Showing posts with label Kaer. Show all posts
Showing posts with label Kaer. Show all posts

06 December 2016

Earthdawn: Adventure Log 46 - Horror at the Gates

This is the forty-sixth Adventure Log in an ongoing series about Earthdawn. Introduction and Index.







Adventure Log – 046 Horror at the Gates

Written By: Bongani Kreskas

Date:  06 Strassa - 08 Strassa, 1509 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Honeysuckle Sunspray the Warrior
Ting the Swordmaster

Uriel the Illusionist

We are ready. Meta-Poobah Ein tells us to go to the Kara Cafe to meet with Poobah Best, a member of military requisitions, who might be able to get us some healing supplies. He directs us to a military outpost where we "requisition"(1) some healing potions. Then we go out to attack!

We travel to the crystal. We are met by a horrifying grinding noise, but we are used to such things. A high-pitched voice asks us, "Did she(2) send you? Have you come to free her poor, poor people?" We try to keep him talking, but he instead commands us to die, and then he bursts into thousands of shards(3), and a floating mass of maggots(4). In the center of the mass is a dwarf skull. How interesting!

Ting is quite effective at smashing the skull, make it writhe and scream and spew filth. The flying shards chase us, shredding our clothes and flesh. They move like schools of fish, in four large groups(5).

Maggot-Face (as we call him(6)) touched my body, and my skin tore from my frame, writhing all over me like a living wave. But death awaits at our backs - there is not retreat, so we fight on, relentlessly, desperately. Ting overcomes, smashing Maggot-Face upon the cold stone ground, but the shards continue to come after us.

Ting shattered shattered the first swarm, causing it to explode gloriously. Then she stomps another. Truly she is a living crucible of violence. Honeysuckle dove through the sky, fighting in a swirling mass of glittering dross. Uriel fought like an enraged beast, striking out in all directions. But I, spent and exhausted, collapsed to my knees, fumbling and weak.

Honeysuckle destroyed the last swarm, and we returned to the kaer, victorious but diminished.

A few days later we helped the army clear out the remaining tentacle beasts(7).(8)


*     *     *
(1) Did they steal them? Murder a bunch of people? I really just don't know with this group anymore. It could be a bribe as well. 
(2) Who is "she" in this context? That seems important. It could refer to either of the women in charge, but that seems unlikely. There is something else going on behind this and that makes it far more dangerous.
(3) Wingflayer. Bad news. I'm a little surprised to be reading this at all.
(4) Wormskull. Worse news.
(5) Is this indicating there were four wingflayers hiding under the cloak with a wormskull forming the head? What is going on here? This is more than just unusual. Zamrica needs to see this. In part so he will never sleep again. That explains the awful sound - so many metal shards just grinding against each other in a small space.
(6) The Named it. I know it. They Named the wormskull Maggot-Face. Of course they did. Why would anyone expect anything else?
(7) That sounds about right, but there are so many important an unanswered questions here. I cannot believe I am writing this: Why couldn't they just talk to the Horror more? It seemed pretty chatty...
(8) Received and edited by Ela Pono

Not a lot happened in this session, but it did mark a fairly major accomplishment - dealing with the Horrors at the gates of the kaer. I was pleased with how the conflict played out, in all. To balance things a bit, I removed the karma from the wingflayers. Turns out, this was a good decision on my part. The players would not have survived with that in play. As it was, the fight was challenging and forced tactics to evolve, with more tricks coming out to play. To be fair, they knew it was going to be rough, just not how rough. It probably helped a lot Maggot-Face got exactly one turn. Still, it was an ugly turn. What is really important here, and everyone needs to know, is they were deceived by Muppet Man. Also, the full name of the cafe they went to is Kara Lotte. I'm just going to leave that there.

There were more hints dropped regarding larger events and even things going on in the kaer. Real world time constraints kept this session with a laser-like focus for the most part. Which worked overall and provided nice bookends to the events. I'm not entirely certain what they're going to do next session - just leave this place, or explore the things they aren't yet seeing? I know the former has some support; they've been in the Badlands for a very long time. However, it also ignores why they came to the kaer in the first place. Looking for a key.

