Announcement

Collapse
No announcement yet.

A grab-bag of Shadow

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • A grab-bag of Shadow

    A lot of people have trouble visualising the Hisil, or coming up with ideas for how the Shadow representation of an area could appear. This is a thread to help fix that. (I don't recall a thread dealing with this before. If we have one, please point me towards it.)

    Here's the game - pick any place that you think is likely to be part of a territory and describe how it appears in the Hisil. Describe what it looks like, what spirits you find there, how they interact, and how they're likely to react to Uratha intruders. (This can be as broad or narrow as you like. A spirit ecology may respond well to Uratha displaying strength, but poorly to those approaching with gifts. The reverse may also be true.)

    The idea here is to give STs a resource (much like the 'make me a spirit' thread) they can dip into to quickly populate their pack's territories, or to breath life into an unfamiliar Shadow.If someone posts a location you had ideas for, that's fine. Post your version as well.The more descriptions we have, the better. Also, if someone needs a specific location for their game, call it out here and see who can help fill the gap.

    How's that sound? Like fun? Go to it!


    Writer. Developer. World of Darkness | Chronicles of Darkness | The Trinity Continuum

  • #2
    Shenanigans! [Local Bar & Grill]
    Shenanigans! is a local bar and grill styled restaurant. Independently owned and operated, it has been serving beer, burgers, and entries (all with a cute Irish theme) to the locals since the early nineties. It is a popular place, home to birthday parties, after-game dinners, and more happy hours than can be counted.The owner takes a good deal of pride in the establishment, but has been considering retire and is listening to offers from a large national chain to buy the property.

    From the Hisil the interior of the building seems much brighter; glowing with a warm, festive light. The walls sport banners, posters, and other decorations; all layered on on top of the other in a haphazard order. The smell of fried food, stale beer, and sticky deserts lingers in the air and clings to the clothing for hours. The screens attached to the walls show snippets of particularly resonant events from the restaurants history.

    Shenanigans host a powerful spirit representing the restaurant itself. This spirit appears looks mostly human,but is constantly shifting forms to represent the different members of the community that have gathered there. It is always wearing a Shenanigans! Uniform and it's apron is festoon with buttons stickers and badges. It also hosts a number of lesser Community, Gluttony, and Joy spirits.


    The Artificer's Workshop - A collection of Exalted Artifacts
    Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
    The Horror Lab - A collection of Beasts, Monsters and less definable things.
    Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
    Twilight Menagerie - A collection of Ephemeral Entities

    Comment


    • #3
      The Slaughterhouse VII [Local food processing plant]

      The stench of bodily fluids, in various states of decomposition attack the senses well before one enters the facilities. The walls are immaculately white, the floors? bloodstained red. There is no way to wash them. Inside the facilities, powerful turbine-like air dispensers make the stench disappear, spreading it outside proper, spirits of carrion overfly ahead, intoxicated by it. The spirit that governs the facilities is close to indiscernible when not performing, it's the chains that move the product along the processing line, it's the disembodied knifes that butcher the carcasses with surgical-like precision, and when roused with the promise of meat, it will entangle you, and process you as well. You'll feel everything, every cut, every break of your bones, until you are divided by organ and section of meat, and packaged off.

      It would be a Wound if it wasn't so self contained, and it has it's uses. The local pack routinely harries their prey there, after they learned what a death-sentence it was when their own Ithaeur died by it's chains.
      Last edited by Ephsy; 05-29-2016, 09:55 AM.

      Comment


      • #4
        I totally read the title as "A grab-ass of Shadow" at first... now I can't stop laughing XD Anywho!
        ______

        Ecstasy's Kiss [Local Nightclub]

        Ecstasy's is a relatively new nightclub that popped up in the redlight district a few years ago and has gained a vibrantly successful reputation among people with a taste for night life. People are always talking about how alive and charged the scene is there, and just stepping through the doors of the place validates such claims. Simply put, one wants to live it up from the moment they enter til the moment they leave; the beats are badass and primal, the drinks ( and other, less reputable substances) are rocking, and the girls/guys there are always happy to lend a hand ( or a lap) in order to help one unwind. This sometimes leads to some recklessly randy behavior, but it's all in good fun! After all, people who leave are typically ten times happier than they were when they entered so what's the problem.. right?

