Showing posts with label survivors. Show all posts
Showing posts with label survivors. Show all posts

Saturday, December 3, 2022

The Klackon Collection

Over the course of the last years, the Survivors of the Tel have gathered quite a collection of Klackon khipu-texts--lengths of fine Klackon silks in various colors, tied and knotted with various and intricate knots that form the words or phrases--on various expeditions and delves into the formerly "haunted" Sixth House of the Attines.

Quite an effort has already been put into translating various sections of this collection, but the task seemed monumental, and there was ever more work to do. So Raoden, with the help of Sesel's friend Gan, as well as Survivors-researcher Razo, began the great task of not only translating the khipus, but also transcribing much of what they learned to make it easier for non-Klackons to read.

Thus introducing the Klackon Collection, a library of texts held by the Survivors of the Tel:

Research Topics

  • metallurgy generally, the smithing of metals and creation of good alloys for a variety of purposes, especially arms and armor
  • alchemy, particularly involving fungal alchemy, as well as paralyzants, creature-venoms, and anti-venins
  • biological studies of certain creatures within the Tel, specifically certain worms found in the depths, the strange pale beetles, and small brainsucking arthropods

In addition to those topics above (already mentioned in the previous post), the fully inventoried collection includes a number of works allowing research on these more general topics:

  • the history and culture of the Attine Klackons and their Spire, from a Sixth House bent
  • information about the cultivation of fungus--of growing beneficial forms and destroying verminous or harmful kinds
  • information about the husbanding of the great dlakolel beetle and proxx crawlers, including recipes for the use of proxx sludge (esp. in the kitchen) and the treating of dlakolel fur and carapaces

 

Spellbooks

There were two spellbooks already detailed in that earlier post:

Jabborg and the Thunderbolt
A copy and translation of a Barcid hero-song detailing the labors of Jabborg as he fashioned the legendary weapon of the storm-god. Many lines have been glossed by Klackon explanations and similar verses from Klackon epics are added by way of comparison
II. heat metal, resist fire
III. striking

The Pale Beetle Under the Knife
This work is a detailed study of an alien creature discovered in the bowels of the Tel. It includes a number of detailed explanations of dissections, as well as alchemical and biological analyses of the creature's venom sacs, reproductive organs, &c. Following that are philosophical musings, noting that the creatures seem almost to have been bred or created specifically to hunt and kill Klackons. The cosmic horror of this implication--that a higher intelligence would devices new creatures specifically for such a purpose--pervades the work ...
As an original spellbook, this work communicates the author's sense of cosmic dread, and a magic-user who has learned and memorized spells from it, and who studies the work once per month, is able to impose a -1 penalty on saves against fear rolled against his or her own spells.
I. cure light wounds
III. paralyzation, fear


There was one additional spellbook "hidden" in the corpus of the library:

The Sixth Way
by Ish-iqar
Klackons are not generally noted for their intellectual curiosity, but are instead known to be hidebound to traditions and receive knowledge. Kshatri'i, a dore from earlier in Sixth House history, set himself against societal norms, and set his House on a new path of curiosity and research that has benefitted the Attine Klackons all together, though perhaps also laid the foundation of doom on his House ...
The khipu is presented as a fable about Kshatri'i, a dore who wished to be a warrior. Recognizing his physical limitations, he instead chose to use the power of knowledge, and by overcoming a series of challenges with curiosity, he ultimately was able to defeat the demon Tk'tk'tka with a specially prepared weapon. This is a copy of the original spell book.
I. augury, detect magic, know history, weapon blessing


Other Items of Interest

There was also a book useful, though not magical:

Manners and Etiquette in the Court of the Princess
A manual of manners, for dores especially, but also for anyone called to audience by an Attine Princess. Someone who studies this book for two consecutive weeks gains a +1 on reactions with Klackons in general. This bonus can be maintained as long as the character revisits their knowledge at least once per month (by spending one week of downtime). If this is maintained for a full 12 month period, the bonus is permanent and the book need no longer be perused.
Additionally, as noted in the manual, if in court one can connect what one is saying to Klackon tradition, or use their epic or lyrical poetry eloquently, then one will gain a +2 bonus on reactions in the court. Though this may still fail to persuade the Princess, it will likely impress at least someone, be it a dore-courtier, or a sister-handmaid, who could help with the next attempt at persuasion.
(this +2 is only available to someone who has used the book for the +1 bonus)


