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Shanghai - Chapter Six: The Nest of Life and Renewal

A look into the trials of the Beast Court through the modern times of Shanghai.  Additional Material: Santiago (Tepet Augustus) García Belmar and cusidhe

by Chris "WiGGy" Brown and Eloy Lasanta (World of Darkness | World of Darkness: Shanghai | Resources)

Ji'zhuo Huang watched emotionlessly as hundreds of his countrymen loaded themselves into the cramped and stifling hull of the leaky cargo ship bound for California. The trip would take a week. The conditions would likely kill most of the elderly passengers and many of the youngsters. That these people had saved for years to afford the price of passage his cartel charged meant nothing to him.   Nor would the fact that once in America, many of them would be forced into lives of prostitution or virtual slave labor.

What mattered to Huang was the profit made from the price of passage. Twelve thousand USD per head is a tidy sum of cash to be made each trip, though much of it went to paying off American customs officials and immigration officers. In fact, Huang had been known to lower the price per person on occasion to allow whole families to travel together.  This calculated benevolence afforded him a reputation for fairness and compassion, a reputation that could not be further off the mark.

The real money made by this illicit smuggling of human cargo came from an under the table payoff from government officials hoping to reduce the pressure of China’s population. For every trip made successfully, Huang's other illegal endeavors were given free reign, and allowed to pass unhindered through Chinese waters. A smuggler of weapons, drugs, humans and other oddities, Huang was renowned as both a cold-blooded criminal and popular debutante.

Looking to the west he watched the sun as it slid behind the horizon, slowly casting the harbor in darkness, glancing at his watch, he smiled.  Right on time. Swiftly the practiced workers finished closing the hull off and surrounded the cramped smuggling facility with low-grade fertilizer, then, with a final nod to Huang, packed up their equipment and went home for the evening. Leaning against the side of a forklift that had seen better nights, Huang lit a smoke and inhaled the waterfront fumes contentedly.

To the eye of the uninformed, Huang was a middle-aged, slightly balding Chinese male, of mixed ancestry with a benign smile and a rough dockworker's voice. He was generally unassuming, spoke little and had a fondness for American cigarettes and Italian food.  He liked German cars and Russian alcohol, but at heart, he loved his country. In as much as he cared for anything. His reputation among the upper echelons of society was impeccable, and he had proven time and time again that he would support his country, even if he wasn't above getting something out of it for himself. Overall, Huang was over-looked by the law enforcement through a combination of cunning, patience and connections, intelligence agencies around the world would be put off knowing this fatherly man was responsible for nearly hundreds of unsolved murders and hijackings.

"Why did we need to be here to watch the loading of a bunch of worthless emigrants?" Nicholas Tsing was not a happy camper; he hated the smell of brine, and had little to no part in the smuggling of human cargo, feeling it was a waste of precious vehicles and time. His contribution to Huang's thriving criminal organization was a mind for numbers and a total lack of moral fiber. Though he began as a number cruncher, helping cover the tracks of Huang's illegal operations, Nicholas had a fondness for violence and torture that went beyond anything Huang had ever encountered before. Nicholas was only truly happy when raping, killing or maiming, and lived for those moments when he was given the life of someone who had crossed Huang. Schooling in America had left him with a taste for hip-hop, and he dressed the part, right down to the distressingly oversized pants, combined with the ever-present MP3 player pounding out another jam from the newest rap artist. Nicholas was nearly impossible to connect with the series of maimed and mutilated bodies found underneath the Empress Hotel last year.

"Because we are meeting someone who helps hold this small, but important," stressing the words slightly, he continued, "piece of our organization together." Huang had long ago realized Nicholas had not a single patriotic bone in his body, yet the importance of the smuggling operation could not be over-stated. "Mr. Guang provides us with services unavailable elsewhere, services that have prevented us from ever being boarded."

His interest piqued, Tsing asked curiously, "How does this guy manage that nifty trick?"

"I have no idea, but since he offered his help, three American agents have died in 'accidents' while snooping, two British Trawlers sunk mysteriously just before boarding one of our ships and I have no idea how many overly curious locals have disappeared without anyone the wiser." Huang looked amused, "and more so, I don't intend to ask, he charges very little, and has yet to fail me."

"So, this guy says to you, 'hey, I wanna be part of your organization, I'll kill people for you, and you don't ask no questions.' And you just went for it?"

The incredulity in Tsing's voice seemed insolent to Huang, but he brushed off the insult. "My dear Nicholas, I am not in the habit of randomly trusting people.  I had the fellow checked out, and he has a reputation along the docks as a wild man, given to violent fits and cold-bloodedness to rival your own. After much digging, I discovered he doesn't exist. It was my guess he worked as a spook for one of the world’s agencies and went solo. Truth to be told, I had contingency plans in case he turned out false," shrugging he took a drag of the smoke before continuing. "But, after three years of our deal, he still plays straight. Who am I to look a gift horse in the mouth?"

Tsing shook his head in amazement, "I still say you took a risk, Huang.  I mean, what if he had turned out to be an American agent?"

"He would have died within hours of my arrest." There was no hint of bluster or boasting in Huang's voice, just a statement of fact.

"I always figured you had me pegged for a hit Huang." The voice came from above them, and both men moved fast as they drew their guns and sighted on the figure above them. Sitting nonchalantly on the roof of the forklift with a grin reminiscent of the Cheshire Cat, was Mr. Guang. To Nicholas, the man looked like something from a sailor’s cliché, huge shoulders connected to overly developed arms, the chest bulged inside the simple wool shirt and the face above it all was hideous. Crooked teeth, under an oft-broken nose, beady eyes beneath an over-hanging brow, the skin was pock marked and the hair poorly trimmed. All in all, decided Nicholas, Mr. Guang looked like someone he did not want to cross, on even terms anyway.

"How did you get up there without us hearing you?" Blurted out Huang, his legendary cool temporarily lost.

"I moved very quietly." Dropping down smoothly, Mr. Guang chuckled. "Shit, you damn near crapped your pants."

"We damn near shot you." Huang’s voice was tense and angry, and he had yet to put away his gun.

Guang shrugged. "I've been shot before. I'd have gotten over it." Glancing at the guns still in both men's hands, he added, "Now why don't you put those things away so we can talk business?"

Gesturing for Nicholas to do the same, Huang holstered his gun again, before asking, "Why did you want to meet? You did get the last payment, right?"

"Huh? Oh yeah, I got the money, no problem there man. It's just… you seem to be a touch over-cautious here. I mean, you have nearly eighty ships we could be using to continue this side of the business, but you only utilize twelve." Grinning affably in a hideous kind of way, Guang finished, “I want to expand the immigration side of things, you see."

"Why?" Huang’s voice contained more than the usual amount of suspicion.

"Much like yourself, Huang, I get a portion of profits from people connected to the operation, and I intend to increase that profit margin, with your help, of course."

Although outwardly calm and seemingly interested, inwardly Huang was gloating; sure he had finally figured out the mysterious Mr. Guang. Smiling to show his appreciation of the idea, Huang spoke quietly, "Well Mr. Guang, I can understand the desire to increase your profit margin, and I believe we can come to a number of ships that suits both of us."

"Sixty." The flat and short sentence made both Tsing and Huang’s eyes bug out.

"Sixty? You must be joking, I have other businesses that need those ships, and sixty is simply out of the question."

"I will help subsidize the appropriation of another twenty five ships over the next two years.  After that, I will add my own share of the money you pay me to continue to buy more ships until we reach a solid sixty ships. Until then, you turn another fifteen to our business, and hold onto the money you would be paying me."

Neither Tsing nor Huang could believe their ears; Guang was offering to pay for the operation out of his own pocket. To Huang that settled his beliefs.  Guang must indeed be playing ball both for Chinese gangs around the world and the PRC government, no matter what officials claimed. If this was true, the profits to be gained were infinite, and Huang had not gotten where he was by turning down good deals.

"I think I can find it in my heart to accept those terms, Mr. Guang, and I shall of course, begin to expand the operation within the month. Your next payment package shall include a summary of the ships to be added to 'our' enterprise." As good an actor as Huang had become over the years, the greed in his voice was apparent to both Nicholas and Guang, though both reacted differently. Guang smiled and nodded satisfied with the answer, but Nicholas's eyes bugged out and his jaw dropped, though, wisely he kept his tongue for the moment. Looking at his watch, Huang smiled. "Now, Mr. Guang, I have other things to attend to… if we have no further business?"

Guang shook his head, and responded in the negative.  Quickly Huang and Nicholas returned to their car and pulled away into the darkness leaving a chuckling Mr. Guang standing in the dockyard. Mr. Guang, also known as Storm Rider, began to undress as he walked to the waters edge. Naked by the time he reached the water, he reached under the dock, pulled out a plastic bag, stuffed his clothing into it, tied it shut, and hung it from a nail under the docks edge. Then, he calmly dived into the water, mid-dive his body twisted and reformed, and it was a tiger shark that broke the water’s surface, not a man.

As he plunged through the water, Storm Rider couldn't help but feel a glow of success, because no matter what Huang believed, in the long run, it was the shadowy Mr. Guang who won out. The flood of human cargo into other countries would help reduce the pressure on China’s gasping ecology, pollution into the waters of China would reduce, profits would be made and contacts strengthened. It was a win-win situation for Storm Rider and his Same-Bito companions, and with the Nezumi’s co-operation, the flood of people seeking to escape the horrors of China would grow, as more and more the crimes and diseases added to the suffering of the humans in China. Of course, along the way, a ship or two would sink thanks to 'freak' storms, and the Same-Bito and their Rokea cousins would feed well upon the victims with no one the wiser. After all, who would believe Mr. Guang could summon storms?

'Now, off to inform Black Rain Falls.'

* * *

Miles away, Huang was enjoying a nice dinner at Vitelas, one of the finest Italian restaurants in the province, with an old friend of his. 

"Let me assure you, Inspector Wu, the upgrade in our operations will only benefit you and your force. Crime will decrease, pressure will be taken off the force, more money will roll into the wallets of our cities’ underpaid police, and of course, you will receive a larger profit than ever." Huang’s smile was wide, and he offered up a toast, with a glass of expensive French wine. "To the continued growth of our profits, and to the People’s Republic of China."

On an isolated island, battered by winds and waves, two men sat on an outcropping, staring into the distances, turning to face the massive man beside him, Black Rain Falls asked, "Do you think this will really help, Storm? Or are we just trying to hold off a flood with a clay wall?"

Storm Rider could only say, "It's something, and every little bit counts." 


The Nest of Life and Renewal

Memories Shade Speaks

If you believe for a minute that the filthy spiders have given up kid, you are in for a damn surprise. Those bloody bugs haven't gone away, they've just got sneakier. I don't give a damn what that mouthpiece Po Hung says, we haven't won yet. Take that missing Kitsune pup, or the nameless Shark we all know about, but pretend not to, perhaps you have noticed the elders running around with a fixed smile? Yeah? I thought so. The proverbial shit is about to hit the fan, and our forces are divided. The Rats call for a war on the humans, the sharks circle each other warily, my own kin have left, the Tigers are wrestling with everything in sight, the Snakes are watching us so closely, I can't take a dump...oh, and the mighty Middle Dragons…hmmph.

If things don't get working soon, we are screwed…but don't tell anyone, you might upset their day.

A couple of hours off Shanghai’s shore lies a small island that is protected by a Government issued decree, declaring the un-named island to be a Federal Wildlife Reserve. To those in the know, the island is a reputed stop over for smugglers and pirates. Many believe politicians pushed through the Wildlife Preserve declaration on the take, just waiting for their share.

But the true secret of the island lies hidden beneath its surface, inside the maze of caverns and tunnels that honey-comb its length.  It is here, in the depths of the island, that the spirit worlds reach out and grasp the physical world. It is here also, that the noble and dignified Beast Court of the hengeyokai preside and render judgment on those who would harm the Emerald Mother.