        On the Shadow side, Ecstasy's gains an almost organic, sensuous edge. The walls, furniture, and floors are all made of pale pink flesh, that quivers and twitches to the tempo of the ever present music, the feel of these surfaces on bare or lightly covered skin sending thrills of Adrenalin pumping through one's veins with little difficulty. The the shadows are deeper, the lights less numerous ( but also more vibrant and possessing an almost living pulse to them). A thick haze of fog, narcotic smoke, and pheromone heavy sweat fills this ( now literal) den of indulgence and primal release. The frenzied, binaural music gains an impassioned, sultry undertone of a exuberant animal at the moment of the kill and inflamed cries of a woman in the midst of release at once, and one's desires seem to take a frantic, joyful life of their own.

        Many joy, addiction, and lust spirits call this place home, their appearance a strange fusion of predatory creatures, flowing fluids, and inhumanly attractive humans ( often with the features of both male and female). The creature part stalk, part saunter within the confines of their domain, their scent enough to wash away all worries, their touch able to stoke one's hidden passions to flame, their embrace enough to send one writhing and twisting in intense ecstasy... and always hungering for more.

        The local packs are unsure what to do with Ecstasy's. The threat of a human being RIdden is a major concern on every wolf's mind... but at the same time the properties that make humans so.."happy" are even more potent on werewolves, and a few Uratha have unwittingly gotten themselves addicted to the strange affections of the spirits inside. If only they knew of the Balehound who owns the club, or her connections to Carnala..
        Last edited by Korogra; 05-29-2016, 11:03 AM.

        Comment


        • #5
          Thats amazing guys! I hope in the next books we got some of that kind of examples!
          Or a chapter about: GM GUIDE 'How to create your territory before the campaign'

          Crime / Drug Alleyways ​ (Actually thanks for all the uratha bro's here in the forum that has been helping me with the HIsil)
          Are places around the territory where little junkie criminals are just waiting to the next victim, some of these places can be selling drugs too if you know how to approach them. It is common knowledge for local residents to avoid a group of people near a dark alley.
          Drug Alleyways is where people quickly buy their drugs before something happens. Those who do not have nowhere to go, hopeless people as beggars and addicts who have lost everything tend to stay in the end of these alleys consuming drugs.

          The Hisil Crime/Drug Alleyways
          Appearance: Crime Alleyways is where people are mugged and robbed become long corridors with high walls; claustrophobic and giving the impression of being followed. Broken teeth crunch underfoot with wallets, jewelry and all kind of little lost valuables are hidden among ground made of broken teeth.

          How Spirits Work:Drug and crime sometimes work together Somedays the Drug Dealer spirits are in charge of attracking the prey to feast upon then or making deals, in that case the Crime are just protecting the Drug Dealer Spirits. Other days the Crime are in charge attacking anyone who pass in front or inside the alleway giving time to the drug dealer spirits to revitalize and go back in charge.

          The Drug dealer spirits are humanoid skinny naked bodies with syringes in their arms, with their mouth all cracked and dry constantly open smiling exhaling a smoke with hypnotizing marijuana smell, their mouths gives the impression they are in an extreme thirsty and hungry all the time. They never keep stop smiling with their few already rotten teeths. They have matte red eyes with a look as if they could not hold attention to anyone and anything around.
          Their laugh never ceases missleading the other spirits who believe they will find other pleasure and joy spirits or equivalent resonance. Small spirits of pleasure and joy that are contaminated with the resonance of these spirits become slaves.The uratha that stay too long in their presence has a -3 all perception rolls. The drug dealer spirits are defended by the Crime Spirits that lurk in the darkest shadows waiting for any hostile/disrespectful act from outsiders.
          Outside appearence
          From the Hisil streets you can hear a very hard laugh that keep attracting your body to enter in the alleway full of smoke almost impossible to see inside.

