Showing posts with label Greeting Ritual. Show all posts
Showing posts with label Greeting Ritual. Show all posts

18 October 2012

Earthdawn: Adventure Log 05 - A Time to Kill

This is the fifth Adventure Log in an ongoing series about Earthdawn.Introduction and Index.

The Eye of Throal is the active intelligence service for the dwarf kingdom of Throal (the Great Library is the passive arm and where intelligence is analyzed). Duties for the Eye include both internal and external security. There are a number of different types of agents, those who adopt cover identities, known as "kaer dwellers", and those that operate more-or-less openly. It is always important to have some open influence, otherwise agents in the field may be unable to secure the resources they need in times of distress.

Within canon, there are checks and balances in place to limit the Eye's influence, taking cues from the missteps of the Theran Empire. Within this campaign, these checks and balances are still in place, but they have been eroded by collusion within and outside of the Eye for personal gain and weakened by external influences seeking to disrupt the Eye's functions. The actions the Eye is willing to take are significantly more grim, along with the sacrifices they are willing to make to protect the security of Throal. Some agents have seen so much darkness in their tenure, at times only the master they serve separates them from those they work against. This much darker morality fits better with the themes I like to introduce and makes working for this shadowy organization significantly more mysterious - you may not know whose agenda you are truly serving until it is too late.

There are numerous opportunities for Groups to become involved with the Eye, whether they realize it or not. Service in the Eye can grant considerable direction for a campaign, including events leading to their induction, while still giving the players a great deal of latitude in how they approach problems. For those contracting with the Eye, Blood Oaths are a common practice to ensure silence for a least a year and a day, and the full dwarf coffers can make many worries disappear.

Adventure Log – 05 A Time to Kill

Recorded By: Ting V’strimon the Merciless of Urupa


Date: 29 Raquas – 10 Sollus, 1506 TH
Group Name: Mismatched Steel

Group Members
Elmod the Nethermancer
Honeysuckle Sunspray the Windmaster
Jak’Tak the Weaponsmith
Ting the Swordmaster

Farmer, Pillar(1), wishes us to look into the disappearance of some documents. He believes some of his family members killed the courier with these documents as some elaborate plan to gain the inheritance. But first! Crackbills. They breathe poisonous gas. This sounds bad. Travelling along the road to the farmer’s looking for ambush points. That is where crackbills like to hand. Donkey path, found broken bridge, but tracks told me other people went another way, so we follow to find a camp in the middle of nowhere. Windling went to flank and we step in to find four dead guys. Then the birds showed up. Very angry. There were six. One breathed on me and it was bad. Unconscious for a bit, woke up later but very disoriented. Fight did not start well for me. But after I got my footing, I brought the pain! Blades and spells whirling through the yellow, acrid fog, slaughtering the feathery beasts where they stood. We dispatched all six of the stinking creatures. We found a small out of <silver>(2) and took the necks of the crackbills. I found a body further off into the bushes which Elmod decided to screw around with(3). Whatever he did made him freak out quite a bit, look on his face was hilarious(4). Apparently this body was killed by a pair of dwarfs and not by the feathery beasts. We hiked back to town and sold the necks.

Jak was working while we were out(5). Forged me up a slightly better battle axe, Elmod even made up a banner for the thing. Very nice. Makes me feel a part of the group.

Talked to Pillar, very excitable. He is willing to take us to see his sister and husband. In Throal, nicer area. They are adepts, working for the Throne. They left a few days before (for murder!?), maybe to the farming village. Learned what a q’wril is. His sister and brother-in-law are “scouts”. Word has it he hunts Horrors(6). We tried to go around the bridge, but found more of those stupid birds. Pillar hid the whole fight, which was good on him. Kill thirteen of the bastards before the remaining ran away. We checked out where the body of the courier was, but it was gone, evaporated.


Moved on into town. The sheep are huge(7). Felt really good about the back flip in my dance. We were welcomed. The siblings are here. Pillar is nervous. Children love me! I love attention. We went to talk to Jana and Caramon and got the signal that these are our guys. Need to get a windling-sized muzzle(8). Elmod looked constipated most of the time(9). Then Pillar burst in the room all hurt, ranting about q’wril. To be attacked! Easy kills, look to have valuable bits. Elmod made us wait before we could kill more of the tings. Also filled us in on something about Horrors infecting the dwarf couple(10). Also probably why these rodent things are all up and attacking. Someone said that is not normal. Was some fun though.

