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GLARE 201 4 Website glare.glregion.com GLARE 201 4 Program Digital Edition glare.glregion.com/program GLARE 201 4 Google Map Including Dining and Drinking Options

Important Hours OOC & IC Check-In, Foyer --Thursday: 8 AM - Midnight --Friday: 8 AM - Midnight --Saturday: 8 AM - 8 PM Vendor Room, Bennigan’s Meeting Room --Thursday: Noon - 7 PM --Friday: 9 AM - 7 PM --Saturday: 9 AM - 7 PM Opening Ceremony, Ballroom --Thursday 6:30 PM - 7 PM

Hospitality, Hospitality Suite --Thursday: Noon - 2 AM --Friday: 10 AM - 2 AM --Saturday: 10 AM - 2 AM Con Ops/Security, Iowa Board Room --Wednesday 2 PM - Sunday 2 PM Closing Ceremony, Ballroom --Sunday 12:30 AM - 1 AM

Cov er Photgraph: “Downtown Des Moines” Copy right 2 01 2 . Jason Mrchina https://flic.kr/p/dFtBm X Used with perm ission.

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Table of Contents Welcome Letter ………………………….. 3 Event Staff …………………………………. 4 Rules & Policies ………………………….. 5 - 6 Photo Policy ……………………..………...7 Vendors ……………………………………….8 Hospitality …………………………………..9 Charities ……………………………………..10 Room Schedules………………………….. 11-13 Hotel Floor Plans……………………….. 14 Game Schedule ………………………….. 15 GLARE 2014 Universal VSS ……….. 16-17 Changeling the Lost VSS ……………..18 Combined the Accord VSS ………….. 19 Mage the Awakening VSS ….……….. 20-22 Vampire the Requiem VSS ………….. 23 Vampire the Masquerade VSS ……... 24-27 Werewolf the Apocalypse VSS ……... 28-29 Werewolf the Forsaken VSS ………… 30-31 Dining & Drinks …………………………. 32-33 Things to Do ………………………………. 34 Local Attractions ………………………... 35-36

The Mind’s Eye Society is a non-profit organization that is part of the Camarilla network of authorized fan clubs. Established in 1992 as The Camarilla, Mind’s Eye Society has been hosting Live Action Role Playing games set in White Wolf’s World of Darkness settings, both in Classic settings like Vampire: The Masquerade and Werewolf: The Apocalypse, and in the New World of Darkness, such as Vampire: The Requiem and Changeling: The Lost, with interactions with other players around the world.

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Welcome to GLARE 2014: Forgotten Crossroads Blues! GLARE has been a labor of love for this staff, and even though the time frame has been short, the energy has been phenomenal. Our team of convention veterans and new blood have some surprises in store for our attendees. I am exceptionally proud of the staff I have been blessed to work with, who has approached each problem with an incredible “can do” attitude – and it's all for you! In this process, I've realized that this is the Convention of Y es. Y es, we're hosting seven of the eight venues. Y es, many on more than one night. Y es, we can enrich the scenic elements of our game spaces beyond the standards of most Regionals. Y es, we can raise an amazing amount of money for a great cause. Y es, we will put together some great panels. Y es, we will have DJs and musicians. We've worked long and hard to make this the best event of the year, but it won't happen unless you embrace the Y es. I would like to personally invite you to join us in the Convention of Y es. If you’re thinking about volunteering, say yes! If someone asks your character to take a risk and it could make the game more enjoyable for the group, say yes! If you've been slow to make character ties, now is the time – say yes! Do you really want to spend that much money on Charities? Of course, it's for the children! Embrace the spirit of “yes” and go and reach out to someone new, especially if they seem confused or new. Then, and only then, will we have truly achieved the true goal of GLARE 2014: enriching and energizing our region. We will have once again proved why the Great Lakes Region is truly great. All the best, Jen Nagle US2005022977 Convention Lead 3


Coordinator Staff Convention Lead - Jen Nagle US2005022977 Convention Second - Natasha Cue US2008011606 Convention Operations Lead - Andrew Adams US2007070332 Conventions Ops. Second - Jeremy Cue US2003031371 Events Second - Jessica Stone US2008042263 Vendors Lead - Katie Anderson US2006118920 Registration Lead - Mari Bucholz US2003021280 Security Lead - Karen Crawford US2002076414 Security Second - Mitchell Kramer US2010086470 Volunteers Lead - Steve Cothard US2005106753 Volunteers Second - Andrea Zander US2005106813 Prestige Lead - David Westover US2003112545 Prestige Second - John Thomas US2010086459 Hospitality - Mina Kitsune US2012050108 Hospitality Second - Jenny Gagne US2006057815 Charities Lead - Justin Taylor US2005012673 Charities Second - Christine Griswold US2008052333 Communications Lead - Kyle Solberg US2013010058 Comm. Second - Lewis Baustian US2009084647 Web Assistant - Rocky Batton US2012030022 Photo Team Lead - Emily Sazima US2008123289 Photo Team Second - Alex Henning US2013110035

Storytelling Staff Convention Storytelling Lead - Marty Bucholz US2002021625 Con. Storytelling Second - Josh Parrish US2004061549 Changeling the Lost Lead - Jeremy Moffitt US2009094796 Lost Second - Alex Henning US2013110035 Combined the Accord Lead - Justin Taylor US2005012673 Accord Second - Andrew Adams US2007070332 Mage the Awakening Lead - Josh Zander US2004092156 Awakening Second - Mike Anderson US2006078217 Vampire the Masquerade Lead - John Scott US2002023603 Masquerade Second - Jayson Turner US2003102426 Werewolf the Apocalypse Lead - Jeremy Adams US2002034226 Apocalypse Second - Joshua Coons US2011037467 Werewolf the Forsaken Lead - Andrew Adams US2007070332 Forsaken Second - Lewis Baustian US2009084647 4


