#Lore24 – Entry #290 – Sentinel City by Night #16 – Knocking on the Chantry Door

From the Journal of Sheba O’Rourke, Private Investigator

“Wound up taking three nights, but I was finally allowed a visit to the Tremere chantry.  By then, the aura in the vial had faded somewhat, but it was still visible, so maybe it wasn’t too late to glean something useful from them.  Their place was very much what I’d expected it to be, fancy gothic-style manor in the neighborhood reserved for the rich, old-money types, surrounded by a big fence and plenty of magical auras I wasn’t even about to try and decipher.  Just passing through the gates was enough to make my skin crawl.  Fun fact: after I’d announced myself on their intercom, the gates opened on their own, but not with any kind of mechanical device. 

Of course, I didn’t get a full tour of the place.  Once I was inside the front entryway, got to see the grand stairway leading to the upper levels, and several closed doors lining the entry hall; shadows were deep here, deeper than even my heightened perceptions could penetrate, even though there were plenty of candles glowing with arcane, purple flames to light the way.  A moment later, one of the side doors opened, and a teenager wearing all black, a t-shirt and jeans, combat boots, and a smattering of your typical goth girl accessories, ushered me toward her.  Sitting room was fancy, fireplace was glowing with what looked like a normal fire even if there wasn’t any heat coming off it, though the room was pleasantly warm regardless. 

Another Tremere waited for me, this one dressed like some kind of cowgirl, could have just stepped out of the old West at that moment and I probably would’ve believed it.  She introduced herself in what sounded like another Texas drawl as Abigail Dawson, and her companion as her apprentice, Elizabeth Powell.  At least they were being courteous for all their secrecy, so I introduced myself in kind.  Knowing they weren’t likely interested in chitchat, I got right down to business, gave them quick rundown of the situation and passed them the vial.

Though they hid it well, I could tell they were intrigued.  They excused themselves to the connecting room, told me to make myself comfortable but not to wander.  Could’ve at least left me a magazine or something else to read.  Took about an hour before they came back, about half the contents of the vial missing, the magical aura gone.  Both of them had a look on their faces like they’d just discovered dog shit on their shoes after they’d already tracked it through the house.

The sorcery in the vial stank of the Tzimisce, they said, likely a modification of a type of blood ritual they often used to frenzy their ghouls when they went to war.  The rest they said was a mixture of various mundane chemicals and ingredients, common in street drugs, the exact nature they’d leave to me now that the sorcery had been removed.  My first instinct was that my suspicions of Misha Kyle were correct all along, but Abigail said it was unlikely; their people were keeping a close eye on Kyle and had not noted any strange behavior out of her.

Elizabeth then told me that our time was up, and the rest of the mess was mine to sort out, but if more sorcery was discovered, to let them know.  Then a curious thing happened; the two shared a look, Abigail nodded at her childe, and then the apprentice told me that shadows loomed around Sentinel City, so the head of the chantry had divined, and trouble was coming.  Couldn’t get more specifics out of them, guess they’d loose their mysterious reputation if they made it that easy.  Either way, thanked them for their time and left the chantry on the quick, my mind working on the situation as I drove toward Blumenthal’s precinct.  Dropped off the remnants of the vial, let him know that I had a vague lead, but would need more time to track it down.  Told him it was probably some kind of new street drug from what I’d been told, and to get the word out to his people to be on the lookout for more of it, and that I’d be in touch.  Said he’d let me know what the lab techs found out about it.

Got an unwelcome surprise when I got back to my apartment.  My backdoor to Emmerson’s computer had been removed, and I was no longer getting copies of her communications.  Could’ve been an equipment failure, maybe, but my gut told me otherwise.  Someone had found me out.”