          The Crime Spirits are humanoid dark spirits with black clothes and hoods without face only a black hole in the place of a head. In the place of a head you can see exhaling from inside the hood a white smoke with scent of tobacco and marijuana. The sleeves of their jackets hide hands made a sharp knifes or a pistol. The more you are near then more your heart races even if you are not really afraid.
          Unlike the junkies/drug spirits these will not attract you to the alley or expect you enter. They will see you on the other side of the street and attack aggressively alone or in groups stealing your essence in the end. They can also try to drag their victims to the alley where the other crime spirits are just waiting to destroy you physically while drain your essence.
          Outside appearence of the alleway:
          From the Hisil streets you can see the dark alleway whispering "Take him!, He is weak I'll do it, This one is mine!!" If you stare too long in the dark alleway they will step outside and really get you. If you are too close to the dark shadow alleway you will be asking for an attack. The best way to avoid it is to run pretending the alleway does not exist.
          Last edited by magisanctum; 06-04-2016, 11:34 AM.


          With a bit of magic everything can be done.
          All WoD gamelines wallpapers here!

          Choose your favorite or create your own!

          Comment


          • #6
            Watch an LP of a Silent Hill game - boom.


            We don't allow mages to cast spells, since this is the most unbalancing rule of all.

            Comment


            • #7
              The Rave

              Up and down are relative values -- it's any colour you like as long as it's neon. Movement occurs in spasms rather than fluid motions, and navigating between physical walls of disco-light and pools of..."intoxicating" Essence is a magical mystery tour unlike any other. Some of the spirits dance (or are they breeding? Why not both?), while others wallow in the decadence of it all, spitting up Essence only to consume it all over again. Strange, then, how structured it all is. Get over the dazzling heights and non-euclidean geometry, and the pattern is obvious. Even a bit boring. If you've done it once, you've done it a thousand times.

              Don't stay too long, though. It's fun for a little while -- freeing, even, before the tedium sets in -- but the hang over will have even an Uratha try some hair of the dog.



              Social justice vampire/freelancer | He/Him

              Actual Play: Vampire: The Requiem – Bloodlines
              Masquiem: Curses of Caine in Requiem 2nd
              Storytellers Vault: Author Page

              Comment


              • #8
                Fun World [Dilapidated Amusement Park]

                Fun World was open in the late seventies and was a fixture in the region for decades. Over time, the owners paid less and less attention to the upkeep of the place, until a gruesome, fatal accident on one of the rides forced the authorities to shut it down for good. Yet for some reason, despite numerous, generous offers,the owners refuse to sell the land or any of the parks attractions. It now sits behind a high fence adorned with "no trespassing" signs, with no patrons except for rust and decay.

                From the Hisil, Fun World becomes a distorted refection of its physical location. Like a funhouse mirror (and It's recommended that you avoid the Funhouse), the streets twist back upon themselves, the decaying buildings loom taller than their material counterparts, and all the angles just seem wrong. The air smells like cotton candy, kettle corn and stale vomit while the dim echo of the calliope can still be heard if you listen closely (and ignore the occasional scream). The rides creep along under their own power, their rusted frames groaning under the strain. The entire place is bathed in the dim amber glow of the carnival lights.

                The Spirits of Decay have the run of the place, and have infected what lingering spirits of Joy and Excitement with their bleak essence. The spirits of the rides themselves stalk the park like apex predators, greedy for the essence that once flowed so freely. At the center of it all is the Spirit of Fun World itself, once it was a bright that used its power to make sure the visitors enjoyed themselves.Now it sits in the darkness, brooding over its fate and becoming as rotten and sinister as its home.

                1220 Shade Rd [The Murder House]

                The house at 1220 Shade Road is a mansion that sits at the end of a long road in the canyons of Malibu, California. The house was built in the 40’s by the now-defunct Solomon Studios as housing for their up and coming stars. The infamous Charles Manson was reputed to have stayed there in the 60’s as well. It features 3 bedrooms, 3 bath rooms, a large study/library, a spacious living room, attached garage, and swimming pool.
                On July 8 of 1999, landscapers hired to do yard work noticed the smell of carrion coming from the house and called the police to investigate. What they found in the house were the bodies of 4 young women. The women were nailed to the walls and had been decomposing for several weeks. Ritual markings were cut into the girls flesh. The murder's were never solved (and was filed as a cold case 2004). In time house was put back on the market.

