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Post by jadedarkstar on Oct 27, 2016 1:30:40 GMT
Over the next few weeks Mik and I will be trying to help move things over here from other sites.
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Post by mikkelus on Oct 29, 2016 0:15:19 GMT
PDF Maps Rocky River Reservation, North and South
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Post by mikkelus on Oct 29, 2016 0:19:12 GMT
PDF Maps: Euclid Creek and Garfield Park
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Post by mikkelus on Oct 29, 2016 0:21:50 GMT
PDF Maps: Hinkley Trail, North Chagrin Reservation, Ohio & Erie Canal Reservation
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Post by mikkelus on Oct 29, 2016 0:25:29 GMT
GLASS WALKERS OF CLEVELAND POST - Yahoo groups Eye of the City Caern. Name: Eyes of the City Type: Wisdom Dedication: Streetwise. Totem: Scab Birds Rank: 4 Average Population: 15-30 Garou Average Bawn: 10 city Blocks Maximum Moon Bridge Distance: 3,000 miles Gauntlet: 3
Caern Dedication: Streetwise Among the more recent developments in the spiritual network of the world, Streetwise caerns are exclusively urban and are naturally controlled by either Bone Gnawers or Glass Walkers. They aren't typically found in socially acceptable areas of a city; instead, the seedier sections of town, where the business of survival is job one, are the locales for Streetwise caerns. Areas where lots of people, merchandise or information move about make prime locations for these caerns, as do areas that keep an eye on the ebb and flow of power. Bars, police stations or parks may all house Streetwise caerns. These caerns help the sept maintain a steady flow of important information. Sept members usually have advance word on any sigifigant event that may alter the blance of power, including getting the real story on supernatural enemies like Pentex or vampires.
-Caern Powers- Streetwise: Opening these caerns gives Streetwise dice to the ritemaster. She can use them to make immediate rolls for information, an she neednot seek out her normal contacts. if this rool for strategic intelligence suceeds, her contacts bring the information to her within the space of an hour without really understanding why.
Scab Birds: Needless to say that the umbra of this Caern is heavily trafficed by the rather harsh looking Scab birds, and the birds of the city as well find the YMCA, soup kitchen, and Glasswalker Structures prime realistate.
Caern Location/Description: The Caern itself lies within the boarder of Cleveland's business section, and the portion of the city that begins to steadily decline to the lower class residents down to the 'wrong side of the tracks' just at the edge of Banker and System Rd. The Caern itself is enclosed by 3 buildings. The Glasswalkers of the city's main business offices are at somewhat of an L shape, the larger of the 3 buildings and covering 2 sides of the caern itself. While serving as the Glasswalker's head of commerce and such it also proves to be an apex of communication lines and information itself. The business informants and information from other caerns by messanger or other means are usually heading to this building. Also, the bottom level of the office buildings serve as the Caern's Assembly area much to the dismay of the Gnawer populace. However, what order this auditorium like structure begins with, ends in dissarray and chaos by the time the moot or other social gathering. The Grave of Hallowed heros is actually in the open area between the 3 buildings that includes the caern heart as well. The Grave itself is a line of vegitation and nothing more than a rather simplistic grassy gnoll. This isn't due to a lack of respect for their fallen, it's just because of the Gnawer outlook, and the lack of space. The real noticeable aspect of this portion is the gigantic mural. The Grave is located on the back of Tuff-as-Nails' soup kitchen, and the back of the building itself serves as a gigantic wall for the murals of the fallen. What others might consider just graffiti, the careful eye would notice distinctions that easily depict dedications for the fallen heros of the caern, and true enough, when a new death finds it's way to the sept, a new addition may be noticed upon the wall. Housing for the inhabitants lies all around the surrounding apartments and for the Bone Gnawers, in the second level of Nails' soup kitchen, and the YMCA, including the alleyways and other random areas about the caern. The Glasswalkers have residents in the surrounding upper class apartments and such on their "side" of the bawn.
