Currently discussing the events of Episode 6.
Finding themselves finally in a position to do something about searching out the object of their quest, the party employs the services of assorted information brokers to come up with at a general area to start in. Of course if they had paid more they might have been privy to the fact that a horror was rumored to be in residence nearby. As fate would have it nearby actually meant exactly where the party was headed. Innocently our intrepid band of rabble rousers entered the ruins of Parlainth…I mean the horror infested pit of corruption which once was Parlainth the Magnificent. Of course their new addition Elianar Laryskova a nephew of Tilaria added some confidence and hope in their gait, a Wizard of no small talent.
The Smalls they call it, once a nice series of residential neighborhoods for all to live in equally. Of course this equality did not last, as the rich, and upwardly mobile moved elsewhere leaving the Smalls to become the neighborhood of choice for the poor. Many of the buildings lay in cracked heaps either the work of time, or horrors seeking a nice soft warm meal. Into this landscape comes the tentative probing of a group of namegiver’s ill prepared for what awaits them.
Satine Rose flying ahead as a sort of aerial scout is quickly marked by a horror. Poor Satine little did she realize how easy it is for these despicable creatures to latch on to the very soul of a namegiver. Graul was the first to experience the joy of her unwanted passenger. Desperately seeking the source of these attacks the party zeroes in on a house, which is conspicuously whole compared to its neighbors. With no time to waste Graul, Jand, and Audvin charge in and begin to hack and chop the vile creature into little bits of glass and oily goo even as their very joint sprout spikes of bone through their skin. Satine throws spell after spell, to little effect. The battle seemingly lost swings back in the heroes favor when Elianar casts a particularly powerful casting of Astral Slice severely damaging it, bringing it to the brink of doom. Graul, Jand, and Audvin all at the limits of their endurance and near the gates of death all give one last push, and with the swift motion of axe, and sword, steel and wood the entity is brought to its last.
In the ruins of what was once a horror, and before that a house laid the culmination of their quest. A simple box inscribed in Scythan runes, in a better place an time. I time before the horrors, and the endless wars in preparation for their coming. A box dedicated to home and heart, the warm good things in life rarely thought of by those who seek to be heroes, but the only things of importance to the common man. This box the Butterspider Box, an item of great importance to those who follow Garlen was what they had come to Parlainth for, and soon they would head back to their benefactor for their reward. First they would limp back to Haven and there they would need to rest for some time, but soon they would be on the road again.
A week would pass, a week of relaxation, a week to bask in the exultation of victory or survival, a week of strange revelations. It is during this time that we discover that Satine Rose is scarred by her experiences most deeply having developed a taste for Hurlg. Training and equipping is conducted between bouts of drunken revelry, but the day to leave soon arrives, and the party departs with the Iron Circle Caravan under Trajan Gortan and Damjar Metalfist.
It does not take long to discover that someone is following them. Arranging to commit a scouting action of sorts, the party discovers that they are being followed by Blood Elves. Returning to the caravan a course of action is discussed and chosen. Since the Blood Elves are following but not closing with the caravan it is surmised that an ambush awaits them, particularly since it is suspected that Fafedriel a powerful Nethermancer is amongst those who follow. The party will go ahead and attempt to clear the way. At worst when the Blood Elves following the caravan catch up for the ambush they will discover their prey has slipped away.
Pushing through the night the party arrives upon the idyllic scene of a camp of Blood Elves sleeping in, and relaxing clearly not expecting anyone to come upon their less than defensible position, they are in for an ill surprise. As an Elementalist Satine Rose commands many destructive powers, however some of these powers are quieter, less noticeable and in this case much more useful. Through the power of elemental enchantments the party finds itself within easy striking distance of the camp, and with a silent nod they grimly set about butchering those who planned to do the same to them on the morrow. Standing in the ruin of the Blood Elves camp with one prisoner in hand information will soon pass into their hands.
Thursday, November 26, 2009
Friday, November 6, 2009
Around the Campfire: An Adventurer's Journal / Episode 5
Currently discussing the events of Episode 5.