#Lore24 – Entry #178 – Wild West Month #27 – The Land of Deadly Water that Shoots to the Sky

As told by Kumiko Stalks-Amongst-the-Stars, shaman of the Midnight Panther tribe of Kerra-Kerra

A land that is both sacred and deadly, not to be traveled by the unwary, though perhaps if the Many Spirits are willing, one who is not familiar with the region may survive their journey through it.  The Land of Deadly Water that Shoots to the Sky can be found many days to the west of the Hills of Coal, within the northeastern reaches of the Peaks Reaching to the Sky.  The land is both good and bad here, for there can be found many places where animals and plants for food are plentiful, especially around the many lakes spread around this region, but also many places that will kill without thought or mercy, for the Many Spirits are often in conflict here.

It is the spirits of the earth and water which are most often in battle within this area, and perhaps it is the spirits of fire that stoke the feuds between them.  There are parts of this land where you can find Pools of Smoking Water that Smell Foul, and though colored in beautiful ways, the water is deadly.  Not only will it boil flesh while you still live, perhaps before you even realize it, but it will also poison if cooled and drank.  Even the earth around these pools of water is not safe, for it can be thin and misleading, breaking off to dump you into the very boiling water that is hidden beneath it.  In other regions, the Many Spirts of Earth and Water make pleas to the spirits of the Air and Sky to aid against the Spirits of Fire, shooting huge streams of boiling water into the sky.  One would be wise to tread carefully when you begin to smell foul air and feel rumbles beneath your feet, and watch for the bones of animals, for they too fall prey to the battle of the Many Spirits here.

Even with the dangers here, the good parts of this land are very good, and it is shared amongst the Kerra-Kerra and the Horse People throughout the year as we roam from place to place.  In recent times the Many Peoples from Beyond the Great Walls have begun to venture into The Land of Deadly Water that Shoots to the Sky, ever seeking their shiny treasures and the dark blood of the earth.  I have seen for myself their folly in venturing unwarily through this land, and you will likely see their bones scattered amongst the Pools of Dangerous Water and in the Places Where Water Shoots to the Sky. 

#Lore24 – Entry #177 – Wild West Month #26 – The Great Valley of Stone Towers Reaching to the Sky

As told by Kumiko Stalks-Amongst-the-Stars, shaman of the Midnight Panther tribe of Kerra-Kerra

South of the Peaks Reaching to the Sky, west of the Plains Which Stretch Forever, several days before you would reach the harsher deserts of the Great Scorpion Flats and the Vast Dry Sea of Salt lies the Great Valley of Stone Towers Reaching to the Sky.  Surrounded by higher mesas, the valley drops sharply from these heights.  Below lies a land that is more hospitable than the other desert areas I have spoken of, with plants and animals and water that are more easily found.  Most striking of this wide, long valley are the Stone Towers Reaching to the Sky, standing as high as the mesas surrounding the valley, but dotted all throughout the valley floor.  It is almost as if they were pushed through the earth by the spirits of earth and accepted by the spirits of the sky.

We sometimes journey to the Great Valley of Stone Towers Reaching to the Sky, for it is one of the sacred meeting places of the Kerra-Kerra, a place where we commune with the Many Spirits of the Broken Cage that Still Imprisons, for days, sometimes weeks.  It is one of the places that we come closer to our Great Mother Saressh, and a place where we lay our venerated dead to rest, hidden amongst the many Stone Towers, where the spirits welcome them into the Great Beyond and home to the Great Mother so that they may be born again.

There are many pathways hidden amongst the Stone Towers Reaching to the Sky that lead to the flat tops, for that is where we perform our communion with the Many Spirits.  These paths may be found by those not of the Kerra-Kerra, but only the brave would venture to such places, for the spirits often do not allow those who do not commune with them to come into these places.  There are other dangers for those who do not venerate the Many Spirits, for the Valley itself is guarded by the mighty Thunderbirds that make their nests atop the Towers, and they do not recognize outsiders as welcome, and they wield the power of thunder and lighting as easily as we wield our bows and spears and guns.  Not even one of the Howling Steel Chariots could survive the attack of a Thunderbird.

