Showing posts with label Zoe. Show all posts
Showing posts with label Zoe. Show all posts

Friday, May 24, 2013

A Commemorative Address on the Eve of the Nepalu Expedition

Most of you have probably seen this already, but, hey... I'm just about out of brain power at this point. The Clockwork Skies "teaser," put together by myself and a few other staff members. There is relatively little mention of the weather, per a certain individual's well-taken predilection. Monday or Tuesday will involve a Clockwork related blog post, but, for now... enjoy!


Commemorative Address on the Eve of the Nepalu Expedition
The League of Arcane Sciences, East Meridian
(Susan Grimsheld, Madhuri Lalit, Theodore Marlin, Thomas Moorehouse, and Jayanthi Nayan)


On this day,
the 23rd day of the 5th month in the 13th year,
in celebration of the Nepalu Expedition,
with the collaboration of the fine minds at the University of Jhumar,
we present to you a synthesized report from the first ever International Crystal Communications Network. While we could, enthusiastically, supply you-- our international friends and allies-- with political, diplomatic, and/or scientific conversation concerning the Expedition, we have decided, in the spirit of exploration, to instead celebrate those who are boldly venturing towards the new island. Based on the developments from the University of Jumar School of Lithomancy, we have collected personal accounts from each of the Nations represented on the Nepalu Expedition. It is our pleasure, using such networks, to present individual narrative accounts of those involved in the Expedition. To quote our Jhumari colleague, Professor Madhuri Lalit, “You will be able to read, for the first time, the narrative trajectory of those living across the known world.” By offering these personal accounts, reactions and perspectives on the Expedition, we hope to foster a spirit of international cooperation and camaraderie. May we move forward, together, with vigor and friendship! From Sindrissil to Meridian, our fellow islanders have offered to us their innermost thoughts. Please, allow yourselves to settle into moments of quiet and intimate reflection.


From the deep forests of Sindrissil...

He hefts his boar-spear, and adjusts the pack slung over his shoulder. His father and mother stand in the crowd gathered to watch the Citizens departing for the expedition. They are stoic and stone-faced, but he can see the pride in their eyes. A bittersweet moment, leaving family behind, but striding forward to adventure and glory.
A shove from behind sends him forward up the gangway.
"Walk, Osser. Mother and Father will be here when you return. The sooner we arrive the sooner I can start brewing," his sister says-- she is hauling twice the weight in gear that he is, most of it affixed to a broad shield on her back. "You represent Sindrissil, that means you're a warrior and a trader. You've strong arms and quick wits. Gawking mournfully at your parents like a child before his first hunt does the Empire disservice. Stop being a damn poet and be a man."
Had anyone other than his sister had spoken such words to him, he would have their blood to grease his scabbard. But she is his kin, and she is right: the expedition will rely on his skills in trade. Plus, she is faster than he, and he has no desire to see his own blood today...


From the hallowed halls of the University of Jhumar...

A young man, stooped of shoulder and thin, attempts to cram the last of several dozen scrolls into an over-stuffed trunk.
“Is that the last of them, Mr. Maresh?” an impatient voice calls from the corner of the room.
“Yes, professor. Fifteen field guides on expected categories of flora and fauna, Five accounts of arcanical manipulations across international borders, Professor Kajaltha’s predictive model on the Kajaltha-4 caves, and--”
“What about Damedra’s index of probable elemental collision matrices?”
“I had, uh, forgotten it, professor,” the young man’s face colors slightly, “and my trunk is full.”
“Oh, honestly, Mr. Maresh! How pointless was your semester at the School of Illusions?”
“Wha-- oh. Er, of course... Mabhradi’s Circle of Expansion...” the young man moves to the trunk, and begins to move his fingers in oppositional spirals. The trunk, stuffed with books and supplies, begins to glow a radiant indigo...