Rules and Policies Please be aware of the following policies and rules for GLARE 2014. Ignorance of these policies is not a valid excuse. ● Badges – Y our badge must be displayed at all times. There are no refunds if your badge is revoked. ● Childcare – GLARE 2014 does not offer this service. ● Costumes – Masks should be removed in public areas, or a member of staff needs to escort you to the IC game space. All costumes must meet the public decency laws. ● Food and Alcohol – Due to hotel policies, all outside food and alcohol must be consumed in your private room. Reminder: The legal drinking age in Iowa is 21. Minors found in possession of alcohol, including those found to be drinking or drunk will not be tolerated. ● Hygiene – Please shower every day, make use of the soaps and shampoos that come with your hotel room, wear deodorant and brush your teeth. If you stink nobody wants to game with you. If someone else doesn’t smell super fresh please be gentle and use tact when letting them know. The pool and hot tub are for relaxing, not bathing. ● Legal Notice – Anyone found doing anything illegal will be turned over to the police and have their badge revoked. Further disciplinary action will follow. ● Personal Property – Y ou are in charge of your personal property. Do not leave your belongings unattended. There is no OOC designated space for personal property. If you are playing in any of the GLARE games but do not have a hotel room, then you must make arrangements for the proper storage of your belongings. Leave your personal property in your car at your own risk or make arrangements with another attendee to leave your belongings in their room. ● Photography – Please see page 7 for more information. Always ask permission to take pictures and do not block hallways or entrances. ● Physical Violence – Physical violence and any actions that violate the Mind’s Eye Society Code of Conduct or Membership 5


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Handbook will not be tolerated. Attendees will have their badge revoked and be subject to immediate disciplinary action. Non-Registered Individuals: Are not permitted in the convention space, including the vendor or hospitality room. If non-registered individuals or hotel guest(s) creates a problem within the GLARE space or with a GLARE attendee, please contact GLARE staff or Security immediately. Do not attempt to resolve the situation yourself. Property Damage – Anyone found damaging any GLARE property, hotel or personal property will have their badge revoked and be removed from GLARE by Security. Anyone who causes property damage is financially liable and subject to further disciplinary actions. Quiet Hours – While quiet hours are from 2 am to 8 am, noise complaints at any time will be addressed. Room Parties – The legal drinking age in Iowa is 21. Minors found in possession of alcohol, including those found to be drinking or drunk will have their badges revoked, as will those who provided the alcohol to a minor. Excessive noise will not be tolerated. The GLARE Security Staff is empowered to close down parties that are not conducted in a sensible manner. Refusal to listen to Security can result in badges being revoked and further disciplinary action. Parties will be given one warning and then shut down. Smoking, E-Cigs and Vapor Devices – Any type is not permitted indoors and is limited to designated areas outside. Only e-cigarettes are permitted on the patio outside of the Hospitality suite. Special Friends – Engaging in any sexual activity in public hotel areas (which includes the parking lot, stairwells and elevators) is absolutely forbidden. Keep it behind the closed door of your hotel room. If you can’t keep it private then you can’t be at GLARE. Y our badge will be revoked and you will be subject to further disciplinary action. Swimming Pool and Hot Tub – Please adhere to the posted hours for pool use. Weapons – From our Handbook: “For safety reasons, weapons or weapon props, stunting, blood drinking, and other activities a club officer judges likely to cause physical harm are specifically not allowed at events.”


Photography at GLARE The members of the Photo Team are the official photographers of GLARE. Y ou may volunteer and join the team, too! By entering GLARE, all attendees agree to have their photos taken by the Photo Team, unless otherwise indicated. Candid photos taken by attendees are welcome. A few rules apply: ● Always ask permission to take the photos. ● Always watch for the NO PHOTO ribbon. ● Always ask permission to post or tag the photos on Social Media sites (Facebook, Twitter, Instagram, MES Wiki, etc). ● Do not block hallways or entrances when taking or posing for photos. If you do not wish to have your photo taken, then be sure to ask for a special ribbon at OOC Check-In. This ribbon lets others know that you are not interested in being photographed. Photographs will be taken during game, and will inevitably capture people who do not wish to be photographed when attempting to get action shots. The Photo Team will try to position themselves so that those who do not want to be photographed are not in the shot. This means that you do not have to halt game play to avoid being photographed. Please feel free to converse with the Photo Team directly if you have any concerns about candid photography during game. Emily Sazima is our Photo Team Lead. She is compiling all your candid snaps in the Annex Room so that we all can enjoy them. The GLARE 2014 Photo Studio will also be in the Annex Room on the lower level of the conference center to immortalize your characters in a stunning portrait on CD for a only $5!

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Hospitality at GLARE 2014 Ol' GLARE's Geek 'n' Grub - severing hungry trav elers since the beginning of the digital age. Are y ou at the corner of hungry and busy ? Stop in for a quick bite to eat before going back on y our journey . Want to rest a bit longer come enjoy the comforts of a nice seats, smiling faces, and great eats. No problem! We're just around the corner in the Hospitality Suite on the first floor. The Hospitality Room is a staple of a Mind’s Ey e Society conv ention. It’s a place to get a soda or a snack, hang out with people out of character, and relax in a stress free env ironment. While it’s not a place to sleep or a restaurant, it’s a place for our attendees to grab a snack or a quick meal. Our goal for GLARE 201 4 is for attendees to hav e a central gathering place for relax ation and refreshments. Hospitality also arranges to supply the hardworking GLARE 201 4 staff with snacks and bev erages so they do not hav e to leav e the game. Don’t be shy if a member of the staff asks y ou to run down to grab them a drink...come on in and grab y ourself one too!

Project Recycle Iowa poses a really interesting opportunity for a fundraiser. Soda Cans and Bottles hav e a bottle deposit upon purchase. Come to hospitality at any point during the conv ention and drop off all of y our Iowa-purchased bottles and cans from any carbonated or alcoholic bev erage. We will collect ev ery thing in Hospitality and on Sunday will bring it to a local redemption center, where it will turn into 5 cents for each item. That money will be donated to the GLARE 201 4 Charities. In return, y ou will get some tasty Regional Prestige! ● ● ● ● ●

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All containers must be free of liquid. All bottles must still hav e their labels on their surface, The UPC must be intact on bottles and cans. Glass bottles must be unbroken. Cans must not be crushed.


GLARE Charities Charity is important to the Mind’s Eye Society, and this year at GLARE we’re proud to be supporting:

For more than 65 years, Blank Children’s Hospital has been completely dedicated to meeting the unique health care needs of children. The hospital is an 88-bed environment that embraces and encourages families to be a part of their child’s healing and recovery. The facilities was completely renovated in 2001 and expanded to provide comfort and peace for the child and their family. Everything from equipment to decor is designed specifically for children, their care, sizes and needs. Blank Children's Hospital could not provide this health care without the participation and support of the community. The funds we raise this weekend will allow for the improvement of the quality and expanding scope of the health services available in the region through Blank Children's Hospital. Every donation allows for thousands of more children and their families to receive care and encouragement during their treatment. For more information, please visit https://www.unitypoint.org/blankchildrens/

Donate. It's for the Children, afterall.....