Ru'un Notes in Klackon
Finally, though not actually recovered from the Sixth House, Sesel has come into possession of certain notes relating to the functioning of ru'un. The notes are incomplete at the moment, but might provide some benefit to someone studying ru'un and their functioning. The notes are Klackon in origin, hence their inclusion here; though there are drawings (like the one below), the notes themselves are in a series of silken khipu strands.




Thursday, March 31, 2022

Session #67: "Horatio says 'tis but our fantasy ..."

Like other expeditions near the limes of the past and present lunar year [this one was originally meant--the Scribes], this expedition was little remarked by the inhabitants of the Dual-Cities, not least of which because, like the last one, the departure of the company was by boat from the harbor and thence along the north coast, rather than the traditional hikes cross-country to the Tel al Safina.

It is surmised in town that certain factions among the barbarian-adventurers now have vested interests somewhere inside the Tel--both the Survivors of the Tel and Durham of the Ringing Anvil are rumored to have such interests--and Sesel, Voice of the Survivors, was heard to be gathering his fellows with exhortations that something was amiss near the locale of the Survivors' interests. Rumors of some kind of spirit or wraith accosting his hired men-at-arms on their patrols, and of something menacing skittering in the shadows ... all of which sound rather more in the nature of the Necropolis, and yet seem to be emerging out of the Ocean's Throat sea-caves ...

And so to investigate these weird rumors, Sesel gathered together this company, and the lot embarked on his courier boat the Silver Qaqtla to sail north along the coast:

  • Avin (magic-user 6)
  • Sesel the Voice (fighting-man 7)
    accompanied by Raoden (magic-user 4)
  • Gan ad-Din (fighting-man 5)
  • Heijo (magic-user 6)
  • Revna (magic-user 5)
  • Lars Ghar-Rider (magic-user 4)
  • Pako (renyu)--sent independently by Durham

The group returned to Cothon, disembarking from the Qaqtla along the commercial quays, and then watching her sail back on her way to Sesel's Iqta' al Saahil al Shamaliy. Sesel was not among those who returned to town, having elected to remain at his iqta' and to arrange affairs there in light of whatever was discovered.

It seems there was little recovered by way of treasure--though not quite nothing--and the talk implied that Sesel was more psychically drained than his begging off to see to affairs at home would indicate. Nevertheless, there was a certain joviality to the spirit of the after-action drinking, and certain cryptic comments stand out: "I wonder how long it'll take to boil out?" -- "Bob seemed to think it might take a while, but maybe the poison'll get to it first!" -- "If it's susceptible! I just hope the boiling does the job ..."


The Lucre

  • 3000 dirhams (sp), 800 dinars (gp)
  • 1260 dinars from 6 gems (2@500, 2@100, 1@50, 1@10)
  • one large weirdstone--said by Sesel to contain the vestiges of an Erga!
The Learning
  • 2360 xp from treasure
  • 444 xp from the strange "creature" (400 + hp)
  • 200 xp per player-character for exploration into a new section of the Ocean's Throat
The Cut
  • 314 dinars, 6 dirhams, and 6 fals to each player-character, including Pako
    157 dinars, 3 dirhams and 3 fals to Raoden
  • 387 xp to each player-character
    193 xp to Raoden
  • the "occupied" weirdstone (claimed by Sesel*)

*as Referee, I have divided out the gold as I always have, with equal shares, but only Sesel has any claim to anything more interesting; I feel it incumbent on me to posit that perhaps Sesel forfeit his share of dinars for this claim--but it is not for the referee to decide, but for party members. Experience will remain as published, but dinar (gp) values can be adjusted if folks agree it is appropriate


As always, items without explicit value may be divvied by the company however is deemed fair, or may attempt to be sold "to the right buyer" with the use of downtime to increase shares of treasure (and xp). Explicitly valued items may be "bought out" at their gp-value by any player-character especially desiring them. And reports, drawings, etc. provided by player-characters to be published to this chronicle will earn the corresponding character 100 xp per level.


Wednesday, June 9, 2021

For Hire: The Arwah al Safina

(put together by Jacob, given his characters' investment in the institution to transform the Society of Lamplighters into the Arwah al Safina)

Public Charter

The Society of Lamplighters and Treasure-Bearers, while operating similarly to its previous charter, has fallen under new management. The Survivors of the Tel have expanded their operations and taken over the Society.

While the group remains the same, the methods of hiring and requirements to be met are changing, having seen little to no interest in the Society since its inception.

Unlike the original intent of the Society, to be torchbearers, the newly re-founded Arwah al-Safina, in honor of their founding just following the parade of Immortal Dead, are a society of hirelings who are skilled in either combat arts or magic, and whom grow and improve with the adventures they partake.

Recruiting a Hireling

Recruiting these hirelings is a slightly different process to what it once was. Under the previous Society, a share of treasure was to be dedicated to the organization, and the amount selected dictated which hirelings might be available. In the Arwah, all hirelings are equal, as they will all have training. Therefore there is no roll to hire from the Arwah. Instead a recruitment fee of 75gp is charged, and then you may select anyone from the list.

At the end of the expedition the hireling will receive gold as per normal classed hirlings, a 50% share of treasure.

Much like the original Society, there is an expectation that a diya (man-price) of 100 gold, or a full share of treasure (whichever is higher) is to be paid to the Arwah in the case that a hireling is permanently slain or otherwise maimed in such a way that they can no longer adventure.

Additionally, the Survivors will be reviewing any reports of cruel or harsh treatment of their members, the results of which may end any future possibility for a person to contract with the Arwah. Conversely, members of the Arwah are allowed to request joining adventurers themselves (due to such positive treatment that they wish to join you again), resulting in no hiring cost.

The two major benefits of hiring from the Arwah are:

1) All members are at +1 morale; meaning members are more willing to risk danger and less likely to flee from it compared to others.

2) Members of the Arwah have access to the equipment owned by the Survivors. As a result they will always come equipped with basic arms and armor, and certain other re-usable things can be requested (such as sacks, poles, crowbars, etc).


Arwah Equipment List

When recruiting a member of the Arwah you (or the Arwah member) may select items from this list (must be appropriate for the individual) for them to have equipped during the adventure. While they may share the use of these items, it is the hired Arwah’s discretion on if a request is reasonable or not.


Shields (Maximum: 6)

Swords (Maximum: 4)

Shortbow (Maximum: 4)

Lanterns (Maximum: 3)**

Oil (Maximum: 2 flasks)

Arrows (Maximum: 20 arrows per shortbow)

Bola (Maximum: 3, only taken by Pkunk)

Javelin (Maximum: 4, only taken by Pkunk)

Chain Armor (Maximum: 2)

Plate Armor (Maximum: 3)

Leather Armor (Maximum: 3)

Iron Rations (Maximum: 1 week per hireling)

Tinderbox (Maximum: 1 per adventure)

Waterskin (Maximum: 1 per hireling)

**The Arwah will always bring the following item, their most senior member carrying it. They are willing to use the item for the adventure, but will not lend it or explain how to create the effects. If this item is not returned from an adventure a charge of 100 gold, or a full share of treasure (whichever is higher) is expected to be paid.


The Ghost Lamp

This lamp is built to resemble a normal hooded lamp. However scrawled across its green-metal surface is the contract and original charter of the Arwah al-Safina. There are also a series of small nubs along the top and bottom rim of the lantern.

Unlike a standard lantern, this one is set up to allow for multiple shutters, as well as additives to the flames and oil.

The shutters allow for:

  • Normal open/close shutters

  • Semi-opaque fire-resistant cloth: creating a dim light, not enough to fight or search by, but enough to make out silhouettes and creatures, similar to a twilight effect

  • Mirroring: setup on the inside of ¾ of the lantern, it can act as a spotlight, removing any ambient/local light but causing the light to reach out to twice a lamp’s normal distance in one direction.