Or so they would have you believe.

The truth is that the Emerald Court of Shanghai is in a decidedly tenuous position. Unknown interference has changed the flow of the nest’s Chi, and the fragile balance of a Fertility nest is dangerously precarious. To make matters worse, the nest is now playing temporary home to a large faction of hsien who have been driven from their own nest, and the presence of these (mostly) unwanted guests raises the tension level inside the already easily upset environment of the dragon nest.

Recently, with the shift of the nests power level upwards and the surge of hsien refugees into the relatively small confines of the island, the political balance has begun to shift and everyone fears where it may stop.  The fragile nature of the nest, and the ferocity of its most numerous defenders, has kept the dragon nest itself safe from attack or disruption for centuries…until now.

The Nest

Dragon nest (Caern): Unnamed Wilderness Preservation Island, off the coast of Shanghai

Level:  5 (Originally 3), Type: Fertility, Wall (Gauntlet): 3
Totem: Crab (Once it was Crane)
Dimensions: The Island is roughly 6 miles across, by 9 miles long; the caverns run the length of the island.
Population: Originally averaging twenty to thirty (mostly Same-Bito), the nest now plays home to a veritable number of hsien, as well as the original hengeyokai occupants.

Crab Totem, Background Cost: 4

Crab is a servant of C'et as well as a Totem of Wisdom, and it is unsurprising that few Same-Bito take him as their Totem.  Crab takes no offense to this, he is grateful to those among the Same-Bito who deign to acknowledge him.  It is not uncommon for Wave Sentai from the Shanghai court to take Crab as their guide, for his wisdom and kindness guide the dragon nest, so why should he not guide them? Although grumpy, and slightly preachy when he feels he is right, Crab is a wise and kind totem who seeks to remind the Same-Bito that the world is both surface and sea.

Traits: Crab’s children gain +2 Science and +1 Seafaring.  When confronted with human technology, they receive a -1 on difficulty rolls to understand it. Once per day, non-Same-Bito children of Crab may triple the length of time they can hold their breath, and Same-Bito get one 'free' day on land without having to spend Gnosis on the Totem.

Ban: Once per week Crab asks that his Same-Bito children venture on land, even if they travel no further than the beach. For his land dwelling children, he asks that once per week they venture out into the sea, above or below the waves, and eat of the Sea’s bounty.

Crane Totem, Background Cost: 6

Crane is an ancient and noble Totem, one of respect, tradition, and adherence to older ways. With his long neck and swift beak, he strikes the water and plucks his prey out before they realize what has happened. Although slow to act, when he sets his mind to a decision Crane strikes swiftly and decisively. Crane favors sentai that uphold the old ways and is dead set against anything that has not been tried and proven over years. A staunch supporter of Rituals, any sentai chosen by Crane will find their days and nights ensnared in Rituals, but the benefits are many.

Traits: Children of Crane are granted the Ritual knowledge of their Totem, each sentai member gains an additional dot in Rituals, and when they perform Rituals as a group the difficulty is lowered by one (though never less than 3). The sentai may call upon an additional 3 Willpower points per story.

Ban: Children of Crane must help protect his physical kin, and must also never forget to show their respect to Crane himself, by performing a Ritual of Thanks once a month under a half-moon.

How It All Began

The history of the Nest of Life and Renewal begins with an aged and battered Same-Bito looking for a place to recover from battle or to die. It was the hand of the Emerald Mother that guided him to the barren and desolate island that would one day house the great Beast Court. Once upon the island, the elder Same-Bito, Two Minds, sensed something unusual, and began to search for the source of this sensation. Forgotten were his wounds and the fatigue of battle, even then, on the brink of death, this dark water could not let his curiosity go unheeded. Hours of fruitless search led him only to frustration, so he turned to the local spirits. Bartering a piece of his life essence upon death, Two Minds gained the guidance of a local Hermit Crab spirit into the maze of the underground caverns.

Once into the center, it took all of thirty seconds for Two Minds to decipher what lay before him, basking in the beauty of an undiscovered dragon nest Heart.  He rested and meditated for weeks upon the island before setting out to bring other guardians.

Two years later, accompanied by an aging Zhong Lung, three Tengu and a small school of Same-Bito, Two Minds returned. As the years crawled by and the hengeyokai began to shape the dragon nest, the small Hermit Crab spirit began to grow until he overshadowed the previous nest’s dominant spirit. Astonished by this turn of events, the hengeyokai could only ask the Crab to explain how this came to be. "The life essence promised to me was but the beginning, each of you has shown great love and devotion to my island, as I fed on your hopes and dreams, so too, did Crane retreat from your passion and desire to shape."

Decades would pass before Two Minds was finally killed in battle with a sea monster, and in taking that piece of essence promised, Crab took on Two Minds’ curiosity and protectiveness, and so the nest was shaped by a great and honored Same-Bito, in such ways that even Rokea not of the court occasionally stop in to pay their respects.

As the centuries passed, the nest grew in stature, and its reputation spread around the Middle Kingdom, becoming known unofficially as the Shark Nest.

Recent events have begun to destabilize this once solid and peaceful nest. Five years ago, a raiding force of bakemono led by a corrupt Tengu and Kumo assailed the nest, and penetrated into the caverns themselves. The fighting was the fiercest to ever reach the sacred shores of the island, and blood stained the walls and floors of the cavern. The stench of bakemono filth left a rank taste in the air and the confidence of the court had been shaken. Now, not five years later, an unknown force attempts to alter the shape and focus of the Dragon Lines that intersect on the island, the bewildered and fearful Elders play a game of subterfuge. Openly they claim that the alteration of the nest has been achieved by the court’s honorable fang shih, Sun Wenhui, but quietly they direct every resource possible towards discovering the culprits behind the Feng Shui battle in Shanghai.

Lay of the Land

The island’s surface is a barren, bleak and wet as hell. Trees bend constantly, under the force of the winds pushing along the coast.  The beaches are decorated with remnants of wrecks from past typhoons and little beyond a few maritime birds live on the Islands surface. To the north side of the island is a rocky cliff riddled with caves and outcroppings, here, pirates and smugglers heave to and rest for an evening as they hide away from the Coast Guard. To the west lies a flat and desolate stretch of beach, littered with rain soaked sticks and bones, as well as the occasional piece of wreckage. On the south end of the island lies a small dock, with room to tether one small craft. Officially this is the Warden’s entry and access to the Island, though in truth he has not set foot on the Island for almost five years. Finally, on the eastern edge of this Island, there sits a small shack, with a radio, fireplace, two beds and a few first aid necessities. All in all, the island’s appearance is unfriendly, and mosttourists and inspectors quickly pass by in search of more hospitable locations. The island residents would have it no other way.

The underside of the Island is reachable by a few carefully concealed and guarded locations, three along the Northern Bluff, one under the dock on the south end, and one located but forty feet from the shack, concealed by brush and bramble. Each of these locations is guarded at all times, and is a duty often handed to the nest’s youngsters to teach them patience, as well as to allow the elders to congregate in peace.

Once one has moved past the entry guardians, she begins a lengthy trip through cold and barren caves, lit only occasionally by softly glowing lichen and mold.  The traveler is accompanied by silence, and the occasional dripping of condensation. As they travel further inland, the heat begins to rise, and sounds can be made out in the distance. To the sharp-eyed, small holes and crevices hide many areas for the smaller creatures to enter and exit. Eventually, after approximately twenty to thirty minutes of walking, the inquiring individual will come upon larger caverns decorated with carvings, totemic statues, and tapestries. It is well lit with torches and occupied by creatures great and small. A collection of inter-connected caverns make up the heart of the dragon nest, though the Heart itself, is located slightly to the North end of the Island, and is a calm pool that connects to the waters outside through underground passages. It is here, in this centre of calm and peace that Crab, the spirit of the nest, resides. The Heart is sacred, and in the event of an invasion, the nest’s finest warriors will regroup outside the entry to the Heart and will gladly die before any invader set foot inside the Heart. The inner sanctum of the Heart is a warm, peaceful and ethereal area, where spirits bask under the protection of Crab and revel in the Glory of the Emerald Mother. The inner walls of the Heart’s cavern pulse gently with the passage of time, reminding the hengeyokai they fight for the heartbeat of the Mother.

The interior walls of the inner caverns are painted with beautiful iconographic images of great spirits and Incarna, all the furniture and fabric also bear images designed to placate and impress spirits, as well as visitors. Intricate glyphs and carvings decorate all the unpainted areas of the stone walls and floor.  Some are so faded as to be unreadable, but all radiate a feeling of calm and peace, to the point that even a nervous Twitcher will only be mildly uncomfortable.

To the observant eye, (or senses), the layout of the underground nest lies in a pattern that in ancient Zhong Lung glyphs spells hope, and it is this hope for the future that these hengeyokai will die to protect.

The Inhabitants

It is of interest to travelers from other courts and nests that the most numerous factions in this court are Same-Bito and Nezumi, followed closely by the Kitsune.  In fact, this maritime and isolated nest has very little representation from the Wolf-Changers, Nagah, Zhong Lung or Khan, and a smaller than average number of Tengu.

The Same-Bito

As is in their nature, the Same-Bito are a truly independent people. That’s not to say that they don’t care about the responsibilities of the dragon nest, but rather they expect everyone to conduct their duties properly without being prompted. Although this is not known to outsiders, the Sharks are divided.  One group is lead by the elder of the nest, Black Rain Falls, and the other locates itself somewhere in the ocean near the nest. Their foes would be scared to know the true numbers of the Same-Bito, as most of them don’t take part in the Emerald Courts, but are free to roam the ocean. If needed, the size of the force that they could muster could be enough to shake the seas.

Same-Bito presence in the coast of China has been constant, as they mostly follow their shark-kin. But it wasn’t until Black Rain Falls’, and his nameless rival’s, arrival that they gather in such a formidable force. Black Rain Falls has somehow convinced some of his more moderate kin to consider his nest a good place to mate. This is rather strange, as the Same-Bito always breed truly, but only Black Rain Falls knows how he convinced them. In the last years, a rather large force of Same-Bito who are against the Beast Court and in favor of the Same-Bito returning to the Rokea has gathered under the leadership of a gigantic tiger shark who has no name, as he doesn’t need such a human thing.

The Same-Bito factions have totally different visions of the future. Those loyal to Black Rain want the nest problem properly solved, the human population of Shanghai reduced to acceptable levels by appropriate means, and the protection of the hengeyokai in the city. Those under the other banner, wants nothing but the return of the Same-Bito to the purity of the sea, abandoning all facade of human compassion or connivance. This is not to mean that they would fight against each other. That, again, goes against the way Same-Bito and Rokea act. The answer is more complicated. Each one is convinced that the other is utterly wrong. Each one believes that they must convince the other of their wrongness. Each one is not well prepared to negotiate, or even consider that way of action appropriate. And finally, each one is not going to use violence whatever happens against the others, and would help their brothers if needed. That gives us a lot of tension between them when they meet in the ocean, and the occasional wounded for frenzy, but is something that no one knows about. Except them.

That suits both sides just fine. After all, it’s a shark problem.

The Name Game

Little is known about the Unnamed Same-Bito that lurks in the waters. They are waiting to attack the Nest of Life and Renewal the minute that it shows any signs of weakness, as far as the non-Same-Bito know.  They know that the Unnamed’s leader has great power, rivaling that of Black Rain Falls, and that he has many followers.  But the dreaded tiger shark has shed any semblance of humanity, renouncing a name as well.