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Hotel Floor Plans

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Game Schedule Combined: The Accord Saturday 3 PM - 7 PM Changeling: the Lost Friday 10 AM - 5 PM Mage: the Awakening Thursday 12 PM - 5 PM Vampire: the Requiem Thursday 8 PM - 1 AM Saturday 8 PM - 1 AM Vampire: the Masquerade (Camarilla/Anarch/Independent ) Thursday 8 PM - 1 AM Friday 8 PM - 1 AM Werewolf: the Apocalypse Saturday 11 AM - 3 PM Werewolf: the Forsaken Friday 8 PM - 1 AM Meeting of various smaller groups will be posted at Registration and Convention Operations. Venue Style Sheets The venue style sheets for the GLARE events are extensive and extremely informative. Due to the amount of information, the VSSes are provided in their entirety at IC Check In and Con Ops as well as on the GLARE Website. By registering your character at GLARE 2014, you are agreeing to abide by the rules and guidelines outlined in each VSS. Questions can be directed to the venue leads, or to your Convention ST Lead Marty Bucholz.

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GLARE 2014 Universal VSS Theme: “Forgotten crossroad blues.� Moods: The middle of the country might as well be another planet to many folks from the big cities and coasts, and there are many forgotten places. Some places out here in the amber wav es are best not forgotten.

Lead ST Marty Bucholz US2002021 625

Venue Leads Apocaly pse: Jeremy Adams US2002034226 Accord: Justin Tay lor US200501 267 3 Awakening: Josh Zander US20040921 56 Changeling: Jeremy Moffitt US20090947 96 Forsaken: Andrew Adams US2007 07 0332 Masquerade: John Scott US2002023603 Requiem: Marty Bucholz US2002021 625

Styles of Play Guidelines are as follows: 1 Nev er present, 2 Sometimes present, 3 Often present, 4 Usually present, 5 Alway s present Action (Combat and challenges): 3 Character Dev elopment (Personal dilemmas and choices): 4 Darkness (PC death or corruption): 4 Drama (Ceremony and grand story ): 3 Intrigue (Politics and negotiation): 4 Manners (Social etiquette and peer pressure): 3 My stery (Enigmas and inv estigation): 3 Pace (How fast do stories emerge, dev elop, and resolv e?): 3

Killboxingday Kill box es: While the presence of one's allies and enemies all together in one place inv ites some massiv e game flow breaking ev ents. To minimize the effect of these ev ents on ST resources and damage to game flow the following rules will be in effect. 1.

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Preregistered kill box es: If y ou are planning a kill box of more than 1 0 people total y ou can send y our request to schedule the ev ent to gl.rst.office@gmail.com No later than Friday June 1 3.


2. All participants must also pre-register their characters. A list of intended targets and a basic outline of the complete plan must also be submitted by the 1 3th. 3. Kill box es that occur during the ev ent (larger than 1 0 people total) will be ev aluated on a case by case basis. The Lead ST will giv e each side the opportunity take a narrated resolution. If the narrated solution is not acceptable to all parties then they may be required to prox y at the end of the ev ent for a resolution to the scene.

Storyteller Authority 1.

2.

3. 4.

5.

We are all human and capable of missing finer points of rules or forgetting things all together. It is important that y ou hav e copies of all rules not found in the core books to help the v arious STs work as efficiently as possible. If y ou do not hav e a source that say s otherwise the ST on the scene has the final say on the results of the scene. Arguing with the ST on the scene will not be tolerated. IF y ou hav e issue with how a scene is run it can be appealed directly to the Lead Con ST after the fact. Any one seen to be arguing with an ST in the process of running a scene will be giv en 1 and only 1 warning. Continued arguing will unleash the fiery v engeance of the Lead Story teller and y ou will reap the whirlwind. At this point y our Character will be ejected from the game and will receiv e no XP Ev ent XP or otherwise. Only the most reckless of mortals would continue to argue further, but if y ou see fit to do so y ou will find all y our registered PC’s desanctioned and it will be suggested to the con lead that y ou be ejected from the ev ent.

FUN Hav e it! We are all here for it, so let’s not let the little things get in the way . If there is any thing me or my staff can do to help y ou guy s hav e a better time flag me down at the ev ent, email me ahead of time or after the ev ent gl.rst.office@gmail.com.

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Changeling The Lost VSS Lead V enue Story teller: Jeremy Moffitt US2009047 96 Story teller Contact: arst.lost.gl@gmail.com Sty les of Play Action (Combat/Challenges): 3 Character Dev elopment (Personal Dilemmas/Choices): 4 Darkness (PC Death/Corruption): 4 Drama (Ceremony /Grand story ): 3 Intrigue (Politics/Negotiation): 5 My stery (Enigmas/Inv estigation): 4 Gameplay taking place in the Real World: 2 Gameplay taking place in the Hedge: 4 Gameplay taking place in Dreams: 2 Description of Venue: This v enue will be the culmination of sev eral months of regional game play and prox y for the Great Lakes Region. T rav el: Trav el v ia the Real is rather simple. Those trav eling v ia the Hedge will incur some penalties to be discussed at check in. Story teller Mechanics: A copy of all mechanics outside the main source material (Changeling: The Lost Core) must be on hand during play . If a copy is not presented to the story teller or narrator, the right to deny use of specific contract, gift, power, item, Token, etc is at the behest of the ST. Character Sheets must be printed out. While not necessary for play , the rules of Fate per Swords at Dawn will be allowed for those characters on a V SS with said Merits in play Ex haustible Resources: Starting Glamour will be decided at admittance into the v enue. Glamour and Willpower will be represented by tokens. To ex pend Glamour or Willpower a token must be giv en to a story teller or narrator. Prox y Play : No Prox ies will be approv ed for the V enue itself. Leading up to GLARE 201 4, there will be a large Prox y ev ent so that those who can not attend GLARE and still wish to participate hav e the option. Ex perience Point Award Guidelines: Ex perience for the conv ention will consist of 5 general x p and 6 ev ent x p.

