts contracts when they are in the opposing court's territory or the center territory.
Narrator and Lead Storyteller Empowerment in Mass Combat Scenes: Mass combat, because of its easy opportunity to escalate into sessions of challenges that tie up characters for long periods of time, will be carefully monitored. The Storyteller on scene may pull a combat out of the main gaming area and into one of any number of side rooms. The Storyteller on scene or designated Combat ST is empowered to determine when and how other characters are allowed to enter such combats. If any players argue or otherwise disrupt the flow of combat rounds with idle discussion, the Storyteller on scene or Designated Combat ST has the power to declare the player's character has been removed from the combat, and the Venue Lead Storyteller has the option to declare that the player's character has been killed during the combat without reference to test, challenge or other game mechanics. The ST Lead or Venue Lead also has the right to script events in combat scenes to ensure that the events do not negatively impact the larger setting.