To cope with facing a nameless enemy, the youth of the Shark’s nest have resorted to making nicknames for their adversary.  These nicknames have ranged from Watery Scumbag to Shit For Gills and many other perverse things.  Right now, they have settled on Old Salty (which has various meanings), but it is not uncommon for several incarnations of nicknames to be circulating at the same time. This practice of applying insulting names to the nameless shark is something Black Rain Falls does not appear to appreciate, and any Same-Bito caught using one of these derisive appellations within earshot of the Regent are in for a severe tongue lashing at best.

The Kitsune

There are three main issues that plague the Kitsune of Shanghai.  The first revolves around the rising power of the dragon nest and their elder, Sun Wenhui. The wise fang shih has been obsessed with the Nest of Life and Renewal since his arrival and has worked diligently to protect it from outside forces, using the techniques of Feng Shui. Recently, advanced forms of Feng Shui have been launched against the nest, prompting the investigation into the other shen.  Certain Kitsune with knowledge of Feng Shui have been sent to the city to examine the Dragon Lines and return to Ghost Eyes with the data.  Feng Shui is practiced primarily by the Kuei-jin; however, it is not their ability exclusively.  The hsien are also avid practitioners.  Could they have something to do with it?

The nameless tiger shark represents quite a problem as well and is second on the list of Kitsune worries.  The fate of the tense nest hangs in the balance, as possible war between the Same-Bito seems imminent.  The Kitsune have never known the Sharks to turn down a challenge and are just wondering who will dare who first.

Yet another situation that needs addressing is the disappearance of Burnt Whiskers, a young Roko messenger.  He has gone missing during a routine delivery and the culprit must be found.  Xia Kaili, his grandfather and seasoned warrior, has come out of retirement to lead this search, which has driven many to follow in his footsteps and seek out for the youngster as well.

The Khan

Of the entire population of hengeyokai, the single pair of Khan on the island instigate the most trouble.  The two are young, fresh of the change, and act as if they are twins.  They speak simultaneously or finish each other’s sentences and are never separated, seeking the other’s company at all times.  Not only is this seen as annoying to the other Changers on the island, but the twins are incredibly combatant, repeatedly starting fights that can only be broken up by someone of higher station.  This behavior would normally earn the Khan use of Punishment Rites, but the twins have been at the forefront of every battle against the Centipede since their first changes and are allowed their free reign as long as no one really gets hurt.  Black Rain Falls stresses the importance of a certain ferocity in battle and the idea of keeping this at all times and although his decision to leave the twins unpunished is constantly contested, his word on this issue is final. 

The Tengu

Only one Tengu currently resides in the nest.   The name he offers is Through the Shades of Memory, and he is a ferocious old creature, Raven born and battle-bred. Unlike many of his other kin, Memory’s Shade is a vicious and brutal warrior, a creature of bloodshed and terror respected even by the Nezumi for his skills in the arts of the Low War. His claws and beak slew the corrupt Tengu during the battle for the nest, and it is he who led the chase that caught the Kumo that attempted to flee. Memory’s Shade is admired by many Nezumi and Rokea for his sheer viciousness and battle lore, but heartily disliked by other more 'civilized' hengeyokai and his own Tengu brethren. Almost twenty years ago, the nest had a thriving Tengu population, but upon the arrival of Memories Shade, then the appearance of the Zhong Lung, Po Hong, the flighty Raven-kin began to seek shelter in other alcoves….

Memory’s Shade Speaks Again

Yes, it's true that a Tengu led the attack on the island, and it's true he was corrupt. But what everyone seems to forget, is he wasn't always like that. His name was Cloud Runner, and he was a gentle lad with a crush on Into the Stars, and after her death at the claws of our very own 'noble dragon'…well…he wasn't the same. Funny how things always go round in circles, eh?

The Hakken

The Wolf-Changers, primarily from Japan, have little more than a passing interest in the secluded island.  While a few Hakken work aboard the various pirate and coast guard ships that dock on the island, the majority of the tribe mostly avoid it. Something about the presence of so many Same-Bito seems to set the wolves on edge, and when they do land as either envoys or messengers, the savage impulse rises to the fore.

Zhong Lung

Despite the decline in numbers, the hengeyokai of Shanghai consider it auspicious that Po Hung is the only Zhong Lung in Shanghai. Born under a lucky sign and blessed with great spiritual strength, Hung’s life bore numerous blessings. From childhood, his family and close friends raised to be a great leader, a wise and powerful warrior, a creature of legend. His Mentors imparted battle skills, Rituals, Lore, tactics, languages, and more…they only forgot to teach him modesty and charm. Po Hung, Rending Talons of the Blazing Sun, is a cocky, overbearing bully, with an aggrandized self-image and little patience for anyone who has not beat him in personal combat. Six years ago, he slew the Tengu, Into the Stars, after she supposedly mocked his plan for wiping out the Kuei-Jin threat. Since that day, the Tengu presence in the nest has been held only by Memories Shade.

The Kumo

Every plan that the Kumo and Yama Kings have enacted in Shanghai has been thwarted by the Beast Court of the Emerald Mother.  For many years that Black Rain Falls and the other hengeyokai at the Nest of Life and Renewal were always one step ahead of the forces of the Centipede.  The stench of Yomi would continually give their presence away, leading to many lost battles. They have at this time, however, begun a much different plan.

The Kumo have found a way to mask their taint of Yomi.  For only a brief time, but time enough to do their masters’ bidding.  With this newly acquired Gift, several Kumo, all constantly in Thousand Fang form, lurk within the secret tunnels and corridors of the island’s nest.  But the procedure reaps little of value, since the Gift must be performed anew each night.  Agents have gathered just enough information to know that their analyses of  the myriad challenges the nest follows doesn’t clarify the situation.  And once the Kumo get their fangs on the secrets they seek, what terrors will they bring about? 

The Nagah

Although the Nagah presence in the nest is minimal at best, there are always one or two Nagah here. For uncountable nights, the Nagah have found a refuge in the Nest of Life and Renewal.  The Nest  serves as a time-old breeding ground for the Were-Serpents.  It’s traditional to have a Nagah leader in the sentai that directly protects the nest under the general’s orders. In this occasion, that responsibility falls to Two-Fangs of Death, a Metis female. Two-Fangs heeds the call of the Lantern, as any respectable leader would. She is closely watched by Jonathan Darksmoke, a Homid, who is one of the new courtiers of the place. At least that what’s everyone knows.

The judges of the Emerald Mother bristle at the tensions with the other Xiong Ren. The Nezumi are readying for war. The Same-Bito keep their plots close to the vest, while the wolves question the motives of all.  But with gweilo dominating their ranks, one can only anticipate disharmony. The situation resembles bad legends of the past. The Sesha has been informed and they are not happy. The wheel has turned. The Sixth Age has begun, they say. The Xiong Ren should show greater unity if they are to survive and halt the Centipede’s plans. To the Nagah’s eyes, discord rules and chaos runs rampant.

This constant state of disharmony cannot be tolerated. Most Nagah convince themselves that the desperation calls for drastic measures. Protecting the nest must come before all concerns, as to do otherwise would betray both honored seas and Gaia.  Without the Nest, the Beast Court would rip itself asunder. In fact, none but the two Nagah and the Zhong Lung know how closely Shanghai is being watched by the great courts of the Zhong Lung in China, as well as the Sesha and several other forces. The litany of the courts has been broken by all sides; it’s the opinion that danger grows day by day. Equilibrium must be regained.

The hsien

The Little Gods and hengeyokai have enjoyed a love/hate relationship from the beginning of time.  Hsien are the rulers of the elements and all spirits must seek their approval before performing certain acts in the spirit worlds, even if such act is at the request of the Beast Court.  More than once, this series of rituals and steps have caused friction between the sanctimonious hsien and their impatient and temperamental cousins. However, even through these difficulties, they have always viewed each other as cousins and, historically, openly supported each other (even if such support was merely a paper house). 

The Ministry of Water, or Shui Fu, is the local governing body of the Little Gods and has called upon the Nest of Life and Renewal for such aid.  The Ministry’s own dragon nest has waned to only a fragment of its former self, leaving the hsien with no source of Chi. This has forced quite a few of the hsien to relocate to the Xiong Ren’s nest in a last-ditch effort to survive.  Despite the gracious and benevolent welcoming of the nest and its occupants, the situation is as far from comfortable or optimal as could be hoped.  Bickering between the two groups of shen erupt almost daily as tempers fray from over-crowding and the clash of cultures. Though the situation remains mostly civil and quiet, the tempest bubbling beneath the surface has many of the hengeyokai and hsien elders nervous…when will the pot boil over?

On the upside, Ye Hao-Jie, the current leader of the hsien faction residing within the nest has offered his full support in the hunt for the missing Kitsune pup and the mystery of the Feng Shui turbulence. The only doubt left in the minds of the hengeyokai is whether or not they are facing a potential trojan horse.

The Warren of Blackness and Vengeance

Underneath the streets and below the sewers, countless tunnels and caverns travel the length of the city's coast, home to Shanghai's population of Nezumi.  Amongst these varied caverns and bolt holes, Nezumi travel swiftly and silently in service to their dark queen, the Lady of Pestilential Memories. To the local Beast Court, the Nezumi serve a useful, if distasteful, position. As bringers of disease and filth, the Nezumi act as a form of population buffer, spreading plagues and epidemics amongst the city’s overcrowded streets. Yet, this image is an illusion, for the Nezumi of Shanghai have a different goal in mind, one that could very well change the face of China itself. A tidal wave of blood and misery that will be yet another nail in the Fifth Age’s coffin.

The Tunnels of Home

To the Homid-dominated Beast Court, images of cavernous rooms filled with glittering odds and ends, chittering rats and hulking Metis come to mind when thinking of the Nezumi Warren, but nothing could be further from the truth. The Warren is a series of tunnels small enough to allow only creatures of rat size or smaller through, connected to caverns that a grown man would have to kneel in to avoid being brained. A single sizable cavern can  host Rites and Celebrations, provided that the participants enjoy being cramped. Any rat-breed Nezumi can appreciate the atmosphere and ambience that such close quarters provide.  The Homid-born, on the other hand, deplore the Warren.  A single gas-lit lantern provides the only illumination for those who attend the meetings.  The diggers provided a few crude holes large enough to hold Homid form Changers on the periphery, where the Engineers like the high-faluting monkeys to stay.  The choicest central lines of power allow Nezumi Engineers a place to play, safely away from the general Nezumi population.

Most of the nests’ entrances can be accessed via sewage out pouring along the coast line, but one can also find entrances at the Shanghai Memorial Museum, two hospitals, a police station, and an elementary school. These openings are not common knowledge, even among the local Nezumi, as their strategic value is too great to risk having them discovered. Numerous other small exits from the Warren exist and are used routinely by the less well known of the nest’s inhabitants to help avoid attention.

A Method of Command

To most observers, the Nezumi are a semi-controlled Hierarchy descending down from Ishira Nezumi in Japan, the belief is that the aging Japanese Nezumi is ruler of the Asian Ratkin as a whole.  While it is true that Ishira is considered the matriarch of the Nezumi population, most Nezumi could care less for a nest two cities away, much less the commands of an aging bitch in Japan. The Chinese (and Korean, Taiwanese, Philippine, etc...) Nezumi serve their own interests, occasionally paying lip service to Ishira to appease the spirits. In truth, most nests concern themselves only with the goings on in their own vicinity unless forcibly drawn into a situation outside of their realm. Shanghai’s Nezumi are no different.  The Lady of Pestilential Memories cares not a whit for Ishira's plans or goals; she has her own problems and concerns.

To address the situation in Shanghai, the Lady has modeled the life of her subjects on a guerrilla cell structure.  as the cell leader, she issues orders to her six generals. Each of these Generals possesses recklessness and cunning, and help deliver ‘the big picture’. Beneath the Generals are the Captains, mid-rank Nezumi who have proven both their loyalty and worth to the Warren.  Acting as soldier, spy, instructor or whatever role may be required, the Captains are the Warren’s glue. At the bottom of the ranks are the stupid, decidedly untrustworthy and those fresh from the Birthing Plague. They are the Warren’s cannon fodder and first line of defense/assault.

