Interim 2

DMJ

May 16, 2019 4:33 pm
Xorthan says:
So..... Maeriks. Dead? Or just mostly dead? Can Mr. Chanty-Flame-Spear do anything?
Ya, bro. Maeriks is DEAD. Iasimush killed that fat muther-fucker.

As you know, I was kind of torn on this one. Wanted to go ahead and close it out, but then with Thorn’s interest, I felt it would be better to roll. Also added some mystery.
I leveled a Disadvantage on Maer though, just because. He had 3 levels of Exhaustion, was running on 2 hp for hours, also had made death saves earlier in the same night. Extreme dehydration from the recent ShapeShift. Seemed like it would be a tough go to get shot in the chest under those circumstances.

By the numbers he got 1 Life/Recovery Mark on his own. Then Thorn bought him another Live/Recovery Mark.
Along the series he had 2 Death Marks though.
So it was tied 2 – 2.

Not to rub it in or anything, but Thorn rolled the 1 on the treatment attempt, as an non-proficient WIS Medicine medic. That causes a Death Mark.

Don’t blame yourself though. Big Maeriks was throwing Disadvantage right after that. He was on borrowed time. As an NPC, it seemed like he was bound to be close out on that scene.
Dramatic. Pretty sad. Makes for even more gravity of it all. And Simush should have gotten that kill shot on an NPC.

Always thought one of the earliest entries here on Interim 2 would be either Maeriks integrating with the Hechesi in Jara Hili, and saying that he was staying when you guys left – kind of like he found a new home, a new clan, a type of people that he could definitely connect with on the rural living, even though he couldn’t speak the language.
Either that scene or the other option: Maeriks’ funeral as managed by the Hechesi in the Jara Hili.

Ron Oram, a Gilded Armsman of half-Hechesi lineage, is also Atraharsis’ nephew. Oram, if you remember, was almost killed by the flaming hounds in the scene when the group was with the convoy going to Gelshemish. Maeriks’ healed a bite wound that had cut Oram’s artery on his neck. Oram knew he was dead, and then he wasn’t. He saw that it was a miracle. Following the legends of Dannein druids, he suspected it was supernatural power. Reaching for anything that might save his cousin Bezil Koral, Oram had asked for Maeriks to try to treat Koral on his death bed. At the time Maeriks wasn’t available, but Thorn and Kray went, first saw Trece, Atraharsis, etc.

Long story, but all to say that Maeriks the Dannein already has a respected reputation among the Hechesi people.

Maeriks will become the first Dannein ever laid to rest in the holy grounds deep within the Jara Hili forest.
More than that, he will be the only one of any race whose grave will be built above ground, on a platform built in the trees – in the manner of the Bat Hannoc people. And of note, this would be among the most ancient trees in all of the world.
Thorn would have a hand in that I think. Maeriks had always told Thorn that you have to be buried above ground very high in the trees so that your body or your bones don’t float out in a flood. Flooding is not a problem in most of the Jara Hili, certainly not at the burial grounds. But the Hechesi ask about Maeriks’ home traditions and any known religious or cultural practices. They are insistent on giving a druid and a kind foreigner a proper place and all respect due for his final rest.
One thing usually placed on Bat Hannoc burial platforms are the broken weapons of the fallen’s final enemy. If possible.
Canon Fact: Simush’s broken longbow will be placed on Maeriks’ burial platform.

Think about that…
Maeriks’ funeral and memory among the Hechesi as a foreigner

vs.

Simush’s funeral and memory among the Hechesi as a Hechesi.

Haha.

DMJ

May 17, 2019 1:37 pm
When the group departs the flood plain with the Hechesi tribesmen, they are faced with the big reveal that the shooter was Iasu!

He is shredded up by the cats - death by suffocation and crushed trachea from the white lion death vice bite. But it's definitely him. He's wearing a new battle action blacked-out stud leather armor suit with mask. Bad-ass knives, bow, arrows, equipment. Horse saddled like a pimped-out mack.

The tribesmen move out on the flood plain and carry Maeriks off, help Thorn, etc.

On the road behind, Korvarans and Gilded Armsmen on horseback dismount and try to give pursuit. Other foot soldiers are running towards the site from further down the road. Too slow all of them though. The escape is good, but the spare time left over was quite narrow.

DMJ

May 17, 2019 2:02 pm
The Hechesi hosts in Jara Hili

We're going to blow past the limited time stay among the Hechesi pretty quickly.

You can picture it. They are woodsmen nomad tribal hunter gatherers, mixed with some poor laborers who travel occasionally back and forth to the city. Live in a small stationary village deep in the forest. They aren't under threat from the Gelshemish authorities. It's not like they are constantly fighting a battle v. the Sar, the Armsmen, etc. There is a question in the air of to what extent the PC company will be pursued. The answer is suspected to be that they definitely will be pursued. The Hechesi don't feel like it will mean an invasion by a large force. Instead, some trackers and bounty hunters, some specialized armsmen, probably the Korvarans, coming through on manhunts. That is nothing new exactly. Babati and Atraharsis are already wanted, so there is usually some evasion going on anyway in the area - but it is important for the foreign party to get out of dodge sooner rather than later,.

So it pretty much is a 1 or 2 night stay, enough to beat exhaustion, get some supplies, get a plan - then go.

The Funeral

Maeriks' funeral is done late that first evening, just before sunset. They talk it through with Thorn mostly, as he emerges as the one in best understanding of Maeriks and his background. They set to building the platform without delay. The Hilleli Apsuants (priests) oversee the dedication and final ceremony. These guys are all believers in the story of a god over all gods, Marduk, and his control over creation and the struggles of men. Noteworthy: they do not follow Goldna ad Dasnish. They say that is a misconception. That prophet was a man, named Luwhaesh, who was in truth a follower of Marduk. His disciples wrongfully misrepresented his life and claims after his death and made him into a god so that they could gain power and influence over an important holy site millennia ago.

As mentioned, Maeriks gets great praise and respect among the Hechesi people. They are very respectful to the idea that he was a druid and a healer. Perhaps somewhat strange, being that it is a different religion than theirs - but that whole discussion doesn't go very far in to deep theological studies. Ron Oram is not there at the funeral, but Atraharsis says that someday soon his nephew will visit the final resting place of Maeriks the Dannein to pay respects.

People are allowed to put offerings on Maeriks' resting platform after the ceremony is over. Some do, especially women who bring forth flowers, prepared foods, and crafts. Babati adds the broken longbow and a broken arrow of Simush the Devil-Man. One old man leaves a small carving of a bull, apparently just whittled in the same afternoon after the story leaked out that Maeriks may have been a shapeshifter, like the druids of legend.

DMJ

May 17, 2019 2:28 pm
Route Revision. Target Destination maintained, but a long term layover in....

Kray had the general plan of slipping away through rural routes, getting to a coastline, and sailing to Arkkad.

Discussing with Hechesi leadership, it is realized that the general plan can remain, but the details of the route are best adjusted.

Moving west through the Doresh Mensha areas of Heshba, trying to transition to Kortella or possibly Korsi, would likely end in disaster. A lot of coverage by the Nasi in that region. A lot of good trackers and rural villages loyal to the Sar. Probably riders have already been sent out that way to inform of the manhunt. High chance of discovery and capture.

The better way is to go south, out of the Jara Hili and into the hills of Aviram. The Hechesi have more friendlies in this area, and the Nasi less so. Further south is a gradual blend of Bishtu villages, easy to pass through with no chance of support of Nasi/Sar forces.

From there, the group could hug the west edge of the Bishtaan Desert, make a short crossing to the River Cities, and truly disappear along the Old Empire Roads.