Bawn: The Bawn is about an average of 10 blocks around the caern in all directions. The Bawn itself is unofficially divided up into two parts in either direction. The half of the Caern with the Glasswalker building (both sides that it forms for the caern heart) and the Bone Gnawer YMCA and soup kitchen form an invisible, and unofficial line that marks the bawn. Either side of the bawn comming out from that line corresponds to the appropriate tribe. For instance, the Glasswalker side consists of high class apartments, and areas of commerce and business, along with the upper class portions of the city in general, while the Gnawer side consits of low class housing and low rent bars and the like, steadily declining as it gets farther and farther from the Caern's heart itself and easily stretching out into a good portion of the city that's past Banker and System Rd, thus making the bawn of the Caern include a majority of the 'warzones' of the city. Needless to say many of the gangs and such serve as Gnawer enforcement with kinfolk in the ranks, yet rivalry from the normal mortals is just as apparant.
Caern’s Heart: The Caern's heart is in the open area between the Gnawer and Glasswalker buildings. From the outside streets the only entry is a small alleyway laden with hidden cameras and other unnoticed guardians. Despite it's relative small size, the entry into the open area is exceptionally well guarded. The only other means to enter into the heart itself is through the soup kitchen, the YMCA or the Glasswalker business offices themselves. The Glasswalker offices are, needless to say, exceptionally well guarded with their own technological systems along with a security team for the building itself. The Soup kitchen and the YMCA are both guarded by less sophisticated means, those means being that of spirit guardians and the resident Gnawer population and kinfolk as well. The Caern's heart itself is in the center of the open area, and takes up most of the space. Consider it a veritable garden of Eden amidst the iron jungle of the city. The Heart of the Caern itself has no walls but mearly ends of walls, like reaching the center of a maze with numerous ways to enter from each of the buildings and the one alleyway. No entry is straight however, and the walls that lead into the heart each have 2 angles one must turn before entering into the heart itself. The heart is awash with vegitation. Plantlife abundant, with a break in the concrete to give a floor of warm, lush grass. Various other plants and such outline around the heart and vines stretch up along the walls that lead to the heart, and in the heart itself, the vegetation is so thick, that not even an inch of concrete can be seen through it all. A single guidestone reaches up from the center of the heart, some 15ft high with inscriptions of both the Caern's history and dedications to the Caern's totem as well, lining all around the stone in the language of the Garou. Also lining up the last 5ft of the guidestone are numerous poles that seem to have been fitted into small grooves of the stone itself, the wood seems rather old but serves it's purpose well as a perch for the Caern's spirit totem, Scab Birds', physical counterparts. Despite the organic elements of the caern, one may notice odd bits of trash and other rubbish within the Heart. While appauling to some, this is perfectly normal for a caern of Bone Gnawer influence. This allows the city spirits, and physical manifestations of such, (ie. rat and raccoons) to be drawn to the caern itself at the prospect of new treasures. Not detramental in the slightest, this is actually a show of respect to the city spirits themselves.
Umbra: The umbra about the caern looks like the umbra of a normal city save for the subtle elements of the wyld fluttering between strands of the weaver just as easily as water through a fisherman's net. While not quite as easily seen in the bawn, closer towards the caern heart, the weavers webs become a bit more scarce along with a bit more of a distinct DISorganization. Even the Glasswalker portion of the caern seems a bit more disorganized than a normal one would be. Thanks to the Gnawer influence, everything lies in it's own chaotic harmony closer towards the heart of the caern. Woe be to the violator of such a sacred place of Gaia, for the unsuspecting traveler, the droves of both Rats and Cockroache spirts, might turn the squeemish stomach, but to those of the Caern it's more than a familiar, and welcome site.
The Sept The Garou: The majority of the sept is comprised of Glasswalker and Bone Gnawer garou of mostly Homid birth. Due to the locale of the caern in the city, this leaves little room for lupus garou save for those Gnawers and Glasswalkers that can pass as perhaps pets or stray dogs. Glasswalkers make up about 1/3 of the sept, while the abundant Bone Gnawers comprise easily 2/3 of the rest.