11 October 2016

Earthdawn: Adventure Log 45 - Kaer Baere Stare

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






Adventure Log – 045 Kaer Baere Stare

Written By: Uriel

Date:  24 Doddul - 05 Strassa, 1509 TH
Group Name: Mismatched Steel

Group Members
Bongani the Scout
Elmod the Nethermancer
Honeysuckle Sunspray the Warrior
Ting the Swordmaster

Uriel the Illusionist

It seems I must write the log myself, for I am left out if I don't.

We had just entered the Kaer Baere and were asked to defeat the Horror which has trapped them. Meta Poobah Ein(1) welcomed us to rest in their very warm sandstone kaer. he warned us not to wander, the seem to have copious amounts of lava based traps throughout(2).

He told us not to go into a particular section where "evil has been contained". We may need to investigate it, just to be certain(3).

We are put up in the finest accommodations available, with more beds than we could possibly use. Ting and Honeysuckle needed to rest, so I took first watch, just in case. You can never be too certain in a new kaer.

Bongani is excited to have me research his bow, it seems to have developed its own pattern. Elmod went out to go shopping. He does not blend in with the dwarfs. To be fair, he can't blend in with humans either(4).

They don't use standard coins here, only their own coins which are adorned with dragons. Their economy seems to be mushroom-based. Even the ale is made from mushrooms. It's quite earthy(5).

Instead of sleeping, Honeysuckle, Ting, and I went looking for a dwarf party. We found a debate about how they treat their sister kaer. It seems that is where the evil was blocked off. Ting was not ready for an investigation, so we found a place with dancing. The dwarfs have excellent use of percussion and horns, but know nothing of strings or woodwinds.

Honeysuckle found work at a forge. Elmod seems incapable of finding gainful employment. I am spending the time researching the history of some of our items.

We spoke again with Meta Poobah Ein. He will arrange a meeting with the Grand Poobahs after the supplication period(6). They seem to be rather racist against elves. They also occasionally throw criminals into lava(7). We decided to observe the supplication process.

The Grand High Poobah wears the fanciest hat and sits on the best throne(8). [Ed. note: There's a hand drawn picture of a very strange hat in the log. It doesn't actually look like it could be worn, though I cannot tell which end is the top and which goes on the head]. 

Bongani went to find a way through the forbidden tunnel(9). Luckily, Bongani can find his way past any barrier, including dwarf guards with tall hats.

We witnessed the execution of a mad dwarf. He did seem beyond help. He was dipped in lava. There was much rejoicing. It was a little disturbing.

Honeysuckle is making friends with the master smith, having proved herself to be a competent adept. Bongani, Elmod, and I made the rounds of the philosopher cafes. Elmod and Bongani argued about coinage, but a round of mushroom ale was had. We also bought a round for our new dwarf friends. Kaer Kouszins separated many years ago. Before the Scourge, two towns came together to build the kaer. But they were sundered. Some of the people were "vole fighters"(10). Some of the younger dwarfs think it is time to re-establish contact again. Or everyone could be dead. The Poobahs claim they are Horror tainted. Bongani sparked a bar brawl by suggesting a job half done isn't worth doing. We slipped home after that.

Bongani believes "vole fighters" are a race from the North, where the worst monsters ever live. They have a terrible reputation among Therans(11).

We spend a week working on projects, forging, meditating on history, other mundane tasks. We wish to be prepared before truly getting into trouble.

The Grand Poobahs hired us to slay the Horror in exchange for training. They insisted Ting stop training the young dwarfs in the way of the Swordmaster, which appears to be too "elven" for Kaer Baere(12).(13)

*     *     *
(1) Where is the title/Name division here? 
(2) What? Why does an (apparently) unbreached kaer have even more and even more dangerous traps inside of it? Did Horrors just look at it and go, "There is nothing more we can do to these people, they filled their home with lava." There has to be an explanation further along. Regardless, the instructions to not wander seem solid, not that it's going to stop them.
(3) Is this the reason for the lava? There are three possibilities for this instruction. 1) This guy is incredibly naive, 2) this guy isn't terribly bright, or 3) for whatever reason, this guy wants them to go over there. Because of course they are going to do what you told them to do. They're basically psychotic children who try to do a good job, but were raised wrong as a joke.
(4) He doesn't blend in with anything. I have seen that guy - total freak show.
(5) I'm intrigued. This sounds like it could be delicious, especially with some good spice and a little rendered fat. Or, it could be awful no matter what. Zamrica is going to want this, he's on this weird mushroom and pork belly diet. So far his hair is super shiny and he smells awful.
(6) Meta Poobah is the title, Ein is his Name. We also have Grand Poobahs.
(7) If it's just laying around...
(8) Hat-based leadership, I love it. Are the title and authority derived from the hat, or is the hat simply a symbol of the title and authority?
(9) Of course he does! Though, I want to know what's down there also.
(10) What is this?
(11) Checking with some librarians and giving them this scant information, it sounds like this may be referring to "vulfaiders", Namegivers from the Northeast. There is minimal information on them, just some accounts from Therans before the Scourge, though more recent logs with accounts from urshan make reference to them as well and why they are now refugees. That may be a good reason to block off whatever is down there.
(12) The lava is still somewhat inexplicable, though there are a few inklings as to what purpose it may serve. Beyond executions.
(13) Received and edited by Ela Pono