In the areas that blend out of the Bishtaan to the west and south, there are a variety of great cities where people can cut ties from pretty much any lingering pursuit from the northern civilized countries. This area is loosely organized, with several cities existing as free-standing political powers.

SEKER

Although it is not an actual unified country, the region is called Seker. Sometimes called The Fortresses. This is an area of grand adventure and opportunity. A place of mercenaries and bold travelers. A mixed collection of the weak and the powerful, the traditional and the adventurous, the desperate and the opportunistic. Power players. Great leaders and overconfidant upstarts. Effective followers and angry mobs. Tyrannical warlords and noble resistors. It's a place where you make your own way. The Law is the law of strength and the sword. Wealth and luxury are there for the taking for those strong enough and wise enough to do it. Disaster and defeat are there for those who are not.

In modern terms, Seker is pretty much an extreme libertarian playground. Unbridled anarcho-capitalism.


Arkkad is just beyond. There are Seker ports along the Sea of the Scorpion. There are also many people of Arkkadi-decent living in Seker permanently. There are many languages spoken in Seker, one of the primary of which is Arkkadi. A tough but possible sail across to get to the actual Arkkadi ports, but that will be for active play if we enter those mystery lands.

Interim 2 though will be staged for the most part in Seker, along the Old Empire Roads, in and between The Fortresses - in the land of both maximum opportunity and ultimate failure.

The Major Leagues of mercenaries.
The Big Show for real contenders.
For warlord training - if you can make it here, you can make it anywhere.
Worldwide street cred.

Get ready for fake Sudan/Somalia, with a dash of fake Saudi oil-tycoon luxury.

DMJ

May 17, 2019 4:02 pm
Close out with the Hechesi / departure from Jara Hili and the Heshbaan lands

Sizhen stays behind. He is going to help fight in the resistance against the devilish Nasi, and hopefully even try to get back into the palace to close The Pit.

The Hechesi are nice folks. They appreciate the punch to the mouth that the mercenary raider group delivered to the devil factions in the Palace.

But to cover the final assist on extraction, to allow passage through their land, and for their cooperation in covering the escape - there is a tax on that score of treasure. We're not going to get into specifics - counting coins has never been the point in DT. There was a shitload of wealth coming in. You guys are still walking out of the forest with a shitload of wealth going out. Fat Maeriks actually carried 2 bags out by the way! - so his cut helps in a huge way for making the final deal. And in the reality of it all, I think the guys know that this is going to happen. It's the way of mercenaries, thieves, opportunists, renegades - spreading the score among fellow conspirators is a traditional part of the adventurer underworld game. Plus, it's always better to walk out alive and filthy rich rather than bargaining to remain sicko-psycho-profane rich and winding up dead in the forest.

Summing it up: the Hechesi resistance movement just got a donation boost AND the New Frontier Mercenary Travel League is fully funded at the Luxury setting.

Kray, Ryhim, and Thorn marching out into the Aviram Hills,
rolling out to The Bishtaan,
rocking fresh nomad threads,
backpacks full of ca$h.
Bitches are loving it.
WHAT!

DMJ

May 17, 2019 4:08 pm
So, with the above as the narrative starting line, does anyone intend to retire any other characters?
May 18, 2019 4:56 pm
No retirement for Kray. The aging bastard (34 now since start of DT?) isn't even close to studding out to pasture.

Seker sounds amazing. Seems like more than an interim to me.

And hell yeah the Hechesi can have some loot. That was the plan, one of those "it's the least I can do for saving my ass" type of deals. On my end, especially given their respect for Maeriks, they would take both bags he carried. At that, Kray, Thorn and Ryhim each walk out with a bag. A dope haul, to be sure.

Man, Seker sounds amazing. A mercenary playground of unbridled anarcho-capitalism? The Law of strength and the sword? The Fortresses?

Fellas, Arkkad can wait. I want to get there, love the exotic appeal of Arkkad, but Seker sounds like a 'must see.' And DO. Especially for our crew. Kray and Thorn are some badasses who've survived the first two episodes, which is an accomplishment given who the DM is.

And Ryhim is a badass pickup, from what I've seen: made some sweet plays to get out of the Pit (loved the mimicry of Suter-Set at a pivotal moment!) and skill checks for the great escape. I'm a huge fan of stealth and managing tactical scenarios for max advantage, and Ryhim brings that in spades. Hyp, I'd love to see your character sheet. Given the interim, it's believable Kray would get to know him well, know his strengths and weaknesses he may have.

I know X and I have spoken about the two of then making it full throttle all the way, and I love the idea of characters sticking around. Bad mofos who see the DT world together, truly developing relationships and commitment. What I'm saying Hyp is stay with us. Love what you bring to the table so far, RP-wise with Ryhim's personality and mechanically with his skill-set and abilities. A great addition to the team.

A Yuoric, Dannein and a Sarceran walk into a bar... ha!

Kray, the sword and board duelist, Thorn rocking heavy metal/great sword and Ryhim quick with the shots and the blades. I want nothing more than to see these guys navigate the DT world and see some action.

J, I'm thinking the interim in Seker becomes an episode. I can see the crew getting caught up in the massive appeal that Seker has, with all of its offering of fortune, fame and adventure. A real hot spot to get what you earn and make a rep.

I'm sure you could easily flow the interim into a local episode, offer up some options to us along the way.

And, is it level up time? It's well earned and I'm horny for it.
Last edited May 18, 2019 4:57 pm

DMJ

May 19, 2019 1:54 am
Ya, Ep 3 will be a Seker story. Working title: "Once upon a time in the savage lands."
Mad Max Bronze Age. Black Hawk Down - DT Style.

I'm not sure at what pace, but I'll be throwing in some gradual story entries - starting with the transition through the Bishtaan.

Yes, level is on the way, but it is later in the storyline, during the longer time lapse. You can start planning for it, but I think before making it official and recording/publicizing the details, we should wait to frame out some of the story that is happening along the way. There will be some change. Will need some input from you guys, including some active rolling on a few topics.

Also DM Fiat awards coming soon. - don't get too excited though, I don't want to oversell it. But hopefully it gives some fun boosts for the characters and helps stack their progress little by little. Will try to write those in the morning, if I don't get caught up in some other errands RL.

DMJ

May 19, 2019 2:07 am
Plus, I'm wanting to have you guys write some entries about character development as well. So be thinking of some ideas about events that you think would be cool. This is like another round of background building, just its background ongoing instead of just one mass deposit at the beginning.
Let's take this opportunity to give the characters another layer of depth. Frame out some story points that make them who you want them to be. Its a way to get experience in their story in ways that we either wouldn't play in the game, or we could play but it would take a long freakin time.

I'll send out some framework for the solicitations on this - it will be within a focused range of targets and options - but be thinking of some general ideas that you like and we can start an exchange to build things in.
May 19, 2019 2:21 am
Don't you worry yourself, Janab, Ryhim is going nowhere—or better yet, marching towards Seker, matched by Kray and Thorn.

I love how excited you are for Seker. The place sounds like Kray's wet dream, so I guess it should be a surprise. Definitely feeling Seker as more than an interim.

Just an accomplishment is an understatement. I wasn't here at the beginning but if it was anything even close to like The Palace, DM J needs to send y'all custom tees reading 'I survived 2 full episodes of DMJark Thrones on a single character'.