The additives change the appearance and function of the flame. Options:

  • Ghost-flame

  • A purple flame

  • A white flame

  • A red flame

  • A blue flame

  • A pink flame

  • A green flame

  • An orange flame

  • Golden sparks

  • A flash of flame, like the light spell for the purposes of blinding a creature


Membership List

Note: Anyone with Class (untrained) is unavailable at this time, they will need to undergo training prior to being available for hiring.

Name

Class

Equipment

Notes

Wahid the Wastrel

Fighter (untrained)

empty tankard

Likely hung over

Pseudolus Freedman

Fighter

spear and shield

Freed slave

Doctor Sontag

Magic-User

healing kit

Haunted, refuses to

fight

Tanit al Jamila

Magic-User

kindjal dagger, spell,

leather, shortbow

Flaunts her figure

Vudot Vudot

Magic-User

Charm Person,

leather, shortbow

Stentorious orator

Pkunk the Mystic

Alkari

6th sense

Will not wear armor

Offers aura readings

Kogus the

Bodyguard

Bulrathi

Macuahuitl, Arbalest

Always completes

contract


Other Arwah Services

These services are offered in-town, and as-is. No refunds, and if the Arwah member comes under any kind of danger you will be charged as per normal adventuring processes. Other services may be added later, depending on interest

  • For 100 gold Pkunk will read your aura and let you know the portents of your next month. By spending a downtime allowing him to read your luck or doom (and paying his fee), this foresight will allow you a reroll of one die in the next month, whether it be one you rolled, or which was rolled around you (i.e. a companion's saving throw, or an enemy's attack or save)

  • For 50 gold per hour Vudot Vudot will orate at an event for you (fees for legal oration must be negotiated on a case-by-case basis)

  • For 10 gold Doctor Sontang will look over a patient and provide basic medical assistance. For 100 he will act fully in his capacity, including accessing simple healing resources he has access to such as first level spells, potions, etc.

  • For 5 gold, or a full wine-flask of decent wine, Wahid will take you on a tour of the best local bars. You’ll also have to pay for his drinks during that time.

*Arwah members keep 10gp or 50% of money from these services used, whichever is more.


Joining the Arwah

Hirelings that wish to join the Arwah have no restrictions, one need only be interested in prolonging your survivability within the Tel to join. A person’s membership in the Arwah al-Safina consists of a handful of significant benefits.

First: If you are unskilled, untrained, or otherwise too focused on a single skill, you will be provided the training of your choice, either to Fighting shape, or in the ways of Magic. This will be done prior to you being listed on our membership chart.

Second: After undergoing training you will be added to the membership chart, used both as a method of contracting out hirelings to the various adventuring companies in Cothon, but also as a sort of rotating participation in the adventures of the Survivors; guaranteeing you at least some adventure and wealth from within the Tel.

Third: Unlike the free-hands and hangers-on scattered about the various taverns, you will have a dedicated support team of adventurers, bringing in new and powerful tools, weapons, and armors which may be lent to you on occasion (at the discretion of the Survivors), or used to improve your survivability within the Tel.

Fourth: Ultimately any members of the Arwah joining the Survivors will have priority, and higher potential for advancement within the Survivors should they choose to join.



Monday, February 8, 2021

The Survivors of the Tel: A Charter

The patrons Under-Star are witness to the kind of thing that is hoped to be historic--the final signing of a public charter by its founding members, followed by a drink on the house celebrating the hopefully-historic occasion!

Having called together an impromptu meeting, the so-called Survivors of the Tel today laid out a sheet of hmela parchment, written out with a document chartering their new institution's mission, the obligations expected of members, and the means to become a member.

One by one they signed; the money promised in investment was counted out; the fees were paid to the local notary, to file the official notice and to copy out the charter; and lo! a new institution is born in the harbor-city of Cothon, open to anyone not yet devoted to another tavern than Cothon-Under-Star!


(from https://www.religiousleftlaw.com/2010/09/sufi-poetry1.html
This is what the charter would look like, physically)

(written by Jacob, whose characters are some of the "founding members" of the Survivors ...)

What are the Survivors about?

