Synopsis What if the metis "curse" is actually that--a curse? A possibly alternate look at metis using parallels from Chaosium's Gloranthan trolls (and their trollkin curse). Secondly Umbral HeroQuesting into the realm of myth (pre-time) to break/modify the curse. Disclaimer My Werewolf:tA knowledge is poor. I haven't looked at the rules or source material for a couple of years. As such my ideas may be too much of a clash with the WoD paradigm or conversely have already been covered better. However the idea is appealing to me so maybe someone else out there might find use for it. Motivation How can it be *natural* for Gaia's defenders, the Garou, to produce the deformed Metis when they inter-breed? Obviously its not natural and a sign of external influences, Gaia's displeasure, the approaching Apocalypse etc. (take your pick). Is there anything that Garou can do to rectify the situation? Maybe. Through heroic questing (via the Umbra) into the mythic past the Garou maybe able to interact with the agents of the curse and thus modify the curse. Drawing from Glorantha 1--The Trollkin Curse Chaosium (makers of Runequest, Pendragon, CoC etc.) have an incredibly rich fantasy world called Glorantha. In particular its mythology and how that affects play are extremely detailed and evocative. One of the races of Glorantha are Trolls. Don't think of Tolkien or D&D trolls but a race of 2.5+ metre tall cave dwellers with intelligence, society, skin that is damaged by sunlight, snouts, big tusks for teeth, sonar and eye-sight and a taste for human, elf, and dwarf flesh. Trolls are big (sorry about the pun) opponents of Chaos (think Wyrm type evil/mutation) but also quite opposed to Chaos' other main opponents, the Light Bringers (long story-- look at Glorantha if you're interested). Anyway to cut a long story short (and probably take quite a few liberties :-) in the God-Time (time before there was time and all sorts of Gods and heroes ran around fighting, altering reality, and fighting) Kygor Litor, the great mother god of all Trolls (Troll society is matriacal), was cursed by a Chaos trickster god. The curse was subtle and nasty and known as The Curse of the Trollkin. A new subspecies of Trolls resulted called the Trollkin. They were horribly stunted (1-1.3 metres) parodies of Trolls and in most litters of new "baby Trolls" the Trollkin were dominant (in number). Thus Troll power has faded and faded as fewer Dark Trolls (the "true" trolls) have been born. Drawing from Glorantha 2--HeroQuesting Religion is a large part of the lives of the people of Glorantha. The Gods are real and maybe more importantly (immediate) their powers and those they grant to their followers/worshippers are real. Priests and hero/lords of a particular god wield significant supernatural and/or spiritual power, as well as possessing more mundane abilities at high skill levels. However the Gods themselves are kept separate from Glorantha via an accord (compact) which among other things created linear time. So the Gods no longer directly intervene or participate in the normal world and indeed are frozen (of sorts) in the God-Time. This is not to say that participation does not flow in the other direction... Some truly powerful mortals choose to take the mystical path known as HeroQuesting. Whether to gain further magical/spiritual power, become closer to their god in deed and thought, or even to achieve immortality, they all undertake a path of great peril and heavy spiritual symbolism (often involving the emulation of the deeds of the Gods). These HeroQuesters walk the mythical path that follows the deeds of heroes or Gods/spirits of legends. By copying their deeds they acquire something of the aspect of the being they are copying. The common elements of these HeroQuests seem to be the following: 1) Ritual preparation--mental, spiritual and physical cleansing. 2) Travel--entering a realm other than the normal (Glorantha) and travel there in. 3) Encountering and Surmounting Challenges--this is the heart of the HeroQuest. The challenges maybe physical/spiritual/ ethical etc. but often also have a symbolic component. The encounters are tied to the purpose of the HeroQuest and this is achieved (getting the encounters quested for) by the ritual preparation and travel. 4) Return Changed--the HeroQuester returns to their home/community often bringing something back or being changed by the experience. For example (total fabrication not drawn from Glorantha), Watanashu is the tribal head of a large mountain village beset by a sudden (unnatural) wasting sickness. Watanashu is a priest of Kulnori a God thats major aspects are Wisdom and Knowledge with minor aspects of rulership and healing. One of the myths relating to Kulnori is that he defeated Araneza the mistress of disease in a game of wits and as prize learned many healing arts from her. Watanashu, being old and wise but powerless to combat the disease, decides to HeroQuest and attempt to emulate Kulnori's triumph over Araneza in the hope of gaining a cure to save his villagers. Fasting and