There have been a lot of threads building to this session and slowly coming together. While they went unmentioned, many details in this place connect to various events in their past, including some reveals to seeds planted back in sessions 15 and 17.

Much of what was done here was logistical and trying to figure out this very strange place - currency was a big deal, along with the idea of getting a job. Dwarfs work hard, elves are lazy. It is basically the motto that was repeated over and over, and penetrated to the speech patterns giving rise to some incredibly casual racism. Having a job and working hard is valued much more than being good at the job. Their strange customs arise from how their culture has has been forced to adapt and evolve, though there hasn't been quite enough time to delve into that.

In all, there is still quite a bit going on in this place (even beyond what wasn't recorded) and sooner than later someone is going to make a run at Kaer Kouszins.

15 September 2012

Earthdawn: Part 8 - Citadels and Kaers

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

Prior to the Scourge massive projects were undertaken to protect the Namegivers during those 400 years. The Empire of Thera brought vast provinces under their yoke and sold knowledge gained from the Books of Harrow, knowledge on how to construct the citadels and kaers that would be salvation from the Horrors. Villages banded together, sometimes selling half of their population into slavery and accepting Theran rule to afford their only hope. Others, such as the seat of the elf nations, Wyrm Wood, and the dwarf kingdom of Throal, spurned the Therans and went their own way to varying results.

Citadels are large cities with a dome of True Earth constructed over them, along with wards, traps, and the vigilant adepts that called the city home to protect them during the Scourge. Some cities employed more exotic methods of protection. The most famous of these is Parlainth, the capital of Theran power in Barsaive. Theran magicians removed it from the physical world entirely and erased all memory of it, relying on a series of clues to reveal the key that would bring it back. It would have worked too, if it wasn't for those damn Horrors infesting it prior to the citadel being sealed away. Kaers are underground shelters sealed under the same protections as the much larger citadels, just smaller and more numerous. They are a collective of communities and drew all of the inhabitants from the surrounding areas prior to sealing.

Both of these homes were constructed to last, with numerous magical amenities to make the centuries as bearable as possible. Traps were automated and self-resetting, wards were routinely inspected and repaired by the magicians within, and magic was used to replicate day cycles, purify water, and aid in growing crops. Still, tensions tended to run high after generations of living on rations without space and in constant fear of the Horrors.

Each shelter was also equipped with a method to measure magic levels and detect when the Scourge was over and it was safe to emerge: a ball of True Earth over a pool of True Water, the inherent magic of the two repelling each other. As magic levels reduced, the True Earth would slowly drop. When the magic levels lowered to the point that Horrors could no longer exist in the physical world, the True Earth would fall into the True Water and make very mundane mud. After  400 years passed, the True Earth stopped dropping. Some kaers opened their doors, wanting to explore the world they have only heard stories about. Others still remain sealed away 100 years later, waiting for someone to arrive and tell them the Scourge is over. Yet others were breached and only Horrors and death wait within.

Locating and exploring citadels and kaers is one of the primary adventuring aspects of Earthdawn. The number of kaers that have not been opened is unknown; a great deal of effort was put into concealing their existence and location to hide them from the Horrors. Finding a kaer typically involves piecing together legend and rumor, finding information, then tracking down the location. The rewards for liberating a kaer include the thanks of an entire society, bringing that many more Namegivers back under the open sky, and the accompanying legend. Finding a breached kaer is a much more dangerous prospect; whatever broke in is likely still living there. Though not without its own rewards: the treasures of the inhabitants of the kaer still remain, along with the chance to rid the world of whatever Horrors reside within. Also the legend of defeating such threats, of course.