The Human Kinfolk: The Bone Gnawer kinfolk consist of anything from street urchins to entire street gangs of juvenial delinquents. The older Gnawer kin usually give the impression of packs of bikers or other social clusters of the lower portion of society. The Entire staff of the YMCA which serves as one of the 'walls' of the heart of the caern is composed of Gnawer kin, and the majority of the soup kitchen staff, run by Tuff-as-Nails, are also Gnawer kin. The Glasswalker kin themselves serve as business reps, and the more upper class social positions within the area. The L-shaped Glasswalker office complex which serves as the walls of the caern on two sides has a staff of mostly Glasswalker kin, while the executives are primarily the Glasswalkers themselves. Throughout the Bawn of the caern, the various appartment buildings, and housing structures on both sides of the tracks so to speak, the portion of the town on the side of the YMCA and Nails' soup kitchen, which steadily grows more and more decayed with lower standards of living, house many gnawer kin amongst the alleyways, run down apartments, and abandoned buildings further out. The more illustrious apartment buildings and business complexes that span out from the glasswalker side, of course, hold the Glasswalkers and their own kin.
The Wolf Kinfolk: Generally few and far between the wolf kin of both Gnawer and Glasswalker hardly have any prescence within the city, what few are there, bear the resemblance of wild dogs, or are close enough to pass as simple strays and generally prowl the streets with little to no concern by the general populace.
History: Originally a Glasswalker Caern, this Caern has been around since the 1950s under the control of the Glasswalker camp "The Wise Guys." Tragedy however, quickly befell this up and rising urban caern. Where the Glasswalker numbers had been rather strong, they suddenly grew scarce and with barely enough of a populace to run their own Caern after an attack by numerous Pentex subsidiary forces, and a few forces of kindred opposition as well, yet just at the collapse of the Caern when the very Heart was to be violated, calvary came in the must unexpected of forms. In 1988 during this great attack of Pentex and the Kindred themselves a new member of the Garou community of Cleveland made himself known. A Philodox Bone Gnawer by the name of Tuff-as-Nails proved his rights to such a name that very night when he, and some 20 other Bone Gnawers, including his own pack dedicated to the Lost Dogs of the city and dubbed "Cleveland rays of Justice," rushed forth and met the oncomming opposition from all sides. One of the greatest streetwars in the history of , yet carefully covered up by the Pentex Executives of the City to keep their failure from more powerful superiors, the battle took it's toll and many Glasswalker and Bone Gnawer kin and garou alike lost their lives that night, but it was nothing compared to the loss of Pentex and the Kindred populace of the city. Ever since that conflict the Glasswalkers knew that they couldn't support the Caern on their own, and with their warder dead, they gave Tuff-as-Nails and his Gnawers the thanks they deserved by making him the new Caern Warder, and the Caern became that of a Gnawer and Glasswalker one. The kindred who participated in such an event did so without the sanction of their Elders just out of a desire to see the garou rid from the city, but after such a conflict there's been an unspoken understanding of "Don't fuck with us, we don't fuck with you." on both sides of the Garou and kindred populace. This of course is broken from time to time with the occasional street skermish, but a major battle hasn't taken place between the two groups since the event. Pentex itself has taken time to leave the caern alone for quite a while, but recently the harassment has been growing and both Garou and Kin themselves have begun to feel edgy with a few dissapearances of Kin.