I love that Ryhim has a place. While I won't say I'm happy that Trece met his end but I pretty sure if he didn't I would of dipped at the end or rerolled. While Trece was a pretty deep character, I felt he didn't have any sort of party relations. He had no goals, other than serving someone else; I kinda ran myself into a hole there. So big plus, that Ryhim melded so well with the currents. Definitly diggin the three amigos vibe going on before Jabes brings his dweeb in. All in all, I feel like Ryhim is actually apart of the party, instead of just tagging along. Kray has well earned Ryhim Data (Note: needs to be heavily updated—still have the short bow listed, which was dropped like at least years ago now? But all the good stuff is there).

DM J, is this where we go over what we want to do during the down time? There is a couple things I wanted to do with the Hechesi and such.

DMJ

May 19, 2019 2:31 am
Hyp, yeah - have at it. This thread is purposefully versatile and mixed. Entries can be anything- scenes can be out of order, theoretical, abstract or in-character real. It’s open workspace for anything story and setting related.

DMJ

May 19, 2019 2:35 am
Dang I know. Fatality count crept up pretty high Ep 2. Yikes.

It’s been especially tough on the party structure ever since the loss of Ahri Saleem to the death gel.
May 19, 2019 3:25 am
Forgot all about Ahri! Came and went so damn quick! Tsavo seems like a cool dude too.
Last edited May 19, 2019 3:28 am
May 19, 2019 3:50 am
Iasu/Shimush farewell

Ryhim hangs back as the group departs, as Iasu's identity comes to light. He lingers at the fresh corpse, it pains him. He looks back at the approaching Korvarans and Gilded Armsmen and swears to himself. He kneels by Iasu's head and draws one of the bad-ass knives "Ryhim wishes more time with you but you aren't worth the risk of life. You bring dishonor to the desert tongue and, for that, you shall walk the afterlife mute." He cuts the croucher's tongue out and shoves it down Simush's throat "Not even the dead will know your name, your lies will be unspoken, and your eternal rest will be uneasy, forever scorned, tasting your own shit." He looks back at the ever closer approaching threat, snatching the knife sheath then stands. He looks over the half-man once more in disgust before spitting on him. He turns and catches up with the rest.
OOC:
Acquire "croucher" tongue cutter?

Maeriks Funeral

Ryhim attends the ceremony but only briefly, disappearing as the sun does. Though he does not leave, he stays and watches. He waits until there is no one. Just him and Maeriks, once again. He lowers his face wrap and gives a sad smile at the Dannein, he sits down off to the side next to him. He sits in silence for a moment, letting it seep over and bask them. He speaks, low, a whisper between just the two of them "The fight was over, Great Bull, we won and you were robbed your earned victory. Ryhim will miss not getting to know you more." He stands and places his right hand on Maeriks forehead then gently rests his lips on the back of his hands "May the Gods mourn your passing, or fear the hate that follows them if they don't." He raises his head and nods, flipping his hand over and placing the back on Maerik's forehead "Brave of Man, King of Bulls...rest well." He turns and retires to solitary.
OOC:
Acquire tears?

Down Days
OOC:
Looking to go out with the Hechesi, possibly gather up some natural poison if possible. Don't know if they'd be willing to go out or if it is mourn city up in here. If the latter, then nix it. Also would like, again if possible, to start making up a blow gun.
Step 1. Okay to gather poison with the Hechesi? Move step 2.
Step 2. Gather poison with the Hechesi
Step 3. Find suitable blow gun wood, begin/complete hollowing out wood for blow gun

Probably not going to complete with the time frame of our stay there but that is the main goal in the down days, let me know what is reasonable, what is not, or anything else.
Departure
OOC:
During some down time, Ryhim will offer Kray the handful of rations saved back in the Palace when he was given food; a promise fulfilled. There is no hard feeling on decline, as it probably looks pretty gnarly, was more of the thought to him.
May 19, 2019 4:08 am
J, since Kray is going L1 rogue, I'm feeling him getting involved with the Seker underworld would be pretty dope. Develop some contacts, get some street cred. I could see Kray pulling that off by eliminating an organization as a means of favorable entry into an established organization. Maybe he starts out using his merc talents to escort some serious cargo, plans and pulls off some serious heists/raids (leaning toward his future as a Mastermind). Essentially, taking an organization seeking more power, one that needs a guy with his skillset and strategic mind to take them to major player level, no longer just boyz 'n the hood.

I could also see Kray setting up Lord style with the Cursed Palace haul. But for Kray, although he digs the loot, for him there's the same craving to see the world he's had since the beginning, attached to his cartography interest, his curiosity in cultures far and wide, to see and experience them.

And the quest for power. Kray's a guy who values it and the potential it offers to impact the world. And the man has ambition.

The more I play Kray, the more it seems he wants to experience the world and get a better sense of humanity at large, understanding the perceptions of right vs wrong from the viewpoints of multiple cultures. Then, from that assimilated viewpoint based on experience...

Maybe, just maybe, he might feel that he ultimately should determine what's best for some future kingdom he might rule.

A lot for him to experience and survive until then. However, in the meantime...

This Jeresian man, born a noble mercenary lord in House Mercon, having experienced Dannein culture, survived the swamps and wetlands of the Borgh Riac, a harrowing frozen winter Northern War, seen the exotic land of Hesheba and its darkly corrupted city of Gelshemish, including its vile, twisted black heart, the Cursed Palace set upon a pit leading to Hel, narrowly escaping...

Kray Mercon...mercenary...warlord... cultural enthusiast... adventurer... raider...survivor...

Who knows exactly what's next, but...

Whatever Seker has to offer, and perhaps take in return, he's ready.

Love. This. Game.
May 19, 2019 4:13 am
Man Hyp, you weren't kidding with the Three Amigos. Those above scenes... Ryhim is so damn believable. His integration into the team is so DT. Such a motley crew. Cool as hell.

DMJ

May 19, 2019 9:15 am
Bro, those Ryhim scenes are a great add to the collection. To me, Ryhim is like the desert wisdom, the traveler who goes where the wind blows and takes each experience in full, pulling the pure life out of both the good and the bad, both good luck and misfortune.

Capturing and forging the idea of a swashbuckler better than anyone so far. I like that idea being grounded in the post-Zutar Empire culture, especially Sarcera. The celebrated archetype of a bold, charging, witty, skilled swordsman dashing through battles, and through life itself, with flare, bravado, and an ongoing expansion of experiential reflection.

Hyp, that idea of a really cool mysterious traveling desert swordsman/marksman - that ethos - it needs a really dope Zutaran translation name. I want it to be a word that is fully understood and cherished in the fake Middle East/North Africa. Figure out what that word is and let me know!

Which brings me to my next entries...

DMJ

May 19, 2019 9:20 am
DM Fiat Awards

An Interim tradition. J just gives bonuses to Players based on his own preferences. Its actually supposed to be based on how the character is actively displayed in the previous Episode, plus some effort to give slight edge to survivor characters, plus some effort to make incremental increases to sections of the character that a Player can probably never afford to do, with a tendency for throwing in something a little unexpected or off the predictable track.

Can't guarantee they are fair or in line with design intentions. They probably aren't in fact. Oh well - any player who doesn't want them can simply turn down the offer. Ha!
Sort of laughing, but that's actually just fine if it's what anyone wants to do.

So, by character...

DMJ

May 19, 2019 9:33 am
Ryhim

If DT was a tv show, Ryhim would have to be one of the new fan favorites for the season. He landed on the roster in probably the most challenging point in the story that we had ever seen, it went probably the worst we had ever seen it go, yet Ryhim blew the whole place up like dynamite, using only a couple of items he had picked up 20 minutes earlier at the ghetto armory.
Now that Ryhim is out of the cauldron and back into a more controlled setting, I can't wait to see his expansion. Also, he's heading into a region and culture - the fallen fragment communities of the remnants of the Old Empire (Zutar) - that he is completely familiar with. This is going to be a good story to see.