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Combined the Accord VSS ST: Justin Tay lor (redqueensfringe@gmail.com ) ST Second: Andrew "Ender" Adams ST Third: Dav id Holler Venue Sy nopsis Description: A cell has emerged from the city of Des Moines that hav e been dev astated by a local group that serv es the Truth. A potential new ally has emerged. Their last salv ation may lie in y our hands... Can y ou help them to secure the city before it falls? Focused Realm : The mortal world 50%, other realms 50% Character Restrictions Target RQ: Due to this being a conv ention, there is no target RQ Max RQ: Due to this being a conv ention, there is no max RQ. No template restrictions. Venue Specific Notes: The Play er should prov ide the ST access to the materials related to their character sheet - books, rules, etc. if the ST does not hav e access to them on their own. Powers do not alway s quite work as they should - the V ST has ultimate authority in the case of rules calls. Remember that the V ST may not hav e ev ery access to ev ery book to help in cross-v enue play . They are giv en the benefit of the doubt by the ST chain in most cases. Play ers must bring their sheet in paper format and not on an electronic medium noting all approv als. T rav el Risks: There is alway s some inherent risk with trav el, this is no different. The Truth is out there, watching and waiting. Indiv iduals who decide to adv enture alone can and will die alone. Ex p Awards: Per the Univ ersal V SS Aberrations (House Rules) Custom Fuel level mechanics: All templates start at 3/4 of their max imum fuel capacity . They may elect to go to full by purchasing from a refueling station. Dramatic Failures and Ex ceptional Successes may be utilized by the story teller in tense and dramatic situations for story purpose. Sty le of Play (rate 1 -5 each) Intrigue: 4 Domestic Focus: 3 Graphicness: 4 Scale of Stories: 5 Enigmas: 3 Corruption: 4

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Interspecies Cooperation: 3 Action Lev el: 3 Pv E: 4 Pv P: 3


Mage the Awakening VSS Lead V enue Story teller: Joshua Zander (ankeny unev eiled@gmail.com) ST Second: Mike Anderson

Styles of Play Action Combat and Challenges: 3-4 Character Dev elopment Personal Dilemmas & Choices: 3 Darkness, PC Death, or Corruption: 2-4 Drama Ceremony & Grand Story : 5 Intrigue, Politics & Negotiation: 3 Manners, Social Etiquette & Peer Pressure: 3 My stery , Enigmas & Inv estigation: 2 Pace: 4 “Better to illuminate than merely to shine.” -Thomas Aquinas Special Note: This V enue will be separated between two main parts: an open-house celebration and a jaunt into the Deep Shadow. Mov ement between the parts is free and open at all times ex cept during mass-combat. After decades of official isolation from the outside Pentacle society , the Consilium of the Conv entus et Praesidium Signum Ludicium (Cov enant and Fortress of the Shining Beacon) has ended its hermitage with a grand welcoming celebration. Please see teasers and the Herald, DJ Sparkles for further information (andired1 9@gmail.com). An ancient serv ant of long-dead Atlantis calls out for aid against the forces of darkness, will heroes come to its aid before the wrath of Heav en obliterates the Outpost at the Edge of Creation? Challenge Resolution: Only standard sy stems presented in the Univ ersal Addendum, V II.A. General Sy stem Information, will be used. Special Note: The main social gathering space is a v ery large Demense in the Shadow, and as such Paradox should be near impossible to inv oke. If y ou wish to scrutinize the Demense itself, please speak with a Narrator or Story teller. NPC’s on Sheets: Retainers that are present for the ev ent must hav e v olunteer portray ers and sheets that are v erified with the v enue lead before entering play . Otherwise they may be nearby but may not directly participate in plot or ev ents without ex press v enue lead permission. All participating NPC’s must hav e character sheets to be v erified by the v enue lead.

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Special Approv al Item s: All special approv al items that hav e a standard lev el of Top and abov e must be submitted and approv ed for entry to the ST staff before arriv al to the ev ent. All such items that hav e not been submitted for notification and permission will not be av ailable to that character for the duration of the ev ent. The deadline for submission is midnight on June 22nd. Send these items to ankeny unv ieled@gmail.com Prophecy , Dream s, and other sim ilar abilities: If any one is intending to use these abilities must inform the story teller ahead of time. The Story teller must be informed at the latest 24 hours before the ev ent. The story teller reserv es the right to tell any one who has not logged their intention “no� during the ev ent itself. Creativ e T haum aturgy Warning: Creativ e Thaumaturgy is not allowed for offensiv e use on play er characters during this ev ent; all PV P will occur through the use of printed mechanics and sy stems to ensure fairness. Ex ceptions can be made by the ST and/or Narrators on a case by case basis. Liv ing Docum ent: This V SS is a liv ing document, and policies may be added as they find themselv es necessary . It shall be redistributed to appropriate lists in the ev ent of significant changes. Pv P: A Lev el 4 Mind Spell is in effect to discourage combat in the main social gathering space, and is only in effect in that space- it does not cov er areas outside the space, in particular the designated dueling circles nearby . The effect is as follows: To initiate combat within the area, a temporary Willpower point must be spent for each offensiv e action, mundane and otherwise. This ex penditure does count against the one Willpower point ex penditure per turn limit. If a Willpower point is not spent, the character may not initiate an offensiv e action. To resist this Spell, characters must roll a reflex iv e Resolv e + Gnosis upon entering the area, applicable Shielding Spells still apply . If y ou wish to scrutinize this Spell, please speak with a Narrator or Story teller. Character Preparations and Security : Characters are considered to hav e spent adequate time preparing for the ev ent as is reflected by their ex perience ex penditures on their character sheet. As such all characters are considered to hav e a resting place that is equiv alent to their dots in Sanctum Security and Size. If they hav e multiple Sanctums then the play er is considered to hav e the highest of those ratings. If the character instead has a shared Sanctum then the play er is considered to hav e access to a location equal to the security and size of the location of

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those PCs that are part of that shared sanctum and who check their characters into the ev ent. Pre-Casts: All characters must hav e pre-casts listed with their character record that is turned in at check-in and with their character sheet that they carry . Characters hav e av ailable to them a max imum of Gnosis x Stamina in successes to distribute amongst pre-cast Spells and can be assigned to Potency and other Spell factors. Please keep Spell Tolerance and Max imum Spells in mind when assigning pre-casts. Mana/T ass: All characters start at 3/4 of their max imum mana capacity . They may elect to go to full by purchasing from a refueling station. Any other mana gains during the ev ent will hav e to be handled with an ST. Tass must be on the character sheet to be v alid. Any creation of tass at the ev ent, must be handled by an ST, so that they may add it to y our character sheet. Characters are limited to an amount of tass equal to the character's Gnosis + Prime Arcana. They may nev er ex ceed this limit during the ev ent. Prox y Rules: Due to the size of the game and the limited number of ST's there will be no prox ies allowed for the duration of the ev ent. T rav el Risk: Trav el to and from the Praesidium should be considered safe as there are no current threats to trav el at this time. Trav el to and from the plot should also be considered safe as the threats are not in the phy sical world or the immediate Shadow Realm. Ex perience: Ex perience for the single game session will be 6; Ev ent XP will be 4 as per the Univ ersal Addendum, not to ex ceed each indiv idual character’s y early cap of 20.