The next week is spent training and learning their way around Haven. Who is who, and what is what, not to mention where. Over all a fairly quiet time of learning and rest, whose end is punctuated by the sound of a large gong being struck repeatedly, followed by assorted denizens of Haven making a mad dash to the walls. Taking this as a cue that something bad might be happening our intrepid party decides to follow the example set by the other residents of Haven, and make their own dash to man the wall.
Arriving in time to see a veritable sea of straw men the players are engulfed and soon fighting for their lives. The straw men prove to be easy foes quickly cut down by steel and flame, however the true threat soon materializes as a stone man charges in and tries to punch a hole in the defenses. A long battle ensues eventually driving Graul to take a defensive stance, and forcing Jand to the forefront of the epic struggle, but it is Audvin who delivers the killing blow, ending the threat.
Elsewhere the battle seems to have ended in an equally favorable manner for the defenders of Haven. The adepts soon find out that these skirmishes are a fairly regular occurrence, it is as if the Horrors in the ruins of Parlainth do not want to be forgotten.
The next week is spent training and learning their way around Haven. Who is who, and what is what, not to mention where. Over all a fairly quiet time of learning and rest, whose end is punctuated by the sound of a large gong being struck repeatedly, followed by assorted denizens of Haven making a mad dash to the walls. Taking this as a cue that something bad might be happening our intrepid party decides to follow the example set by the other residents of Haven, and make their own dash to man the wall.
Arriving in time to see a veritable sea of straw men the players are engulfed and soon fighting for their lives. The straw men prove to be easy foes quickly cut down by steel and flame, however the true threat soon materializes as a stone man charges in and tries to punch a hole in the defenses. A long battle ensues eventually driving Graul to take a defensive stance, and forcing Jand to the forefront of the epic struggle, but it is Audvin who delivers the killing blow, ending the threat.
Elsewhere the battle seems to have ended in an equally favorable manner for the defenders of Haven. The adepts soon find out that these skirmishes are a fairly regular occurrence, it is as if the Horrors in the ruins of Parlainth do not want to be forgotten.
Around the Campfire: An Adventurer's Journal / Episode 4
Currently discussing the events of Episode 4.
As the sun rises so do our intrepid adventurers. Packing their gear and cleaning up their campsite they hit the road with a spring in their step. Several uneventful days take the spring out of their step as the miles rack up and the pleasures of riverboat travel seem a distant memory. Of course this quiet could not last. On the second watch of the night five days removed from the soft beds of the Crescent Pleasure, Audvin is alerted to some potential threat nearby. Sneaking off to investigate he is nearly by a group of large lizards. Hissing their displeasure he is frozen in place for quite some time, until they finally doze off.
Returning to camp he informs the others of the proximity of the group of lizards. Our daring group decides that perhaps it is best to leave the lizards alone, and try to quietly move on in the morning. Unfortunately one of the lizards decides to wander off in the direction of their camp in the morning to drain the proverbial lizard, and to its surprise it discovers breakfast nearby. Charging in lightning bolts a blasting since it likes its food slightly charged the lightning lizard is unfortunately no match for the fours adepts. Quickly dispatching him amongst a frenzy of hissing, which alerts the remainder of his little family group, the adepts stand ready to fight them off.
Charging in the remaining thunder lizards attempt to pin the adepts down with blasts of lightning, but charging the nearest lizard they make short work of that plan. Though they are severely wounded the group manages to finish off the remaining lizards without losing anyone. Surely this is a feat that shall someday be sung of by many a Troubadour. Nursing their wounds, they pack up and hit the road the next day. While traveling up the Old Theran Road they run into a caravan of Dwarven merchants and exchange information.
Finally after nearly a week and a half on the road they arrive dust covered at the gates of Haven. Expecting to enter and enjoy some fine brew at a local establishment they are instead forced to perform, and prove they are clear of Horror taint. Succeeding in this endeavor they are granted admittance and quickly obtain rooms at the Restless Troll and seek some liquid refreshment. During this quest for liquid refreshments the adepts are also seeking someone to train them.
Graul finds a teacher by the grace of Trajan Gortan a Dwarf Merchant of the Iron Circle Trading Company. His teacher is one Damjar Metalfist an Ork Warrior and fellow member of the Order of the Gold Mountain. Audvin manages to get into the good graces of Ireeka Shagmane an Ork Weaponsmith who shall collect on a bartered favor at a later date. Meanwhile our Swordmaster Jand of Travar has managed to engage in dialogue with the Gallant Mercurio Dargent a human of impeccable tastes. Finally Satine is aided by Torgak after she survives his challenge by drinking a glass of hurlg. Not only does she manage to drink it, she does the impossible and keeps it down. Impressed and thoroughly amused Torgak puts her in touch with Tilaria Laryskova, an Elf Elementalist of great renown.
As the sun rises so do our intrepid adventurers. Packing their gear and cleaning up their campsite they hit the road with a spring in their step. Several uneventful days take the spring out of their step as the miles rack up and the pleasures of riverboat travel seem a distant memory. Of course this quiet could not last. On the second watch of the night five days removed from the soft beds of the Crescent Pleasure, Audvin is alerted to some potential threat nearby. Sneaking off to investigate he is nearly by a group of large lizards. Hissing their displeasure he is frozen in place for quite some time, until they finally doze off.
Returning to camp he informs the others of the proximity of the group of lizards. Our daring group decides that perhaps it is best to leave the lizards alone, and try to quietly move on in the morning. Unfortunately one of the lizards decides to wander off in the direction of their camp in the morning to drain the proverbial lizard, and to its surprise it discovers breakfast nearby. Charging in lightning bolts a blasting since it likes its food slightly charged the lightning lizard is unfortunately no match for the fours adepts. Quickly dispatching him amongst a frenzy of hissing, which alerts the remainder of his little family group, the adepts stand ready to fight them off.
Charging in the remaining thunder lizards attempt to pin the adepts down with blasts of lightning, but charging the nearest lizard they make short work of that plan. Though they are severely wounded the group manages to finish off the remaining lizards without losing anyone. Surely this is a feat that shall someday be sung of by many a Troubadour. Nursing their wounds, they pack up and hit the road the next day. While traveling up the Old Theran Road they run into a caravan of Dwarven merchants and exchange information.
Finally after nearly a week and a half on the road they arrive dust covered at the gates of Haven. Expecting to enter and enjoy some fine brew at a local establishment they are instead forced to perform, and prove they are clear of Horror taint. Succeeding in this endeavor they are granted admittance and quickly obtain rooms at the Restless Troll and seek some liquid refreshment. During this quest for liquid refreshments the adepts are also seeking someone to train them.
Graul finds a teacher by the grace of Trajan Gortan a Dwarf Merchant of the Iron Circle Trading Company. His teacher is one Damjar Metalfist an Ork Warrior and fellow member of the Order of the Gold Mountain. Audvin manages to get into the good graces of Ireeka Shagmane an Ork Weaponsmith who shall collect on a bartered favor at a later date. Meanwhile our Swordmaster Jand of Travar has managed to engage in dialogue with the Gallant Mercurio Dargent a human of impeccable tastes. Finally Satine is aided by Torgak after she survives his challenge by drinking a glass of hurlg. Not only does she manage to drink it, she does the impossible and keeps it down. Impressed and thoroughly amused Torgak puts her in touch with Tilaria Laryskova, an Elf Elementalist of great renown.
Around the Campfire: An Adventurer's Journal / Episode 3
Currently discussing the events of Episode 3.
Several years ago the Swordmaster Jand was just a child. As a child he did all the things children normally do, until one day a visitor came to town. This visitor was not just any visitor, he was the River King. Who is the River King you ask? Well the River King is a legend a myth, he is a human, a dwarf, the head of a vast criminal conspiracy, a pirate, some even whisper that he is a horror, and all the tales are true. None know for certain, but one day Jand will find the truth. You see when the River King visited he killed everyone in his village; the last to die was Jand’s father. Fortunately for Jand he got to see it too. The River King ran the child through and left him for dead. Well fortune smiled on Jand again that day, and he got to live. A passing Swordmaster came upon the carnage and found that Jand was still alive. Nursing him back to health he took him as a student, he was pretty sure Jand would have a use for a sword.
What does this all have to do with out tale? Well Jand was busy with his companions celebrating their recent victory, when the Captain of the Crescent Pleasure informed him that one of the prisoners wanted to talk to him. He was a wily T’skrang by the name of Matson Tirkiyan, and he was there that day, working for the River King and he knows where he is now. Jand recognized him then, and while a part of him screamed for this little taste of vengeance, he knows there is only one who shall face his blade. Unfortunately he also realizes it may be long before he can challenge the River King. In return for his freedom Matson and Jand swear an oath in blood to meet in Farram one year from now, and then he will guide him to the recipient of his ire.
The Crescent Pleasure steams along quietly passing by the K’Tenshin, Lake Pyros, and Ban, traveling up the Serpent River to the town of Tansiarda. Traveler’s come and go as it stops to pick up passengers on its route of travel. In this case the companions are the ones leaving. Traveling by foot the party follows the Onman River on their path to Parlainth. Unfortunately they set camp too near the territory of a Brithan and Jand is forced to school it in many ways. Having resolved the argument with the Brithan the companions nod off beneath the crystal clear star studded sky.
Several years ago the Swordmaster Jand was just a child. As a child he did all the things children normally do, until one day a visitor came to town. This visitor was not just any visitor, he was the River King. Who is the River King you ask? Well the River King is a legend a myth, he is a human, a dwarf, the head of a vast criminal conspiracy, a pirate, some even whisper that he is a horror, and all the tales are true. None know for certain, but one day Jand will find the truth. You see when the River King visited he killed everyone in his village; the last to die was Jand’s father. Fortunately for Jand he got to see it too. The River King ran the child through and left him for dead. Well fortune smiled on Jand again that day, and he got to live. A passing Swordmaster came upon the carnage and found that Jand was still alive. Nursing him back to health he took him as a student, he was pretty sure Jand would have a use for a sword.
What does this all have to do with out tale? Well Jand was busy with his companions celebrating their recent victory, when the Captain of the Crescent Pleasure informed him that one of the prisoners wanted to talk to him. He was a wily T’skrang by the name of Matson Tirkiyan, and he was there that day, working for the River King and he knows where he is now. Jand recognized him then, and while a part of him screamed for this little taste of vengeance, he knows there is only one who shall face his blade. Unfortunately he also realizes it may be long before he can challenge the River King. In return for his freedom Matson and Jand swear an oath in blood to meet in Farram one year from now, and then he will guide him to the recipient of his ire.
The Crescent Pleasure steams along quietly passing by the K’Tenshin, Lake Pyros, and Ban, traveling up the Serpent River to the town of Tansiarda. Traveler’s come and go as it stops to pick up passengers on its route of travel. In this case the companions are the ones leaving. Traveling by foot the party follows the Onman River on their path to Parlainth. Unfortunately they set camp too near the territory of a Brithan and Jand is forced to school it in many ways. Having resolved the argument with the Brithan the companions nod off beneath the crystal clear star studded sky.
Around the Campfire: An Adventurer's Journal / Episode 2
Currently discussing the events of Episode 2.
Having decided that Parlainth sounds like a good idea our intrepid adventurers decide to leave Kratas behind and head for Daiche. Transportation has been arranged for them on the Crescent Pleasure. The Crescent Pleasure is known throughout the river systems of Barsaive as a gambling ship. Its high profile does as much to protect from pirates and overly aggressive aropagoi as do the bribes, and heavy on board security. With a ticket for the Crescent Pleasure you buy a degree of anonymity, and freedom because it is the only ship known to freely cross the borders of the different T’skrang houses without so much as a cursory glance. This should tell any intelligent observer that the ship has a heavy compliment of spies on board from assorted political factions, making it useful to everyone.
