Lost Mother

Abstract

Mother Homestead was badly injured when Hurricane Andrew destroyed Homestead. She has since been traveling the umbra, looking for her home. But a new city father has taken over in Homestead, and he sends spirits to assault her and drive her away from what he has taken.

Status: Active

STs involved: Glyff

Systems: Werewolf

Synopsis:

The Garou find Mother Homestead in the umbra, sulking at the edge of Starke. She's trying to avoid any other city mothers/fathers in the area, as they tend to see her as a usurper. She doesn't know that Starke doesn't have a city mother/father yet, as until recently it didn't have any nodes near the city center.

As they speak with her a group of spirits attack her, with the intent of driving her north. The Garou aid them in defending the spirit, as she has done nothing wrong.

They then set out to find who is sending spirits to attack her, and why. Finding that the new city spirit of homestead, father homestead. Is weaver corrupted and desires to keep its stolen throne. They have to stop the attacks and find a way to protect Mother Homestead.

In the end she is brought to the Amenti's sekhem anchor, which is effectively a Caern, and she becomes Mother Starke.

Protoganists

PCs
Wobblethonk: A Kami that has taken a liking to Mother Homestead
Mother Homestead

Antagonists

Formori
Father Homestead
Rot Walkers

Supporting Cast





Active PCs






Locals involved






Scenes

Scene 1: The finding of Mother Homestead

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Synopsis:
Wobblethonk the Kami has been working to ensure that the Garou discover the existence of Mother Homestead. They are not glasswalkers but she is a pure spirit, not given to Weaver or Wyrm corruption. And as such not something they should dislike. They will hear sobbing at first, but the closer they get to the real world location the louder it gets. It won't take long for them to realize that the source of the sound is in the Umbra, where Mother Homestead waits, crying softly.


When they speak to her she tells them of what happened. Homestead was obliterated by Hurricane Andrew and her caern with it. The Garou had to abandon the caern when the buildings crumbled and by the time they could return the black spiral dancers had taken it. Installing their own city father. She was driven north, and after many years of wandering returned south to starke, trying to avoid cities. She has no place to call her own, and the new city father sends banes to attack her.

As if on queue, four Rot Walkers attack the Garou, wearing the bodies of squirrels and small animals.

Encounter: Four Rot Walkers

When the battle is ended the Garou are free to deal with the issue as they see fit, talking to who they like, and requesting assistance from who they like.

Scene 2: Mother May I?

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Synopsis:
With Mother Homestead in danger, it is important to determine what can be done about the situation. It's bringing banes into Starke which is bad. Especially since Starke has no city mother or father of it's own. Someone must speak to Mother Homestead and determine if she is wyrm tainted. If so, she must be put down. If not... the glasswalkers should be contacted to determine what can be done to aid her, and quell the attacks on her.

Scene 3: Sins of the Father

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The gathered PCs must stage an assault on Father Homestead. But that means going up against the black spiral dancers too. This is going to be a big fight... and not easy.

Scene 4: The Starke Mother

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Synopsis:
With Father Homestead gone Mother Homestead has a chance to retake her place. But she instead chooses to become Mother Starke, given the wyrmtaint buried so deep in Homestead.