Ryhim is bold. He makes a decision and charges in full throttle, no hesitation.
Ryhim also seems, as mentioned above, like a man on a journey to figure things out through experience. Hyp built him with low WIS, which makes sense. He is rather impulsive I think, and probably hasn't formulated a worldwide fully developed framework for interpreting meaning, purpose, etc. At the same time, he is picking up things up as he goes and always taking something with him for the future.

Awards:
Feat, Charger.
+1 WIS

DMJ

May 19, 2019 9:46 am
Kray

Kray continues his steady march towards master strategist. Calculating and logical, Kray had some great successes, but also had to learn some hard truths about limitations during the Ep 2. He had to reflect on the idea of how to operate when the team becomes combat ineffective. How to make tough choices about team survival vs. team success. He's also continues to battle within himself about being completely cold, pragmatic and efficient - versus the reality that you have to maintain strong relationships and trust among fellow soldiers in order to really pull off something great.

Also, Kray faced another round of sorcery, manipulation, mind-control, hypnotism, drugs. He saw his friend Bryn become obsessed with the dark arts and descend into madness. After his background + Ep 1 + Ep 2, Kray is = fucking wary of the very real dangers of having your mind unravel. He's quick to notice intuitively if something just doesn't feel right and he's hair-trigger defensive against mental assaults at this point. By experience, he is strong willed - he has had to become so out of necessity, after so frequently being under assault!

Awards:
Feat, Resilient WIS
+1 INT

DMJ

May 19, 2019 9:56 am
Thorn

Thorn continues as the Zen Master of swordsmanship. Urdav's blade in Thorn's hands has, at this point, reached ICON STATUS. No better way to describe it (if I do say so myself). I think he must face it soon that he is no longer the student. Now, whether he likes it or not, he is destined to become the teacher. I'll leave that where it is, somewhat cryptically. Muha!

Also, Thorn pulls the viewers in yet again with his drift towards deep reflection, an internal struggle about meaning, responsibility, morality - AND smokeshow hot insightful MILFs. He keeps this entirely to himself WHILE cutting people in half for money and team commitment. I'm not sure what will happen with Thorn in the long run, but I have to wonder if something will break.
Will there be a big character turn, towards something ... different?
Is Aemlar a hero?
We'll see.

Awards:
Feat, Martial Adept (yes, again. More Maneuvers. More Dice.)
+1 CHA
May 19, 2019 4:40 pm
Those DM fiats are so fitting. Ryhim with the dash of blade striker and the learned experience, Kray the growing knowledge that there is some real shit beyond what most see and the strategist feel, Thorn the straight up sword master and knack for the ladies. Makes sense.

Survivor rewards are a nice touch, J. Especially in DT! Now, if we could just get those "I survived Episode" shirts Hyp mentioned...
May 20, 2019 7:04 pm
Thorn holds the dead Dannein in a foot of water on the floodplain.

Fitting, he thinks to himself numbly. In an exhausted haze, he recalls another swamp in another land where the stupid man had tackled the Phantom, saving Thorn's life, even though he was a stranger.

You're a good man, Maeriks Mac Hannoc. Last champion of Borgh Riac.

His eyes close and his head rests on Maeriks' shoulder. He cannot stay awake any longer.

DMJ

May 21, 2019 6:05 pm
Guided by the Hechesi, Kray, Ryhim, and Thorn emerge from the Jara Hili in the south and are sent on their way. The trio travels through a region called Aviram, a large tract of rolling hills that is somewhat of a transition region. It is lightly populated with rural homesteaders and sustenance farmers, Heshbaans of the Doresh Mensha (country people of the land).

The further south the group moves, the greater the mix of Bishtus encountered. Primarily language spoken shifts from Heshbaan quickly to Zutaran, aka the Desert Tongue aka Old Empire. All the while the landscape gradually transitions from lush hills with patched trees to rolling grassland plains with intermittent shrubbery. Eventually even the grass is becoming thinner and intermittent. Higher rocky hills are seen off in the distance and first, and then the trails are weaving through these hills.

Ryhim leads the way. This is not an area of vast familiarity to the Sarceran, but he does know the transitional borderland city to which the group has targeted as the first destination. A city of markets and supplies. A Bishtu city in the first valley basin landscape north of The Bishtaan, the desert wasteland that serves as a geographical border to the south. This place is like a port to a sea of sand and rock, and it is a welcome waypoint after days of walking the trails with heavy bags.

Bet Qasar, sometimes called the North Edge Gate

https://dl.dropbox.com/s/3m8q76b1kh07187/borderland%20city%20Bet%20Qasar.jpg

Still in the river basin network of streams, it is well supplied and comfortable, but not too far south is the desert. So there is a ruggedness here, not just by the architecture and the structure, but by the people. The Bishtu are a rugged people. Traders. Travelers. People who have to live strong and work hard to survive and thrive. But after all of the hardship and rural living of late, it is quite luxurious by comparison and a welcome change for the traveling trio.

DMJ

May 21, 2019 6:10 pm
Of note: Hyp, Ryhim was surely able to ID and procure a couple of good reeds for blowgun construction. He could also have gathered some supplies for dart poisoning. Not going to get into specifics just yet, but before gaming next we'll have to study Poisons I know.

DMJ

May 22, 2019 12:56 am
Staying in Bet Qasar is a welcome reprieve. The people and culture are quite foreign to Kray and Thorn, but Ryhim is an easy blend. Kray is reminded of how difficult it is to operate to full capacity when you don't speak the language of the locals. But enough shopkeepers and bartenders speak Heshbaan, and the Yuors know that well enough to place orders and get around.

But little time is permitted to stay and indulge. Kray knew that the real threat was Acastus. With Valates' death now known, Acastus would throw all resources he had into tracking Kray down. This place was not far enough away. It was still in reach soon by a committed, skilled, mounted bounty hunter. Kray made no mistake about it - that is what would be coming after them. And without a true knowledge of the neighborhood and sufficient eyes, ears, and troops, making a defensive stance was just not in the cards right now. They had to make some real separation. The Bishtaan Desert was meant to be just that.

So the trio moves on. Ryhim is able to negotiate effectively to make a shrewd purchase. Working with some Bishtu profiteers, Ryhim rigs up a deception that makes a fairly large and obvious production out of two Yuors and a Sarceran heading south on camels across the Domasfan Road towards El-Sayd. Three stand-ins make the departure for watchful eyes to see and remember. Later, under the cover of darkness and with no fanfare, Ryhim, Kray and Thorn depart on old game trails heading through Barbin Pass - on horseback.

The trio would be moving west and through the plains even further, skirting along the rugged hills that served as the northern border of the desert. They would only turn south to make a crossing once they found the right circumstance.

DMJ

May 22, 2019 6:48 pm
Traveling through the hills north of the desert - the terrain is harsh, its largely uninhabited - it becomes a trip quite eerie being extended out there on the frontier.

And along the way, there are signs of bandits - remote lurkers skulking around watching from the high ground. Vigilance spikes up for the trio.

It seems that the group is being followed by a small group of trailers. Also, water is becoming more scarce - vegetation thinning out.

The group eventually comes across an old ruin. It looks largely abandoned, but there are some telltale signs of activity. They decide to stop and try to get a handle on the situation, assess what to do about the suspected trailers.

https://dl.dropbox.com/s/pl6r6oifdo5izsb/remnant%20fortress.jpg

DMJ

May 22, 2019 7:49 pm
The ruins are not deserted; a small group of survivors from a failed and lost convoy have taken up residency there. Four people total. A woman and three youth boys.