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Vampire the Requiem VSS Venue Lead Storyteller: Marty Bucholz US2002021 625 V enue ST Second: Josh Parrish US2004061 549 V enue Assistant: John Thomas US201 0086459

Theme: Forgotten places, forgotten people Moods: Fear of the unknown Basic Description: A Carthian V agabond looks to make a place where the kindred of the region can get away from the politics of cities and relax . A little Casino Roadhouse in the middle of nowhere Iowa makes just the place.

Travel Risks: Trav el along the major highway s, by way s, airports, and riv er trav el are all acceptable methods of trav el. Trav eling off the beaten path howev er is less than desirable, danger lurks down ev ery side road, trail, or secret path. PCs that wish to take a less than direct path need to contact the Requiem ST staff prior to entering play .

Character Restrictions: None Styles of Play Action (Combat and challenges): 3 Character Dev elopment (Personal dilemmas and choices): 3 Darkness (PC death or corruption): 3 Drama (Ceremony and grand story ): 3 Intrigue (Politics and negotiation): 4 Manners (Social etiquette and peer pressure): 3 My stery (Enigmas and inv estigation): 2 Pace (How fast do stories emerge, dev elop, and resolv e?): 3

Storyteller Authority Please see the Universal VSS. FUN: Hav e it, we are all here for it, so let’s not let the little things get in the way . If there is any thing me or my staff can do to help y ou guy s hav e a better time flag me down at the ev ent, email me ahead of time or after the ev ent gl.rst.office@gmail.com.

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Vampire the Masquerade VSS John Scott US2002023603 gl.arst.masq.cai@gmail.com Jay son Turner US20031 02426 T hem e “In my opinion, it w ill not cease, until a crisis shall have been reached, and passed.” ― Abraham Lincoln Mood “Y our past is a skeleton w alking one step behind you, and your future is a skeleton w alking one step in front of you. Maybe you don't w ear a w atch, but your skeletons do, and they alw ays know w hat time it is.” ― Sherman Alex ie, The Lone Ranger and Tonto Fistfight in Heaven “I clearly saw the skeleton underneath all this show of personality w hat is left of a man and all his pride but bones?” ― Jack Kerouac, Scattered Poems Story Prem ise V ladimir Penzl, Nosferatu Elder, childe of the late Prince of Prague Josef Zv i, controv ersial former Archon, and now iron-fisted Prince of Milwaukee is hosting the first conv ocation of the Princes of the Lakes-Mississippi Heartland in 1 3 y ears, the city is open to v isitors (and princes from farther afield are inv ited to participate in the conv ocation). Who could ask for a more endearing host? Those with opinions about Penzl hav e generally learned to keep them to themselv es, but there are still whispers. What ex actly did go on back in the 1 990s when he declared martial gov ernance during the Fall of Chicago after the death of Prince Lodin? What happened when he did the same in Milwaukee after the death of Prince Terence Merik? In fact, in those y ears, just how many potent V entrue died by the word (or fist) of Archon Penzl? No matter now, right? For now, the Tradition of Domain makes his word in Milwaukee law. Now that he’s In fact, Prince Penzl, ev er the “gracious” host, has mandated that the Nosferatu Clan of Milwaukee shall host a runway fashion show to entertain the many guests that the conv ocation will no doubt draw. It’s sure to be a unique affair. Runway models best RSV P with the Nosferatu Primogen by June 1 , though, if they want their moment in the spotlight. The Conv ocation: Princes, elders, agendas. At the last one in 2001 , the Princes of the Lakes-Mississippi Heartland conv ened to ban

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the use of cellular dev ices by Kindred in the wake of the new Department of Homeland Security . It may seem quaint now, but for a y ear and a day , the neonates had to learn to operate like old school Kindred. What didn’t kill them made them stronger, right? But this y ear, the agenda is interesting. Leav e it to V ladimir Penzl to start the agenda with a no-bullshit Pentateuch of topics: 1. 2. 3. 4. 5.

Upholding Bloodhunts of other princes (in general and specific cases) Assassination of princes by princes, or by the order of princes (in general and specific cases) Bloodhunts called upon representativ es of the Justicariate on the first night of a prince's prax is (in general and specific cases) Chicago Detroit

With such an (in)auspicious start, who knows what else might come up at conv ocation? How can the runway show hope to compete for spectators? Why not make the trip to Lake Michigan? Who could resist the draw, especially after 40 y ears of economic decline from being choked off by the Giov anni-held Port of Detroit? No matter, in that 40 y ears, the Camarilla’s scorched earth policy with the American automotiv e industry has come to fruition with the bankruptcy of Detroit last y ear. Good thing there are still people enough to support the remaining Camarilla presence in western Michigan. Think of it! Milwaukee, home of early 20th-century “Sewer Socialism” AND the “Necklace of Parks!” Just south of the infamous Free State of Green Bay and north of Chicago. Chicago: former seat of Lodin and his (in)famous brood, held for the last 20 y ears by — if we’re to believ e Archon V esper — deformed Lupines who throw magical flames and rov ing packs of Sabbat. Rumor is he wants to do something about Chicago’s current inhabitants… No doubt about it, Lake Michigan has a lot to offer, as long as y ou’re not afraid to walk down those dark alley s or jump down that rabbit hole. A word of adv ice, though, for when y ou’re there: This area is no stranger to feuds and v icious politics under the practiced v eneer of civ il society . Watch y our back, because someone else is certainly watching for the moment y ou look away … T hursday night: The only IC location is Milwaukee's Hot Water Wherehouse. This is an "industrial chic" hardwood dance v enue with stainless steel bar in a historical sty le industrial building that resemble a 1 920s speakeasy . Full tex t description av ailable here: http://www.hotwatermilwaukee.com