Although she has the best interests of her kin at heart, the Lady allows no deviation from her orders, and rarely hesitates to punish those who fail her. Ruling through fear, she relies on her Generals and Captains to enact her commands to the letter. Formal Punishment Rites are rarely needed, as the loyalty of the Nezumi builds around the closeness of their shared memory.  Painful sanctions keep warren numbers high, but serve as an example or all.   Only the truly stupid or treacherous are subject to the many Punishment Rites, and Mother Rat help the fool who doesn't learn his lesson the first time.

When in the eye of the Beast Court, those Nezumi who have been given the role of acting as the Lady's eyes in court follow the Emerald Way closely.  They pay earnest homage to the local spirits and serve the regent’s orders to the best of their ability. But in the end, all actions taken are to insure the ultimate success of the Lady's objectives.

Storytellers Notes

The Lady's ultimate plans are often hinted at yet never fully fleshed out. This is intentional, and we want you the Storyteller to have the final say in what and how she enacts her goals to cleanse the human taint from Shanghai. As you read through the various Nezumi histories, hints of pieces of the plan come to the front. Disease incubators ready to be unleashed, an army of blood thirsty Nezumi, assassination and more. Make use of all (or none) of these ideas when planning out the Lady's assault, but remember, she isn't stupid, and any action that could reveal the Nezumi’s existence to the humans at large must not be allowed to go through. It is important to point out that neither the Lady nor her supporters intend to wipe the human population out, merely to reduce it to the point where the Nezumi’s original purpose can be reactivated.

The Sunset People

The situation in Shanghai bodes ill for the Garou, as they already are the weakest represented Changers in the Best Court in the city. In addition, there are only a handful of individual Garou in Shanghai, with little or no weight in the hengeyokai politics. But it is also true at times that the weakest of groups can be the greatest of  menaces.

Garou in Shanghai

Until recently, the Wolf presence in Shanghai was nonexistent. Far from their ancestral homelands, the Hakken have not intruded in their cousins’ works, as stated in the litany. In fact, their presence in the city started with two gweilo from Italy several years ago. One of them was Pietro Antolini, a successful executive from a top international company, also known as Pietro Code-Breaker, a Theurge from the Glass Walker Tribe. With him came a woman born in Italy, but of Chinese descent named Silvia Long, Ahroun from the Bone Gnawer Tribe.

Pietro has always been fascinated by Chinese culture and has made several trips to Shanghai on business. One of these trips resulted in being attacked by native Leeches, who didn’t like the presence of ignorant shen in their city. Fortunately, he was rescued by a handful of Rokea. Antolini had never heard of such a Fera.  They quickly explained to him his position as a Sunset Person, and that he was not welcome. This drew forth even more curiosity about Pietro’s elusive cousins. He had to know more.  Then Silvia arrived.

Silvia blended in quite easily in the local slums, following the subtle traces of Changer presence in the Shanghai. She had a keen eye and found several of them.  Pietro sent anonymous financial projections to these Changers, offering great opportunities to make huge quantities of money in numerous investment opportunities. Some of them laughed it off, but those who used his tips acquired flourishing bank accounts. Pietro’s predictions were correct, down to the last digit.

This impressed enough of the locals for Sylvia to arrange an audience for Pietro with the Beast Court.  He quickly impressed the elders with his great knowledge of local tradition and command of Chinese.  Certain Lantern gifts told that he was telling the truth when he said he only wanted to help and learn. He was given an opportunity to prove himself, being properly instructed in the ways of the Beast Court of the Emerald Mother, and it paid off.  He was inducted into their courts, becoming the first local Sunset Person member.  He has proved his worth as a financial investor, although he is still looked down upon by some of the more traditional.

Stargazers

For years, the now permanently Asian-bound Stargazers have stood in court, shoulder to shoulder with any other Changer in the Beast Court.  The recent events in Shanghai have raised the interest of the Tribe, prompting their sending in a lone Garou into the city.  His name is Brilliant Soul and he is in the city to acquire information.  His identity is known only to Black Rain Falls and Nezumi Reiko, who were informed that anyone else who found out about his arrival would die a horrible death.  Reiko has since led a force to destroy this lone Stargazer for insulting her honor.

Changers of Note (NPCs)

Hengeyokai

Black Rain Falls, Regent of the Court

Background: Black Rain was one of the countless hammerheads that roamed the seas of China until his first change. Then he was introduced to a vast multi-species nest somewhere in China. There he learned his lessons well, and was ready to be Lantern in service of the Emerald Mother. He joined a sentai with other hengeyokai from different nests. Black Rain Falls served as Lantern of this fledgling sentai. The other members were Nezumi Reiko the Fist, Sun Wenhui the Mirror, a Hakken named Heimichi Matsuo as Pillar, and a Tengu called Black Feathered Night as Leaf. 

Together, called the Swift Retribution, the sentai traveled the Middle Kingdom, fighting the enemies of the Emerald Mother wherever they showed their demonic faces. The bakemono feared even the mention of their name and, under Grandfather Thunder’s patronage, they achieved a kind of legend that even the mythical Luna-Beast sentai found difficult to surpass.  But with their victories came great overconfidence. Several times, they crossed paths with the plans of Emperor Zokoku, a powerful and cunning Kumo, cunning enough to lure the sentai into a death trap. Black Rain Falls survived with horrible scars. So did Reiko and Sun Wenhui, but the others were not so lucky.

After the disaster, the incomplete sentai decided to settle on protecting the nest that they discovered in one of their missions, and created their own court. Several years later, the Luna-Beast sentai would finally surpass the legend of the Swift Retribution when they chased and killed Emperor Zokoku. Vengeance was not to be Black Rain’s.

Now, Black Rain Falls has grown older and wiser. He’s ready to defend his people, as he failed to do in the past. "May the Emerald Mother found piety of his enemies".  Black Rain Falls felt the last sense of that emotion when his friends died. He doesn’t know who is toying with his nest. He doesn’t care. He wants all of them destroyed, his houseguests gone and the problem finished.

Description: In Homid, a brutish looking Mongolian man, thick eyebrows and a heavy brow ridge give him the impression of a thug, which is not so far off of the mark. He wears his greying long hair in a thick braid. His eyes are deep set and his many teeth jut out at odd angles. His nose is sharply hooked.  Most prominent is a vicious burn scar on his left cheek. Broad of shoulder, thick of neck, wide-chested and mounted on veritable tree trunks of legs, Black Rain Falls is a quiet individual, given to listening and observing over being heard.

Roleplaying Hints: When you speak, your voice is scratchy and deep, and you use as few words as possible. Despites what most people think, you’re intelligent and discerning, and given to a VERY dry humor. You discern enough to see the spies around you. You take the advice of both Reiko and Sun Wenhui to heart.

Although weary of constant battle and bloodshed, Black Rain is not afraid to defend himself and over the years has become a brilliant tactician. If Black Rain possesses any real faults, it is that many other Same-Bito feel he has grown soft and deep inside he believes them, and when push comes to shove, he generally turns the other cheek to small infractions committed by Same-Bito in his region. This is not true with the other shifters, however...

Home: The Nest of Life and Renewal.

Secrets: In all your years, you have unearthed too much wisdom for your comfort. Your most important secrets are twofold, and are related. You know that the Nezumi are readying something. Probably, they know that you know. You doesn’t have a clue about what it is, but are prepared for the worst. You know that it’s practically impossible for your rivals to know of the other Same-Bito that have relocated themselves near the nest, but you have taken measures to make them look like your enemies. When you say that you have two best friends, you are lying. You have a third friend, one who is near you and has no name.

Influence: Black Rain Falls has almost ultimate command of Shanghai’s Xiong Ren.  Despite the rumors about him that circulate behind his back, he stands as the unabated leader of the local Beast Court.

Breed: Tangaroa, Auspice: Lantern (Mediator), Tribe: Same-Bito, Nature/Demeanor: Leader/ Survivor

Stats: Physical: Strength 4, Dexterity 4, Stamina 4, Social: Charisma 4, Manipulation 4, Appearance 3, Mental: Perception 3, Intelligence 3, Wits 4

Abilities: Talents: Alertness 3, Athletics 4, Brawl 4, Dodge 4, Empathy 2, Expression 2, Intimidation 5, Primal-Urge 4, Subterfuge 3, Skills: Animal Ken 1, Etiquette 2, Leadership 4, Melee 3, Seafaring 3, Stealth 3, Knowledges: Enigmas 3, Investigation 2, Linguistics 3, Medicine 1, Occult 2, Politics 2, Rituals 3

Backgrounds: Allies 5 (all the Same-Bito in the region), Remora 5

Gifts: (1) Killing Bite, Teeth of the Skin, Gulp, Eyes of the Wound, (2) Strength of Purpose, Shagreen Skin, Unsea’s Blessing, Courtly Speech, (3) Consume Taint, Shark’s Bones, School’s Fear Wriggling Teeth, Waking Dream of Unity, (4) Kun’s Maw, Relentless Hunt, Part the Veil, Rites: Talisman Dedication, Rite of Rokea Blood, Rite of the School’s Wisdom, Rite of Feeding the Ghosts, Journey’s End. All the Punishment Rites up to Rank 3.

Rage 7, Gnosis 4, Willpower 8, Rank: 5

Fetishes: Net of Vengeance.

Nezumi Reiko, the General

Background: The granddaughter of the great matriarch of clan Nezumi, Reiko was born under the careful supervision of a Nezumi father and a human mother. She was immediately taken away to start training and being bitten with the birth plague as soon as possible.  Reiko had been grown for war. She killed her first opponent to greater glory of the clan at eight, prior to her first change. She was given strange things created by the greatest Shadow Seers of all Asia to make her even bigger than the normal Nezumi warrior. She was carefully trained in her grandmother castle about all the things that could harm a living being. 

Reiko’s unforeseen ability at diplomacy shocked her elders, given her upbringing. After all, she only killed two Nezumi and a dozen of human Kinfolk when she was informed that she was to be sent to join a mixed sentai under the orders of a Same-Bito. In fact, she was pretty calm after the finest of her grandmother's Knife-Skulkers “convinced” her of the wisdom of the Matriarch. She went there, with only one thing in her mind: to find a quick excuse to kill her “brothers” as soon as possible.

Black Rain Falls more than exceeded her expectations.  Reiko quickly became friends with both her leader and Sun Wenhui, the Kitsune. She even tolerated the other two. She was happy, and learned a lot about self-control from them. As the Hakken always told her, she learned to control her temper. She combined that with her grandmother’s teachings of eidetic memory. No one has offended her and survived. They have lived a day, a month a year... it’s no matter. They keel over sooner or later.

When the Hakken and the Tengu fell, Reiko was hurt, but not deeply. She devoted all her energies to save the members that mattered of the sentai. It was an easy choice, after all, to save her both friends over her two companions, but it was a choice she never talks about.

Lately, the normal disloyalty of the Asian nests to her grandmother’s and her own interests has greatly perturbed her. She doesn’t know how Black Rain Falls gained info on the Nezumi Warren, and she doesn’t care. If anything menaces her nest... they will simply die. Now, if they can first free her of those annoying hsien…

Description: Reiko’s unique combination of bulk and height fools most first time onlookers.  Is it male? Is it female?  Is it even remotely human?  It's difficult to describe her as "pretty" although she has certain charisma. Her hair is short and roughly cut, making it a bit irregular. Reiko allows it to grow in whatever way it wants. She is moderately clean, which makes her one of the cleanest Nezumi around here. No one jokes about that, at least anyone who wants to sleep with all his teeth.