There is some tension at first, but Ryhim is able to smooth it over. The woman and the older boys are ready to fight if they must - all are armed. The woman herself seems capable enough to be dangerous and the oldest boy makes it clear that he is more than willing to use his spear and sword. In the end the woman makes the call though, and invites the trio in to share water. In short time, they share their story.

They had become lost in the desert traveling between fortresses in the south, drifted extremely far north, and suffered attrition from dehydration first and then banditry once they reached the hills after the unintended crossing. Now they are still lost, still searching for water, and trying to evade bandits.

They are:

Kinaan: a rugged Sekeri woman (Arkkadi-descent), recently lost her husband and another son
https://dl.dropbox.com/s/nw40nvllq1cjv3y/Kinaan%20portrait.JPG
Burmar: Kinaan's surviving son, age 11
Abaaka: Sekeri youth (Arkkadi-descent), age 15
Ento: Sekeri youth (mix Bishtu-descent), age 13

They are extremely resourceful and resilient. Kray does a quick assessment and tries to capitalize on the opportunity. Ryhim contributes with his style and Thorn takes over on guiding most of the logistics to execute.

The plan works perfectly.

Behind the cover of the ruined buildings, the group stages the sound of a battle, as if the two groups met and then came to blows. With Ryhim directing, a few of the group emerge into view but then feign injury and death. Ryhim is left as the lead act of the final injured survivor who is scrambling to gather all of the bags and looks desperately afraid and vulnerable.

The over-eager bandits from the hills move in for the kill. When they do, the "dead" rise and those assumed dead indoors emerge, the whole cast is armed....
the bandits are toast.

Kinaan and Abbaka display some real skill in battle. Burmaar and Ento lack capability, but their fearless enthusiasm and ferocity is impressive.

Kinaan says that before the last men of her convoy were killed, they spoke about a well village thought to be to the west of here that has a port block to one of the Old Hundred Roads, the roads that lead back south across the wasteland to Seker.

The two teams unite, and set off together heading west.

DMJ

May 23, 2019 9:49 am
The group moves on through the rugged crags and does find an old well. It is little more than that. There was a village here in the past - the rock hut structures and some fencing is still there, but the people are long gone. The place is abandoned. By the look of it, perhaps a raid was its final ending. There are remnants of bones, human and livestock, picked clean and baked in the sun and scattered here and there.

The well water is drinkable. The group gets enough for now and as much as they can carry for the crossing. Sure enough, there is a trailhead nearby that leads out into the desert. It is an old stone road, raised along a mound and set in mortar with blocks on top. It is extremely old of course, worn and faded and smoothed out, partially overtaken by the gradual ascension of the earth to overtake it. But the workmanship is impressive and it is still sturdy. An Old Hundred Road, part of a network of neglected and partially broken roads, no longer fully mapped nor understood - left over as a remnant of the lost Empire of Zutar.

Kinaan is reluctant to take the road. She says they often disappear and it is impossible to know where they lead. Also, without camels, it will be extremely risky. The horses consume too much water and they are likely to perish.

Kray though has another resource that he has been using along the way. While in Bet Qasar, Kray went to all of the mapmaker shops that he could find and bought up an impressive collection of maps and old map fragments. Knowing that no map is perfect, he has already begun comparing the whole set along the road so far. Confirming landmarks such as trail crossroads, and especially the ruined small fortress, Kray comes to an acceptable confidence about where they are. Several of the maps mark this well and the road. He can see where this road crosses the desert, while crossing another road that intersects. From there he has a route and even a measurement on how long to make it to the next three possible destinations.

There is some risk, but turning back now was never an option. The trio knew that it would come to this eventually. They load up the horses with as much water as the well will give and then head south along the unnamed Old Hundred Road.

DMJ

May 23, 2019 9:58 am
The first road fades in and out, but remains identifiable long enough to make it to the crossroad that Kray had been targeting. Making what seems like an odd choice at the time, the group turns to the east and heads straight into more open desert instead of onward to distant southern mountains. Judging by the map, it would pay off, but it was still a gamble.

The horse die along they way, as was expected. The route does work though - another road is found heading south, and this one to a marked well. It is nearly invisible on the site, nothing more than a crack in the ground. Kinaan and Abaaka are quite quick to identify it though. They work quickly to rig up a rope and bag. With a rock in the bottom of the bladder, they drop it in. The deep sounding splash is like the sound of a miracle. The well is full. Everyone is saved from death in the desert on this day at least.

Moving on with another large supply of water, the group continues, always traveling at night - across miles and miles of wasteland.

DMJ

May 23, 2019 10:05 am
The first well village that they reach at the edge of the mountains is gone. It is only a ruin. The well is completely dry. And there is no longer a road to follow.

Not even birds are perched there. Kinaan says that is a bad sign, that water is distant and has been gone from this area for a long time.

Kray does what he can with the maps, but there is conflict now between the different drawings. He cannot be exactly sure where they are. At this point, he just has to make a guess, follow along the edge of the rugged mountains and cliffs, hoping to find a game trail or a foot path.

With very low reserves of water, the group sets a course into the unknown and marches out.

DMJ

May 23, 2019 10:14 am
Another abandoned village after another two days hike. The well is dry.

https://dl.dropbox.com/s/cnq82xrhe29qtoq/abandoned%20village.JPG

Kinaan directs to a cave crack in a nearby cliff. Inside there is a small rain catch basin inside. They harvest about a half day's worth of murky water for each person.

An old trail leads out. After laying in the shade for the day, the group sets off on the trail.

DMJ

May 23, 2019 11:05 am
After three nights of walking, they see the village set in the narrow passages of the cliffs and high rocks. Hindered by extreme headaches, weakened by the dehydration, they press forward across the plain and approach.

There is a wooden gate with a watch tower as the entrance to the settlement, but the gate is opened. A sentry looks down from the tower.

https://dl.dropbox.com/s/o4cziwawrw72rmx/mining%20town.jpg

The villagers are impoverished. Guards stand around livestock pens tended by thin shepherds. A team of hunters bring in a small set of game, rabbits and blackbirds, and hand it over to a pair of butchers. The thirsty hunters are apparently paid in water, handed to them in bladders by a tunic wearing manager who has two spearmen guards at each of his sides.

For water, the travelers are directed to the cliff passage ways, through a series of gates. Water is available, but it is for sale. Pricing is barter or coin. A collector is there to manage transactions, with armed guards on all sides. The collector is scanning the travelers over.

No use in arguing here at this first purchase. The group buys a supply of water, using low value Heshbaan coins.

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

As the group withdraws to a campsite, Ryhim asks a thin old man, "What is this place called?"

"Hafurraz," says the old man. Sanction - Ryhim understands.

"Who commands the soldiers?"

The old man squints at Ryhim, but answers obediently. "Habane, he Guri Kulac."

"He owns the well also?" Ryhim follows

Now the old man seems frustrated. "Of course! Guri Kulac owns all things here in the Sanction. The shelters. The animals. The people. The food and water." The old man throws his hands up and then thumbs at Ryhim while walking away. "Now that you are here, he owns you as well, foreigner."

Ryhim catches up with the group. As everyone drinks their fill, Ryhim shares what was said about Sanction and Habane the Mountain Lion.

DMJ

May 23, 2019 11:15 am
Conflict was inevitable. Within an hour after the travelers had made camp, a manager and guards had approached and begun asking questions. They said that the travelers need to relinquish supplies and report immediately to Master Habane. Kray knew it had to happen, but needed time. So he bought it. Coins to the manager, an agreement struck to meet with the master at sunset. They were willing to give whatever tax and were even looking for work.