                From the Shadow, the grisly history of the house stands revealed, with the ritual murder of the young women only being the latest in a long history of suicide, murder and madness. Every drop of blood spilled in the house continues to stain the floors and wall, as wet as the day it was shed. The Walls and thresholds are marked with bizarre marking that resemble writing, but don't correspond to any recognizable language. A persistent scratching noise comes from the walls, as if there were something trying to escape, and the entire place is hot as a California summer.

                The Spirit of the House is a violent, corrupt entity, and the location is only a few murders away from becoming a Wound. Spirits of Death, Violence and Insanity lurk around the property, occasionally re-enacting scenes from the houses bloody history. Strangely, there are no ghosts on the grounds of the house; they were consumed a long time ago.
                Last edited by Reighnhell; 05-31-2016, 11:22 PM.


                The Artificer's Workshop - A collection of Exalted Artifacts
                Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                The Horror Lab - A collection of Beasts, Monsters and less definable things.
                Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                Twilight Menagerie - A collection of Ephemeral Entities

                Comment


                • #9
                  I have a request: How would be the appearance of a very old but still Functioning hospice in the HiSil? The entire building can be the loci?
                  __________________________________________________ __________________________________________________ __________________

                  In my previous campaign The a azlu weave their webs in the hospice loci and everything was focused on trying to destroy this Azlu. Now the campaign focuses on removing the webs and restoring the loci. I assumed that the spirits were trapped in the webs/sleeping. Well now appearances apart, something happends and I dont know how to interact with it. There was two hospice patients each with spiders in their bodies. The players already knew that and with no worries they killed both of the npc and the spiders in their bodies to prevent another stuff.
                  After that they fled through the window. There was a security guard there that heard the other crazy people screaming in their cells and almost caught the players. The place dont has cameras becuase its a very old hospice in a poor peripheral neighborhood.

                  (Problem is... one of the patients got their chest open because of the spider inside. And the other patient got the punched till death until the spiders left his bodie.)
                  My god I do not know where to start the subsequent results of those actions. The spirit Realm will be affected by the "newest murder case" in the hospice since the webs are preventing any resonance? How the humans can react to that?The place probably will be closed right?


                  With a bit of magic everything can be done.
                  All WoD gamelines wallpapers here!

                  Choose your favorite or create your own!

                  Comment


                  • #10
                    Originally posted by magisanctum View Post
                    I have a request: How would be the appearance of a very old but still Functioning hospice in the HiSil? The entire building can be the loci?
                    You could probably get away with one powerful locus, which would give it a large Zone of Influence. A five-dot locus has a Zone of Influence comparable to a city block or lake, for instance.

                    You might check out this thread for a hospital. Acrozatarim made it.

                    Comment


                    • #11
                      I did not know if I should ask the question (Ask a simple question, get a simple answer: Werewolf 2e Edition) in this thread or here. So I think here its more appropriated since the question is not simple and is about the both worlds and this thread is about how they interact.

                      When exploring the territory the Uratha can discover any kind of things in our world and in the hisil. I imagine that probably its easier to identify problems in the HIsil for the poetic aspect.
                      But when writing the story I can hardly see why the players would say "Hey we discover this serial killer right here and we have killed him, lets go to the spiritual counterpart because probably we will fight monsters there! YeY!" probably I think this because I personally find hard to understand >WHY< the players should care about the spiritual counterparts if they have their own goals, even if the place is almost a wound. Lets say "Why should they care if is not directly affecting then" got it?
                      I understand why they should fight the ridden, azlu and pure but why the uratha would enter in the Slaughterhouse, Shenanigans or any of those other ones.

                      So... Why? Why should they be worried what would be in the other side of a serial killer house? Why they would care entering the Fun World ? Or simply why they should be entering the shadow everyday (since is a breaking point if dont do it) ? Each character has their motivations but if is not affecting their lifes directly , then why they should be interested at all?
                      Last edited by magisanctum; 06-03-2016, 06:44 AM.


