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Category: GILT

Sequel

It’s 2020: Orlando. Walt Disney World is bigger. Universal Studios has become a true rival to the Mouse. The rulers of Miami are emerging from a brutal civil war; Tallahassee has been disturbingly quiet for over a decade. An old Prince is sleeping; a disbarred lawyer who started his political career in a nursing home watches over the city. With a Sheriff’s approval, of course.

One day, there’s a letter.

“Hey, kids. Long time no see. You guys ought to drop by Dubai; the moonlight is thrilling. Bring the ambulance driver.”

Dubai by Night

Orlando Trash 2020: Dubai Trash.

The Inquisitor's Library

Dark Heresy. You are the retinue of Inquisitor Lord Zane Castis, the oldest Inquisitor in the Calixis Sector. His purview is heretical documents, which — for centuries — he has collected from the hands of those who would misuse them. Generally not peacefully.

All such documents are stored in the vast ship Tabularium Bibluvio, which also serves as Inquisitor Lord Castis’ headquarters. It is a sphere, dwarfing lesser ships. The heretical archive is contained in the featureless top half of the sphere; below that, the sphere is hollow for half of the bottom hemisphere, with four mighty black pylons connecting the archive to the living quarters which make up the bottom quarter of the sphere. Shuttles and other such less important spacecraft dock on the top of the living quarters.

Over the centuries, the weight of such a convocation of Chaos and lies has literally warped the space around it. It is deeply unsafe to venture into the archive; at present, Inquisitor Lord Castis affords no other person that right. He himself communes with the texts therein on a regular basis, in order “to keep them under control.” From time to time, horrendous monsters rage down the pylons to assault the remainder of the ship. One of your duties is defense against these unfortunate but inevitable results of the ship’s mission.

Your second duty is to assist your Inquisitor in confiscating more documents. The flow is never ending. Vigilance is paramount. This duty takes you to the foulest slums of the Sector, and also to the most lovely nests of corruption. Chaos knows well how to wear a harmless face. Inquisitor Lord Castis is known for his lack of mercy towards nobility who hope to conceal their heretical studies from him.

Your third and final duty, as given to you a few months ago when you were sent to serve Inquisitor Lord Castis, is to watch him. Eventually, he will bend and break under the strain of the archive. You cannot, of course, hope to defeat an Imperial Inquisitor: the Calixis Conclave merely hopes that, in the event of a catastrophe, you will be able to get out word before your death.

Best of luck.

Trader's League

The Trader’s League does not exist. There is not a tight network of mutually interdependent mercantile interests in the South which keeps its existence secret in order to further gather advantages to itself. It does not set the prevailing market rates for commodities and luxuries alike. It does not sanction independent merchants who act against its best interests. It does not represent the single largest economic force in the known world. It does not arrange for bi-annual trade fairs to spring up, seemingly out of nowhere, in cities it wishes to favor. It has never affected a succession debate. It does not kill.

It is not the most significant concern of the Baneguard. And vice versa.

One-Shot Thought Experiment

This isn’t something I want to run immediately; I’ve just been contemplating character generation and systems lately and I wanted to do a thought experiment. Thus, if you feel like commenting on the following, please do. Or even run through the exercise of answering the questions.

So: modern occult game with some action, a touch of conspiracy, you know the genre. Occult is defined as weird stuff, including mad science, psionics, and so on. The framework is a group of free-lance journalists/bloggers; they might know the occult exists but don’t have proof. They’ve got a group blog and cooperate on investigations. Funding is sparse. Thank God for Google AdWords.

Players in the one-shot can define their characters before the game by answering the following questions in prose.

1. What is the core of your character? This could be a profession, a hobby, a way of looking at the world. Describe it in a paragraph or so.

2. What’s another thing that defines your character? Could be a side profession, a skill, a possession, a heritage, whatever. Again, describe it in a paragraph.

3. And a third defining element.

4. OK, now tell me what your character’s flaw is. Same deal, give us a paragraph.

5. What’s your motivation? Why do you do these things you do?

6. What’s your big secret? You really don’t want people knowing this.

7. And, finally, tell me about an important person in your past.

Broken Maiden

There are enough theories about the Broken Maiden to busy a university of scholars for semesters on end, so we will begin with what is known.