As soon as the manager and soldiers leave, the group talks through the plan. Ryhim slips away. The younger boys are held back. Kinaan and Burmar move out openly into the market to purchase supplies and draw the watch.

Kray and Thorn cook a few rabbits.

DMJ

May 23, 2019 11:27 am
When night falls, the soldiers and managers approach. In full kit - shields, spear, and sword.

Thorn, Kray, Kinaan, and Abaaka explode so abruptly the first line is dead within 5 seconds. The next wave squares off, but they just are not ready. Burmar and Ento are flinging sling stones relentlessly as the others engage melee.

Behind the barriers, the reinforcements gather. Habane emerges. The poison coated dart hits his neck and his death begins. Ryhim kills 6 more of the soldiers with the bow, firing from the high crags. The remaining group scatters in confusion.

One of the managers tries to gather up a force and respond. There near the gates he organizes a dozen troops to clash against the foreigners. It is no use though. Thorn's Blade cuts off the arm of the biggest champion and then removes his head from his shoulders when he stumbles. Kray's shield is a bulwark defense that the thin bronze scimitars cannot get past. Kinaan's and Abaaka's ferocity terrorizes the disorganized guardsmen without mercy. Ryhim sends arrows out from the darkness, killing or maiming a man in each shot.

It is an exhausting hour of fighting. A vigilant night follows hunting down the remaining guards.

But at sunrise, Sanction is under new ownership. The group takes final position in the fort built around the well.

DMJ

May 23, 2019 11:29 am
OOC:
Yo, Players' Club!!!! Thoughts?
May 23, 2019 1:05 pm
OOC:
Sorry for the lack of input as of late. I punctured my hand a few days ago and anything involving hands hurt. I didn't get much sleep because of it and really was done with most things. Mostly better now, mostly. Anyways, getting my time machine out: Gathering as many good reeds I can find/carry. Having extras to practice, to get the best of the best and keeping one or two as back ups. On the recent takeover, Ryhim used a bow, I swapped the shortbow for Iasu's long bow then had to ditch Ilb. I'm guessing I picked another up; works out, I was planning to anyways preferring a long bow over short.

During the desert journey, Ryhim would pause his blowgun work in favor of focusing on hydration where there is none.
Ryhim removes his face wrap as the sun rises. He stands next to the two younger boys, his bow acting as a loose cane, his black eyes scan the once-was battlefield. "Their greed was their downfall. This 'mountain lion' wanted more and more, now he has nothing." he turns his head to look at the boys "Remember this and you will do well. Protect those you love or those who can't themselves and you will find your riches and you will not lose them. Seek what is not yours though and your fate will follow Habane." he turns back to the sunrise. He smiles at the work before them, a job well done. He crouches down, stretching his legs and turns to the boys again, smiling "You two are keen with a sling. Perhaps one day, you can teach Ryhim so he can be as skilled as you both."
OOC:
Thoughts? Holy sheeeeeeeeeeeit. End thoughts.
Last edited May 23, 2019 1:06 pm

DMJ

May 23, 2019 2:13 pm
Ento and Burmar listen attentively as Ryhim counsels them.

They stand proud of what they have accomplished.

Ento scans through looking at all of the bodies lying dead with arrows in the chests and neck. The youth turns to Ryhim first, then to Burmar, then back to Ryhim.

"Teach us to use the longbow," he says directly.
OOC:
All good on those supply issues, Hyp. Ryhim can be equipped however you want him to be.

DMJ

May 23, 2019 2:31 pm
The group settles in to managing the well. They pull in a few able body workers to reset coverage managing the gates at the water fort. A sharing of the water goes a long way. Also giving ownership of a few sheep and goats to the shepherds really wins over that influential crowd. Kray buys some sheep from them right after granting them the sheep. Then a dinner is planned to meet with the elders - this is something Kinaan says would be the best idea.

She turns out to be right. The event generates support among the most influential of the townspeople. Stability is gained. The new group is recognized as the current power over the town as long as water access is allowed. And still, it is very clear that the foreigners have the superiority of arms and the capability to use it. No one is going to challenge that right now.

Kray knows though that the stability will depend on bolstering strength along with building consensus on legitimacy. He needs more real troops, and he needs to know more about the broader community.

Inquiring about the surrounding area, he finds that the next fortress settlement over is a three day's ride south.

Discussions are had among the trio, consulted by Kinaan. A plan is agreed upon. It will be a bit risky, but it is the play to gain safety and control.

Kray and Ryhim stay at Sanction to manage the settlement, with Kinaan and the youths helping on the integration. Thorn rides out on camels with Abaaka towards the city, Jalajrah.

Thorn will hire some real mercenaries, outfit them properly and return. With proper security and a stable supply system, Sanction will become a home base where the newcomers can learn, plan, develop income, and defend.

DMJ

May 23, 2019 2:41 pm
Alright, Players' Club.

Hafurraz, Zutaran translation Sanction, will be the first point along the Interim 2 at which game world time passes considerably.

For us gaming on the boards, it will be a playground where we can toy around with both specific events and gradual story threads.

I'm going to be writing some, but I'm also going to stage up some questions and even some rolls that will pull you guys into writing some as well.

More to follow, but GET READY!!!!....

...for story and maybe a dash of controlled danger, but not deathworld your-about-to-get-killed danger. Ha!

J-symmetrical Design
May 23, 2019 3:20 pm
Thorn & Abaaka - can I assume there is linguistic Venn diagram overlap here, and if so, Abaaka will be Thorn's translator for hiring the mercenaries once they arrive in Jalajrah? What language is spoken there?

DMJ

May 23, 2019 3:39 pm
Xorthan says:
Thorn & Abaaka - can I assume there is linguistic Venn diagram overlap here, and if so, Abaaka will be Thorn's translator for hiring the mercenaries once they arrive in Jalajrah? What language is spoken there?
OOC:
Exactly. Zutaran is spoken primarily in this area, with Arkkadi as most frequent secondary language. Abaaka speaks both and is a pretty stand up guy. Thorn knows what to look for and how to set up the deal. Business travel with support!

DMJ

May 23, 2019 4:12 pm
OOC:
OK. Here's some fun. PCs are moving to 9th level during this part of the Interim 2 story. It is going to be a gradual build up over a longer timespan, but for us managing the numbers and stat sheets - let's go ahead and GET IT ON!!!
Required Action, Kray, Ryhim, Thorn: Transition to 9th Level

And on that, two other things administratively that I want to get out now.

They are both focused grants. Another (and final) round of DM Fiat Awards.

These aren't for everyone this time though. They are Survivability Grants. In this moment going exclusively to Thorn and Kray. Those characters have survived through 2 Episodes of DT:ROTA. Players X and Ez have kept them alive and actively managed for more than 2 YEARS. They are just going to get a little extra. Pays to stick with it and make it out alive.

These, like before, will be based on interpretation of the character as played, mainly an option to fill a gap or make an improvement in an area that seems reasonable for the character win a gain based on past performance.

As always, there's no arguing these. I don't know if they are fair or not. Not sure if they are wanted or not. Not going to worry about it or debate it at all after they are issued. If you get them and don't want them, don't take them. If you want them and didn't get any, keep current and future characters alive and hit the lucky numbers a little more often. What can I say, fellas?

Kray
Kray plays as a team leader and strategist, doing his best to organize a squad attack against any challenge. I think that he might choose to fully develop his leadership skills during this time.
Also, Kray has seen first hand very clearly how you can really be behind the eight ball if you don't speak the language of the natives in your Area of Operation (AO). Foreign Language Studies: I think Kray might hit the practical exercises and private lessons.

Kray, choose between 2 Feats: Linguist or Inspiring Leader


Thorn

Thorn is one tough character. He knows that sometimes no matter how bad it gets, you just have to drink water and keep marching, even when you're bleeding. A brief Short Halt should be all anyone needs to soldier on.
Also though, Thorn has always been more than a muscle-head. High INT, improving CHA, and RP that always seems like Thorn is on the brink of becoming a different kind of guy...I think maybe Thorn uses the time to learn new things, pick up now hobbies, practice on other things besides just sword fighting. You know.

Thorn, choose between 2 Feats: Durable or Skilled

DMJ

May 23, 2019 5:06 pm
I need to write more about languages later.
May 23, 2019 7:58 pm
I'll wait to decide until you write more about languages. Loving the Survivability Grants, J. A really cool touch that accentuates natural and believable character development.
May 23, 2019 8:31 pm
Kray would want their mercenary unit to be versatile. Not sure what numbers of troops you're thinking J, but Kray would want:

50% front line with body shields, spears and short blades for versatility. A phalanx unit, reach and protection, able to grind through units. High damage output that minimizes enemy threat and can withstand cavalry. You know what in going for here. This would he the core of the troops.

20% long bow archers with medium shields and short blades. A versatile unit that can convert to a flanking melee unit, or two, at the drop of a hat. Would line up with phalanx unit, embedded within, with shields protecting all around, firing shots at the enemy to force their hand. Think Roman turtle with shots coming out. Enemy closes in, archers step back, phalanx forms for melee. Archer unit goes melee and swings out for a double flank or singular crushing flanking maneuver.

The above two units via defensive shield elements and longbow range would be able to force the enemy's hand. Mete out damage and minimize damage to our own.

10% Skirmishers. Short blades and slings. Simple firebombs for terrorizing enemy troops before the phalanx mauls them. Bolas for leg wrapping enemies at range.

10% ranged light, fast cavalry. Short bows and long blades. Able to harass the enemy and stay out of foot troops reach. Able to run broken units down.

10% cavalry. Spears, long blades and shields. Ready for hammer and anvil and running down broken troops.

Again, not sure of the size of the merc troop you're thinking J, but that's the mix I'd want.
Last edited May 23, 2019 8:33 pm

DMJ

May 24, 2019 8:13 am
This entry from the past still serves as the baseline way we accommodate the idea of learning languages.

Still, learning languages is tough in real life. Getting fluency in one or two extra languages is doable, but not extremely widespread. If someone goes beyond that, learning a large set of languages, they are exceptional - either they have put in a lot of time studying languages as a priority or they are just geniuses or maybe both.

So there is going to be some limitations on how much one can expand normally. To frame this out, we are going old school. Reaching back to the 1990s.
2nd Edition.
INT charts.
Max number of languages.
Comprende? Andale!
Oui Oui!
SCHNELL!

https://DL.dropbox.com/s/ebf5a5w5ovgwmbh/INT%20number%20Languages.JPG

So those are the numbers that you can learn Fluency.

After that, I'll say you can learn one additional language to Intermediate level. (If you already have more than that in Intermediate, we'll deal with it. Nothing is going to be taken away. Might be an obligation if you have Intermediates extra, then those will be the only ones you can elevate to fluency. IOW, you can't keep 2 or 3 Intermediate bonus languages and then learn a brand new fluency. We'll work it out in talk through if there is any issue and come up with something that makes sense to the circumstance of the setting.)

After that, if you want to keep going, it will take a spend on the Linguist Feat.

DMJ

May 24, 2019 8:29 am
Languages in the Bishtaan/Sekeri Region

Zutaran: Old Empire. The Desert Tongue. Desert Speech. This is a really really widespread language. It is spoken as the primary language in Bishtaan, Sekeri, Sarcera, Jbail. It is spoken as a strong second language or healthy third in Heshba, Otessa, Arkkad, Paktia. It's the closest thing to the "Yuoric of the South and East". It has some variants, accents that are regional - general east and west. Sarcera is thought to speak a very high and proper version of the language. Jbail uses more of a blend and slang with Alornic languages, and has developed more streamlined grammar with less verb conjugation and more generalized descriptive conjugation. Sekeri Zutaran leans more towards Arkkadi vocabulary and has a distinct accentuation.

Arkkadi: This is a language that dominates in its origin land in Arkkad (one of the least language diverse locales), but was also carried long ago into Sekeri, remaining very pervasive there to this day.

DMJ

May 24, 2019 9:08 am
The Thorn and Abaaka Road Show

Thorn takes Abaaka with him to Jalajrah. The two are riding camels and doing there best to speak Heshbaan between one another, a basic to intermediate language for them both. They talked it through with the rest of the group in advance, so Abaaka has a good understanding of what his role is as Thorn's support.
OOC:
X has pointed out the language pinch. It is a bit of a strain, not optimal - but it's the best option given personnel AND it's going to work well enough to get by just fine.
Jalarah is a community like most in Seker, based around an ancient Zutaran fortress.

https://dl.dropbox.com/s/rvmzkcxqrnwjs24/Jalajrah.jpg

The two fellows take up a room at a travelers inn and begin a tour through the city to find mercenaries. Thorn learns that mercenary culture is quite extensive and out in the open, so to speak. He does not see great discipline, nor great variety. Most groups are in small bands, called "abenzi", which means something "crew" or "squad". Somewhere between 10 and 30 guys, usually about 12-15. They always have a boss or captain, called a "raiyis", who is the undisputed decision maker and formulates the style and demeanor of the crew.

Thorn spots what he thinks is some talent and lets Abaaka lead the way on the talks. There are no takers. Even after several tries. After a few days, it is clear that word has spread. The crews are talking about the Northerner and his kid. Thorn begins to see that they are being watched and assessed. His senses begin to shift towards vigilance and he warns Abaaka. Abaaka investigates and learns that there is indeed the chance for a problem.

"They say that someone here in Jalajrah should have that sword," Abaaka says, pointing to Thorn's great blade. "The Oreland Steel. They want it. Want to take it from you." Abaaka leans in, putting his hand to the hilt of his own heavy bronze sword, and says seriously, "We will not let them."

https://dl.dropbox.com/s/2upw2j7x8fcy86d/Abaaka%20portrait.JPG

Thorn does not want to come up short on the mission, but he realizes that the cultural pressures here might be too difficult to navigate at this point. He is beginning to contemplate the idea that he may have to depart without making a hire. He is thinking that over as he and Abaaka are walking through town to return to their inn for the night. That is when they are confronted.

DMJ

May 24, 2019 9:39 am
Kubula, called Warchild, is a local legend. He killed the warlord Kofi Kurish with the hilt of a broken scimitar. He wrestled a Yatamhal to the ground and tied it with ropes. Kubula's crew, the Mumiti Afei (Deadly Vipers), are a team of battle-tested veterans.

https://dl.dropbox.com/s/tybr4353f05oqr0/Kubula%20Warchild.jpg

The Mumti Afei surround Thorn and Abaaka. Kubula Warchild moves in to put Thorn down and take the sword. When Thorn cuts Warchild's femoral artery with a feint and knocks him to the ground in a follow-on driving thrust, the Mumti Afei swarm in for the kill.

It is an extremely dangerous battle. It has been a long time since Thorn was under such a vicious assault. He has to use every ounce of speed, skill, and battle instinct to pull it off - not just striking down opponents, but also ensuring that Abaaka does not get killed. The two of them are back to back in an onslaught of spears and blades. It is a wonder they are not skewered and sliced apart.

But they are not. Abaaka makes a formidable stand, doing everything he can to compliment Thorn's heroic effort. After a minute on the brink of life and death, 12 Vipers and their Boss lie dead on the stone blocks of the remote courtyard. From periphery, bystanders look on in wonder. From the shadows, watchful eyes assess and withdraw.

Thorn knows it is time to go. He moves back to the inn in a rush, speaking tersely with Abaaka telling him what to do as they withdraw from the city. They get the camels moving after a quick grab of prepacked supplies.

Thorn watches back on the road. It is a dark night, very difficult to see detail, but it is clear now. A troupe of soldiers is coming. At least a couple have camels, maybe a few horses. The others are jogging.

"Get ready," Thorn says to Abaaka, as he draws his blade and turns the camel around.

The young Sekeri does the same, and resets in the saddle with grim determination.

DMJ

May 24, 2019 9:51 am
Required Action, 9TH LEVEL FIGHTER Thorn: Roll PERCENTILE DICE on LEGENDARY 2nd Edition AD&D Chart of Dopeness, the Fighter's Follower Table, to determine ELITE UNIT followers.
OOC:
X, I've been waiting since circa 1990 to either roll for this myself, or have a player roll for this in one of my games. I'm glad it was you. Good luck!
OOC:
Whatever the result, Thorn's Elite Unit troops are going to be tailored a bit of course to fit the setting, but the general imagery will be determined on X's upcoming historic post that includes the dice roll.
OOC:
Did I mention 9th Level Fighter? Oh yeah. I see now that I did. But 9th Level Fighter.

DMJ

May 24, 2019 10:00 am
OOC:
During the fight v. Kubula and crew, I'm pretty sure Thorn actually did say "Back off, Warchild. Seriously."

DMJ

May 24, 2019 10:18 am
OOC:
Trying to push a few more things outward to get this Interim story really cooking. Players' Club start contributing and we'll just have a lot of pots on the fire, pull it all together and weave it together with some give and take.
OOC:
The establishment of home base at Sanction will cover a little more than ONE YEAR of In-World time! We want to see some things that happened along that time span for each of these guys.

There will be another considerable time block to follow, but will shift to that later.
Required Action, All Characters: Write or at least suggest some ideas for Character Development.

Contribute with responses to both:

1 large accomplishment, success, or meaningful growth

1 setback, disappointment, frustration, failure. (Has to be some sort of cost, not "J, his failure was that he worked so hard building a badass megafortress, which he did and it is totally awesome, but he missed out on spending time with his friends." Ha!)

Contribute 1 or 2 from the following 3 choices:

1 moment of intense danger that was a narrow success, escape, etc.

1 relationship cultivated and some of the detail about it (with NPCs already in play or new ones that we can make up together, might even expand to a small group or faction to be created)

1 mystery that is teased but not solved, something learned but not figured out (possible future story hooks?)
OOC:
On these, I want it to be an exchange. Have to say it: DM has the final control on story development and setting detail. But I wouldn't be asking for this stuff if I didn't want you guys actively steering the story and setting in a way that you think is fun and interesting.

You can write them brief or expanded. In character. More descriptive talk-through style. Or a blend of both. They could be scenes or just gradual themes that unfold over longer time, depending on what content you lead us to be referencing.

Would prefer posts on the board for the public fun of it, but I will take PMs if there is something you aren't sure about, aren't comfortable with on the public square, or if it meant to be something secretive or private for the character.

DMJ

May 24, 2019 10:35 am
Ezeriah says:
Kray would want their mercenary unit to be versatile. Not sure what numbers of troops you're thinking J, but Kray would want:

50% front line with body shields, spears and short blades for versatility. A phalanx unit, reach and protection, able to grind through units. High damage output that minimizes enemy threat and can withstand cavalry. You know what in going for here. This would he the core of the troops.

20% long bow archers with medium shields and short blades. A versatile unit that can convert to a flanking melee unit, or two, at the drop of a hat. Would line up with phalanx unit, embedded within, with shields protecting all around, firing shots at the enemy to force their hand. Think Roman turtle with shots coming out. Enemy closes in, archers step back, phalanx forms for melee. Archer unit goes melee and swings out for a double flank or singular crushing flanking maneuver.

The above two units via defensive shield elements and longbow range would be able to force the enemy's hand. Mete out damage and minimize damage to our own.

10% Skirmishers. Short blades and slings. Simple firebombs for terrorizing enemy troops before the phalanx mauls them. Bolas for leg wrapping enemies at range.

10% ranged light, fast cavalry. Short bows and long blades. Able to harass the enemy and stay out of foot troops reach. Able to run broken units down.

10% cavalry. Spears, long blades and shields. Ready for hammer and anvil and running down broken troops.

Again, not sure of the size of the merc troop you're thinking J, but that's the mix I'd want.
OOC:
Ez, this sounds perfect. Some day we might get to this level of detail and build a story to get it, but at this point we are not there just yet. I am heading another direction as you see below with Thorn. I want to go retro a bit on the old school followers.

There is also some of the culture here in Seker that doesn't exactly lend itself perfectly for this type of diversification and detailed military strategy. The place is used to having champion-like bosses with small to medium crews based on personality. The theory of highly organized, stratified troops is just not in the culture here, no matter how much money and training regiment that you throw at these guys. In Nadril (Old Yuoric West) and the Markkelands it is. That is what sets the Yuors apart from the rest of the crowd, a lot of the reason why they are gradually taking over.

Plus at this point, the small PC group is just getting their feet on the ground in the area, trying to integrate. Commanding big specialized trained units like this is going to have to be a part of storytelling later down the road rather than right now.

That being said, you guys are going to be able to hire some guys and train them up to some degree, get some discipline on the normal payroll guards, get some protection. We just aren't going to get to this level of military strategy here during Interim 2.

Thorn's elite troops will be the base for the real skilled force that is the inner guard for the team, and then outside of that there can be the wider circle of the mini-army that serves as the muscle to rule Sanction and the surrounding area.

We'll get into power projection storylines in the medium and longer terms too, probably in later parts of Interim 2 and setting up into Ep 3. Can revisit then possibly.

DMJ

May 24, 2019 11:31 am
OOC:
That featurette on Thorn is in first. Will get to some entries this weekend with focus on Ryhim and Kray each separately . Hoping to give you guys some story to work with.
May 24, 2019 1:01 pm
[ +- ] 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.
May 24, 2019 1:03 pm
J, before babysitting the Warchild, could Thorn have picked up a bow and some arrows? What kind would be available?
May 24, 2019 1:09 pm
DMJ says:
Required Action, 9TH LEVEL FIGHTER Thorn: Roll PERCENTILE DICE on LEGENDARY 2nd Edition AD&D Chart of Dopeness, the Fighter's Follower Table, to determine ELITE UNIT followers.
OOC:
X, I've been waiting since circa 1990 to either roll for this myself, or have a player roll for this in one of my games. I'm glad it was you. Good luck!
OOC:
Whatever the result, Thorn's Elite Unit troops are going to be tailored a bit of course to fit the setting, but the general imagery will be determined on X's upcoming historic post that includes the dice roll.
OOC:
Did I mention 9th Level Fighter? Oh yeah. I see now that I did. But 9th Level Fighter.
Here we go.

Rolls

Thorn's Unit - (1d100)

(85) = 85

May 24, 2019 1:12 pm
Just read that we'll spend a year in the area. Will rethink languages later (hopefully today), as well as post Character Development

DMJ

May 24, 2019 9:19 pm
OOC:
Thorn lands the big score. 30 heavy ground pounders.
Here's the pic cut of those columns on Fighter Followers from 2ed AD&D PHB - Dig it ....
https://dl.dropbox.com/s/bdi3jh0v4uvd6pl/Fighter%20Followers.JPG
OOC:
Will adjust for packaging and write it narratively later.

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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