Roleplaying Hints: You have a bad temper, although you are not stupid. You have learned a lot about self-control all this years, but sometimes it is not enough. You never forget an offense, no matter how small, and always repay them with a greater one. But you are the kind of person that machinates your revenge slowly, and you’re always difficult to predict. You have only two friends, and never, ever, have need of more.  Right now, you are torn between your loyalty to your Black Rain Falls and the Nezumi Warren, the decision of which to side with will be a difficult one when the time comes.

Home: The Nest of Life and Renewal

Secrets: When you need to know a secret, you ask for it from your grandmother. When you need it, however, is to avenge an insult on you. Few have lived through your revenge.

Influence: Reiko has moderate influence throughout Shanghai and the Ratkin Warren.  But she has the most power at the Nest of Life and Renewal, being the army’s general, second only to Black Rain Falls.

Breed: Homid, Auspice: Fist (Warrior), Tribe: Nezumi, Nature/Demeanor: Fanatic/Fanatic

Stats: Physical: Strength 5, Dexterity 4, Stamina 5, Social: Charisma 3, Manipulation 3, Appearance 1, Mental: Perception 3, Intelligence 2, Wits 3

Abilities: Talents: Alertness 3, Athletics 4, Brawl 4, Dodge 5, Empathy 1, Intimidation 4, Primal-Urge 3, Streetwise 1, Subterfuge 2, Skills: Etiquette 1, Firearms 4, Melee 5, Stealth 4, Survival 4, Knowledges: Enigmas 1, Linguistics 3, Occult 2, Politics 1, Rituals 1

Backgrounds: Colony 5 (Japan), Mentor 5, Plague 5

Gifts: (1) Cloak of Shadows, Resist Toxin, Shadow Throw, Cooking, Resist Pain, (2) Spirit of the Fray, Rat’s Teeth, Snitch, Courtly Speech, (3) Backbite, Stocking Fury’s Furnace, Rite: Rite of the Pain-Dagger

Rage 5, Gnosis 5, Willpower 7, Rank: 4

Sun “Ghost Eyes” Wenhui (Literate wisdom)

Background: From an early age Wenhui was interested in the mystic arts.  He was apprenticed to a fang shih early on and has become a respected practitioner himself.  In addition to Feng Shui, Sun learned from his mother various Taoist arts, which served him well in his old sentai.

During the times he was away from his mother, he read extensively from the famous Asian tacticians, Sun Tzu, Cao Cao and Zhuge Liang.  Sun will even claim to have spoken to Master Sun’s spirit on one occasion.  All of this reading was put to the test during the war for Shanghai.  After an initial error, Sun Wenhui flawlessly executed many battle plans.

Unfortunately his tactical brilliance could not save all of the Changers.  Seeing this as a personal failure, Sun delved into darker magics and became nearly obsessed with protecting the dragon nest on the island.  Using Feng Shui and spirit bindings he has erected numerous defenses around the nest.

He is now troubled by strange dreams of him standing on the top of the island, which is now barren, with a mutilated crane at his feet.  Sun is trying to puzzle out the meaning of this dream and is considering going to the hsien for help so as not to show weakness in front of his sentai.

The changing of the dragon nest’s nature has disturbed Wenhui even further.  It seems that someone is using advanced Feng Shui arts that he cannot discern.  He is truly up against something powerful.

Description: Ghost Eyes appears a mid-thirties, gaunt Han Chinese man.  The major distinguishing feature about him is his mismatched eyes (one brown, one green).  Wears his hair short and has glasses.  At court, he wears traditional robes of a Taoist sorcerer.  In his fox form he has dark red fur and the black marking are turning purplish, while his tail tip is starting to glow a pale green/white.  This is due to his strong association with Yin energies.

Roleplaying Hints: You are the spiritual guardian of the nest and must defend it at all costs.  The sudden strengthening of the nest is worrisome; as you had not planned this and the shift in the Chi flows show a definite unnatural tampering with the Feng Shui of the area.  Perhaps your delving into darker magics has triggered this, but in the aftermath of the Kuei-jin war you cannot afford to leave the nest nor abandon your studies of the hells.

Home: The Nest of Life and Renewal, 24/7.

Secrets: If Wenhui continues on his path of study without asking for outside help either from the Zhong Lung or other wizards, he is well on the road to finding a copy of the Broken Winged Crane.

Influence: Wenhui has little influence, except that he is a member of the fabled Swift Retribution sentai.  He prefers it this way, seeing followers as getting in the way.

Breed: Shinju (Metis), Auspice: Doshi (Sorcerer), Tribe: Kitsune, Nature/Demeanor: Fanatic/Sage

Stats: Physical: Strength 2, Dexterity 3, Stamina 2, Social: Charisma 3, Manipulation 4, Appearance 2, Mental: Perception 4, Intelligence 5, Wits 4

Abilities: Talents: Alertness 3, Intimidation 4, Primal Urge 3, Subterfuge 2, Skills: Animal Ken 2, Etiquette 4, Knowledges: Enigmas 5, Investigation 2, Linguistics 3, Occult 4, Rituals 5

Backgrounds: Ancestors 3, Go-en 1, Library 4, Resources 2

Gifts: (1) Flow of Aura, Mindspeak, Scent of the True Form, Sense Wyrm, Spirit Speech, (2) Blood Omen, Command Spirit, Ghost Speech, Imperial Authority, Past Whispers, Sense Imbalance, (3) Distant Whispers, Exorcism, Wisdom of the Ancient Ways, (4) By the Light of the Moon, Scent of Beyond, Ju-Fu Gifts: (1) Lantern, Paper Speech, (2) Eyes of the Wall, Labyrinth, (3) Banishment, (4) Walk, Disciplines: Feng Shui 1, Rites: Rite of Feeding the Ghosts, Rite of Quiet Burial, Rite of the Opened Way

Rage 4, Gnosis 6, Willpower 7, Rank: 4


Xia Kaili (Triumphant Strength)

Background: Kaili fought all of his life against the Centipede, joining the Beast Court immediately after his first change.  In addition to that he has done his filial duty and sired a son who went on to be a Kitsune as well.  The death of his wife during his son’s birth finally took the fight out of him and so he settled down for many years to teach the next generation how to carry out the battle against the Centipede.

His years of peace went smoothly, as he was easily able to adjust from a brutal warrior to a Buddhist monk.  But the intensity of the recent events has prompted his return to active duty instead of remaining to guard the nest.  He is responsible for traveling back and fourth to the dragon nest on the island and establishing ties with the local hsien still in Shanghai. 

Description: An older Chinese man with a shaved head and rippling muscles, known for wearing the robes of a Buddhist monk.  A very large man, who is heavily scarred. 

Roleplaying Hints: You grow restless and feel that a more active stance is needed to defend against the Kuei-jin, while the other hengeyokai want to protect the precious dragon nest.  The Emerald Mother has asked much of you and you have given it all willingly but the loss of your wife was almost too much to bear.  Now, you are looking for someone to take out your frustration on and you’re hoping it’s those who are manipulating the dragon nest.

Home:  Kaili spends equal time between the Nest of Life and Renewal and the Jade Buddhist Temple where he used to live.

Secrets: Having strolled the city on several occasions in search of his grandson, he has many run-ins with Shanghai Tongs.  He has discovered that many Daitya work with these Tongs and just happen to be in areas where he is told has bad Feng Shui.  Could it be their fault?

Influence:  The name Xia Kaili is well-known throughout the city, yet many still take him for the passive monk, while he is in full warrior mode.  Each person that crosses his path in battle spreads the news to the next. 

Breed: Kojin (Homid), Auspice/Path: Eji (Warrior), Tribe: Kitsune, Nature/Demeanor: Sage/Bravo

Stats: Physical: Strength 5, Dexterity 3, Stamina 4, Social: Manipulation 2, Charisma 3, Appearance 2, Mental: Perception 3, Intelligence 2, Wits 3

Abilities: Talents: Alertness 4, Athletics 3, Brawl 3, Dodge 3, Primal-Urge 4, Skills: Etiquette 1, Leadership 3, Meditation 2, Melee 4, Knowledges: Enigmas 2, Linguistics 2, Lore: hsien 2, Medicine 2, Occult 2, Rituals 1

Backgrounds: Clan 3, Go-en 2

Gifts: (1) Razor Claws, Resist Pain, Smell of Man, Falling Touch, (2) Enduring Warrior, Spirit of the Fray, Staredown, (3) Song of Fear, Weak Arm

Rage 4, Gnosis 5, Willpower 8, Rank: 3

Burnt Whiskers, Xia Ronghuang (Proud and sparkling)

Background: Ronghuang is the grandson of the famous warrior Xia Kaili and has currently gone missing. Unlike his grandfather, Burnt Whiskers had very little discipline and was continuously poking his nose into all sorts of hornets’ nests.  He grew up and behaved very much like his personal name implies, he was quick-witted, very proud and, at many times, foolish. 

As a Dreamweaver, he was trained to be an envoy to other hengeyokai nests and hsien courts.  His first assignment was to the local hsien court located in Yu Yang Gardens, but he never arrived there, and no one can locate him.  His grandfather is upset that Xia Ronghuang has abandoned his duties to go off on some lark but the rest of the nest, who has trained him and has seen him mature a bit, believes some other supernatural faction has interfered.

Description: A rather attractive young Chinese man in his early twenties.  He usually wears clothes of the western “hip hop’ style, not uncommon of the youth in Shanghai.  Usually though, he is seen in his fox form which has a bright red pelt.

Roleplaying Hints: Your mother named you Sparkles Like Dew when you were whelped.  Your name changed just after you did when an exploration trip into Shanghai went awry and a dare, from another new Kitsune, and a lantern “earned” you this deed name.  You took it all in stride and decided to wear it as a badge of honor and a symbol of your curiosity. You were and still are constantly poking into things, whether it is an interesting hole or human affairs.  You spend as much time in the city as possible and avoid the nest, mainly because Sun Wenhui gives you the willies.

Home: Burnt Whiskers has no set home.  He bunks with strangers, sleeps on the street or stays with friends most of the time.  A chaotic lifestyle by most elders’ opinions.

Secrets:  You saw some strange events concerning people wrecking a neighborhood.  Unfortunately no one knows that you have seen this and with you abduction it is likely to remain this way.

Influence: none. He’s just a messenger boy.

Breed: Roko (Lupus), Auspice/Path: Gukutsushi (Dreamweaver), Tribe: Kitsune, Nature/Demeanor: Thrillseeker/Gambler

Stats: Physical: Strength 2, Dexterity 3, Stamina 2, Social: Charisma 4, Manipulation 3, Appearance 3, Mental: Perception 3, Intelligence 2, Wits 3

Abilities: Talents: Alertness 2, Athletics 3, Brawl 1, Dodge 3, Empathy 1, Expression 2, Primal Urge 2, Streetwise 3, Skills: Drive 1, Etiquette 1, Performance 2, Knowledges: Enigmas 1, Linguistics 3, Occult 1, Politics 2, Rituals 1

Backgrounds: Allies 2, Contacts 2, Resources 1

Gifts: (1) Clear the Mind, Cricket Leap, Open Seal, (2) Ten Chi

Rage 2, Gnosis 5, Willpower 6, Rank: 2

Through the Shades of Memory

Background: What can be said of the Tengu who rose to heights of Glory and Honor, only to fall crashing back down to earth? One could tell tales of his exploits exposing the plans of the Kumo, Goroku the Terror; one could sing praise of his deeds in the battle to flush foreign Vampires from the shores of Taiwan. The exploits that led to his status as a veritable living legend only serve to highlight Memories Shade’s sudden, precipitous fall from grace.

It began with stories of an increase in the war between Kuei-jin and Kin-Jin on the battlefield of India. Eager to strike a blow for the Emerald Mother, mighty Sun Wing Vengeance of the Unconquered Sun sped to Calcutta to lay waste to the enemies of the planet. It was there that cockiness brought the legend low.

During a battle with an illusion crafting bloodsucker, Sun Wing was wounded gravely enough to need to seek shelter; he found it in an old abandoned temple, only to discover it wasn’t as abandoned as he had thought. The temple turned out to be the home of a Follower of Set, one with a powerful grasp of Dominate, Presence and magics so foul they could raise the dead.

For almost two years, Sun Wing was possessed by the powers of the Elder, and he fought battles on behalf of the crafty ancient, unable to regain command of his faculties, so bewildered and enchanted was he. Sun Wing battled Kuei-Jin, Kin-Jin, mortals, and other shen all at the behest of his beloved new master, sliding ever further away from the way of the Emerald Mother. That is, until his overseer fell in a battle to a perceptive and cunning Bagheera. 

With the help of the Bagheera’s mysticism and Gifts, Sun Wing shook off the effects of the Elder’s powers and returned to China. In disgrace, humbled before his peers and driven by vengeance, Sun Wing took on his new name and threw himself into battle with the bloodsuckers with more passion than ever before, followed by a flock of Tengu who both admired and feared, respected and despised him. He who was once Sun Wing sought to cleanse the Emerald Mother of the blight of Leeches.

Calls to contain the aging Tengu’s rage were unheeded, and tensions with the Beast Court from the Kuei-Jin and other shen began to increase, as well as a division amongst the Tengu themselves. Those who sought to remain messengers and those who sought to take the Sun’s vengeance to the Kuei-jin. After the death of one of the young moderates at the hand of the Mokole brute, only the Sun’s Retribution flock remained, fighting on in desperation.

After almost seven years of continual battle and bloodshed, all that remains of the flock is what is left of Sun Wing, or Through the Shades of Memory as he is called now, and he has retired to the nest to build a new flock.

Description: Old, ugly, battle-scarred, and wiry to the point of emaciation, he is rarely seen in Homid form, instead preferring the form of his birth, a ratty, scarred raven with bal patches and two evil red eyes.

Roleplaying Notes: You have nothing left; not Glory, not your dignity, not even your legends. Deep down inside, you know it was your own stupidity and arrogance that got you into this mess. But unable to accept that, you instead blame Vampires, Chinese or western, it doesn’t matter.  In your eyes, they are all the same and you live for nothing more than to utterly destroy them. You will ally with anyone, sacrifice any ideal and risk everything to destroy these vermin. Act tough, because you are, you have survived the best the bloodsuckers have thrown at you. You are tougher than nails and meaner than a rattlesnake. There is nothing left for you except vengeance, and that hurts more than any battle wound.

Home: He calls no one place home, but can be found at the Nest of Life and Renewal on many occasions.

Secrets: He knows the young Zhong Lung was the one who wronged him and he awaits his day of vengeance, even if the little shit thinks they are friends now.

Influence: He is feared more than anything, but many younger Changers will obey him because of Rank alone. 

Breed: Corvid, Auspice: Fist (Warrior), Tribe: Tengu, Nature/Demeanor: Curmudgeon/Bravo

Stats: Physical: Strength 2, Dexterity 5, Stamina 4, Social: Charisma 2, Manipulation 3, Appearance 1, Mental: Perception 5, Intelligence 3, Wits 4

Abilities: Talents: Alertness 4, Athletics 3, Brawl 5, Dodge 5, Flight 5, Primal-Urge 3, Skills: Animal-Ken 3, Firearms 1, Leadership 1, Melee 2, Stealth 4, Survival 4, Knowledges: Enigmas 3, Investigation 4, Linguistics 2, Occult 3, Rituals 3

Backgrounds: Other Peoples Secrets 3, Umbral Maps 4, Contacts 4

Gifts: (1) Enemy Ways, Open Seal, Scent of the true Form, Truth of Gaia, (2) Carrions Call, Razor Feathers, Sky’s Beneficence, (3) Dead Talk, Eyes of the Eagle, Hummingbird Dart, Mynah’s Touch, (4) Bloody Feather Storm, Rites: Rite of the Suns Bright Ray

Rage 6, Gnosis 5, Willpower 7, Rank: 4

Fetish: Sliver of Helios (Pg 86 Corax)

Po Hung, Rending Talons of the Blazing Sun

Background: In the Beast Court, Zhong Lung are viewed as wise, powerful and intelligent leaders, creatures of deep spiritual understanding and grace. Growing up in this environment, many Zhong Lung develop complexes, striving to live up to the ideals they are constantly faced with. Most succeed. On occasion though, being constantly bombarded with tales of Zhong Lung greatness, being one of the most powerful of shen and having entire courts pay attention to your every word, well, it has its drawbacks. Hung is one of those rare Zhong Lung who has fallen prey to delusions of grandeur, he is neither intelligent, nor wise, but, born with an amazingly powerful spiritual essence, he has been groomed to be legend in his own right, and it has gone straight to his head.

During lessons he rarely paid attention. After all he was already a legend in his own time.  He derided those of lesser spiritual power, mocked with less physical power and believed himself to be more intelligent than those he came across.

Sadly, his large size and rich parents had helped create a self-obsessed juice monkey and the court’s pandering only strengthened his malignant narcissism. Hung is a bully, plain and simple. Convinced of his own strength and greatness, he pushes around those he deems not worthy of his respect and has even killed a gentle Tengu for deriding his ‘supposed superiority’, driving away what remained of the moderate Tengu faction.

There seems to be only four people he fears and respects, the aging Tengu, Black-Rain, the Nezumi war leader, and the Nezumi gangsta. At one point every one of these souls has taught the arrogant Zhong Lung a lesson. Deeming them ‘worthy’ of his respect, Rage goes out of his way to treat each of them with respect, listening closely to what they have to say, and he follows Memories Shade’s out on his hunting trips.

Description: A large, muscle bound, roughly attractive Chinese man, he has a large sparkling smile and long glistening black hair, his skin is free of blemishes and he keeps his body hairless. He walks with a swagger, talks with confidence and tends to unconsciously strike ‘impressive’ poses. He dresses in clothing that shows off his physique and enjoys admiring his own reflection.

Roleplaying Notes: There is nothing in the world greater than you, as one of the great Middle Dragons. You were born to greatness, with spirituality unlike any other. You have never lost a battle, merely…..strategically withdrawn. No one is better looking, smarter, stronger or deadlier than you. You have heard how great you are all your life and you have come to accept that fully and completely, to the point of malignant narcissism. You don’t think of yourself as a hateful or cruel person, but, sometimes you gotta break a few eggs…  When in the presence of someone who has proven their strength or prowess over you, be ingratiating, smile and hang on their every word, after all, if they are almost your equals, you can learn from them…even if only a little.

Rough around the edges and crude of humor, your world consists of you talking about yourself, flexing, and hitting things that irritate you. You rarely think your actions through in advance and the consequences of your temper tantrums are likely to catch up to you one day.

Home: The Nest of Life and Renewal, constantly watched by higher ups.

Secrets: none.

Influence: Only over those with less power than him, but he is little more than a bully.  He is not a leader.

Breed: Homid, Auspice: Fist (Warrior), Tribe: Zhong Lung, Nature/Demeanor: Bully/Bravo

Stats: Physical: Strength 5, Dexterity 2, Stamina 4, Social: Charisma 1, Manipulation 1, Appearance 4, Mental: Perception 3, Intelligence 2, Wits 2

Abilities: Talents: Alertness 1, Athletics 4, Brawl 4, Dodge 3, Intimidation 4, Primal-Urge 1, Skills: Drive 2, Firearms 2, Melee 3, Survival 2 , Knowledges: Linguistics 1, Occult 1, Rituals 1

Backgrounds: Kinfolk 4, Mnesis 1

Gifts: (1) Razor Claws, Bellow, Falling Touch, (2) Silver Claws

Rage 4, Gnosis 7, Willpower 5, Rank: 2

Ming Yu'an, the Lady of Pestilential Memories, Knife in the Dark

Background: Ming Yu'an was a washerwoman's daughter, born into poverty in the early twenties, sharp witted and beautiful; she managed to pull her life out of the gutter. By seventeen she was working as a secretary in a local library and being courted by a handsome young soldier.

That’s when it all went wrong. A case of malaria drove her to the brink of death and the Birthing Plague took over, returning from the edge of death, Yu’an was horrified to discover her job lost, her fiancé married and her life in the gutter. It wasn't long before another Nezumi discovered her as she scrambled through the garbage heaps in search of food and shelter, and upon joining the Warren, she felt at home for the first time in a long time.

Her beauty and wit made her the ideal choice to act as a go-between from the Warren to the Beast Court, and her drive and loyalty only made that choice more obvious as the years passed by. In the late sixties, after almost thirty years of Tunnel Running and mediating for the Warren, Ming Yu'an, Knife in the Dark, stepped up and quickly took the reigns of power. For years, the Beast Court’s passive stance towards the human population boom had allowed Shanghai to grow in bounds and leaps, and despite the pleading of the Nezumi, the court refused to allow any action to be taken.

Realizing that by the time the lethargic court allowed the Nezumi to act it would be too late, Ming, now the Lady of Pestilential Memories, began to shape the Warren into an army of fanatical terrorists, ready to unleash hell upon her command. The plan began by increasing the Warren’s population, and then by training newly Changed Nezumi daily, using a select few as she had once been used. The Lady kept the Warren’s growing population a secret, rightly realizing the court would react negatively.

As the years passed, and Shanghai was torn up and rebuilt again and again, the Lady constantly pushed at the court to allow her to enact a Low War, and each time she came away bitterly convinced that she would have to act on her own.

Now as the final stages of her plan settle into place, the Lady still visits court and still pleads her case, as the answers stay the same, she plans for the inevitable, a coup.

Description: In her human form, the Lady is an iron haired old Chinese woman, and yet, through wrinkles, and the burden of years, one can see a hint of the beautiful young woman she once was. Her voice is sharp and she is used to being obeyed, proud and haughty. She speaks bluntly and caustically. In Rodens, she is a black rat with brown eyes and slowly graying fur.

Roleplaying Hints: You are tired and bitter. Humans run this world into the ground and the court do nothing but watch the Ages go by.  Every year you try and gain the court’s support for a Low War and every year you are turned away. Be forthright, nothing worth saying needs be hidden behind fruity words, and while you are blunt, you are not above subterfuge when necessary, a fact that is obvious to those whom you deem intelligent enough to play chess against (an addiction you picked up many years ago). 

Home: Once a Tunnel Runner, always a Tunnel Runner. The Lady stays in the Warren, but rarely if ever sleeps in the same location twice, and her possessions are scattered through a series of holes and crevices within the Warren.

Secrets: As Queen of a massive Warren of Nezumi, there is very little in Shanghai that goes down without the Lady learning of it. She knows of Black Rain Falls and Storm Rider’s collaboration in the human smuggling business, is aware of the Tremere interest in a certain slum and another certain suburb, and is one of two people who know the full impact of her plans.

Influence: She possesses no political influence in court or in human society, but is the end all, be all within the Shanghai Warren.

Breed: Homid, Auspice: Tunnel Runner, Tribe: Nezumi, Nature/Demeanor: Judge/ Curmudgeon

Stats: Physical: Strength 2, Dexterity 4, Stamina 3, Social: Charisma 3, Manipulation 4, Appearance 2, Mental: Perception 4, Intelligence 4, Wits 4

Abilities: Talents: Alertness 3, Athletics 2, Brawl 2, Dodge 4, Empathy 3, Expression 2, Intimidation 4, Primal-Urge 3, Streetwise 3, Subterfuge 4, Skills: Animal Ken 1, Etiquette 2, Firearms 1, Leadership 5, Melee 2, Performance 2, Stealth 4, Survival 4, Knowledges: Enigmas 3, Investigation 3, Linguistics 1, Medicine 1, Occult 3, Politics 2, Rituals 4

Backgrounds: Colony 5, Contacts 5, Fetish 4, Plague 3, Resources 2

Gifts: (1) Scent of the True Form, Dark Sight, Persuasion, Silent Running, Cloak of Shadows, (2) Crawling Chaos, Urban Camouflage, Mother's Truth, (3) Second Sight, Bolt!, (4) Mind of the Tunnels, (5) Riot, Rites: Rite of the Bolthole, Rite of the Birthing Plague, Rite of Artifice Dedication, Contract Rite, Rite of Crash Space, Rite of the Purified Body, Rite of Warding, Rite of Plague Genesis, all Punishment Rites up to Level 4.

Rage 4, Gnosis 6, Willpower 7, Rank: 5

Fetishes: Nezumi Kite

Tak Hung, Iron Fist, Keening Cry of Vengeance

Background: Tak Hung has lived a life of violence and excitement, from a numbers runner as a child, to a Nezumi Warrior fighting and killing in the name of the Beast Court. Both a gangster of renown as well as loyal servant of the court, this charming, suave and smooth Nezumi is well liked and respected by those who know him personally.

From the day of his thirteenth birthday when he came down with a flu that nearly killed him, until now Iron Fist has pushed himself to the limit in everything, constantly seeking to both better himself and the image of the Nezumi in the court’s eyes. A well-versed poet and scholar, as well as ruthless warrior and cunning strategist, he seeks excellence in every way.

What is not known to the court is that Tak is one of the Lady's closest confidants and most loyal servitors, and is one of three Nezumi who has an idea of the full impact her long ranging plans will have.

In court, he supports his Queen as he should, but projects a position of conservative preaching moderation. This image has allowed him access to meetings that otherwise would have been barred to another fanatical Nezumi, and through him, the Lady also hears these meetings.

While Tak serves both the court and the Lady, he still manages to also find time for his three favorite hobbies; diving, drinking and sex. When not on the job, he is either strapping on diving gear, hitting the clubs or taking another beautiful woman home for a night of ecstasy. Until recently, Tak was part-time guardian of the Kitsune pup 'Burnt Whiskers' and was often seen clubbing and partying with the curious youth, a partnership that started as a favor to the youth's Grandfather and turned into a genuine friendship.

Tak has begun a search for the missing Kitsune, and would reward handsomely anyone who could provide information to the youngster’s whereabouts, and should the boy be dead, the full anger of a raging Nezumi Warrior will fall upon the fool who took his life.

Description: Tak is a very good looking Chinese male, hair cut stylishly to his shoulders and dyed red at the bangs, liquid brown eyes and a dashing smile showing off pearly white teeth. Broad shouldered and extremely fit, he dresses to show off his body to the maximum and never fails to draw the eyes of many woman (and men) when he enters a room. His personal charm and grace draw people in and his flamboyant personality and confidence trap them there. In Rodens, he is a black and brown rat with black eyes.

Roleplaying Hints: Be charming, but not obnoxious. You generally enjoy your life and look forward to every new challenge, when you hear of a new thrill you haven't yet tried, try it. You play the role of moderate in court and ruthless gangster on the streets, both of these are you, and both of these serve the Lady always. Your one true passion is diving. In the deep waters the calm and silence give you a peace not usually achievable by the Rage pumping through your veins. It is this passion that has made you a friend of both Storm Rider and Black Rain Falls, a fact that astonishes many members of court.

Home: Tak has a series of living spaces, both for his human persona, his court persona and his Nezumi life. The most commonly used, though, is a shack located along the coastline a half hour south of the city.

Secrets: Although not nearly as knowledgeable as the Lady, Tak is very well informed in the city's goings-ons, including the Suijen deal with Storm Rider to sink certain ships as well as Storm Rider and Black Rain Falls’ hand in the smuggling.

Influence: Well known, well liked, but has no real influence among the hengeyokai.

Breed: Homid, Aspect/Auspice: Warrior/Fist, Tribe: Nezumi, Nature/Demeanor: Architect/Bravo

Stats: Physical: Strength 3, Dexterity 4, Stamina 3, Social: Charisma 4, Manipulation 2, Appearance 4, Mental: Perception 3, Intelligence 3, Wits 3

Abilities: Talents: Alertness 3, Athletics 3, Brawl 3, Dodge 3, Empathy 3, Expression 1, Intimidation 3, Primal-Urge 1, Streetwise 3, Subterfuge 1 , Skills: Drive 2, Etiquette 1, Firearms 2, Melee 3, Stealth 3, Survival 1 , Knowledges: Computer 1, Linguistics 3, Medicine 1, Politics 2, Rituals 2

Backgrounds: Contacts 3, Colony 5, Fetish 4

Gifts: (1) Cloak of Shadows, Persuasion, Resist pain, (2) Crawling Chaos, Spirit of the Fray, (3) Back Bite, Paralyzing Stare, Rites: Rite of the Pain Dagger, Rite of the Purified Body

Rage 4, Gnosis 3, Willpower 6, Rank: 3

Fetishes: Pain Dagger, Five Winds Fan (North Bound)

Nevermind, the New Plague

Background: The life of Shanghai’s most infamous Plague Lord began in the sewers. He is just one Metis among many, but as he aged, his proclivities and tendencies began to take shape, and by puberty it was obvious which path his life would be headed down. Over the years, he has murdered many animals, always enjoying the thrill of the kill. To the Warren though, he explained that each kill would be used to incubate his experiments, and so his tendencies were over-looked.

For the past seven years, Nevermind (so named because of his tendency to give up trying to explain what he is doing and just saying ‘never mind’) has been working on and off on a series of plague-bombs for the Lady, to be unleashed at strategic locations at the right time. Although still curious about everything around him, Nevermind is given to just watching in a quiet way, his glasses perched precariously on his nose.

Among the Nezumi, Nevermind is given a wider berth than the average Plague Lord, due to his tendency to try and demonstrate his latest creations. Of late, unbeknownst to the Warren, Nevermind's hunting trips have begun to focus on humans; at first, merely the homeless and unwanted.  These he ate to hide the evidence, but in the past year he has begun to add a new class of victim: children, preferably from middle to upper class homes. These he doesn't eat, he boils the flesh away, shines the skulls and sleeps with them. To say the least, Nevermind’s new hobby could become a problem if unchecked.

Description: When Nevermind takes human form he most resembles a Eurasian male of indeterminate age, with an oversized nose, beady little eyes, a receding hairline and teeth that would scare a Brit. His skin is pockmarked and disgusting, oozing and greasy, and he has a nervous twitch.  He speaks in short, fast bursts and tends to slur his words, giving most people the impression he is a crack-head or speed junkie. The truth is though, that when in the presence of just Nezumi, Nevermind is erudite, smooth spoken and sly.

Roleplaying Hints: When in the presence of strangers to the Warrens play up the hyperactive nut-job, constantly make references to diseases and rub your hands together when speaking. But when around other Nezumi from the Warren, relax, observe, and when you speak, pepper your speech with pop-culture references, and smile…always smile.

Home: Nevermind dwells in a cavern located on the outer edges of the Warren, it is here, in isolated safety, that he plays with new diseases and hosts visiting Plague Lords. Conveniently close to a sewage run-off and series of power-chords, his cave is riddled with corpses and filth, as well as radios, TVs, and magazines.

Secrets: Nevermind is the genius behind the recent upswing in virulent colds and flu, and has a collection of animal corpses incubating new and disgusting diseases to be unleashed on the Lady's command. He is also at the moment, the only person aware that he is the 'Home Snatcher' kidnapper, and he would like to keep it this way.  Nevermind also has a single secret contact in the Kuei-jin’s Hidden Economy. Yet another source of test subjects.

Influence: none

Breed: Metis, Auspice: Plague Lord, Tribe: Nezumi, Nature/Demeanor: Conniver/Deviant

Stats: Physical: Strength 2, Dexterity 3, Stamina 3, Social: Charisma 1, Manipulation 4, Appearance 1, Mental: Perception 3, Intelligence 4, Wits 3

Abilities: Talents: Alertness 2, Intimidation 2, Primal-Urge 2, Subterfuge 3 , Skills: Animal Ken 1, Melee 2, Stealth 1, Survival 1 , Knowledges: Enigmas 3, Investigation 2, Medicine 4, Occult 3, Rituals 1, Science 1

Backgrounds: Colony 5, Freak Factor 4

Gifts: (1) Poison Food, Cloak of Shadows, Sense Wyrm, Rat Mother’s Touch, (2) Dredge the spirit worlds, Blur of the Weeping Eyes, (3) Lesions, Rites: Rite of the Birthing Plague

Rage 3, Gnosis 4, Willpower 6, Rank: 3

Nintiki, the Perfect One, Chittering Terror

Background: In the Warren, when a situation gets out of hand between youngsters with hot tempers, Nintiki quells the situation. This he does merely by arriving and making himself noticed. He is neither an Elder of the Warren, nor a particularly large and threatening brute, he is simply Nintiki.  Inside the Warren, Nintiki's name is spoken with respect and awe, and is synonymous with perfection of violence and channeling of Rage.

Since his Birthing Plague, Nintiki has dedicated himself to the study of violence in all its forms, from firearms to Monkey kung fu, strategy to brutality. Nothing related to the act of War escapes his attention, and, in only six years, he has achieved results far beyond many older Warriors, though at the expense of any real social skills or political abilities. Like his esteemed friend Tak, Nintiki seeks perfection, but where Tak seeks perfection for perfections sake, Nintiki seeks perfection for the night the Warren is unleashed on Shanghai in a flood of violence and blood. It is his intention to be a General in the Lady's war, and everything he does is pointed towards that goal. Not a day goes by that he is not seen training diligently in his caverns, with sword, knife, staff, fist, foot, gun or book.

Description: In Homid, Nintiki’s image is a touch deceptive, especially for a rodent born. His handsome Asian blended face sits upon broad shoulders and a muscular frame. His hair is long and shaggy, and a scraggly beard clings to his features pitifully, but his eyes are sharp and observant, and his smile is quick and ready. Nintiki has amazingly long and slender fingers and dancers’ legs, the few human females who have seen him often find him unusually attractive, especially considering his rather dashing smile. His rat form is a rather wiry black rat with red eyes.

Roleplaying Hints: You don't speak much, mostly because you know you have a tendency to say the wrong thing and offend people, instead you merely nod or grunt to respond. Even the Queen gets only short and tense answers from you, as the fear of shaming yourself in front of her lies in the back of your mind at all times. When training, you like to listen to Classical European Composers, usually Holst or Greig. In an effort to appear as wise, like the image you put forth, pepper your speech with quotes from Machiavelli, Sun-Tzu and other famous strategists.

Home: Nintiki sleeps in his training room, in Rat form. A large cavern with a bunch of faux weapons and training gear scattered throughout.

Secrets: Practically none, he rarely ventures outside of the Warren except when accompanying another Nezumi as back up.

Influence: none.  Nintiki will never get the status he seeks, due to his total social ineptitude.  He’ll continue to fight, but his aspirations border on delusional.