                      With a bit of magic everything can be done.
                      All WoD gamelines wallpapers here!

                      Choose your favorite or create your own!

                      Comment


                      • #12
                        Originally posted by magisanctum View Post
                        I did not know if I should ask the question (http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-darkness/werewolf-the-forsaken/462775-ask-a-simple-question-get-a-simple-answer-werewolf-2e-edition&quot;]Ask a simple question, get a simple answer: Werewolf 2e Edition[/URL]) in this thread or here. So I think here its more appropriated since the question is not simple and is about the both worlds and this thread is about how they interact.

                        When exploring the territory the Uratha can discover any kind of things in our world and in the hisil. I imagine that probably its easier to identify problems in the HIsil for the poetic aspect.
                        But when writing the story I can hardly see why the players would say &quot;Hey we discover this serial killer right here and we have killed him, lets go to the spiritual counterpart because probably we will fight monsters there! YeY!&quot; probably I think this because I personally find hard to understand >WHY< the players should care about the spiritual counterparts if they have their own goals, even if the place is almost a wound. Lets say &quot;Why should they care if is not directly affecting then&quot; got it?
                        I understand why they should fight the ridden, azlu and pure but why the uratha would enter in the Slaughterhouse, Shenanigans or any of those other ones.

                        So... Why? Why should they be worried what would be in the other side of a serial killer house? Why they would care entering the Fun World ? Or simply why they should be entering the shadow everyday (since is a breaking point if dont do it) ? Each character has their motivations but if is not affecting their lifes directly , then why they should be interested at all?
                        Because the spirits that love murder resonance will be hungry, and they'll keep encouraging murder.

                        Look at Detroit.

                        Comment


                        • #13
                          Originally posted by magisanctum View Post
                          When exploring the territory the Uratha can discover any kind of things in our world and in the hisil. I imagine that probably its easier to identify problems in the HIsil for the poetic aspect.
                          But when writing the story I can hardly see why the players would say "Hey we discover this serial killer right here and we have killed him, lets go to the spiritual counterpart because probably we will fight monsters there! YeY!" probably I think this because I personally find hard to understand >WHY< the players should care about the spiritual counterparts if they have their own goals, even if the place is almost a wound. Lets say "Why should they care if is not directly affecting then" got it?
                          I understand why they should fight the ridden, azlu and pure but why the uratha would enter in the Slaughterhouse, Shenanigans or any of those other ones.

                          So... Why? Why should they be worried what would be in the other side of a serial killer house? Why they would care entering the Fun World ? Or simply why they should be entering the shadow everyday (since is a breaking point if dont do it) ? Each character has their motivations but if is not affecting their lifes directly , then why they should be interested at all?
                          Hunting a powerful spirit is a more worthy hunt than some human. Especially when, as Ephsy pointed out, now that spirit is going to be seeking another source of resonance, and it may now resent the werewolves for taking away its original one. Maybe they want a fetish, or their totem finds that spirit anathema. Maybe they need a totem and a powerful spirit of murder will help them with their human-culling while also keeping it from making more serial killers. Maybe there's a powerful locus in there borne of all the killer's devotions. Maybe they want to be able to travel their territory in the Hisil safely. Because keeping control of your territory can be a good marker of being worthy of having it. And if you're just going to avoid the Hisil because you're scared of it, nothing's keeping other enemies from using that to their advantage.

                          There's plenty of werewolves who will probably shrug at threats if they're not directly being affected by them, just like there's werewolves who think what's going on in the Hisil is less important or worthy of their time than what's going on in the real world. But those choices are asking for the pack to see the consequences of that lack of action. Coming at werewolf from a perspective of cowardice probably isn't the best way to do things. Not that werewolves shouldn't be afraid, they often are. But they have a pack with them and a totem as a support network. And they have a strong urge to do something, to hunt. Because they're predators, not prey.
                          Last edited by nofather; 06-03-2016, 08:05 AM.

