Ancient Alliances & Courtly Tests

Player Summary


Word has reached certain Courts of the Fae that a new sept has been established in Las Vegas, one that proved itself capable of cleansing a Wyrm hive from the heart of the city. Representatives from both the traditional Seelie Court and the rebellious Unseelie Court have arrived to evaluate whether these Garou are worthy of potential alliance.

The Seelie representative seeks to test the sept's honor, nobility, and adherence to ancient codes of conduct. The Unseelie emissary is more interested in the sept's adaptability, passion, and willingness to embrace necessary change. Both courts have their own reasons for seeking new allies in these dark times, but they will only forge bonds with those who prove themselves worthy. The politics between the courts run deep, and the sept may find themselves navigating not just the tests themselves, but the complex relationships between their potential fae allies.
Both courts possess fragments of knowledge about ancient rituals that could aid in the city's ongoing cleansing, but they will only share such secrets with those who prove themselves worthy allies.

This plot offers opportunities for both social intrigue and trials of worthiness, with the potential for lasting supernatural alliances that could shape the sept's future, or dangerous enemies if the negotiations go poorly.

The Blood That Binds Us

Player Summary


Whispers drift through the hidden corners of Las Vegas: not all who stalk the city’s shadows are wolves. At the next moot, new kin will step into the firelight . Creatures of Gaia who have long watched, silent and unseen. They do not arrive as supplicants, but as judges.

Each emissary comes bearing a trial: a test of temptation, a call for honor, a challenge of wisdom, and a demand for strength. To walk beside them, the Garou must prove themselves not only hunters of the Wyrm, but partners worthy of ancient alliances long thought broken.

Their numbers run deep, and their patience has limits. Acceptance may mean powerful new allies in the war for Las Vegas. Rejection may awaken old grudges best left buried.
This plot offers challenges of temptation, diplomacy, wisdom, and strength, with consequences that will shape the Garou’s place in Las Vegas for years to come. Are you ready to meet the brood of the Blood Father?

The Good Rot

Player Summary

The Good Rot is a story in three acts. Each act will appeal to different players as the story progresses.

Act One

In Act One, players will investigate a new danger to the city at the behest of the Great Raven Spirit. They will need to utilize a range of backgrounds, skills, and knowledge of the city and its history.

Act Two

Act Two will have players directly interact with a spirit and will face a dilemma: either defy the Litany or face a noble death.

Act Three

The information gathered in Act Two will inform the difficulty in Act Three, which will be a violent encounter with the danger discovered in Act One. Decisions made in the previous Acts will determine how dangerous the entity will be in the end, which will range from a difficult fight to an outright deadly one, with failure putting the whole Caern at risk.

With the greater focus on socializing in this game, each Act can be approached by different groups. This will allow those interested in specific aspects of the story to be fully engaged, while others can take care of the remaining elements. Ultimately, communication and teamwork will be key to each Act and to the story as a whole.