Citadels are similar, but much greater in scale: delving into a kaer is a dungeon crawl, while a citadel is exploring a lost civilization. Odds are that any undiscovered citadels have been hidden by some extensive means, but that just means the risk and rewards are that much greater. Uncovering a breached citadel, like Parlainth, could lead to an entire economy springing up around it to support the numerous adepts seeking fame and fortune within. The dangers and treasures of a discovery on that level would be many-fold and attractive for just as many reasons.

Since uncovering a citadel is a unique experience, this will primarily focus on kaers. That being said, much is applicable to both structures. The first piece that the players will encounter when introducing a kaer is the trail of information leading to it, though they could stumble upon its existence just as easily. Uncovering Key Knowledges for Thread Items is one of the best ways to introduce a kaer into a campaign. It gives a starting point and a very compelling reason to follow the plot thread to its natural conclusion. For some Groups, the puzzle of finding these sites and then going in is what captures their interest. For others, exploring kaers is just another part of the quintessential Earthdawn experience.

Each group will develop their own preferences, but exploring a kaer can give a deeply satisfying dungeon crawl experience without any potential dissonance as to why this underground death trap was built, why it is full of monsters that make no sense, why it was constructed in such a nonsensical fashion, why the traps have not been set off, and why there are big piles of treasure at the bottom with a massive boss fight. Alternatively, a society of very grateful people that are eager to see their new world. The fact that all of this has been addressed within the setting and makes perfect sense, is simply beautiful.

From there, the warding of the exterior needs to be developed. They are built underground, relying on the natural protection and concealment of earth to help in addition to the True Earth impregnating the walls. Very little expense was spared to ensure that each kaer would be able to survive the Long Night, but all too often it still was not enough. Many of the wards are specific against Horrors, Horror Constructs and the undead, though a pit full of spikes is effective against most anything. The way leading to the kaer is deliberately confusing, full of mundane and magical traps, as well as illusory terrain; anything to stop a potential invasion. Adepts will have to contend with these extensive measures, as well as whatever is still roaming the area. Creatures from the surrounding area could have made homes there, ork scorchers could set up camp at the entrance, or a Horror that could not breach the kaer within may have made a home. Adventuring Groups will generally not be alone.

The final piece is the kaer within. If it has not been breached, there is the society within to consider. The characters will be lauded as heroes, but I find the most satisfaction if their involvement with the community does not end there. After the centuries trapped in a box, it is likely that tensions and factions have arisen, each with their own agendas and could likely see their rescuers as just the kind of Namegivers they need to help push that agenda. Beyond the politics, there is also the very mundane task of helping them integrate into society. The dwarf kingdom of Throal provided every kaer with a copy of The Book of Tomorrow, a guide to help maintain the memory of what the world was like and give a shared culture of Barsaive, making the process of emerging less painful. The shared culture has been a boon in facilitating communication, particularly with the Throalic Dwarf spoken as a common language and the only language most Namegivers can read.

All too often the kaer will have been breached and the inhabitants slowly tortured to the extent of the Horrors' patience. Some particularly unfortunate kaers may still have inhabitants within, existing as the playthings of an alien psychopath over generations. Kaers that have been broken will invariably hold macabre scenery as the invading Horrors had their way with the interior. Here is an opportunity to drive the horror aspects of Earthdawn home. The sense of despair and hopelessness of those that once lived there should be evident. Building tension and a growing sense of dread can be a difficult thing to pull off, but it can make an amazing build up to the final encounter. The final conflict with the Horror should be horrifying. There is nothing they won't say or do to accomplish their goals and the chance to feed once more on these new playthings is irresistible. The adepts are on the Horror's home ground and things can get interesting. Scenery and minions are excellent elements to introduce, perhaps haunting images of what came to pass in this corrupted place. Always remember that the Horror's endgame isn't to necessarily kill the adepts, until it has been abundantly clear that's the only option, but to feast on their pain and fear.

When it is all over, there is one last element: treasure. This is a great way to introduce Thread Items into a campaign, whether finding them or generating them through legendary deeds. All told, citadels and kaers encapsulate a very old school game design with a clear intent and purpose. Coupled with atmosphere and noble goals, they will always be an iconic part of the Earthdawn experience.