#Lore24 – Entry #176 – Wild West Month #25 – The Horses that Go Up in Flames

As told by Kumiko Stalks-Amongst-the-Stars, shaman of the Midnight Panther tribe of Kerra-Kerra

To the east of the Peaks Reaching to the Sky, north of the Plains Which Stretch Forever, and west of the Hills of Coal, there lies a stretch of cursed land where little grows, and few animals live, the very rock of the area painted in the shades of blood where they are not burnt black.  But, unlike so many places, the Burnt Lands are not cursed by the Devil Wardens, but by the spirits themselves.  Here is the land of the Horses that Go Up in Flames.

From the distant hills and mountains that surround this region, in the darkness of night, you can see the Horses that Go Up in Flames from many miles away, for they leave fiery trails stretching behind them.  Most often you will see but one, but on some nights, you may see a half dozen or more running together, not stopping even for the mesas, running up and over them as if they were not there.  For those daring to venture closer, you can see that the horses are spirits of fire, their skeletons visible and the color of charcoal, wreathed in billowing flames.  Their pained, angry cries can be heard before they are seen, but by then, they are likely already upon you, for they move with the speed of a wildfire.

The Horses that Go Up in Flames are a mystery to the Kerra-Kerra and the Horse People.  They do not seem to wish to speak with us as other spirits do, and may not be entirely of the spirits of the elements.  Horses that have strayed from our tribes as they travel around the Burnt Lands sometimes end up there.  Tales speak of these horses running as if possessed by a spirit, not fearful in the least as they drive headlong toward the Horses that Go Up in Flames.  As they approach, they cry in agony as their bodies erupt in flame, and in moments, they join the flaming herd as if they belonged there all along.

It is best to cross the Burnt Lands on the outside, for the Horses that Go Up in Flames do not stray from the area they have claimed, though what it is they may protect or guard we do not know, though in times of great need, you may dare cross through these lands; it is best to do so in the day, for the Horses that Go Up in Flames are less active then.

#Lore24 – Entry #175 – Wild West Month #24 – The Vast Dry Sea of Salt

As told by Kumiko Stalks-Amongst-the-Stars, shaman of the Midnight Panther tribe of Kerra-Kerra

North of the Great Scorpion Flats lies another place our people rarely travel, the Vast Dry Sea of Salt.  There are no giant scorpions and it is not quite as hot, but still deadly for those who do not know how to survive in this unforgiving part of the Bitter Frontier.  The land is mostly flat here, stretching for as far as the eye can see, but not as far as the Plains Which Stretch Forever.  Once, in the times before the Great Uproar, this place was a sea filled with salt water, like that of the great oceans.  Many are the remains of the fish that once were within it and the boats that were once upon it, encrusted with the Salt that Blows Like Sand that can rend flesh from bone in the strong winds that are found there.

Sometimes great storms come to the Vast Dry Sea of Salt, filling it with rainwater for a time, perhaps only hours, before the water vanishes once again, leaving behind the salt.  Water can be found in caves that lie beneath the surface, through cracks in surface, but it is as salty as everything else, not fit for drinking.  The sea can be crossed in a day, but only if one is prepared and has no other choice; it is safer to circle wide to the north or south, where the land is better. 

This place is not without its bad spirits.  There are spirits of the earth that are ill at ease, sometimes leaving openings to vast chasms below hidden by thin layers of salt that one cannot discern from regular ground.  The wind and earth spirits move huge stones while no one is looking, leaving behind miles long trails in the salt, but for what purpose, not even we know.  We think it is a sign of distress, perhaps even of prophecy, but so far, we have not been able to come to terms with these spirits.