Boarding the Crescent Pleasure without incident the party quickly settles into gambling in some low stakes card games, however a certain windling is much too curious to mind her own business, instead she seeks to know the business of others. Flitting about Satine decides to collect information from the assorted patrons on board. While only the passions know who was real, and who was a cover identity, the most disturbing tidbit relates to her cousin Terricia. Some seem convinced that she is an assassin and King Garlthik is the worst kind of fellow. Naturally Satine needs to come to terms with who to believe, or rather what to believe.
Setting anchor for the night the ship is ambushed by pirates. Through the smoke of fire cannons, screams of the dying, and the terror of the living, the distance closing between ships as the pirates prepare to board, a roar is heard as Graul comes running through the smoke and leaps across the remaining distance on to the pirate ship, axe held high coming down with fearsome force to split the skull of an enemy. Jand and Audvin are close behind slashing at those about them, as Satine provides fire support blasting her opponents with the power of the elements. Singling out the Captain of the pirate ship Jand engages him in a duel, maneuvering and taunting the whole time he eventually lashes out disarming the Captain and threatening his life, he demands their surrender, and it is given as the rest of his crew has fared no better than he.
Having decided that Parlainth sounds like a good idea our intrepid adventurers decide to leave Kratas behind and head for Daiche. Transportation has been arranged for them on the Crescent Pleasure. The Crescent Pleasure is known throughout the river systems of Barsaive as a gambling ship. Its high profile does as much to protect from pirates and overly aggressive aropagoi as do the bribes, and heavy on board security. With a ticket for the Crescent Pleasure you buy a degree of anonymity, and freedom because it is the only ship known to freely cross the borders of the different T’skrang houses without so much as a cursory glance. This should tell any intelligent observer that the ship has a heavy compliment of spies on board from assorted political factions, making it useful to everyone.
Boarding the Crescent Pleasure without incident the party quickly settles into gambling in some low stakes card games, however a certain windling is much too curious to mind her own business, instead she seeks to know the business of others. Flitting about Satine decides to collect information from the assorted patrons on board. While only the passions know who was real, and who was a cover identity, the most disturbing tidbit relates to her cousin Terricia. Some seem convinced that she is an assassin and King Garlthik is the worst kind of fellow. Naturally Satine needs to come to terms with who to believe, or rather what to believe.
Setting anchor for the night the ship is ambushed by pirates. Through the smoke of fire cannons, screams of the dying, and the terror of the living, the distance closing between ships as the pirates prepare to board, a roar is heard as Graul comes running through the smoke and leaps across the remaining distance on to the pirate ship, axe held high coming down with fearsome force to split the skull of an enemy. Jand and Audvin are close behind slashing at those about them, as Satine provides fire support blasting her opponents with the power of the elements. Singling out the Captain of the pirate ship Jand engages him in a duel, maneuvering and taunting the whole time he eventually lashes out disarming the Captain and threatening his life, he demands their surrender, and it is given as the rest of his crew has fared no better than he.
Around the Campfire: An Adventurers Journal / Episode 1
These Episodic entries are short summaries of the events of each game session in my ongoing Earthdawn Campaign. Currently discussing the events of Episode 1.
The characters in question having leapt into the game fully formed by their creators, though still rough around the edges and in need of a reason to travel together in the bright, cheerful land of Barsaive, naturally leave that little detail to the GM. Personally I always hated the bar scene with mysterious stranger in tow, however I decided what if the mysterious stranger is actually another player. Having decided that all of the characters should have at least rudimentary ties to different communities in the Unnamed Forest, I decided to run with it.
Graul an Ork Warrior recently graduated from his training at the Gold Mountain has been traveling for several days, and as he often does decides to cook himself up a little siesta (little only in by Graul’s standards). Of course this day is marked by destiny (GM fiat), and others smell the delicious aroma wafting through the noon time air. Soon Graul has several visitors. Jand master of the blade, and quite the witty fellow if you ask him, a human swordmaster of sadly little renown. Satine Rose one of the rarest windlings there is… a hereditary noble and elementalist without equal. Finally Audvin of the Anvil, Elf of the Unnamed Forest, Weaponsmith seeking knowledge from the depths of the world (sounds impressive). Being confronted with this eclectic collection of people Graul remembers his manners and suggests everyone join him for his little siesta. Of course while the food is extremely tasty it is also volcanic in its level of spice. After eating and talking the group realizes they are all traveling to Kratas, and that safety can be found in numbers.