                          Comment


                          • #14
                            By having experienced an insane case in my family I believe that I created something consistent here. What do you guys think ?

                            Edward Howe The Insane Asylum:
                            The building is very old, big and classic. Reminds the architecture from beginning of the 19th century. The frontyard is only grass without any special detail, but the backyard is an beautiful garden with a fountain and the statue of its founder. The backyard is common for visitors who come to visit their relatives and to avoid the disconfort of the interior.
                            The place is still active and working in harmony. Patients consist of various types of people, from old to young, former entrepreneurs to simple folk. The families hospitalize their loved ones who have developed certain disease or were born with a specific mental disease and worsened with time. Usually these people are hospitalized because they can not live in society or because the family is no longer able to care for your loved one.
                            At first visits are extremely sad and frequent. The families try to give hope to their loved ones, but when realizing that the disease causes the person to lose the notion of hope and even of their own surroundings that makes the family gradually stop to visit leaving the hope aside completely.
                            Within the hospice the delirium is restrained by the nurses and doctors who study and care of patients. When a patient has any psychotic outbreak the staff immediately use their heavier drugs and beds with belts to prevent the person to be a danger to others and itself, but also to prevent suicide in some cases.

                            Hisil Insane Asylum
                            The Outside Front:
                            The building is very similar to the one in the real world except by the big rusted chains holding the building like a chained animal. The Iron Spear fences which prevents patients from escaping and intruders to enter are sharper and bigger than normal, they smell dried blood reminding those the danger of being impaled. The spearheads are distorted aiming the to the streets and to the building varying without a clear patterns.
                            The old iron gate is like the normal one, classic but bigger. Thick chains hold the gate from opening to anyone. The gate automatically opens with a spirit of insanity or any medicinal spirit representatives of medicine concept or small spirits of legal drugs. You can slowly destroy the chain or jump the fence carefully to enter but that will attract attention of the asylum spirit itself that will send his fear spirit towards you to push you back to the streets and destroy your chance to enter peacefully.

                            The Outside Back:
                            The garden is still extremely beautiful but the plants and flowers has a gray tone and are wet all the time, not because they were watered, the scent of water hanging over them is tears.

                            The Inside:
                            The main hall has an strange pale blue light, the floor is not symmetric, the edges of the doors are distorted, the old paintings on the wall depict people without faces already long forgotten. You feel something holding your throat as if you are about to cry in despair. In the main hall there are only two doors, one to the reception room and a door leading to the corridors of patients cells. The long corridors are long and you hear the whispers in your ear telling you "Save me, Kill me, I dont want to be here, Im not crazy" every step you chill down your spine. Here in the first corridor is all quiet and calm. After going to the second wing you already can hear the screams of madness and despair, you will hear all kinds of atrocities, your heart instantly accelerates. All the walls are confused and antisymmetric, some cells are upside down other horizontal and the corridor is absurdly long.

                            The Major Spirits:
                            The place has its own spirit and is represented by the original founder, he is usually found in the gardens behind the Asylum as a large iron imposing statue of a gentleman with a large mustache, top hat and a medical book in hands. The spirit of the founder is connected with any other medicinal spirit there sending orders to be acomplished and keeping the place safe.

                            The Control -
                            In any insane asylum the nurses contain the worst outbreaks are usually strong men that are required to hold the patient. Spirits that represent them have no face and their skin are gray, they use a very clean white coat, pants and shoes. holding chains in their hands to hold any psychotic spirit.
                            The nurse man spirits work together with a smiliar spirit that represented by the woman nurses that study hard to comprehend the mind of a madman and the uses of drugs to momentarily stop the madness outbreaks.
                            The appearance is usually female (but not necessarily) also uses pure white clothes. her fingers are needles and the rest of her arms is made up of syringes. Her face is all composed of pills and other types of drugs. Her quiet voice presents a neutrality and absurd professionalism .
                            Both of these spirits are inteligent and pratical, they understand all ways to control a mad person, one by the force other by the inteligence. They embody the practice and technique masterfully.