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Friday night: There are two IC locations. Play ers must choose which one they will enter play at. Cross-communications between theaters will be strictly mediated by Story tellers (don’t assume y ou can alway s get a call through to y our friend). Phy sical crossing between theaters will be strictly regulated as well, and not possible at many times of the night. ● Milwaukee theater: a warehouse on Milwaukee's Jones Island (the port) that has been temporarily conv erted to a v enue for an industrial fashion runway show during the conv ocation ● Chicago theater: the landscape of Chicago Story telling staff will help play ers find the correct room(s) for each theater and make local setting descriptions clear. Please direct any questions before or during GLARE to the lead Story teller for this game. Play er Preparation: For the most successful play ex perience in the Milwaukee theater (Thursday & Friday ), play ers should be familiar with the By Night Studios materials: ● Conclav es: pp. 390-394, esp. 393-394 about Regional Conclav es, a.k.a. Conv ocations ● Crimes and punishments short of Bloodhunt: pp. 386-388 ● Bloodhunts: pp. 388-390 For the most successful play ex perience in the Chicago theater (Friday ), play ers should be familiar with the By Night Studios combat sy stem. Lead Story teller Notification Item s: If the following applies to y our character, please preregister it or point it out at IC registration. This is not to penalize or restrict y ou, but to ensure the best possible interaction with the weekend’s story (and likely giv e y ou story cookies or v aluable IC information before y ou enter play , e.g., information about secret meetings!). ● Officer of the Camarilla abov e the domain-lev el ● Prince of the Camarilla (or appointed prox y representativ e for conv ocation) ● Merits: Architect of the Tower, Emissary to the Camarilla, Prestigious Sire, Social Nobility ● Any High/Top Notification or High/Top Approv al (Ex ception: Elder) ● Sabbat, Anarch, Tremere, Giov anni, Setite, Assamite T rav el Risks: Wisconsin on the ground is known to be full of rov ing Lupines in the rural areas and Anarchs in Green Bay . Chicago has been in the hands of entrenched Lupines and rov ing Sabbat for 20 y ears. All trav el methods other than fly ing in are dangerous. Unless a play er states otherwise, play er characters being portray ed at GLARE will be assumed to hav e flown in safely by airplane.

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Character Restrictions: None Status: Be sure to hav e an accurate list of y our character’s Innate, Abiding, Fleeting, and Negativ e Status so that the Story tellers can assist y ou and y our fellow play ers with Status interactions more efficiently . Prox y : In general, LARP conv entions are best suited for LARP play . For that reason, and because the Story teller staff will hav e a pile of stuff to do all the time, sheet-only prox ies will not be accepted for social roleplay (the Milwaukee theater Thursday and Friday night). If y ou can get a phy sical person to play y our PC for y ou, prox ies for social roleplay may be accepted on a case-by -case basis. For the sake of the Chicago theater (Friday night), phy sical-person prox ies are preferred, but sheet-only prox ies may be considered on a case-by -case basis. Arrangements for prox y to the Chicago theater should be made with the Lead Story teller at least 7 2 hours before the Friday night game (i.e., before the start of GLARE). Ex ceptions to this prox y policy may be considered for unique circumstances, but in general, giv e the Story tellers more time and good reason, to increase the odds of being accepted for prox y . Sty les of Play Note: Thursday night w ill all take place IC in Milw aukee, Wisconsin. Friday night w ill take place in tw o settings simultaneously: these w ill be the Milw aukee and Chicago theaters of GLARE 201 4. Each of the tw o Friday night theaters has its ow n ratings below . T hursday Night (Milwaukee) Action = 2 Character Dev elopment = 4 Darkness = 2 Drama = 4 Intrigue = 5 Manners = 4 My stery = 5 Pace = Warm-Up, Hints, and Choices for Friday Friday Night (Milwaukee) Action = 2 Character Dev elopment = 5 Darkness = 4 Drama = 5 Intrigue = 5 Manners = 5 My stery = 5 Pace = Nev er a Dull Moment, Big Build-Ups Friday Night (Chicago) Action = 5 Character Dev elopment = 5 Darkness = 5 Drama = 4 Intrigue = 5 Manners = 1 My stery = 5 Pace = Break-Neck Ex citement

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Werewolf the Apocalypse VSS V enue Sty le Sheet: Beer Raid (Werewolf: The Apocaly pse) Lead ST: Jeremy Adams (US2002034226) T hem e and Story The nation has been in a state of confusion ev er since the false Apocaly pse. There has been a constant power v acuum and a state of uncertainty regarding the future of the Garou nation. This confusion, has not gone unnoticed. King's Breweries newest factory , setting up shop near Des Moines, Iowa, is preparing for one of its largest distributions to the Great Lakes area to date, with a brand new brew that is the best selling craft beer they 'v e released as of y et. The nation must confront this before it's too late. Will this stronghold be penetrable to shut down the chaos coming forth from such a mild mannered company ? Or shall the children of Gaia find a way to shut down the factory and sav e those needing sav ing? Set up ov er a matter of months, this plot will be bringing a theme of morality to the v enue regarding human/kin interaction and display a great opportunity for problem solv ing for the play ers outside of combat. It's a darker series of themes that will be spanning morality , priority , and mortality of the play ers. Prox y : 48 hour notice at the latest. Play ers intending to prox y must send a character sheet, ex perience log, and list of approv als with numbers v ia e-mail to appropriate staff of GLARE. Additional information must cov er method of trav el, intended length of stay , any special instructions or confusing character point ex planations for play . Sty le of Play Intrigue: 3 (v ariable) The intrigue will come predominately through the interactions of each div ision that undertakes their giv en task, and how it relates to their surroundings. Play er generated through plot dev ices. Action: 4 (v ariable) There will be combat, and there will be adv enture. There will be a fair amount of each depending on the choices of the pc's and how they intend to work through each phase of the plot. My stery : 2 (v ariable) The plot is going to be fairly apparent through the plotkits preceding the ev ent. Any my stery present at the ev ent will be what the play ers find throughout the plot as opposed to directly seeded into it. There is some throughout; howev er, it isn't a focal point.