Worse, at the center of this sea lies a place of the Devil-Wardens, the White Obelisk, jutting out from a great chasm in the center of the Vast Dry Sea of Salt, the salt glinting in the sunlight like the precious stones those from Beyond the Great Walls value so much.  The White Obelisk can be seen from far away, appearing much closer than it actually is, and is almost like a spine of some great creature jutting from the earth, not unlike the bones of ancient fish that once lived in the sea, with broken ribs jutting from its length.  Some of the brave and foolish have dared to venture close to the White Obelisk, close enough to peer into the darkness of the chasm that surrounds it.  Some did not return, nor were any traces found; others have told of strange sounds from below, lights moving in the darkness that suddenly swarm toward those who cannot escape quickly enough.  Sometimes you can even hear a keening upon the wind even to the edges of the sea, a sound that can make your teeth hurt, though in the times I have heard it in the presence of those not of the Kerra-Kerra, they cannot hear it.  Perhaps the White Obelisk is calling to us?  It is something we contemplate from time to time, but thus far, we have found no reason to brave the dangers there.

#Lore24 – Entry #174 – Wild West Month #23 – The Great Scorpion Flats

As told by Kumiko Stalks-Amongst-the-Stars, shaman of the Midnight Panther tribe of Kerra-Kerra

To the far west and south of the Peaks Reaching to the Sky, beyond the Pass of Shining Stars, likes the Great Scorpion Flats.  This region is not to be traveled lightly, if at all; truly only the desperate or the foolish would venture here, though perhaps the tribe of Demon-Tainted People who call it home would say otherwise?  They do not feel the heat of the great desert like we do, and have learned to survive in this place, for they have embraced the spirit of the Great Scorpion.

With the land hot enough to sear flesh and water found only in places hidden beneath the earth, this land is harsh enough, but the creatures that dwell there are just as deadly.  As it is so named, the Great Scorpion is found here, the smallest of these the size of a fully grown panther, the largest as big as a Howling Steel Chariot.  Their temper is foul, for they always seek fresh meat to sate their hunger.  Some of them are tamed, so to speak, by the Demon-Tainted People who live there, but even they only dwell in places the Great Scorpions do not go, high upon the tops of the many stone spires that rise from the hard-packed sands like gigantic fingers.  Their shell is thick, so much that even a Thundering Weapon will barely get through it, and their poisonous stingers are deadly with but a scratch.

And yet, the People from Beyond the Great Walls still try to venture there, seeking some great treasures they are sure are hidden there.  They know of the Demon-Tainted People who have raided beyond their lands, but they do not understand that is for their survival, not to horde the shiny baubles and stones that are so prized beyond the Great Walls.  I have been told that they wish to find a way through the Peaks Reaching to the Sky for their Howling Steel Chariots, to cross this dangerous place with their Bands of Wood and Steel, perhaps to settle there. 

There are times when I think that all People from Beyond the Great Walls are crazy.

#Lore24 – Entry #173 – Wild West Month #22 – The Bleakwood

As told by Kumiko Stalks-Amongst-the-Stars, shaman of the Midnight Panther tribe of Kerra-Kerra

To the north and to the east of the Peaks Reaching to the Sky lies one of the Places We Do Not Go.  This place we call the Bleakwood, for it is a dangerous and cursed place where those who venture inside never return.  The Bleakwood appears at the base of the Peaks Reaching to the Sky, and while it seems as any other forest at first, the nearer you come, the more unsettled you will feel.  The wood grows darker and more foreboding, and soon you can see that the very trees are not normal, looking to be sickly and dying, filled with disease, and yet they somehow still grow.  The Bleakwood is shrouded by mists beyond its edge, even during the hottest of days.  The animals, what few there are, too are sick and not to be hunted, for their flesh is poisonous.  One should never get closer than the warning totems that we have placed upon the outskirts of this place, for to do so would invite misfortune.

It is not known what truly lies within the Bleakwood, but it is possibly one of the places once held by the Devil-Wardens and may contain their dark spirits that cannot find rest, for one can hear terrible wails coming from the wood, as if a soul is being tortured.  The ancestors speak of the foolhardy who dared to venture inside, and the wailing of these unseen spirits that were drawn to them that finally went silent for a time, once they had consumed their prey.  None who wish to live should ever go near this place.