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Post by mikkelus on Oct 29, 2016 0:26:23 GMT
Genesis-Pentex Facility (From GLASSWALKERS of CLEVELAND post on Yahoos Groups forum) History The Megadon Incorporated set up shop, so to speak, in Cleveland many years ago, it's deep ties to Pentex were never publically made known and even then, what would the general populace care? Who the hell was Pentex anyway? But the bidding of the wyrm is never simplistic, and never ever patient. The wyrm thrashes violently in the webs that bind it, more and more eager for it's freedom everyday, and aching for that time to come quicker and quicker, and that being the case, so does expansion come about and the fervent growth of incidious technology and twisted industry by leaps and bounds. Amidst every apple no matter how rotten, is an even darker, twisted and diseased core, and the hidden facility in the old subway systems beneath the Megadon building represent just that. Back in 1970, 18 years before the battle between the Pentex and Kindred forces, against the Glasswalker and Gnawers of Cleveland , the Pentex Hidden Facility codenamed "Genesis" was established. Genesis was to make use of one of the previously untapped resources of the city of Cleveland : The CDC (Center for Disease Control) of the region. By using methods of subterfuge and even perhaps some of the political sway that Pentex itself has, certain diseases and information of diseases would be 'relenquished' from the CDC through methods that would leave absolute no trace of the loss of such diseases as to not alert the authorities. With information of such diseases the "Genesis" facility was to engineer new bio-weaponry for their own units along with that of new ways to enhance the diseases and spread them throughout the city. So far they've been unsuccessful in creating a type of the viruses acquired that will not cause an Epidemic. Why is this important if Pentex's goal is for the wyrm regardless? Subtly is the key to Pentex's success and this research is for help to annihilate their foes without exposing their own hidden power.
Genesis Command Ever since the failure of the Pentex forces in 1988, there have been many rapid changes in the heirarchy of the Directors of such a facility, from Worthings in 1988 to his abrupt, and mysterious dissapearance, to Sallsirth in the early part of 2003, the Pentex Higher ups seem to be dissatisfied with the performance of these Directors, yet there's word that a new director is on his way from New York City....a young euntrapanour Tremere who became a Fomor, and quickly got Pentex's attention with both his actions, and his willingness to cooperate with their orders. A young man by the name of Alesandro.
Resources With the Resources of the Pentex Subsidiaries in the area, and with enough petitioning, resources from the general corperation as well, the Genesis Facility can easily finance a small army and enough resources to put a man into space, however these Resources are tightly monitored and kept from overuse and flagrant spending. Aside from the Financial aspect, the resources of the facility include the ability to arm it's operatives and field agents with state of the art equipment. As far as manpower goes there are about 30 scientists involved in the operations of the Facility and 25 supernatural agents such as Fomor BSD and Kindred that Pentex has enlisted for service. Also, much to the dismay of the Garou within the city (if they knew it!) it's been said that this new director has also secured for the Genesis Facility atleast one Pentex First Team, for the facility's security and operational needs.
Facility Layout About as large as 3 floors of the Megadon Building above it, and nestled into the abandoned subway systems of the immediate area, the Facility itself boasts a Cafeteria, Barracks, Armory, Training room, Laboratory, and Cell block for test subjects or captives awaiting interrogation. Consider the facility to look like a honeycomb of sorts with each area it's own independant section and connected to all the others with a singular solid wall. The Cafeteria in the center with the Barracks to the north, the Lab to the South, the Armory to the east, the Training room to the West and the Cell block directly beneath the Laboratory.
Genesis Defenses As all Pentex Facilities, the Genesis facility is extremely well Defended. Each wall is 3 feet thick. A foot of concrete on both sides of a foot of Steel in the middle of the wall, thus providing a rather sound fortification against those who would seek to gain access to the facility. The Abandoned subway tunnels near, and around the facility are heavily monitored and patrolled by security teams of human, kindred, Garou, or Fomor members, all heavily armed. There is a secret entrance to the base that one can enter into through the Barracks. Not so much a secret entrance but a back door, so to speak to allow Pentex teams in and out of Faciliity Genesis without being noticed, and move straight through the abandoned subway tunnels. The entrance however is through a maze of sewage pipes, all subtly monitored with hidden cameras. The Back entrance, and the tunnels around the base are all fortified with hidden, automated weapons, such as mini chain gun turrets, flamethrowers, Shock turrets, and knockout gas.
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