From the deserts of Saliana...
“What about your-”
“Got it, mere.”
“You don’t even know what I was going to say!”
The young woman smiles, and kisses her mother on the forehead. “Ne vous inquietez pas, Maman....don’t worry. There ain’t another lick of room in the trunk, anyhow.”
She looks into her mother’s red-rimmed eyes, fighting to smile when all she wants to do is cry as much as her parents have in the past weeks and months. Travelling so far away has been her dream since childhood, but now that it is here, she isn’t sure she is cut out for the Nepalu Expedition after all. She rubs the small pendant around her neck and forces the grin wider-- instead of thinking about all the possibilities.
“Les Feux sont bons. Fire is good, Maman, I’ll be alright. I hear Papa and the buckboard...it’s time to go.” She picks up the handle of one side of the trunk, allowing the squeaky old wheels to take most of the weight, and goes out into the bright sunlight...


From the tulip-filled gardens of Vandervelde...

“And you’re quite ready to leave, Mr. Kemperman?” asks a rotund man with an impressively bushy mustache.
“Why, of course, Mr. Kemperman!” responds another man, sporting the national symbol as his lapel pin.
“Jansen, Jansen, and Spronk is lucky to have you as an employee-representative on this Expedition, Mr. Kemperman,” says the mustached man.
“Why thank you, Mr. Kemperman. I couldn’t do it without the Company. Ms. Kemperman, of Gaslight Dramatics, has even provided me with a new series of advertisements to bring to potential consumers,” Mr. Kemperman, the pinned, nods proudly.
“Fantastic! That woman is so productive... might I hear the newest one?” asks the somewhat walrusine Mr. Kemperman.
“Of course... Ms. Kemperman wrote this item specifically for the JJS line of lady’s rouge:
‘Sugar smile defeated!
A wrinkle! Eye baggy dreamtime!
Face touch with the blush and red,
the soul is vibrant peach pinkly,’” the not-so-walrusine Mr. Kemperman finishes with a smug smile.
“Marvelous! That Ms. Kemperman-- an ear for the populace, I say!” claps Mr. Kemperman...


From the mountain groves of Aeolia...

"I'm scared," he says candidly.
His tribesman squeezes him on the arm, and offers a lopsided smile before returning to the carving he is working on. "Really, it would be strange if you weren't. That just makes you smart, more than anything." The two sit for a few minutes in a quiet broken only by the soft wooden sounds of chips being worn from the carving. "What is it you are most scared of?"
"Their ways are not our ways," he sighs and shakes his head, "but... truly... it's the idea that I might not be able to live with the spirits as we do here."
Anything further he might have to say is cut off by the enthusiastic scolding of a squirrel in a nearby tree. As the squirrel scrambles down and approaches, the young man smiles a little, in recognition of squirrel and genuine scolding alike.
The squirrel darts back and forth between the two, tail twitching furiously. "Is it that you think the spirits are not so strong, is that it?"
The young man shakes his head, "Of course not, it's that --"
"It's that you are thinking the spirits are bound by the same terms as you!" scolds the squirrel. "You think we need some ship of air to go where we choose, as you do?" Sitting on its back legs, it declares with arrogant assurance, "We do not."
The young man's smile is full and genuine now, and he heaves a deep breath of relief. "No. You're right! Of course you do not."


From the well-scrubbed decks of the Independent Fleet...

After kissing it three times, the young woman removes the crystal, and places it in the small crate. It is nestled in between the other things: the violet ink-pot, the snapped wishbone, the molar, and the tiny, bald porcelain doll. She sighs, staring at the empty shelf in front of her-- it has never looked so lonely before.
“Imagine that,” a voice interrupts her quiet packing, “I never thought I would live to see the day you got rid of that creepy thing.”
As a red-headed woman enters, the young voyager laughs lightly, “I guess I have to find a new shelf for all this stuff.”
The red-head crouches beside her, peering into the box of objects. “It’s going to be weird, you know, living on land all the time,” she says.
“I’ll get used to it... and, besides, you can’t fly without running into a Fleet ship, y’know? I’ll get my fair share of wind and rain, I’m sure.”
The red-head smiles, and, with a gentle hesitation, asks, “Why are you going, anyways?”
The girl smirks vaguely, and, after a beat, says, “Fate, I guess.”
The red-head stands up again, and clucking her tongue lightly, chides “You’re getting predictable.”


