Friday, March 26, 2010

The Grand Sultancy Of Alan Ackman - part 2

After a day of dry and hot wind, the evening breeze is cool and welcome, and the quiet warbling of the night birds a stark contrast against a day of shouting and trading. You are resting your arms against the high balcony where you are permitted to cool yourselves, eating the sweet but strange gifts of fruit they have provided, no longer prisoners but guests of the Great Sultancy of Alan Akhman. A thousand million stars twinkle pleasantly in the early night sky, where a single streak of light crosses towards the north where you people wait eagerly to hear your news. It is a good omen.


Shakhonrazae sees to your comfort, permitted now to be your host and guide instead of guard and jailor. Yet as the evening draws on she politely excused herself and goes alone into the gardens below, sitting by a lilly pond, her hands toying lazily in the dark water as a blue moon timidly lights the sky where the sun once stood, as though waiting for someone.

…

She does not wait for long. For sure enough, within a moment a dark skinned human riding a magic carpet makes his way across the castle wall and joins her. He bows formally, and she curtsies, and he presents her with a flower, placing it gently behind her hair. The sit then, not touching, but talk a good, long time in whispered tones of whatever plans they have, perhaps of you, perhaps of their people, perhaps of their impending marriage. Perhaps this means little to you and you retire, perhaps you long to hear the whispered words of destined lovers. It matters not, not to the stars, not the wind, not to the two betrothed who speak long and softly into the night.

…

Not to the half dozen black clad figures that move suspiciously towards them, the glint of the moon reflecting in their long, drawn daggers…


[As soon as you return to the city there is great rejoycing:
- you have established a trade route that will be very profitable for the city and help stem the boredom and fatigue of so many years in isolation.  There are new raw materials, gems of great value, and interesting foods to sait a population bursting at the seams.
- You have earnt 1000 gp each, and locals sure hope you'll be spending it locally!!
- You bring in a curious Tris elixar:  a magic potion to stem the excess of intellect.  How will you put it to use?
- You bring seeds from another country, perhaps they can prove useful here too?
- You bring a book on crystalomancy written by the Aincient Tris.  This book alone will make a big difference in the technology of the city that it has lost for so many years.  Perhaps they will be able to get the towers fully functioning again?  Not that they've stopped working, but no one has seen them work for over three generations... so there are rumours...
- You bring in a high quality diamond of over 10,000 gp value.  once the citizens overcome their initial dissapointment over you not using it to feed Lauresia's children, thus giving them more space to live on, the news spreads that you intend to create a Skyship, for exploration and defence.  Immediately citizens all over the city spring into action, and in a few short weeks they have costructed a beautiful ship with a single white sale.  Now, if only it worked properly...

Saturday, March 20, 2010

The dream

The wizard speaks to his small audience.


“Let us check up on their progress.”

The clouds swirled in the darkened crystal orb, until in a moment they coalesced into the form of a carriage, pulled by four horses. Around this carriage some humanoid forms took shape. Some were walking, heavily armed. Others, shackled.

“They have not done so well, have they!” The wizard laughed. “Though I must say, their exit from the city two weeks ago left much to be desired. First they set up camp right inside a place where some Umberhulk skeletons were found. Heavily preserved, I do not know how they got there. Umberhulk can claw their way through rock as a human through sand, so I can only suspect the walls of the cavern were too strong for the creatures, and the stone too permanent for they to have been brought there. Perhaps they were raised there as young till their keepers left them to starve, or perhaps they were teleported in, I am not sure.”

The little dragon, small enough to fit in a pocket, curled up at the wizard, listening like it understood.

“The events of the next day still puzzle me. A group of fellow adventures attacks on sight, their leader a Paladin of the Sun god. I have no explanation for this either, as I was expecting a far more congenial greeting from the locals. It is sad. Naturally, it led to the local population suspecting our hero’s, and they are in short order captured by that pretty young thing that leads the prison wagon.”

The dragon curled up towards the orb, as though to look at the woman the wizard spoke of.

“I must say, this is the most disturbing puzzle of all. Why a betrothed woman would so often risk the company of the Halfling rogue is beyond me, yet there they are, still speaking as she drives. A greater concern occurred the other night. Our hero’s were thrown in to battle with a terrible Alip - and a cult of madmen. I feared for their lives for they are beyond my reach, as well you know… but they triumphed.

The dragon begun to loose interest, and chose instead to gnaw at a scroll of the wizards desk.

“Hey, stop that!” Then he sighed. “Even so, their greatest challenge lies ahead… will they survive the trial, or will they be found guilty of a murder they did not instigate? I do not know the laws of these people well enough, perhaps it is my fault… and if they do survive, what will happen to our trade? Will we be able to get the necessary supplies to the people here before time runs out? Will the find what we need before it is all too late? I hope to all the Gods they do, or so many may perish, more than they can ever know …”

The dragon curled up, no wiser than a cat, and begun to nap happily around the rim of its masters hat.

“You are a poor audience.” The wizard affectionately complained. “But you listen well even though you are small – a small audience.” He said.

Friday, March 12, 2010

The Grand Sultancy Of Alan Ackman

Player handout 3 – the grand Sultancy

Overview

The grand Sultancy of Aman Akhaman.

To the South, in the centre of this floating continent, lies the current dominating world power: the Grand Sultancy. They have trading interests from the gladden falls to the white mounts, and as far south again as the burning sea. Their army is unrivalled in the world. Tan skinned for every race, and well educated by and large. Lead by the undisputed might of the Grand Sultan himself, undisputed ruler by right and virtue, this nation is eclectic in its makeup and aggressive in its desire to bless the rest of the world with its particular version of enlightenment. They build roads and aqueducts where- ever they conquer, I mean go. Seriously, civil strive dramatically decreases under the stern but fair hand of the Sultancy.

In spite of being a theocracy, the Sultancy is very eclectic, and values the contributions of other cultures, usually allowing concurred cultures to keep many of their own laws and traditions.

Geography

Circular. The burning sun pillar, a mountain with a sun mounted on top, is the focus of their daily life. They believe the gods made it, and their prayers help maintain it. