Interim 2

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DMJ

May 24, 2019 9:58 pm
"Watch your way, herder!" Kinaan snaps at the shepherd. "You speak to your benefactor. Adjust your tone before I adjust your tongue for you."

The Sekeri woman puts her hand on the hilt of her bronze blade sheathed at her side.

The robed man with the braided topknot gulps and takes a deep breath. Resetting his stance, he bows again to Kray and begins speaking anew, this time in a lower volume and with no hint of cynicism.
"Forgive me, Master. I meant no disrespect. I am only seeking your judgment in this matter that is quite a stress for us as laboring subjects."

-----------------------------------------------------------------

It began after only a couple of days. It has picked up since Thorn left.

The townspeople have settled into a practice now. They are bringing civil cases and questions about the new allowances and responsibilities to Kray. Kinaan translates if necessary, though Ryhim can as well.

Kray has had to think it over on things, deciding how hard and how soft to be on the local people.

On one extreme, he knows that if the masses are allowed to do whatever they will, they would flood into the well fort and take what they would whenever they wanted. Kray is no well expert, but in this terrain it is no wild guess to think that an unchecked use of such a resource would run it dry. In months? In a year? Who knows?

On the other hand, the team has had much success right away in the role of liberators and cooperators, or at least reasonable rulers. There is a general feel of fairness and the town seems both grateful for the resources allowed and motivated to do more.

Kray is quite impressed with the skill level and resourcefulness of some of the laborers and craftsmen. Builders. Weavers. Clothmakers. Dyers. Woodworkers. Smiths. Butchers. Tanners. These are an industrious people. Coming from a land that gives more freedom to the productive in order to allow for more production, Kray can tell right away that the mixed group of residents in Sanction are underutilized.

As these groups and families and the occasional travelers engage with one another, inevitable arguments ensue. As Kinaan explains, here in Seker when the common people cannot come to judgment between one another, and when both wish to avoid violence, they will by nature seek the ruling of the local Master or Judge.

Without necessarily intending to do so, Kray finds that he is falling into that role more every day. Perhaps it is already established. Now he must decide what to do with this sort of power, and responsibility. Does he even want it?
OOC:
Throwing a slider at you, Ez! This sort of stuff seems to fit Kray the most, so it was pretty much irresistible to thrust this on the local scene. To me it seems realistic.

But it is meant for others to get involved in and commented on too.

I want to explore the idea: How do you run a rugged frontier settlement?

We don't have to go full PoliSci philosophy about the nature of government or anything, but I want to get a feel for how the group takes on more responsibility and harnesses more resources. Experiment a little bit with more "downtime activities" like managing a small community.

What ruling practices do you guys set up? Who has what rolls? How do you allow a little economy to work? Are there ways to generate revenue? (Hint: I think yes) What resources/infrastructure are you building? What talent do you seek from the local population?

Thorn is coming back with a core military force. Others will be hired as a secondary capability level of security. But management of violence isn't the only strain of being in charge. What do you do when you get control of the ENTIRE SHIP and have to sail it?

Maybe most important: What kind or reputation does the PC Trio and their support team want to build for themselves?


We don't have to over-do it here - I just want to put a few more toys in the playground to see if anyone wants to spin game in an irregular direction. Might give some ideas about character development.

DMJ

May 24, 2019 10:03 pm
Required Action, Thorn: Roll D100 on Fighter Followers for Unit Leader.
OOC:
X, I was going to gradual blend this, but let's plunge in to get another major NPC established now.
The regular forces (the middle section of the 3 charts) will be integrated at another time along the story.
May 24, 2019 10:21 pm
OOC:
More percentile fun...

Rolls

d100 - (1d100)

(37) = 37

DMJ

May 25, 2019 3:33 am
A man asks to meet with Kray. He turns out to be a good speaker and carries himself in a capable way.
https://dl.dropbox.com/s/f5kz6mq36ckcq1e/Waabire.JPG
His name is Waabire. He is of the Wacaysib.

He says that both the Birmadib and the Jasoor families were at enmity with Halbane the Mountain Lion. They live in the cliff cut-ways, near the dry beds. They have heard that Sanction has been overtaken and under new control. They would seek a profitable way forward.

As a Wacays, Waabire would be able to talk with the elders from the bed lands. He would be worth his price for the voice that he can provide.