                            The Mad-
                            Madness spirits hate this place in the most inhuman way possible, the smarter/stronger ones feel the resonance of the Asylum from afar avoiding it as much as possible. Many act furtively until they are strong enough they start acting unscrupulously. Medicine spirits pursue madness that revealed themselves if they are not too dangerous. Before being captured or killed, madness fight against Medicinal Spirits, if they cannot win this fight probably they will call for justice spirits in some cases.
                            The mad spirit can won by simply eliminating the medicine, hope or justice spirits, Using reaching to influence the other side to happen something terrible by cooperating with other vile spirits to win this war. In the end madness spirits can be contained and locked in the Insane Asylum but some are not that lucky.
                            Some madness spirits go to the Asylum by themselves because it is convenient to consume insane essence in a "safer place" and they will not be destroyed, but when they are strong enough they try to escape, cooperating with hope. Trying to scape is useless almost all the time but worth a try because even for the craziest spirits they know that hope can be an enemie sometimes but hope is smart and can aways think of a way for solving impossible problems.

                            Small spirits:
                            Hope -
                            There is always a chance of hope to be restored and grow stronger. Hope follows the medicinal spirits or stays with the family trying to be positive. When someone in your family become insane, you hope for the best, always waiting the doctor to say: "He will get better and be normal again." In the spiritual war against the mad, hope are born or is attracted by the resonances that the family or the doctors create. Hope often warns medicinal spirits and from this moment the war begins, he is the first to attack and almost always the first do die. If he do not succed first the medicinal spirits will attack with all they have. When hope prevails it means that the mad spirit was eliminated, when that happend hope is strong in that family house or doctor clinic and they will spread the hope as much as they could (churches, Rehab center, etc.) When hope prevails medical spirits goes in search of another mad spirit tracking him down starting the process all over again.
                            When hope fails sadness comes to play, but hope is always there and they are smart. When the madness spirits loses this battle and got locked in the asylum hope convinces the crazy spirit that there is a chance to get out and secretly helps them escape.
                            Appearance: An small magical ball of warm white light. When it gets stronger it gets bigger.

                            Sadness -
                            Are dark very phantasmagoric spirits living in the garden of the asylum and they feed on the sadness of the families that come by to visit their loved ones.
                            Appearance: Shadowy humanoid figure that emits a sound of light silent cry.

                            Fear -
                            Fear spirit help in certain way to keep the control of external problems. He is always walking in the frontyard of the building. He helps keeping external invaders away.
                            Appearance: Usually it can be confused with a madness spirit but it uses the appearance of a famous maniac who went on TV not long ago. He is only fear personified.
                            Last edited by magisanctum; 06-04-2016, 03:15 PM.


                            With a bit of magic everything can be done.
                            All WoD gamelines wallpapers here!

                            Choose your favorite or create your own!

                            Comment


                            • #15
                              An Example of A Spirit Slum...

                              TLDR: 2 Ilthum do war in this region and everything shows it. Drug spirits of Stimulants and Depressants each trying to gain the same essence and turn the essence slightly more in their favor. Here it is a literal drug war.

                              1) The Stimulants go from off beat with a crazy look in their eye to energetic and even charismatic pushers. They feed off of the joy and adrenline spirits they create but are more focused on the addiction itself. Their drugs are shorter lasting so the spirit's show their own need for constant fresh essence. They've been on top for awhile but but Some in the Ilthum don't think Youth's Wild Ride is a good fit to lead them, and Hammering Need is thinking of taking over in a coup. It's a civil war over here

                              Youth's Wild Ride is their leader, An energetic young person who seems to glow with a manic energy. Pock marks cover her body and her eyes literally weep blood, a manic grin is always on her lips. An Ensih who started off sampling from a group of teens as they took their first steps into the world of hard core drugs. She carries more vibrancy than some of those she demands tribute. Youth's willing to make deals with the Uratha and has a few gifts she's more than willing to teach for any help putting her Ilthum on top...or to end with her dangerously insubordinate lietenant. She wants to treat the Forsaken like crooked cops she needs on the take and if Youth can't bribe them with honey, blackmail, or threatening a loved one isn't above her.