Breed: Rodens, Aspect/Auspice: Warrior/Pillar, Tribe: Nezumi, Nature/Demeanor: Fanatic/Fanatic

Stats: Physical: Strength 3, Dexterity 4, Stamina 5, Social: Charisma 1, Manipulation 1, Appearance 4, Mental: Perception 3, Intelligence 3, Wits 3

Abilities: Talents: Alertness 3, Athletics 3, Brawl 4, Dodge 4, Empathy 2, Intimidation 2, Primal-Urge 3, Skills: Animal Ken 2, Firearms 2, Martial Arts 2 (Soft), Melee 3, Stealth 5, Survival 3, Knowledges: Investigation 1, Occult 1, Rituals 3

Backgrounds: Colony 5

Gifts: (1) Dark Sight, Absolute Balance, Slicing Teeth, Leap of the Kangaroo Rat, (2) Spirit of the Fray, Crawling Chaos, Rites: Rite of the Pain Dagger

Rage 5, Gnosis 5, Willpower 5, Rank: 2

Whisper of Retribution, Silent Screams

Background: Whisper is an old rat who has served the Warren though seven decades of strife and war.  He was among the first to back the Lady and fully supports her ultimate goals. At seventy-nine years of age he has seen almost everything the Middle Kingdom has to offer, from fighting Kumo in the streets of Hong Kong to tracking Wan Kuei all the way to Korea.  He has argued with Zhong Lung, debated with hsien, traveled the Yin and Yang realms extensively and even, on one occasion, sat vigil over a Nagah birthing nest.

As it stands now, Whisper is a veritable legend among Knife Skulkers. He stands as a tribute to the pride of Metis throughout the courts and will be mourned for generations after he passes away. Today, stories are often told of his legendary battles, from the tale of how he slew the blasphemous well poisoning Kumo, Blood in the Night, to how he defended a Nagah birthing nest from the assault of four snake-like Kin-jin. It was in this legendary battle he earned the huge scar on his hip, which he still declares is his best.

His motherland sprawls with the human disease, a disease that destroys the earth's very flesh, and he cries as the beauty he remembers converts to concrete. As old and tired as he is, Whisper will be at the forefront of the battle for Shanghai, ready to strike down the disease that has destroyed his beautiful home. Until that night, he rests quietly on the Lady's council, offering his advice and suggestions on any issue that is brought up

Of late, he has taken to telling stories to the youngsters of the Warren, and can often be found surrounded by a large group of young Nezumi enraptured as he spins a tale of glory and battle.

Description: Whisper is an old man. His Han features are wrinkled and weather-worn, his hair is white and wispy, but his eyes still burn with the passion of the Wyld. Even at seventy-nine his figure has a chorded strength to it that refuses to fade.  He also has a spring in his step, not slowing down all that much (as many a cocky youngster has discovered). From head to toe, Whisper is decorated with battle scars, including the one he is most proud of, a horrendous mass of scar tissue along his left hip. In Rodens, he is a gray furred rat, resembling more a mass of chorded scar tissue with randomly placed patches of grey fur and brown-yellow eyes. 

Roleplaying Hints: To be honest, you are tired. A lifetime of conflict and servitude to Mother Rat has left you worn out and bitter.  It seems nothing you have done has truly helped, as the condition of Shanghai declines daily. You are a proponent of anything that will help wipe the human population off of Shanghai’s soil, this is not to say you hate all humans, you just feel the need to reduce the population to the point where the Nezumi can again regain their original roles.

When around youngsters, you are genial and friendly, regaling them with legends of the Nezumi, and occasionally, stories of your own exploits.  It pleases you to see the size of the Warren and you are happy in its service.

Home: Whisper lives in the Warren, usually sleeping in the same room as the young.

Secrets: Much of what Whisper has learned in his travels would be valuable to many, but little affect what goes on in Shanghai itself. Other than being one of two people to know the full extent of the Lady's plans, Whisper knows little of value concerning Shanghai.

Influence: An object of admiration and respect, but has no direct control over the goings on in the Warren.

Breed: Metis, Auspice:  Knife Skulker, Tribe: Nezumi, Nature/Demeanor: Builder/Caregiver

Stats: Physical: Strength 2, Dexterity 4, Stamina 3, Social: Charisma 3, Manipulation 3, Appearance 2, Mental: Perception 4, Intelligence 3, Wits 5

Abilities: Talents: Alertness 4, Athletics 3, Brawl 4, Dodge 5, Empathy 3, Expression 1, Intimidation 3, Prima-Urge 4, Streetwise 2, Subterfuge 2, Skills: Animal Ken 3, Drive 1, Etiquette 2, Firearms 1, Melee 5, Leadership 1, Performance 1, Stealth 5, Survival 4, Knowledges: Enigmas 3, Investigation 4, Law 1, Linguistics 2, Medicine 2, Occult 3, Politics 2, Rituals 4

Backgrounds: Colony 5, Fetish 5, Resources 2

Gifts: (1) Cloak of Shadows, Dark Sight, Resist Toxin, Smell Poison, Cooking, Sense Wyrm, Rat Mother’s Touch, Sticky Paws, Truth of Gaia, Absolute Balance, (2) Crawling Chaos, Spirit of the Spiny Rat, Chitter, Stalk, Spirit of the Fray, (3) Back Bite, Squeeze, Silver Tooth, Paralyzing Stare, (4) Gnaw, Whelp Body, Open Wounds, (5) War of Vengeance, Rites: If it's level four or under, he has it.

Rage 4, Gnosis 6, Willpower 8, Rank: 5

Fetishes: Bindhi of Surya (P. 102 Nagah) this was given to him by Nartikaya whom he protected while she gave birth. Sands of Sleep (P. 125 Players Guide 2nd Ed), Bells of Rain (P. 124 Players Guide 2nd Ed)

The Sunset People

Pietro Antolini, Glass Walker Businessman

Background: Pietro is not what he thinks he is. He believes himself to be an average man, who went to university and was better than others in economics. One that has used a mix of his ingenuity and his spirit contacts to be a successful businessman, an honest man, and a defender of Gaia, or the Emerald Mother, as he now calls her. He thinks he was always fascinated by Chinese culture, and that he is a good friend of his hengeyokai buddies. This is all false.

Pietro Antolini was born in a special Kinfolk family of Glass Walkers, belonging to a group of Glass Walkers elders concerned with various important missions needed to be undertaken for the good of Gaia. These missions include the infiltration of Kinfolk and Garou agents, unbeknownst even to themselves, into locations of particular interest. Pietro is one of those agents. In fact, much of his life actually followed the script until the first Change. Soon after, he was secretly taken and heavily trained (brainwashed, to be exact) to be a perfect cover agent. Pietro’s mind in constantly manipulated, through strange rites, to the elders’ whims.

The Glass Walkers desperately seek to learn a lot more about their eastern counterparts. What are the court’s numbers? How united are they really, how are the Stargazers involved, and how strong is the Wyrm in the Middle Kingdom? Pietro was sent to find these elusive answers.  He made forays into several Chinese cities over the years, hoping to establish a contact into the Beast Court. He achieved success in Shanghai with the Nest of Life and Renewal.

Hengeyokai were terribly suspicious, so Pietro’s mind was programmed to awaken only after several years inside the alien courts.  Two weeks ago, Pietro true self resurfaced for the first time. Now, every Saturday, exactly at 12:37, Pietro is free from his “disguise” for an hour and twenty six minutes exactly. He is totally aware of his true mission at this time, and also of all the things that his false self has done. He uses that time to send the info he has obtained to his elders.

Description: Pietro is the successful Italian businessman: attractive, rich, and well dressed by the most important designers in the world. He has brown hair, and blue eyes, and is everyone’s friend.  Suspicious Kin-jin might figure him to be a Giovanni.

Roleplaying Hints: You love your new live in the Middle Kingdom, and would do anything to defend it. Even if you have to call Gaia the Emerald Mother. You love the unity of the Beast Court, and the sense of working with others for the greater good.

In your true personality, you see the courts as having the worse things of the Garou nation and all the Changers. The Ratkin are ready to kill the Rokea, the Same-Bito are ready to kill all opposition, and they simply hide under a beautiful mask. The sooner you finish this and them, the better.

Secrets: No one knows his great secret; most of the time, he doesn’t know himself. Pietro also knows a lot about the financial interests of most of the Homid hengeyokai in the island. He has enough information to bankrupt most of them, if needed. He also has detected several investors who seem to work for the Kuei-jin.

Home: Pietro lives in the upper part of the town, where he owns a rather large house.

Influence:  none.

Breed: Homid, Auspice: Mirror, Tribe: Glass Walkers, Nature/Demeanor: Caregiver/Architect (truly Conniver/Architect)

Stats: Physical: Strength 2, Dexterity 3, Stamina 2, Social: Charisma 4, Manipulation 4 Appearance 3, Mental: Perception 3, Intelligence 3, Wits 4

Abilities: Talents: Alertness 1, Brawl 1, Dodge 2, Empathy 4, Expression 3, Intimidation 1, Primal-Urge 1, Streetwise 1, Subterfuge 2, Skills: Drive 3, Etiquette 3, Firearms 2, Melee 1, Stealth 1, Knowledges: Academics 4, Computer 3, Enigmas 2, Investigation 3, Law 3, Linguistics 3, Medicine 1, Occult 3, Politics 1, Rituals 4, Science 2, Finances 3

Backgrounds: Contacts 5, Mentor 4, Resources 4, Allies 2.

Gifts: (1) Persuasion, Control Simple Machine, Trick Shot, Mother’s Touch, Spirit Speech, (2) Cyber Senses, Power Surge, Courtly Speech, Command Spirit, Rites: Talisman Dedication, Summon Spirit, Rite of Cleansing, Rite of Contrition, Rite of Binding, Rite of Spirit Awakening.

Rage 3, Gnosis 4, Willpower 7, Rank: 2

Fetishes: Gnosis bag.

Silvia Long, Bone Gnawer Ahroun

Background: Daughter of a Chinese immigrant and an Italian rail-worker, Silvia was born in Rome where she lived a rather normal life until her first change. Her parents struggled to make ends meet, so it was no surprise that the Tribe of the Bone Gnawers sought her out.

As a Ratfink, she was more active in her first years than most Bone Gnawers, fighting the Wyrm in subtle ways in her city. It was on one of these missions that she met Pietro. The young, idealistic man impressed Silvia, at least enough for her to meet again with him when he requested her help. Silvia has always been interested in investigating her family tree, as all indications point to her Garou blood coming from her mother, and so accepted the offer of Pietro of a rather long mission in China. After helping Pietro contact the Beast Court of Shanghai, she melded again with the poor, as she was not interested in being part of the Emerald Courts.

Description: Silvia is one of the many poverty-stricken people dressed in rags that are all around Shanghai, completely undetectable among others. She has dirty dark hair and never crosses eyes with others.

Roleplaying Hints: You are a damn good fighter and believe Pietro to be a good man.  You will fight for his life and your own at a heart beat. You also really care about the homeless and the dispossessed, and anyone who damages them is going to suffer... greatly.

Secrets: She knows minute things about several of the Changers in Shanghai, and the haven of one or two young Kuei-jin, but knows nothing about Pietro’s true identity. If she ever knows how she has been used, she would be upset enough to make Pietro “dissapear”.

Home: Anywhere among the dispossessed.

Influence: none.

Breed: Homid, Auspice: Ahroun, Tribe: Bone Gnawers, Nature/Demeanor: Caregiver/Survivor

Stats: Physical: Strength 3, Dexterity 5, Stamina 3, Social: Charisma 3, Manipulation 2, Appearance 2, Mental: Perception 4, Intelligence 2, Wits 4

Abilities: Talents: Alertness 3, Athletics 3, Brawl 3, Dodge 4, Empathy 2, Intimidation 2, Primal-Urge 2, Streetwise 4, Subterfuge 1, Skills: Crafts 1, Melee 2, Stealth 3, Survival 2, Knowledges: Enigmas 1, Investigation 2, Linguistics 2, Rites 1

Backgrounds: Contacts 4, Allies 3, Ancestors 2

Gifts: (1) Smell of Success, Smell of Man, Falling Touch, Resist Toxin, (2) Spirit of the Fray, Odious Aroma, Stone-Throwing Devil, I Got a Rock, Rites: Talisman Dedication

Rage 5, Gnosis 5, Willpower 5, Rank: 2

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