Yet, now that the People from Beyond the Great Walls come into the Bitter Frontier, they have learned of this place.  The Kerra-Kerra have tried to warn them, but I am told by my Brother-and-Sister Shaman in our Dream Meetings that the warnings have gone unheeded, for the belief that there is great treasures beyond is strong.  More and more the outsiders venture inside, and more and more they fail to return.  The wailing of the dark spirits within grows louder and more numerous, and the fog grows thicker, even spreading beyond the edge of the Bleakwood now.  This is deeply troubling.

#Lore24 – Entry #172 – Wild West Month #21 – The Dead That Do Not Rest

As told by Kumiko Stalks-Amongst-the-Stars, shaman of the Midnight Panther tribe of Kerra-Kerra

Be ever aware of the smell of death, for one cannot ever be certain that what lies dead will stay still upon the Bitter Frontier.  Dark sorcery, perhaps lingering from the times of the Devil-Wardens, can steal the body once the soul has gone, using it as a vessel to consume the living.  Such things are often the work of the Reaper Spirit, for once the soul is consumed, the bodies that remain are but tool for it to use to slay more of the living.  These are the Dead That Do Not Rest.

The Corpses that Walk are the lowest of the Dead That Do Not Rest, shells of the living that still move and have a fierce hunger for fresh flesh.  Without a soul, the body is as a puppet, controlled by this hunger, doing all that it can to sate its unrelenting with fresh meat.  They are not always easy to kill, for a dead body feels no pain, but a well-placed arrow into their heads is best, or crushing or removing the head entirely; fire is also effective, but best used when the Corpses that Walk are many.  The greater threat is their numbers, for they carry a foul sickness with them that will weaken and kill almost anyone who is bitten by them, and those who succumb have their souls consumed by the Reaper Spirit, their bodies turned into its vessels.

There are more fearsome Dead That Do Not Rest, those who have once served the Reaper Spirit perhaps, thinking they could control it, or who have succumb to their own dark sorcery.  These Dead That Do Not Rest, while having no souls, still have a shadow of their former living souls within them that grants them deadly cunning in addition to greater power.  The Corpses With Bloody Claws and Fangs consume flesh like the Corpses that Walk, but still think and attack from ambush, or, in some cases, consume the recently dead as would any scavenger; if there has been a great battle, be ever cautious, for these are likely near.  They are fast and deadly when one is not prepared to face them; holy magic from the Great Mother will work well against them, as will it against all Dead That Do Not Rest, as does fire, or cutting them to pieces through strength of your warrior spirit.

Even more powerful are the Corpses that Drink Living Blood, for they are the most powerful and cunning of the Dead That Do Not Rest, for they are the users of dark sorcery who have willing brought the Reaper Spirit into them.  They can appear as they did in life, hiding their true nature and using their dark sorcery to control the minds and bodies of animals and people alike, luring them close so they may consume the blood that flows within their veins using their hidden fangs.  Those so chosen by the Corpse that Drinks Living Blood can remain as a cow does, a constant supply of blood, until their body finally fails, which is when they too become a Corpse that Drinks Living Blood, albeit weaker.  However, they can live for many, man years if they are smart, so their power will eventually become the same as the one that spawned them.  These are weakest during the day, and should they touch the light of the sun, they will burn.  It is best to try to paralyze them with a wooden stake to their hearts and drag them into the light of day, or use much fire, for their bodies are strong and hard to hurt without holy magic.  Great care must be taken when dealing with these abominations.