                              Hammering Need is a bit more aggressive and is as much a spirit of addiction itself as the Crack he represents. He looks near dead, his eyes cloudy and his teeth rotted needles. He wants to take the Brood in a new direction. He's less accommodating but also less crafty. While Youth's been focusing on the Adrenaline effects of their Brood, he's been focusing on the more hungry desperate aspects, and the Hursah addiction and desperation spirits as well as numerous Hursih obsession(love?) spirits do as well. But don't count her out, Youth made many deals with the violence choirs in the area and won't go down without a fight.

                              Operations: They act like many gangs themselves, desperation and other negative spirits hustle, addiction spirits make sure Youth gets her cut often taking it by force, and some spirits that may not be immediately connected with addiction are convinced to be part of the fold, Youth will give them some protection...if they can prove their worth. The area fills with need, energy and movement, but often with no place to expel it. A steady thrum of paranoia/ anger/ and need is in the air, so thick it overpowers the nose. There is power there too, but always at a cost.

                              2) Depressive
                              Much more variety, these guys represent alcoholism, heroin addiction, and barbiturate use. Much less proactive than their rivals, they are much more united and use that against those who stand in their way. Mostly they feed off of the depression and the actual decay into addiction rather than the need itself. Death spirits are much more common in their ranks as are spirits pushing self hate and regret.

                              Their Leader is Steady Spiral an Ensih who was reportedly formed from feeding off of a father's Alcoholism and the effect on his family. Steady Spiral is all about the long con, his face is etched with tears that smell of booze and a body that blurs and stumbles, sounding like hopes and dreams crashing like empty beer bottles to the floor. Normally takes the appearance of a middle aged man with a large gut but sometimes changes his appearance. Steady doesn't like the Uratha, but is more than happy to play the wounded party. He tells a good sob story and tells even better lies, as addicts are often good at both.

                              His second, Blissful Relief, is a loyal spirit who manages things but will take charge if Steady can't. Bliss understands the innate allies and camaraderie among his Ilthum and would make a great ally for any pack. Bliss represents trying to escape your problems with drugs and has a dreamy quality to him. He smells almost too good and seems to confound even the People's noses. If any of the Pack have trouble with addiction he makes it harder as he represents all the reasons people want to take drugs in the first place. He's convincing and smooth and would like nothing more than to get his hooks into one of the Pack.

                              Operations: more like a "family" each person does their part. Those like bliss convince and conjole, and exert their influence so starting and giving in are so much easier. Death spirits and depression spirits make sure the cycle can continue, while the occasional spirit that encourages love and family keeps humans close together so their ills can be spread along with the misery. Not to say it's a happy family. A complete part of it is the suddenly upset "father" who comes home and beats the "kid". And then they mourn and move on. Always regrettable, always inevitable. Their ties are perverted, "friends" that are allies to use each other than out of any rel affection, "family" that raves and hurts then coos and comforts, co-dependent to the extreme.

                              3) Red Dog.
                              Violence/Blood/ Hate follow in it's wake but it represents a local gang which has changed over the years and is an Ensah. Werewolves might be surprised that it almost looks like a gang-banger in Dalu and local wolves think the first members of the gang were the people and Blood Talons to boot. Maybe even it's original totem. Regardless it's a spirit of pride/loyalty/and violence which doesn't take well to Werewolves on it's turf without his say so. Blood Talons are more likely to get a by, for having a fighting spirit, but any of the People who show it respect get grudging allowance. You mess up though, and you clean it up or pay the price. Loosely aligned with the Stimulants due to long treaties, but just want to make sure they are at each other's throats so he can get all the essence he needs.

                              He prowls the area and keeps it on the cycle of exploding violence and desperate grief.

                              Positive spirits- These can be found throughout but are paired with much more dark concepts, regardless, Fortitude and community is a large part of this slum. Parents still take care of their kids in between abusing them and their own bodies, friends check up on each other, and the natural hardiness of the residents and perseverance is just something the other spirits seemed unable to break so made it part of their broods. This is a tough, hardy community and could be great if given room, or could be really dangerous if messed with.

                              Comment

                              Working...
                              X