From the tumbling valleys of the Caerleon Directive...
“It is so nice to have met you. I understand that you recently attained a great honor from Miss Kindersley?” The Minister smiles, although it does not touch his eyes.
“She did give me a scrying mirror of her own design and make,” the girl’s voice is very small in this large room, yet she dares not speak above a whisper.
“I do hope that you will put it to good use once you join the expedition. Do not allow such talents to go to waste.” He takes her hand, and leans in towards her conspiratorially. “You carry the reputation of the Directive upon your shoulders. Do not forget that.” All trace of a smile is gone, and she simply nods, wanting to return to her trunks and packages.
As quickly as it disappeared, the smile is back, “Travel safely, citizen!”


From the sweeping cathedrals of Vox...

Her hands pressed against her chest, and her head bowed, the robed woman whispers fervently to herself. The church is dark and empty-- only a few dozen candles, guttering noisily, cast light upon the many panes of stained glass. In the half-dark, the faces of long-dead clerics and paladins, usually smiling benevolently from the windowpanes, seem ominous and uneasy.
“Lady, give me the strength to guide those who would walk the path of Light,” murmurs the woman. “Lady, grant me the love to purify my own defilement. Let me walk not in the alleys of Contempt, Pride, Guilt, Obsession. Let me walk, free of these well-trod roads.”
“Sister, are you ready to depart?” asks a cool voice, unseen in the billowy shadows.
“Lady, in your Light, offer me the wisdom to show them their weaknesses, and gather with them their strengths. Vox veritas vita.” She bows her head once more, and, slowly, rises...


And from our noble nation-city of Meridian...

The soldier looks to the throngs of people behind him. His final glance home. He has no words, and, really, he should have no fear. This is one more mission. One more campaign.
But... it’s not, is it? This is different.
This is something... new.
He takes the first step forward. The crowd behind him feels distant and strange.



Presented by the League of Arcane Sciences, in collaboration with the University of Jhumar.
23rd Day, 5th Month, 13th Year

Monday, March 26, 2012

Into the Fold

Contributor: Zoe
Submission: A non-fiction look at bringing newcomers into an existing LARP group.

Bringing people to a game can be one of the most fun parts of a LARP. After months, maybe even years, of trying to convince friends to play with your team, you may find yourself wildly excited, and nervous, to bring new sheep to the flock. But why nervous? You may ask. Well, because suggesting a LARP to someone is like recommending a favorite restaurant to a friend. What if, despite your gushing and glowing, the friend hates the apple pie at Mimi's Diner? Or what if they get food poisoning from the seafood platter? Or what if, worst of all, the restaurant staff is rude to your friend? After a bad experience, your friend will, of course, still be your friend... but something is undeniably different-- you, O' Sage Suggester, have demonstrated that, despite a nigh familial bond with Friend XYZ, you either have a) poor judgment or b) no understanding of Friend XYZ's tastes. Despite everyone's good intentions, when you lovingly recommend something to a friend, and things go poorly, trust is a bit shaken. This probably resonates with many people who have or would consider bringing a friend to a LARP.

Obviously, LARPs just aren't for some people. I like to think these people don't like fun, but, hey, that's why there are different flavors of ice cream. For most people, LARPs are awesome-- for many, however, LARP-fun might require a bit of social lubrication. This is especially true if you, the seasoned LARPer bringing friends to a game, is well-established in the LARP community. So, here are a few tips to consider before you usher in your companions.

Wednesday, March 21, 2012

Willing Suspension of Disbelief: Of Horses, Carriages, and Other Impossibilities


One of the greatest challenges of a LARP is reconciling the Out-of-Game realities that effect the IG experience. Every LARP, of course, has to deal with a standard set of these (many of which are inevitable parts of campsite structure): cars become carriages, camp cabins are villages, taverns, or ruins, and some features, such as electrical wire, are just ignored entirely. Generally, this requires players to accept the "willing suspension of disbelief." But what about other things, especially creatures, that are standard parts of daily life? I'll give you one example: horses.

As any fantasy lover or historian will know, horses are integral parts of classic fantasy repertoire and actual historical maneuvers. Cavalry were essential to military development, and horse husbandry facilitated human complexity. Clearly, though, horses are not feasible for a LARP. While we may be able to forgive giants, dragons, and unicorns (all of which I've seen at a LARP), the absence of horses is a bit jarring. Horses are part of idiomatic parlance ("I could eat a horse/beat a dead horse/horsing around"), and, for many people, a day to day reality that is hard to ignore. So, in a LARP, it's reasonable to a) phys-rep some horses (difficult) or b) make an IG excuse for the dearth of equines. I know Madrigal has some excuse-- they were lost in a series of wars, or something similar, and I'm sure other games have encountered this. Mirror, Mirror has the very nifty and tidy "refraction" mechanic: things don't appear in the gameworld as they would elsewhere-- this is due to mirrorways and "refraction" through these mirrorways. (There is, in fact, a horse IG-- he has been refracted as a small mouse.)

What OoG/IG problems have you run into-- either as a PC, NPC, or plot staff? How have you dealt with these OoG realities that effect IG play?

Monday, March 19, 2012

Interior Decor and You: A Cost-Effective Guide to LARP Abodes

Contributor: Zoe
Submission: A non-fiction guide to living in luxury or lichdom in your LARPing universe.

Setting the scene in a LARP can often prove difficult. It can be time-consuming, costly, and cumbersome come set-up and take-down. However, there can be no denial that a well-decorated LARP really makes the game. Take, for instance, the library of Endgame or the Rose Tavern in Madrigal. Both of these in-game areas are carefully maintained and styled to match the feel of the gameworld; PCs and NPCs alike work hard to create spaces that contribute to the immersive post-apocalyptic or fantasy universes, respectively, of the two games. However, as anyone who has taken down Rosie's tavern, post-game, knows, a lot of effort goes into the construction of the one room tavern. For the average player, who may or may not have access to a large van or U-Haul for props and scenery, this may not be an achievable goal. Even though a truckload of Elven accessories and decor made for an incredible Eluviar party at the Madrigal highsummer, most people don’t have the will or the way to make such an extravagant gala a reality. Most often, players and staff are working with a limited time frame, budget, and storage space.

So, how does the average player or staff member deal with financial, temporal, and spatial constraints? Read on, and I’ll explain my “Still Life Theory of Minimality.”

Tuesday, February 21, 2012

Of Food and Feasting: Eating (Well) at a LARP

Contributor: Zoe
Submission: "Of Food and Feasting: Eating (Well) at a LARP
LARP (system): Accelerant
Location: Cambridge, MA
Character name: Esme Kingslocke, Tev
Years LARPing: 2, Nutritional Anthropologist

This was inspired by some discussions on livejournal and on forums-- please share, and add your own thoughts!


Thursday, January 12, 2012

Cat in a Shetra Crown




Contributor: Zoe Eddy
Submission: Sharpie, pencil, paper, colored pencil
LARP system: Madrigal / Accelerant
Your Location: Cambridge, MA
Character name: Esme
Years LARPing: 2ish

This is my version of the GM's white cat in a Shetra headdress. The Shetra are an ancient spider race that like to bring people into their world-wide Web. My character, Esme, willingly walked into the Shetra web courtesy the Lord of the Web's majestic sister (you know she hates me); along with two others (both more experienced than I am), I work to rectify the maledicted (tainted and terribly evil) weave of the Web.

You know I do.

The cat. The White Cat is not the GM's pet (I think...). It is the GM, garbed as a white cat, who comes to visit an IG group, the Order of the Star, in order to help them on all sorts of vampire-slaying things. The White Cat, which may or may not be 6'7"+, also helps all sorts of other people IG.

I really have nothing to do with him.