For several days the group travels towards Kratas, finally arriving on the third day. Being young, adventurous, and poor they decide to partake of the hospitality of Graul’s Order, but not before having a pouch bending moment with one of the orphans of Kratas. The Order of the Gold Mountain has a Chapterhouse in Kratas on the grounds of the Iron Circle Trading Company, who and what these are is common knowledge so I shall not bore you with details. Enjoying a fine meal, and relaxing in some exceedingly comfortable lodging, Satine decides to write to her cousin Terricia the Lord Marshal of Kratas, and right hand windling to the noble King Garlthik One Eye. A response is quickly forthcoming, (Satine has a slightly skewed vision of Kratas based on the letters Terricia sends home) and the party is soon seated for lunch at Garlthik’s palace. Terricia and Satine catch up, and the party is offered a letter of introduction to be used with a variety of merchants in town. Naturally any merchant will take this letter as a death threat, of course Satine remains blissfully unaware of this.
Their stay in Kratas is cut short when Graul follows up on a job notice at the Chapterhouse, and has a little sit down with the Grandmaster of the Order. Graul had attempted to pick pocket this particular Elf when he was a child in Travar, fortunately for him they decided to train him as a Warrior instead of handing him over to the local constables. In spite of the slight awkwardness Graul accepts the job and proceeds to coerce his new found friends to travel with him, since it promises to pay well…very well. Of course they do have go to this place called Parlainth, but how bad could that be.
The characters in question having leapt into the game fully formed by their creators, though still rough around the edges and in need of a reason to travel together in the bright, cheerful land of Barsaive, naturally leave that little detail to the GM. Personally I always hated the bar scene with mysterious stranger in tow, however I decided what if the mysterious stranger is actually another player. Having decided that all of the characters should have at least rudimentary ties to different communities in the Unnamed Forest, I decided to run with it.
Graul an Ork Warrior recently graduated from his training at the Gold Mountain has been traveling for several days, and as he often does decides to cook himself up a little siesta (little only in by Graul’s standards). Of course this day is marked by destiny (GM fiat), and others smell the delicious aroma wafting through the noon time air. Soon Graul has several visitors. Jand master of the blade, and quite the witty fellow if you ask him, a human swordmaster of sadly little renown. Satine Rose one of the rarest windlings there is… a hereditary noble and elementalist without equal. Finally Audvin of the Anvil, Elf of the Unnamed Forest, Weaponsmith seeking knowledge from the depths of the world (sounds impressive). Being confronted with this eclectic collection of people Graul remembers his manners and suggests everyone join him for his little siesta. Of course while the food is extremely tasty it is also volcanic in its level of spice. After eating and talking the group realizes they are all traveling to Kratas, and that safety can be found in numbers.
For several days the group travels towards Kratas, finally arriving on the third day. Being young, adventurous, and poor they decide to partake of the hospitality of Graul’s Order, but not before having a pouch bending moment with one of the orphans of Kratas. The Order of the Gold Mountain has a Chapterhouse in Kratas on the grounds of the Iron Circle Trading Company, who and what these are is common knowledge so I shall not bore you with details. Enjoying a fine meal, and relaxing in some exceedingly comfortable lodging, Satine decides to write to her cousin Terricia the Lord Marshal of Kratas, and right hand windling to the noble King Garlthik One Eye. A response is quickly forthcoming, (Satine has a slightly skewed vision of Kratas based on the letters Terricia sends home) and the party is soon seated for lunch at Garlthik’s palace. Terricia and Satine catch up, and the party is offered a letter of introduction to be used with a variety of merchants in town. Naturally any merchant will take this letter as a death threat, of course Satine remains blissfully unaware of this.