Going to be a feast tonight in our “honor” of the thing they moved the statue around. Honeysuckle brought a letter. Jak also came with some serious news. Jana did the greeting ritual, no problem. They are supposedly hunting the Horror causing this. The statue is probably responsible for some of the problems in the village. Confirmed by Elmod. We then go through greeting rituals and then Jak confronted the town. Townsfolk alarmed, in denial. Jana tries to convince townspeople, but starts to lose it. Caramon attacks statue, Jak and I do as well. Jana is murdering her husband. Villagers get Horror angries and are pulling us off. Statue falls. I go after a cadaverman, Caramon has given up, Jana and Caramon killed each other. Killed the rest of the corrupted peoples. Search of houses finds the headsman’s son having all kinds of evidence of his evilness in his basement. Gather townsfolk, make them move on and burn the village(11). Head back to Bartertown. Sold loot for mad cash(12).(13)

(1) He is an exceptionally nervous dwarf from the village of Shepherd, brother of Jana.
(2) This piece is indecipherable.
(3) Insert Nethermancer and dead body screwing joke.
(4) Realized what he was doing, eh?
(5) Working at a Forge of Maester Bleys, evidently.
(6) Caramon is a Horror Stalker.
(7) An understatement; they are also fearsome and do not like to be used as steeds by orks.
(8) Indeed.
(9) Heh.
(10) This changes things; I wonder if this is what Jana and Caramon were working on when they stopped communications. More details!
(11) This is quite brutal and efficient. Kick this up to look at.
(12) How perfectly mercenary.
(13) Received and edited by Ela Pono.


*     *     *

There were a few intentions for this session. First, I wanted to show some of the dangers associated with overland travel away from established trade routes. Then actually interacting with the residents of remote areas and how they can be xenophobic. This gave the characters a chance to make some friends and interact with the locals. Building this positive rapport would be pretty important for the conclusion of the session. The Horror which many of the sessions are slowly beginning to orbit around displays more of its influence here. The fact it has Namegivers out there and spreading its influence, and that it can work through objects and not just people, was another plot point. Also how deep the corruption of Horrors can go, that their influence is alien and inimical to life as it is know.

Some important aspects of the setting also made an appearance: the existence of an intelligence agency for Throal and the unfortunate truth of artisan skills. The Throal plot has been carried through the notes on the Adventure Logs for now, though it may make a reappearance in the future. I may have pulled the trigger too soon on revealing the Ritual of Greeting is just a superstition, but I was afraid if I waited too long the players may have reacted poorly to the revelation later down the road when Legend Points were invested with no return, as well that it was being used as a litmus test to detect anyone with a Horror Mark and wasn't working.

The major theme of the session was of darkness; that victory can be had, but there is a cost. Despite the heroics of the setting and campaign, it will be going to increasingly dark places. I wanted to drive that point home early and this particular session really worked for that. The two dwarf adepts sacrificed themselves for this victory and half a village was put to the sword. It was pretty somber at the table when they started picking up the pieces.

Two different props were created for this session. Crackbill necks were simple to put together and turned out well in the end. I got a cheap, nylon (this is important) jump rope and cut it into sections, around 20 cm; they had to be short enough to fit into the boxes. Using a lighter, I melted each end. This fused it, making it sturdier and lending a nice cartilaginous feel. Then some bronze paint was applied. The end result was rough and textured, but still flexible.

The earth q'wril beaks were significantly more time consuming. The base uses glass paper weights from the craft store. I applied masking tape to the tip of each glass bauble, to create the illusion of where the earth q'wril secretes fluid to break rocks apart in the final product. Next some white primer was applied and allowed to dry. This was followed by black matte primer that was applied in a thin layer. When dried, I remove the masking tape and layered clear matte sealant over them. This protected the paint and gave a more worn feeling, particularly to the tip, while the base was left as smooth glass - showing where it had been removed from the creature. The end result has some layers, uneven parts and roughness that make it feel more natural. They can also stand up to some handling, which is a bonus.

13 September 2012

Earthdawn: Part 7 - Horrors

This is the seventh part in an ongoing series about Earthdawn. Introduction and Index.

The most insidious and dangerous things in Earthdawn are the Horrors. Completely alien and unknowable, they come from deep astral space to feed on fear and pain. Infinite shapes and sizes, and powers that even dragons fear. While the magic levels have dropped considerably, Horrors are still present, ravenous and deadly.

Horrors are intrinsic to the setting, representing the greatest threat to Namegivers (besides themselves) and adepts will expend considerable resources, including their lives, to free the world from their presence. There are two different perspectives on Horrors: the players' and the GM's. For players, Horrors are a significant (perhaps the most significant) challenge you will face. While they represent the potential for incredible stories and legends for GMs.

When hunting a Horror, the most valuable weapon any Group can have is information. Earthdawn is a setting of legends and there should always be some account, some evidence, some story about the Horror. These should give you clues on how to confront them. Most Horrors worth hunting in this fashion will have minions; undead, constructs, or Namegivers they have Marked. Learn everything you can and prepare. If the Horror has a Name, so much the better and worse. That means it has done something to earn a Name, which is bad, but this means it has a Pattern and you can take advantage of that.

Thread magic is the biggest advantage adepts will have over Named Horrors; use it. Follow the Horror's path, figure out it's Pattern Items. They will give you a significant advantage in any conflict for a minimal investment. Never be afraid to run away from a Horror if need be. Despite all of the power an adept has access to, discretion is often the better part of valor. Take what you have learned and begin to plan in earnest.

The standard of the power and fear Horror's wield is through their Mark. It is a stain upon your Pattern and each is unique, the fingerprint of the Horror. They can be detected through careful scrutiny with astral sight. Through this Mark a Horror can influence you, tempt you, hurt you, exert its terrible will on the world through you. Their powers can be used against you or through you against those around you freely and it is nearly impossible to escape their voice as they taunt you endlessly. Some can apply a twisted version of Thread magic directly against your Pattern to plunder your essence and memories, or take control. While you are Marked, no one is safe.

For the GM, Horrors are the other side of the coin. They are a powerful weapon in your arsenal to drive the story. Entire campaigns can be constructed around the legend of a particular Horror. From finding the Thread Items of those that have fallen before it, learning of their legends, and their collective will driving the Group to the Horror. Following it's trail, learning about the legends of what came to pass. It can be a powerful event, the final showdown, when everything is on the table and victory is uncertain. That is just one idea, however, and there are many other great ways to use these antagonists.

When a Horror is first introduced into the game, there are a number of factors to consider. Specifically, what is this Horror supposed to do? They work poorly (not to mention are completely wasted) as random encounters. Instead they should be used as long-term implacable foes, whose logic is unseen and insidious. Develop some themes for the Horror; it doesn't need a Name, but it should be distinctive. The Mark should be related to these themes, reveal some part of the Horror's character. Perhaps it has an affinity for musty crypts and the undead it creates within. Recently I used a Horror that had a thing for Elemental Earth, which was bad news for many kaers (their primary defense is a bunker of Elemental Earth). Everything associated with it was earthen or crystalline, tinged with blood. The Horror also had a special fondness for obsidimen and their Liferocks and it's Mark was a bleeding mountain.

What kind of story do you want to tell with the Horror? Not every Horror encounter has to be an epic, but it should at least be significant. These are the enemies of the setting. Set the stage for a Horror with unsettling dread. They are subtle; they don't feed on wanton destruction or death. They are artists and they are patient. Figure out the modus operandi of the Horror; they don't have to make sense, but there should be internal consistency. A little mystery will go a long way, but there doesn't have to be a big reveal. At the end of the day, the motivations of a Horror are simple: they're hungry. They can also be finicky eaters and can go to outrageously bizarre lengths to make their meals that much more succulent.

Less abstractly, what powers does the Horror possess? There are a number of Horrors that can serve as excellent templates to build from, as well as lists of powers that are unique to them (though a number of Nethermancer spells are suspiciously similar). An important lesson to learn is don't give the Horror more powers than you can remember. A few good, iconic powers will go much further than a new ability every turn. Even with all of the research, every Horror should have one good surprise for them.

How do the basic assumptions of the setting work? The best example of this is the Greeting Ritual. When two Namegivers meet they perform an exhibition of their artisan skill, as it is believed that Horrors (and those Horror-Marked) cannot create beauty. What if it is just a meaningless superstition, or only works for some Horrors? Maybe it is foolproof? How that basic assumption works will shape how player's interact from that point forward; though let them figure out the truth the hard way. Whatever you decide, keep to it, but also keep the Greeting Ritual in place. It is an important cultural element that highlights a sense of vulnerability and false security (especially if the ritual has no practical benefit).

As the Group begins to track down the players, don't forget about the minions. Most Horrors have time to lovingly craft their favorite constructs and bring a semblance of life to their fallen foes. Also they may have Horror Marked Namegivers to use against the Group. These can be sympathetic NPCs, but don't be surprised if the Group doesn't show mercy, despite their plight. Particularly devious GMs can have the NPC be politically powerful, meaning that direct action against them is nearly impossible. Horrors typically have little interest in killing; they are not direct and will only act as such when they truly feel threatened. This leads them to behave like grandstanding villains, gloating and performing unspeakable, but unnecessary acts just for the sake of the fear and pain they cause. Give the players these opportunities to escape if need be, especially if one has been Marked. Horrors want their legend to grow as well and corpses are notoriously poor at spreading the word. In the end, Horrors are somewhere between Dr. Doom and Cthulhu. Which is just beautiful to me.

In the end, if the Group swears that they are never going to take down another Horror, that is a job done well. If they find evidence of another Horror, or the same, damn Horror, then that is a job done very well. Horrors are native astral creatures, so killing them in the physical world is rarely enough to actually slay them. That just makes them retreat and plan for some extremely elaborate and painful vengeance. These are some of the best stories that Earthdawn does so easily and so naturally.

Coming up with be an article on citadels and kaers, and eventually more detailed looks at crafting Horrors and integrating them into the story.