The Survivors of the Tel are an adventuring company. Their main goal is that of securing and exploring the various depths of the Tel al Safina. This is accomplished by reviewing and investigating the various goings-on in the Tel, as well as certain contract works.

Membership Benefits

  • Membership and housing in Cothon-Under-Star

  • Access to unique adventuring opportunities within the Tel

  • Access to shared resources and equipment

  • Allies to aid with spells such as Read Magic and Cure Light Wounds

  • Allies to draw upon for your own adventures

  • Additional resources for use in downtime activities such as relationships and researchers

Joining the Survivors of the Tel

In order to join the Survivors you must first adventure within the Tel, and confront some danger. Having returned to Cothon, seek out the Survivors in Cothon-Under-Star, and present to them your story.

Membership in the Survivors costs 75 gold per level per month. This fee can be waived with approval by the Voice through the donation of strange or unique equipment, or by spending the month performing downtime activities selected by the Body of the Survivors. It can also be paid by other Survivors, assuming one is willing.

You will be expected to share any strange or unique equipment with other members who have attained rank enough to warrant that benefit.

Occasionally you may be asked to perform certain downtime activities on behalf of the  Survivors, for everyone's benefit.

Advancement in the Survivors

The payment of your first month of dues, and entrance into the Survivors grants you the rank of Footpad.

Rank advancement is based upon contributions to the Survivors. These contributions can be done through coin, strange or unique items, or through significant downtime. Any advancement must be agreed upon with a simple majority by the Body of the Survivors.

Ranks

Footpad

This is the entry into the Survivors. Members of this rank are granted the basic benefits of membership in the Survivors.

  • Housing and membership in Cothon-Under-Star

  • The free and unlimited use of any equipment you personally donate to the Survivors

  • Access to the Survivors’ supply of standard adventuring equipment

  • Access to Magic Users within the Survivors

    • However, you must convince them to share their spells

  • Allies to draw upon for your own adventures

  • Invitations to join the Survivors in unique adventures

Runner

This rank indicates someone who has adventures with the Survivors, contributed to their success, and generally strengthened the Survivors of the Tel.

  • All previous benefits, plus

  • Rights to check out a maximum of one unique (non-magical) item for use in your adventures

  • Magic users in the Survivors are now expected to share their spells with you

    • You may still have to wait for an available downtime

  • Access to the Survivors’ resources for use in your own downtime activities, including relationships and researchers

Strong Arm

Members attaining the rank of Strong Arm have committed to the Survivors significant resources, bettering both themselves and the Survivors together.

  • All previous benefits, plus

  • Slightly reduced membership fee of 70 gold per level per month

  • Rights to check out an unlimited number of unique (non-magical) items for use in your own adventures

  • Rights to check out up to 2 magical items for use in your own adventures

    • Every 2 non-magical unique items counts as 1 magical item

Tactician

Nearly attaining full rights as the Body of the Survivors, Tacticians have dedicated much of their adventuring to the Survivors.

  • All previous benefits, plus

  • Reduced membership fee of 60 gold per level per month

  • Rights to request lower rank members to aid in downtime activities

    • Though it is expected that you work with them to find reasonable time

  • Rights to check out an unlimited number of magical items for use in your own adventures

  • Rights to utilize the Survivors’ gold to purchase equipment for the Survivors

Body of the Survivors

These are the leaders of the Survivors. They dedicate nearly all of their time and resources to the Survivors. To attain this rank, instead of simply donating or improving the Survivors, one must show themselves remarkable and unique in some way, earning their title.

  • All previous benefits, plus

  • Rights to utilize all the Survivors’ resources as they see fit with the expectation that what they do is ultimately to the benefit of the Survivors

  • Voting rights on changes to the Charter or other major Survivors activities

  • Access to view the full extent of the Survivors holdings and documents

Sage

A special rank for those who do not wish adventure or advancement. A Sage is one who dedicates themselves to the Survivors through research and knowledge. Becoming a Sage requires patronage of a member of the Body of the Survivors.

  • No membership fees

  • Expected to perform research duties for their patron each downtime

  • No requisition rights, or other benefits from the Survivors

    • Though their patron can requisition on their behalf

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