Once, the Maiden dwelt in the heavens. At times, during the month, she looked down upon the world with one eye. Other times, all you could see was her white smile curving through the sky. She blessed magicians with her wisdom, and was known to be the patron goddess of jesters.

And then she fell, not more than forty miles from Vain’s Rest. Among the things that are not known is the cause of her fall; we will return to this. The effects of her fall are clearer. There is a crater some miles across, and in the center, her marble body lies, surrounded by earth turned to glass. Her clothing has not decayed since she fell. Nor has her flesh.

The Broken Maiden is the most powerful source of magic known to man. By the term Broken Maiden we mean both the body and the crater that surrounds it. Some theorists would have it that she fell to save us: some mad genius created a magical source so powerful that the Maiden elected to give her own life in order to stifle it to the point where humanity could remain intact. Some theorists, who believe that she fell for some other reason, simply attribute the magical energies that surround the Broken Maiden to the Maiden’s own nature.

Those energies are dangerous. Animals enter the crater from time to time, and are inevitably transmuted. Coming close to the crater is not immediately deadly, but it is a surefire method of changing one’s life. No human lives less than twenty miles from the Broken Maiden. There are edifices much closer, both above and below ground, and many find it worth the trouble to visit them, but few spend more than a week at a time in such pursuits.

Not all of those structures, by the by, were known before the Maiden fell. Some of them seem to have grown from the sands of the desert without the need for human hands.

Vain’s Rest is conveniently located just far enough from the Broken Maiden to be reasonably safe for its inhabitants.

China, Back Then

[Game background; not to be taken as literal history.]

It’s 69 AD. The Han Dynasty rules China in the form of the hard-working but sometimes cruel Emperor Ming. He has been emperor for over ten years, and previous to his ascension, he was intimately involved in matters of state. Perhaps this is why he was so diligent and capable.

But there are shadows over his reign. It is well known that Prince Jing plotted to rebel, some years ago, going so far as to employ sorcerers to curse Emperor Ming. The Emperor resolved the issue by forcing Jing to commit suicide, and slew literally ten thousand others who were implicated in the conspiracy. It is whispered that Emperor Ming’s eunuch advisers were responsible for counseling the Emperor to this extreme act, but perhaps it was necessary in order to maintain the Celestial order and the Mandate of Heaven.

Some time after that unfortunate incident, the Emperor’s chief general was sent to hunt down the dangerous rebel known as the Jade Dagger. Much to the surprise of all, Ban Chao never returned from the hunt, and was has in fact been seen many times since cooperating with the Dagger Bandits, as the Jade Dagger’s men are known. Where there was once an annoying but ultimately ineffectual band of rebels, there is now a skilled, well-led fighting force fomenting tumult at the edges of the Empire.

And, finally, China is plagued by demons. While the Emperor’s men have always been successful in defeating demonic incursions, province by province — the eunuchs are rumored to be instrumental in these successes — it yet seems that no man is capable of pushing the demons back for good. For no matter how often they are defeated in any one place, a new infestation arrives in another province soon thereafter.

The Emperor continues to battle these shadows. He has the assets already mentioned; his current general, Guo Xun, is only slightly less formidable than Ban Chao. His twin bodyguards, Lin Bao and Lin Bo, are never-speaking pillars defending him from all harm. He is far from helpless, but he is also far from victory.

Scion Settings

I’ve been kicking around a lucha libre Scion game in my mind, along with a couple of other ideas (Southern Gothic comes to mind), but I think the winner is 17th century pirates who happen to be children of gods.

We’d wanna finish up our Catholic saint pantheon, for obvious reasons. Voodoo fits well, Aztecs fit just fine. Greek gods? Sure. Norse gods? Very well, given the Norse tradition of rampaging around on boats. Egyptian and Japanese are a little tougher, but I have ideas.

And it’s not at all difficult to make Caribbean piracy mythic and grand.