meditating on his quest, Watanashu completes his ritual on the night of the third day and steps into a roaring bonfire, instantly disappearing from sight. He enters a blighted, darkened realm (representative of the blighted village) and is soon beset by mishappened, red-skinned, pot-bellied creatures that are the disease attacking the village. Using a combination of magic and long dormant combat skills Watanashu easily defeats the creatures. However they quickly re-animate and attack again to be once more slain. This is Watanashu's first real test and is of Wisdom. He cannot defeat the disease simply by combating its minions and must seek its source. Realising this Watanashu flees the village environs and follows the tangible trail of waste across the landscape. His travels take him through further adventures such as being forced to adjudicate the dispute between two entities that are blocking his trail (a test of Wisdom, Knowledge, and Rulership) before Watanashu finds a shriveled man with a huge mouth sitting in a wasteland of rocks while playing a game of chance and being endlessly fed by a sea of the disease creatures. Seeing violence will not succeed Watanashu is forced to challenge the being to a game with his life (just as Kulnori has done) as the stake. Through luck, wisdom and knowledge Watanashu must defeat the disease being and return with a cure (maybe an endlessly flowering plant, or a seed, or...). Tying it all in with Werewolf OK, the parallels between the curse of the trollkin and the metis curse should be fairly clear. If an appropriately mythical explanation is found for the metis curse we're all set for the second stage. Possible alternate explanations are: A great council/moot of other shapechangers angry at the Garou's "uppity" ways and who either perform a great ritual or petition Gaia directly, Or maybe a great Wyrm curse from the past. HeroQuesting in the Werewolf sense is entering the Umbra and most particularly those challenging/dangerous parts of the Umbra that correspond to older legends and myths-->when things were more vibrant, deadly, magical, and heroic. This region of the Umbra must reflect and preserve (possibly in symbolic form) the legends of the great heroes of the Garou and indeed all of the Garou's mythical world-view. The Heroquester then enters that old legend, re-enacting the role of one of the protagonists and by a sort of sympathetic magic acquiring (possibly permanently) some of the characteristics of the being imitated. Alternatively, and far more rarely the legend can be entered and a change made and this change may affect "reality". Of course its *very* hard to alter a legend... Story Example:- Star-Crossed Lovers Two Garou are in love. Their love is deep and strong and pure in a world where all else seems flawed. However by Garou law such a relationship cannot be...unless they can change the very reason for the law. The two Garou must Heroquest to change the very Metis curse. The tone should probably be bittersweet and almost like a lovers' suicide (its is *extremely* unlikely that they'll succeed); sort of a Swansong ("...our only chance: it is better to die together than live apart..."). Depending on your chronicle's rationale for the Metis curse the quest might go like the following: * characters research history of curse * characters enter Umbra to find time/place of curse * various encounters, thematic and strange - longtime enemies, members of rival clans, strange Umbral residents. * the characters find the great shapeshifter council/moot which enacted the metis curse - players must defeat/get-past the guardians - characters must plead their case before the entire council The pleading before the big council would be the heart of the matter. Here are two representatives of the very species that has been oppressing them and come to ask "for another chance". The council members are no doubt justifiably stern and have little empathy for any troubles of the garou. This is a great opportunity to "put the garou as a species on trial" and have the characters have to defend them and even justify all their excesses etc. In the end (for my chronicle at least) the woes and bitterness of the council are too real and justifiable for them not to enact their curse. However *if* the characters can capture the empathy of one or two of the council members (and here the load is on the storyteller to create real, distinct and interesting council members who will react to the characters in different ways) then maybe they alone will be excluded from the curse and be able to raise a "normal" [Crinos form with no deformity?] garou child. --------- Well, this has become incredibly long and yet I seem to have said little. I don't even know for sure whether WW has already covered this idea or whether anyone will find it useful. I welcome comment, suggestions, and responses to the above. Spike Bun Bu RyoDo -------------------------------------------------------------- Dr. Michael Barlow spike@speech-sun15.ntt.jp Human Interface Labs. Nippon Telegraph & Telephone Tokyo, Japan.