Their stay in Kratas is cut short when Graul follows up on a job notice at the Chapterhouse, and has a little sit down with the Grandmaster of the Order. Graul had attempted to pick pocket this particular Elf when he was a child in Travar, fortunately for him they decided to train him as a Warrior instead of handing him over to the local constables. In spite of the slight awkwardness Graul accepts the job and proceeds to coerce his new found friends to travel with him, since it promises to pay well…very well. Of course they do have go to this place called Parlainth, but how bad could that be.
Saturday, October 17, 2009
GM's Eye View: Order of the Gold Mountain
This organization along with its Grandmaster is inspired by several sources. Starting with the character of Faelan who is in many ways a tragic hero, though his tragedy is of a more personal nature and directly tied to his upbringing and the “Curse of His Blood”. His tragedy occurs before the story, it is something that just is, and cannot be changed. The character channels the revulsion of his past, into producing something positive in the present. Achieving this transformation of consciousness requires a catalyst, which is present in the form of his mentor Krsnik of the Gold Mountain. Krsnik is meant to be an elemental force and he is directly lifted from regional myth. He is the world imprinting itself on the hot iron, which has been pulled from the forge of misfortune. Until this point Faelan can swing either way, striving to be himself, or strive to prove how he can be better than his siblings at emulating their father. Krsnik provides the discipline and guidance that any child needs. The manner of his training, the mentorship provided encourages the young Faelan to strive to aid others, the same way he has been helped.
Traveling away is meant to reflect the gathering of experience and knowledge. It honors the chosen ancestor (Krsnik), in a passive and youthful manner. His return to his homeland is the dawn of true maturity, because he has chosen to face his past. The Council Compact enters into this partly as a declaration of who he is, what he believes in, and is the public declaration of his respect for his mentor. The Order is formed as a manifestation of this.
The details of the Order its subsidiary arms, and members are loosely pulled from several sources. Naturally the Knights of the Round Table come to mind, based on the supported errantry, questing, and the theme of the rule of law, or rather might does not make right. Additional inspiration has come from the Song of Roland, assorted tales about Charlemagne and his peers, along with some modern fantasy writing. The purpose of the Order is to set a framework for the story, which in this case is similar to an age of enlightenment, a dawn on knowledge, and a beating back of darkness. This is in keeping with the horror dark ages background of the emergence from the Kaers and subsequent battles to tame the world. In this instance I have chosen to underplay the raw elements of horror in the game, with a veneer of civilized behavior particularly when related to what Thera does to the world. It should enhance the mood of the game when the ugly bits break through and wreak havoc.
Lastly the Order is there to provide an easy motivating factor for a group of characters, by having a member who belongs to the Order. When lacking a player motivated adventure, it is easy to substitute a more traditional, structured, point and shoot style story. In most instances these stories will be injected at appropriate times to progress the internal metaplot development of the game setting within the context of the campaign.
Traveling away is meant to reflect the gathering of experience and knowledge. It honors the chosen ancestor (Krsnik), in a passive and youthful manner. His return to his homeland is the dawn of true maturity, because he has chosen to face his past. The Council Compact enters into this partly as a declaration of who he is, what he believes in, and is the public declaration of his respect for his mentor. The Order is formed as a manifestation of this.
The details of the Order its subsidiary arms, and members are loosely pulled from several sources. Naturally the Knights of the Round Table come to mind, based on the supported errantry, questing, and the theme of the rule of law, or rather might does not make right. Additional inspiration has come from the Song of Roland, assorted tales about Charlemagne and his peers, along with some modern fantasy writing. The purpose of the Order is to set a framework for the story, which in this case is similar to an age of enlightenment, a dawn on knowledge, and a beating back of darkness. This is in keeping with the horror dark ages background of the emergence from the Kaers and subsequent battles to tame the world. In this instance I have chosen to underplay the raw elements of horror in the game, with a veneer of civilized behavior particularly when related to what Thera does to the world. It should enhance the mood of the game when the ugly bits break through and wreak havoc.
Lastly the Order is there to provide an easy motivating factor for a group of characters, by having a member who belongs to the Order. When lacking a player motivated adventure, it is easy to substitute a more traditional, structured, point and shoot style story. In most instances these stories will be injected at appropriate times to progress the internal metaplot development of the game setting within the context of the campaign.
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