Kinaan explains that the Wacaysib are skilled speakers, marksmen, market men, well finders, they master numbers and games, and overall are very resourceful. Some resent them because of their propensity to gain wealth when others cannot. Yet few can argue against their capability. They are masters of many things.
OOC:
Ez, a possible route into Thieves' Cant and one faction among the network that make things happen. Mastermind? It pays to have friends, make deals, and speak the language - the language of business. These guys are going to be a part of that.

DMJ

May 25, 2019 11:15 am
From the darkness a warrior on a horse rides forward and stops a distance away from Thorn and Abaaka's camels. Behind the horseman, a camel approaches with another rider. Further back still, a troupe of marching myrmidon's stop.

The knight comes down off of the horse, leaving his spear and shield with the animal, he approaches - armed with a large curved sword, but it is sheathed.

Thorn is impressed by the man's armor and equipment. He appears to be an experienced warrior, a veteran.

https://dl.dropbox.com/s/tpco9vu0m1e4jd2/Nashud%20bal-Rahm%20leader.jpg

He speaks in Zutaran. Abaaka translates to Thorn in his choppy Heshbaan.
"They see the fight with Kubula Warchild. Hear your offer. They want job. Whole abenzi. All armor. Shields. Spears. Swords. They have. Want job in Sanction. 30 men. 30 warrior."

-------------------------------------------------------

Later there is a time for Thorn to talk more in depth with the knight. One of the myrmidons speaks fully fluent Heshbaan and translates effectively for Thorn to understand more detail.

The leader's name is Nashud bal-Rahm. He is a native of the Sekeri lands, born in Bafji. He has made his way as his father before him as a raiyis, managing a strong abenzi. He has had years of success, winning his men good work that pays, giving them sound training, and outfitting them with masterful equipment.

Most of this crew has been together for more than three years and have seen heavy fighting throughout. They just traveled from Accatin, helping Herjz Xalane defeat Thadinbu called Na'Bullale (The Scarred One). They lost work because Xalane quarreled with Rabibar bal-Fazir and had to use his thin gold to stop a revolt. So Nashud pulled his men and moved to Jalajra.

Nashud sees that Thorn is a capable warrior. He suspects that Thorn is a fair employer. Nashud can provide 30 steady myrmidons as an army to stand for one of the frontier wells. He does not know Hafurraz (Sanction), but he is willing to move his crew there and make an agreement on pay. His soldiers have matching armor, shields, spears, swords, and knifes. They are fully outfitted. Their armor is formidable and now well known. The cuirasses were fashioned in Mansousan by an expert who had three Seetan master craftsmen.

https://dl.dropbox.com/s/u0to2d4nm603q37/Elite%20Unit%20Troops.jpg

Nashud has a Galayax Stallion as a mount. He also has a camel upon which his shield bearer carries all of his excess equipment, including a writing box.

Nashud assures Thorn, he can find no better abenzi on the Old Hundred Roads.

DMJ

May 25, 2019 11:27 am
Without revealing his watchfulness overtly, Ryhim assesses the people of Sanction, the majority of whom reside permanently but also keeping an eye on newcomers and travelers.

One fellow who seems quietly influential is called Jeyte. He has a smoker's hut within the walls. He is a brewer and herbalist, and has workers who forage for him in the mountains and badlands. He also employs an old Heshbaan man who manages a glass blowing furnace. It is quite impressive if not amazing that such high technology is out here in the hills.

Ryhim has a feeling that he should keep an eye on Jeyte, because Jeyte surely seems to be keeping an eye on all of the new developments in Sanction.

https://dl.dropbox.com/s/cr6i9oo0y8ndi9b/smoker.jpg

DMJ

May 25, 2019 11:50 am
Ryhim learns that most people in Haffuraz pay homage to a god called Yabaroow. He is a god over spears and livestock. There is a small shrine to Yabaroow, a statue under a shelter attended by a few old monks. People make offerings of grains, burnt game, meat, dates and olives, sharpened stones and bronze arrowheads.

Also though, Ryhim has watched an old man called Kooshin who is another religious. Kooshin has a small flock of attendees who ride out into the desert to do meditations, prayers, and blood sacrifices of livestock. These protectors of the old man are quiet and reserved but are known to be strong hunters, capable spearmen, horse and camel riders. Kooshin has a wife that wears a red veil at all times. No one knows what she looks like.

https://dl.dropbox.com/s/sd5fkrvactc36sf/desert%20crossing.JPG

Kooshin teaches of the god Shan'karon, an ancient mystery who reveals himself only to those who are devout and worthy. At this point, Ryhim cannot get an understanding of what the teachings of Kooshin and Shan'karon are exactly. The small group is quite tight-lipped, though they make it clear that they believe themselves set apart.

Some of the townspeople, especially younger men, are fascinated with Kooshin, speculating on his powers and what he might reveal. Others, especially women, are suspicious and gossip about the old man as a grandstander and pompous recluse. Many men are envious of Kooshin's large and well-constructed compound just outside of town.

DMJ

May 25, 2019 12:01 pm
Ryhim makes short travels out into the lands surrounding Hafurraz. He learns that out in an old dried river basin, there are a series of caves and dwellings cut in the cliff faces. This area is generally called "the bedlands" or the "river houses."

https://dl.dropbox.com/s/7pdc0wy746lcpk1/bedlands.jpg

There are several clans that operate out of this area, about a half day's walk from Sanction. They live very rural lives, raising livestock and growing grains, dates, and even grapes.

Ryhim has been gradually learning the clan names of the families of the bedlands. There are perhaps 6 or 7 different clans.

During "The Rains" (the winter in Seker), the bedland clans gather vast reserves of water and store them in moist caves using stone basins.

DMJ

May 25, 2019 12:11 pm
A man named Cigaal, accompanied by his son, seeks audience with Kray. Cigaal says he is a master vineyard tender. He wants to start a vineyard on some of the high platforms around Hafurraz. He knows it will be a success, but he has no money for laborers. He asks if Kray would like to fund the vineyards as the owner and give shelter, protection, and a wage to Cigaal and his family.

DMJ

May 25, 2019 12:12 pm
OOC:
Yo, Players' Club. I'm going to leave at that for a second - let you guys take over. Send something when you can.

J-Post

DMJ

May 25, 2019 2:10 pm
Xorthan says:
J, before babysitting the Warchild, could Thorn have picked up a bow and some arrows? What kind would be available?
Any bow. No crossbows of course.

DMJ

May 25, 2019 2:16 pm
Xorthan says:
[ +- ] Languages
With an INT of 16, that puts Thorn's fluency max to 5 languages. Caramba! Just to keep a feeling of continuity, I've upped Thorn's Heshaan to "approaching fluency" and if it's okay with you, J, I'll keep two slots available for future places we go. Don't want to practice Zutaran conjugation with the kid only to leave the language behind with the desert and never hear it again...

Speaking of which, are we on trajectory to go through Esosan? In that doomed Western Marches game, I was turning it into a bastardized version of Spanish, and god that sounds like it would be fun to revisit.
Esosan does not seem to be on predictable trajectory.

Being blunt: everyone should prioritize gaining Zutaran or at least Arkkadi in an attempt to have the most clarity of comms in Ep 3.
May 25, 2019 5:06 pm
X, you rolled exactly what I was looking for. Exactly: spears, body shields and short swords. Numbers i was thinking J weren't huge. Even if only up to 100 men, I was still looking for the same mix %. We've got the core.

As far as the Wacays, Kray would definitely work with them, inquiring as to how exactly they can provide streams of cash flow and benefit Sanction, illicit or otherwise. Kray has smuggled shit before, so he's open to all offers of lucrative ventures, illicit or otherwise. ALL ideas are on the table. Kray would also want to learn more from the Wacays about Kooshin and the compound, in addition to learning more about the potential for a vineyard. Essentially Kray is tapping into the knowledge of the rogue community. I get the feeling those guys have sights in 360 degrees. Also, these guys are well finders so very key. I'd like these guys to network towards are next episode, setting up contacts in the next locale. Get the Mastermind network going.

The clans: we make it clear we are the new power, offering protection in exchange for resources they can offer. Waabire could assist with this.

As far as exploiting resources, water and metal. Water is life and metal provides protection through the smiths in addition to the ability to arm a larger force via shield and spear.

For law, Kray isn't just going to allow anyone in. I'm looking for the clans to provide water as a means of us providing protection. This would enable Sanction to grow, increasing water reserves. The more badass sanction becomes as a local power, the more resources will be drawn to it. Have to balance it though as a process.

In sum, we're trying to centralize the surrounding clans and bring them in. Build walls with arrow slits, gates, corner towers at the least. An impressive but feasible primary residence for Kray, nothing over the top but the kind that increases authority via impression. All of the building has to be in line with what is possible and realistic.

To get in to Sanction, you have to be able to contribute, in some way. Water needs to be in supply and resources generated will ensure water comes in.

Last edited May 25, 2019 5:08 pm
May 25, 2019 7:35 pm
I have a few questions. Probably mostly for J, but I'd be interested in dialogue with Ez and Hyp as well, just to help me be clear on the setting and our goals as a team.

How big is Hafurraz, population-wise? Why are we staying there as long as it looks like we are? Are we looking for a new long-term home, or do we plan on some day making it back to the other side of the Alornic?

How much of our treasure did we succeed in lugging across the desert? I'm sure Kinaan and company noticed our larger-than-average sacks. Did they ask questions? Now that we have a base of operations, where have we stored our loot?

What kind of relationship do we want to have with the abenzi Thorn is bringing back? Will they become soldiers in our army or remain mercenaries for hire? I might be splitting hairs, but I'm wondering if at some point we'll be asking for an allegiance from this people that goes beyond hire. I guess that goes back to my question of permanence.

DMJ

May 25, 2019 9:01 pm
I'll try to give it a shot at X's questions. They are valid. Feel like it blends into another explanation of the spirit of the Interim.

Haffuraz (Sanction) in original configuration is currently a village of around 1000 people.

1) For one, the group was highly wanted by very dangerous and very well resourced enemies: namely a worldwide (at least broad region wide) mercenary company (The Iron Legions) and head of one of the wealthiest city-states on the planet (The Sar, Gelshemish). You guys did a noble and thorough effort of running for a while, but it seemed like running to the end of the earth and hiding wasn't quite the intent. At the same time, there is a real possibility now for death from an assassins knife for you guys. So blending in in seedy taverns laying low with now crew for the next few years doesn't seem like a perfect plan either. I thought of this as somewhat of a middle way that would be sensible. A strong amount of separation (away from the Alornic) but some effort to insulate yourselves within a new perimeter of security, eyes-and-ears, and allies that would either expose danger or deter it.

2) Near inevitability. You guys are 9th Level. Also famous/infamous now in at least Heshba and among Korvaran circles as the crew of thieves who raided the Cursed Palace, made out with gold, defying the king, the Nasi, and his foreign lackeys. Aside from that specific storyline, you are bound to be movers and shakers on a regional level where you operate. Wherever you go and showcase your skill, you are going to attract attention - probably both good (followers, hopeful allies) and bad (haters, jealous biters, powerful competitors). So in one way to look at it, isn't it better to gather that up in a home base of sorts?

3) Requirement for Level Advancement. In DT, I intentionally mean for the gain of levels to take place slower, over a longer period of in-world time for the characters. I don't buy it that a kid 20 years old can nonstop adventure once a month for 20 months, gain a level each adventure, then retire as the all time veteran champion of the world at 20th level at the ripe old age of 22. The Episodes are meant to be the rare peppering of really weird small group adventures that characters wind up in. Those are so dangerous, you can only afford facing up to those a few times in a lifetime. The rest of the PCs' lives are meant to be dangerous and exciting as well, to a degree, but not exploring caverns and ancient power sites dangerous. They have to have some normal time getting older, practicing their skills, having interactions, building relationships and experiences. That will definitely include some battles and wars and skirmishes in all likelihood for you guys - but those are scenes that we aren't going to play in live Episode play. BUT those are the perfect things that we can do in INTERIM story telling. And you can't get involved in skirmishes and battles without framing up some stake and position and access in the community and setting. So that is what I'm trying to frame out in this stationary Interim location - some depth and resources and meaning and relationships to be able to visualize that the characters are generating the types of experiences that will give them the 9th level and stage them up for going into 10th level and beyond in later episodes. There is going to be a time lapse. Somewhere. For about a year first and then another year with other developments before Ep 3. The stop in Seker is something that I feel like I can handle and something that we can digest to explain level advancement, language increases, and experience gain. It also seemed like a cool place to build a reputation and get some hardcore credibility as warlords, raiders, elite thieves, etc. Is the whole thing contrived? Sure. It's a designed parameter to block off the story for a timespan before moving on in live action with some backdrop that we are familiar with.

4) It is not intended that everyone has to be locked down in Hafurraz. The fortress town can be a focus of management, but I suspected most likely it would be a base hub of regional operations. I suspected, knowing this crew, it would be a home base from which to stabilize, get some safety, get some access, get some network, get some recruiting capability - and then launch out in various small group mercenary deployments, raids, exploratory expeditions from there. With the group always having a fall-back to get resupply, reinforcements, or just some R&R. And in the end, it is trying to be some nostalgia head nod to past editions of D&D that says when you are around 9th or 10th level, you're so badass that you get a FORTRESS and people start showing up to work for you at a location. So, here it is - land of fortresses.

5) Most of the money you still have. I assume it is stored safe and sound in the inner fortress structure. No intentions here of making extensive plans and story about storage and security. The point is, you guys did it. Made out with some BIG BANK to be high rollers in a new life however you want. Kinaan and the boys? Yeah, they probably knew early on. Would be difficult to hide in the longer run. Them asking questions depends on how close the relationships go. Generally they don't. Do they want to try to earn some of that money by being loyal. Probably so? They are like most people in Seker - either you become someone with big power and resources or you sign up to fight for someone who does.

6) The abenzi of Nashud bal-Rham begin as mercenaries for the storyline, but more like longterm retainers. They are meant to be Thorn's Fighter Followers. They want to give allegiance to somebody strong, who can provide work and reputation and decent equipment and meals and a place to lay down and a little coin to blow on games, drink, and women. If they get that, they are loyal. If they get more than that, they will become more fiercely loyal. If they are treated like brothers in arms and truly supported by their liege, they will become the same - to the death, no matter what comes.

7) Going back to Alornic Sea region - that is up to you guys in the long run. It seems likely in the more distant future, but it is certainly not the scope of what I have planned for Interim 2 nor for Episode 3.
May 25, 2019 10:18 pm
Great stuff, X and J. The interim are dope and make the game more realistic. Getting to L20 in a couple years does seem nonsensical, for sure.

Kray always has an eye toward the future and definitely plans a return to House Mercon at some point with plans for a takeover, hostile or not. Even grander plans, at that, perhaps including control of the region itself...

But, I agree with J. That would be much later down the road after the crew travels the DT world. I feel like getting a broad sense of DT world culture is vastly important, especially in the sense that it will enable any future endeavor of Kray for a power grab and some degree of grand control over Jeres to be facilitated. King? Maybe. Or perhaps powerful enough to be the true power behind the throne, similar to Roman generals of history.

Again, that would be some real late level stuff, which would also have to line up with whatever secrets J has behind the curtain...

For now, I like the home base idea a lot. This moment in the game really seems like the point where the PC's, like J said, begin to establish themselves as true players on the DT stage, perhaps world wide renown lining up for the future. It truly seems limitless, depending on our choices and what we want to do.

In the short term, Kray would prefer to have the local clans and factions assimilate in a peaceful fashion. However, at the same time, he is not opposed to hostile takeovers, especially against those that pose a threat.

J, as far as those questions on character successes, failures, etc for the interim, I'm going to need a little more time on that. I may have an interest in moving Kray's adopted daughter Lucretia Mercon (aka, Sorcha Rhone) out here, but it seems risky as hell regarding avoiding detection. At the same time, if she hopped a boat all slick like and came to Sanction, that seems very possible.

I think it would be dope to have a trusted ally out here, especially one rocking some witchery, someone we could place in a position of power when the PC's move along, literally allowing us to establish a more concrete power base.

Developing Sanction into a city fortress in Seker over time would be cool as hell RP-wise, and Sorcha established as figurehead, somewhat mysterious with rituals backing her up would add to the PC's mystique and legend as to what makes them a cut above the rest as a regional, and perhaps later, world power.
May 25, 2019 11:02 pm
Also, integrating the small group of survivors we met in the desert along the way:

Kinaan: a rugged Sekeri woman (Arkkadi-descent), recently lost her husband and another son

Burmar: Kinaan's surviving son, age 11
Abaaka: Sekeri youth (Arkkadi-descent), age 15
Ento: Sekeri youth (mix Bishtu-descent), age 13

Bringing them into the fold as trusted allies seems like a good call. They rode into town with us, and it seems like a great degree of trust and fellowship would have been established. Over time, the kids might turn out well as battle leaders and the like, governor types, etc. We'll see.

In the end, Kray would steer the warrior culture toward the highly successful Jeresian style: essentially phalanx style combat units and military as I described in an earlier post, supported by versatile ranged units, cavalry and skirmishers. If we can develop some sort of ranged artillery (catapult, trebuchet, ballista, etc) that would be great, but clearly longer term.
Last edited May 25, 2019 11:02 pm

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