Silver Bones and Snake Oil

Factions of Las Vegas

Awakened Factions

The Dreamwalkers – Free Council
Disciples of Mustamho. The last of the Mojave. They believe in restoring the Shadow in accord with Human ambition

The Gamemasters – Free Council
A small group of Libertine Mages who fight fire with fire against Supernatural Manipulation against Sleepers regarding their Fates and Possessions. THey Maintain the Nevada Gaming Commission as an Eleborate front allowing them to work against Seer and Pentacle alike.

The Quiet – Guardian and Mysterium
A small group of Acolytes that predominately keep to themselves. They all have vowed never to work Vulgar Magic and practise a new tradition call Quiet Magic.

The Players – Guardian
Hedonistic Mages that revel in the powers givin by the Supernal over the Fallen World. They also form the bulk of the Labrynth in Vegas

The Prideful – Mostly Silver Ladder
A conglomerate of the warring parties interested in Ruling the Pentacle of Vegas. They all have some hand in the complicated crime-world of Vegas.

Sons of Atom – Mysterium and some Arrow
Scholastic Zeolots researching the connection between the Supernal and the Fallen in terms of human wrought events. Specifically they research the creation of the Atom Bomb and the Arcanum of Forces.

The Dread Army – Arrow
A military force smoldering in the Airforce Base. Their nightly training has lead to a wide collection of Veil Breaches.

The Welcoming Committee – Mysterium
Fringe diplomats that seek to plumb the mysteries surrounding Outsider contact on Earth. Such as Roswell.

Non-Awakened Factions

Lupo Family – Organized Crime
Mostly obsolete Italian crime family, notable solely for counting an inexperienced Silver Ladder Mage among its members. Retains some ties to prostitution in the Vegas area.

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Mustamho
First Mage of the Mojave

Early Life
Born as a Mohave son who earned the name Hi-wa itck among his people. Mustamho was a brave warrior who fought the Europeans off his ancestral lands. Spanish or English made no difference to him. For a decade after the end of his boyhood. He rode feircely against the incursains of the Westerners. Though skilled with a bow. Mustamho was not strong enough to lead his own raiding party. Even still, Mustamho thought himself content. That is until he took an injury in a skirmish in the dessert against mercenaries protecting European settlers. Despite receiving proper care, his deep wounds grew infected and he feared he would die without the honor of being able to protect his clan.


As fever took him, he began to dream. When he awoke. His fever was gone and his wounds were healed.

Not knowing what had occurred. Mustamho tried to return to his life as a rider. He quickly became something of a hero among his clan as he found he could now speak to his horse in such ways that he and his horse were of one mind.

Just as word spread of his newfound talent. A Shaman of a distant clan came to visit the elders. Mustamho was called into the place of meeting and told he was to leave with the Shaman and take up a new role in life. Mustamho was dejected. He enjoyed the notoriety among his people and did want give up their praise to become the student of some strange Shaman. The Shaman warned Mustamho that his talents might draw unwanted attention. Mustamho would hear not of this and stormed out.

Shortly after a scout returned with word European cattle herders roaming close to sacred lands with their unclean animals. The son of the Chief rallied up a war band to drive the cattle herds away and Mustamho rode with them.

The Boot Heel Ranch Massacre
TBA

Following the Call
Mustamho agreed and soon the two left the village behind them. Wandering the wastes. Mustamho began his initiation as a Dreamspeaker. This Legacy dominated the Awakened culture of the Native American Peoples. The Mohave were no different. It is understood each Tribal structure held its own personal Legacy. The secretive nature of the Legacy means little is known about these legends.

Mustamho began his journey into the Dream, first with his mentor at his side. And eventually on his own.

Coyote and the Dreamborn
TBA

Lost in Dreamtime
NBA

Advent of Steam
Age had caught up with the shaman and his people were decimated. His time spent roaming the wilds of the world meant he missed the death of a generation of the Mohave people. Mustamho was heartbroken.

Despondent, he found himself wandering the desert unsure what his purpose should be. By chance, word of a young white-man able to speak with spirits. Mustamho meditated on this for a time. Without his people, he would not be able to find a new initiate to continue his Lineage. Mustamho faced the death of his Legacy.
Yet, could a European even take the Calling? Mustamho was torn. Meanwhile, word of the young man grew more dire. He was ranch-hand and his exposure to the Spirit made him a target for manipulation and aggression from the Shadow. Mustamho decided he should at least take the young Thyrsus under his tutelage.

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Welcome to your campaign!
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Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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