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Drama: 3 (v ariable) Predominately inter-play er and carefully chosen plot points to increase the emotional inv estment and story of each section of plot. Darkness: 4 (v ariable) This is a high action raid-esque plot that will include combat and corruption elements throughout. As such, there is a high, although not guaranteed, chance for character death/corruption. The nature of the plot is to test the boundaries of a predominantly peaceful nation and claim back a foothold for the Wy rm. Pace: The pacing of the story will be kept at an inconsistent speed to keep the characters unsure of what will be the nex t step, or how to ev en proceed in a way that doesn't endanger them. Description of Venue: The Apocaly pse v enue is one told with such an array of different sty les and stories that establishing a set tone for it is difficult, at best. The goal of our v enue at GLARE is to indoctrinate the play er base at large to the darker and more v iolent side of the v enue, by allowing them months of lead up time to ex perience what our ev ent v enue will be offering in a grander scale. Character Creation and NPC's: Creation on site will be allowed with an appropriate approv al and ST chain set. Otherwise, NPC's will be av ailable ready to play at MC 1 for play ers wishing to participate without a set character. Public Actions: Actions affecting the immediate area of Des Moines will be required to go through the local Domain to approv e changes to their local v enue. Otherwise, actions will be Umbral and thus malleable.

29


Werewolf the Forsaken VSS Lead V enue Story teller: Andrew Adams Story teller Contact: anst.forsaken@mindsey esociety .org Description of Venue “Where there is a w ill, there is a w ay” - Old English Proverb At the source of many riv ers there is something that people consider sacred that gov erns how any riv er will flow for its lifetime. When that changes, so too does the riv er. The Mississippi has become more and more polluted, lower and lower, and its flow slowed ov er time. No one can quite mention when it started, but most people believ ed it was at least a century after humanity settled near it. Recently there was a discov ery . Some geologists ex plore Lake Itasca and discov ered a giant rock that must hav e been recently rev ealed with the hotter temperatures and low snowfall. It so happened that a pack of Pure and a pack of Forsaken conv erged on the location and spurred on by v isions, they discov ered that the rock was a piece of something larger. Stuck inside was a massiv e fossilized bone, the v isible portion easily the size of a person, if not larger and seemed to alter the flow of the headwaters. With both sides hav ing conv erged at once, a truce was called based on the Pact of Split Arrow. Both sides agreed they needed to discuss what to do, as the occultists and ritualists had nev er seen any thing like it. The bone resonated with primordial spiritual energy they had nev er seen before, and since it wasn’t a fetish in the modern understanding further confused the situation. So there has been a Call. A Call to determine what the item is and what to do with it. The item, if left, will fall into the hands of the herd, and the spiritual activ ity would ramp up wherev er they took it. Neither side wants that, but neither side wants the other to hav e it either. The place has been declared a Tur and the ritual caern made. A call to gather for Ungin has been sounded… And y ou hav e been asked to heed the call. Venue Rules Prophecy , Dream s, and other sim ilar abilities: If any one is intending to use these abilities must inform the story teller ahead of time. The Story teller must be informed at the latest 2 hours before the ev ent. The story teller reserv es the right to tell any one who has not logged their intention “no” during the ev ent itself. Challenge Resolution: The standard sy stems presented in the Univ ersal Addendum V II.A. General Sy stem Information will be used. NPC’s on Sheets: Retainers that are present for the ev ent must hav e v olunteer portray ers and sheets that are v erified with the v enue lead

30


before entering play . Otherwise they may be nearby but may not directly participate in plot or ev ents without ex press v enue lead permission. All participating NPC’s must hav e character sheets to be v erified by the v enue lead. Liv ing Docum ent: This V SS is a liv ing document, and policies may be added as they find themselv es necessary . It shall be redistributed to appropriate lists in the ev ent of significant changes. Pv P: The primary gathering location is a known Tur. It is neutral ground. Because of this there is only one designated location for challenges to take place. Any challenges that occur outside of that Circle will be punished with Impunity due to the high risk that it will hav e on the integrity of the location. If y ou want to fight - y ou either resolv e it within the circle or y ou leav e and lose the protection. Special Approv al Item s: All special approv al items that hav e a standard lev el of Top and abov e must be submitted and approv ed for entry to the ST staff before arriv al to the ev ent. All such items that hav e not been submitted for notification and permission will not be av ailable to that character for the duration of the ev ent. The deadline for submission is midnight on June 22nd. Send these items to anst.forsaken@mindsey esociety .org Character Preparations and Security : Characters are considered to be able to be in the area in safe places throughout the ev ent unless something at the ev ent itself changes that. Essence: Characters are considered full on Essence for the ev ent. Should they need additional essence, they will need to complete a scene with one of the story teller’s or narrators. The only methods to obtain essence are through Spirit Predation, or taking from a Locus normally . Prox y Rules: Due to the size of the game and the limited number of ST's there will be no prox ies allowed for the duration of the ev ent. T rav el Risk: Trav el to and from the ev ent location should be considered safe as there are no current threats to trav el at this time. Trav el to and from the plot should also be considered safe as the threats are not in the phy sical world or the immediate Shadow Realm. Ex perience: Ex perience for the single game session will be 6; Ev ent XP will be 4 as per the Univ ersal Addendum, not to ex ceed each indiv idual character’s y early cap.

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Dining & Drinks in Des Moines Our Hotel Features a BENNIGANS Irish & American family dining with family fav orites and a full bar. The Bennigans Staff hav e agreed to remain open until Midnight for the duration of our ev ent! Be sure to thanks them when y ou are ordering!

Fine Dining Baru 66 - French Cuisine 6587 Univ ersity Av e, Des Moines, IA 50324 (51 5) 27 7 -6627 3.9 miles away (8 minutes) Bistro Montage - French Cuisine 27 24 Ingersoll Av e, Des Moines, IA 5031 2 (51 5) 557 -1 924 7 .3 miles away (1 3 minutes) Trostal’s Dish - Tappas and flav ors from around the world. 1 2851 Univ ersity Av e #400, Cliv e, IA 50325 (51 5) 221 -347 4 8.8 miles away (1 0 minutes) Cafe Di Scala - Fresh & Local Cuisine 644 1 8th St, Des Moines, IA 5031 4 (51 5) 244-1 353 8 miles away (1 4 minutes) Django - French Cuisine 21 0 1 0th St Des Moines, IA 50309 (51 5) 288-0268 8.8 miles (1 5 minutes) Proof - French, Mediterranean Fusion 1 301 Locust St, Des Moines, IA 50309 (51 5) 244-0655 8.7 miles (1 6 minutes) Lucca - Italian, Mediterranean 420 E Locust St, Des Moines, IA 50309 (51 5) 243-1 1 1 5 1 2.1 miles away (1 4 minutes) 801 Chophouse - Steakhouse 801 E Grand Av e #200, Des Moines, IA 50309 (51 5) 288-6000 8.9 miles away 1 5 minutes Splash - Seafood 303 Locust St, Des Moines, IA 50309 (51 5) 244-5686 9 miles away (1 5 minutes)