#Lore24 – Entry #166 – Wild West Month #14 – The Elves who Dwell Amongst the Clouds and Seas

As told by Kumiko Stalks-Amongst-the-Stars, shaman of the Midnight Panther tribe of Kerra-Kerra

Rare are the elves who venture beyond the safety of their chosen domains, among the Trees that Reach the Clouds or the Far Islands in the Forever Seas; it is more likely you will encounter one of their half-breed offspring than a true elf.  Though they may live longer than even we Kerra-Kerra, they do not venture out to be amongst the Many Peoples of the Broken Cage that Still Imprisons.  Some believe it is the shame they feel for their relation to the Devil-Wardens, but others believe that elves are not capable of feeling shame and see themselves as superior to all others.

What is it that I think?  Our ancestors have said that the elves have long been the enemies of many peoples in the times before the Devil-Wardens brought us here, that they scheme and manipulate to control all that goes on around them.  Perhaps it was once true, but upon the Broken Cage that Still Imprisons, this is not so.  The Elves who Dwell Amongst the Clouds and Seas do so because they are too few to control events as they once used to, for they are a frail people who have lost their way, a broken people who no longer understand how to commune with the Many Spirits though they live within nature.  Some dare to join with those who are not elves for a time, but inevitably they are called to return to their homes hidden amongst the clouds and far islands, for their spirits continue to fade and they are no longer able to live in harmony with the Many Spirits of the World as in times more ancient than our time upon this world.

One should feel pity for the Elves who Dwell Amongst the Clouds and Seas, for ultimately it is they who must find their path to reclaim a purpose upon the Broken Cage that Still Imprisons.  It is unlikely you will ever encounter a true elf, let alone more than one at a time, but if you do encounter several at once, it should be seen as an ill-fated sign from the Many Spirits and the Gods that dark times are coming. 

Do not think these elves a completely defenseless people.  Though they no longer commune with the Many Spirits, they know of magics that we do not, and of the dark sorcery once used by the Devil-Wardens.  The toll such sorcery takes upon their forms is great, but so to is the danger for those the elves target with those magics.  Such sorcery can enslave the very mind and soul, can turn even a Howling Steel Chariot to ashes on the wind, or call fiery stones from the very stars. 

Pity the elves, for they are a broken people, but fear them for they command the darkest of sorcery.

#Lore24 – Entry #163 – Wild West Month #11 – The Goblin People of the Far Southern Lands Beyond the Peaks that Never Rest

As told by Kumiko Stalks-Amongst-the-Stars, shaman of the Midnight Panther tribe of Kerra-Kerra

While the Orc Peoples of the north are strong and mighty warriors, there is perhaps a greater danger which lies to the far south, beyond the Peaks that Never Rest.  Long have our people told of the Night Goblin People of the Lands Beyond the Peaks that Never Rest, for it is said they are born of the Devil-Wardens’ foul sorcery.  The lost Mountain Bear tribe of Kerra-Kerra, who once roamed the lands around the Peaks that Never Rest, are said to have been taken by these goblins, though we know not what came of them, for any who venture beyond the Peaks never return.

Though none living amongst our people has seen these goblins, it is said by our ancestors that they are possessed by the spirits of the Devil-Wardens, skin the color of night and with eyes that blaze with terrible fire that can see better at night than even those of our tribe.  Using the secret ways of the Devil-Wardens, they travel unseen, unheard in the dead of night, leaving nothing behind in their wake save what they cannot carry, like some terrible dark spirit collecting souls, not a body left behind, and no blood to be found.  If they take them alive, what do they do with them?  Perhaps foul sorcery of their own, perhaps as food or slaves? 

For many moons, the Goblins of the Dark have been kept away by the Peaks that Never Rest, for travel through them is dangerous because of the constant unease of the powerful earth spirits that dwell within them.  In recent times, those from Beyond the Great Walls have placed settlements nearby, and have pushed further and further to the south, going deep into the Peaks that Never Rest in spite of the dangers.  I cannot know for certain if they even are aware of the goblins that lie beyond, but I fear it is only a matter of time before they learn of them; those from Beyond the Great Walls rarely seek wisdom from our people.