The Hunt for Ice Wind; All-venue National taster 2005

Setting/Time

The UK National will be hosting a Werewolf: the Forsaken Taster Session from 10-12 on the morning of Saturday 7th May. The IC setting will be the sleepy spa-town of Buxton, in the Derbyshire Peak District.

General Overview

The Year is 2000, a decade and a half since the ending of what has been called the Brethren War and again Brother stalks Brother – diverse Uratha gather to hunt down the Spirit which promised to hold the People’s promise of peace and discover why it is not doing as was agreed.

Mood

Uncertainly and the hunt!

Venue rules

This is a historical game, though set only a few years ago. If your character was aware of the People and had an involvement with them (be that as a Uratha or an aware Wolf-Blooded) then they can take part but the ST team would ask that sheets be adjusted where appropriate to represent a less experienced character.

The game will not be set inside buildings (though may take you into it) and the space allotted will be used to represent a number of locations (as the ST staff feel is appropriate). Please aid the STs in the creation of atmosphere and suspension of disbelief in the first large-scale Forsaken game of the Global Chronicle.

Any act or scene that involves PC death must be supervised by the ST/Narration staff.

Narrator and Lead Storyteller Empowerment in Mass Combat Scenes: The first step for attempting to resolve combat will be mediation. Should this be unsuccessful, mechanical combat will ensue.

The Lead Venue Storyteller's main priority is to get through the entirety of the Forsaken Venue game with as little time consuming challenges as possible, and has little tolerance for disruption of game flow. Idle chatter during combat should be kept to a bare minimum.

Buxton in 2000, Seeking Ice Wind

In the middling years of the 1980’s violence spread wide and far – packs vied with each other for territory and control – Loci changed hands sometimes on a weekly basis and the People of Britain struggled with each other daily. As the Uratha fought their territories became less well tended, spirits became troublesome, things broke through and the Hosts ran wild. Worst of all were the Pure – the hate filled cousins of the Forsaken took opportunities to take territory, loci, life and to make converts

Steps had to be taken before all was lost, and so they were. Words replaced claws as packs talked with their neighbours and made an uneasy peace. This spread across the country and Uratha, individually and in packs, representatives and entire collectives moved to gather at the spa-town of Buxton to make peace for sure.

For days and nights the Elodoth debated, the Irraka questioned, the Cahalith declared, the Rahu shouted and the Iratheur spoke until an agreement was reached, simple and straightforward:

“From this dawn and onwards Brother shall not war on Brother – we are all one People”

To seal their declaration, their peace, a great spirit was found and hunted, pursued by all there until it could run no more, fought till it was at a standstill, then bound by words and deeds to safeguard the Agreement. Reluctantly Ice Wind accepted and agreed to carry words of war to the People of the land should brother spill brothers blood once more.

As the millennium drew to a close the normal jostling and jockeying of territories began to increase in fervour to a fever-pitch and many older, wiser heads started to question what was happening. Without consultation many heads turned towards Ice Wind in wonder, the dreams of many Cahalith were dark – stormclouds, thunder and lightening striking the earth, giant waves, monsters in the night.

A decision had been made by many of the People throughout the land that the Hunt should be taken up once more. Ice Wind should be hunted and fought and bound once more with words so that the People might know the truth of war. The truth of fighting, of Brother against Brother, of the country drowning in blood, and know the truth of why bitter word had not been brought.

OC Note: The Taster session at the National will be set in the past…in the dim and distant year 2000 as Packs are going missing, confused tales of blood and death and treachery are spreading from the Spirit Wilds, and a truth is being sought.

If your PC was Uratha in 2000 then you can play him (though you might want to modify things to represent a younger PC), if he’s not then speak to your local ST for something to play – an NPC from the domain or to Rik Sowden (the lead ST) for a plot NPC.

Buxton in 1986, Ice Wind and the Brethren War

In the middling years of the 1980’s violence spread wide and far – packs vied with each other for territory and control – Loci changed hands sometimes on a weekly basis and the People of Britain struggled with each other daily. As the Uratha fought their territories became less well tended, spirits became troublesome, things broke through and the Hosts ran wild. Worst of all were the Pure – the hate filled cousins of the Forsaken took opportunities to take territory, loci, life and to make converts

Steps had to be taken before all was lost, and so they were. Words replaced claws as packs talked with their neighbours and made an uneasy peace. This spread across the country and Uratha, individually and in packs, representatives and entire collectives moved to gather at the spa-town of Buxton to make peace for sure.

For days and nights the Elodoth debated, the Irraka questioned, the Cahalith declared, the Rahu shouted and the Iratheur spoke until an agreement was reached, simple and straightforward:

“From this dawn and onwards Brother shall not war on Brother – we are all one People”

To seal their declaration, their peace, a great spirit was found and hunted, pursued by all there until it could run no more, fought till it was at a standstill, then bound by words and deeds to safeguard the Agreement. Reluctantly Ice Wind accepted and agreed to carry words of war to the People of the land should brother spill brothers blood once more.

Not all who came to the Peak district left it, some fell by the wayside, others were the final victims of the war. The greatest loss of life happened at Arbor Low, a great Henge. It was here that Ice Wind was finally run down – with many small, spiteful spirits of cold and fear at his side. The battle raged long but Ice Wind was a mighty spirit in the autumn of 1986, full of power and pride, and it took blood and sacrifice to bind him.

The Goddess of the Grove, at St. Ann’s Well in Buxton agreed to heal some of those who were brought, battered and broken, to her, but refused others. She alongside the Garland King and Perevil in Castleton and the Beast of the North, a cat-spirit who some Uratha claimed to have hunted for knowledge, were able to give some ideas of where Ice Wind might be found. Other spirits were less helpful – the Iron Bull at the Bull Ring (the remains of a Henge in Doveholes village) needed to be brought to submission before he would help any (and wasn’t able to give any useful knowledge even then).







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