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Fleming’s Prime Steakhouse & Wine Bar 1 50 S Jordan Creek Pkwy , West Des Moines, IA 50266 (51 5) 457 -291 6 1 2.8 miles away (1 6 minutes) Fam ily Dining Zombie Burger -Burgers, Sandwiches, Salads, Milkshakes 300 E Grand Av e, Des Moines, IA 50309 (51 5) 244-9292 1 2.1 miles (1 4 minutes) Noodle Zoo - Sandwiches, Salads and Noodles 601 E Locust St #1 01 Des Moines, IA (51 5) 282-6281 1 2 miles away (1 4 minutes) Felix & Oscars - Pizza, Sandwiches, Salads, Soups 4050 Merle Hay Rd, Des Moines, IA 5031 0 (51 5) 27 8-8887 1 .0 mile away (2 miles away ) Fast Food Arby ’s 4404 Merle Hay Rd Des Moines, IA 5031 0

0.6 miles

Popey e’s Chicken & Biscuits 41 40 Merle Hay Rd, Des Moines, IA 5031 0

0.9 miles

McDonald’s 4825 Merle Hay Rd Des Moines, IA 50322

440 ft away

Dairy Queen 61 50 Merle Hay Rd, Johnston, IA 501 31

1 .9 miles

Subway 5500 Merle Hay Rd, Johnston, IA 501 31

1 .1 miles

Sonic Driv e-In 5350 Merle Hay Rd, Johnston, IA 501 31

0.9 miles

Wendy ’s 4935 Merle Hay Rd, Des Moines, IA 50322

0.7 miles

KFC 4005 Merle Hay Rd, Des Moines, IA 5031 0

1 .3 miles

Jimmy Johns 5340 Merle Hay Rd, Johnston, IA 501 31

0.9 miles

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Things to Do in Des Moines Des Moines Art Festiv al - Downtown Des Moines, Iowa Dates & Times: June 27 -29, 201 4, 1 1 AM - 1 0 PM The festiv al features a Juried Art Fair, Emerging Iowa Artists Program, showcasing and supporting ov er 30 Central Iowa non-profit organizations; Liv e music, acrobats, comedy acts and more; Jazz & Wine Pav ilion, Interrobang Film Festiv al; and much more! http://www.desmoinesartfestiv al.org Artfest Midwest - Iowa State Fairgrounds, Des Moines Dates & Times: June 28-29, 201 4, 1 0 AM - 6 PM 1 2th anniv ersary juried fine art ev ent featuring Iowa and regional artists. ArtFest is offered as an alternativ e, affordable art show— a complement to the downtown show. Browse through approx imately 220 booths of affordable art in air-conditioned comfort. http://www.stookey shows.com/?page_id=21 1 7 Zoo Brew - Blank Park Zoo, Des Moines, Iowa Date & Time: June 25, 201 4, Doors open at 5:30PM-9PM In the summer months Blank Park Zoo welcomes guests (21 +) to spend their Wednesday nights with music, food, local brews and of course, the ex otic animals of the Zoo! With new themes, bands and drinks each week, Wednesday nights will make the middle of the week something to look forward to. http://www.blankparkzoo.com/en/ev ents/zoo_brew

For m ore local special ev ents, v isit the Greater Des Moines Conv ention & Visitors Bureau Ev ent Calendar at www.catchdesm oines.com

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Local Attractions Adv entureland Am usem ent Park - Altoona, Iowa Ov er 1 00 rides, shows, and attractions including some of the country 's most ex citing roller coasters and thrill rides that can challenge the most av id amusement park enthusiasts. There are also plenty of rides and children's activ ities for less adv enturous guests including great water rides. https://www.adv enturelandpark.com Blank Park Zoo - 7 401 SW 9th Street, Des Moines, Iowa 50315 Blank Park Zoo is "Iowa's Wildest Adv enture!" Ex perience the wonders of nature found in the tropical rainforests, Australian Outback and Africa. http://blankparkzoo.com Greater Des Moines Botanical Garden - 909 Robert D. Ray Driv e, Des Moines, Iowa 50309 An urban oasis dedicated to, “Ex ploring, ex plaining and celebrating the world of plants.� Ex perience the tropics and all seasons. http://www.dmbotanicalgarden.com Downtown Des Moines Sky walk Sy stem - Downtown Des Moines, Iowa For a unique ex perience including Shopping, Restaurants, spectacular v iews and more, v isit Downtown from a new perspectiv e! http://www.catchdesmoines.com/about/transportation/sky walks Liv ing History Farm s - 11121 Hickm an Road, Urbandale This 500-acre, open-air museum tells the story of Midwestern agriculture and rural life. Interpreters in period costumes recreate daily routines of early Iowans. V isit the 1 7 00 Ioway Indian Farm, 1 850 Pioneer Farm, 1 87 5 Town, 1 900 Horse-powered Farm and modern Ex hibit Center. http://lhf.org

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Prairie Meadows - 1 Prairie Meadows Driv e, Altoona There's a reason Prairie Meadows was chosen Iowa's Attraction of the Y ear. Ov er 2,000 slot machines, table games, liv e horse racing April October, y ear-round simulcast racing, award-winning restaurants, big-name entertainment at The Meadows Ev ents Center. Open 24 hours a day . http://www.prairiemeadows.com Science Center of Iowa and Blank IMAX Dom e T heater - 401 W Martin Luther King Jr. Parkway , Des Moines, Iowa 50309 This dy namic 1 1 0,000 square-foot facility features six interactiv e learning areas, liv e programs and hands-on activ ities encouraging learning and fun for all ages. With three theaters, including the Blank IMAX Dome Theater, cafe and gift shop, there's alway s more to ex plore at SCI! Facility rental, group sales and catering are av ailable. http://www.sciowa.org T he World Food Prize Hall of Laureates - 100 Locust Street, Des Moines, Iowa 50309 As a special tribute to Nobel Peace Prize winner and World Food Prize founder Dr. Norman Borlaug, and to prov ide an enduring foundation for all of the programs he created, the World Food Prize Foundation took on a $29.8 million capital project to restore the century -old Des Moines Public Library Building as the Dr. Norman E. Borlaug World Food Prize Hall of Laureates. http://www.worldfoodprize.org For m ore things to do in Des Moines, v isit the Greater Des Moines Conv ention and Visitors Bureau: http://www.catchdesm oines.org

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Notes

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Notes

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GLARE 2014 Convention Program  
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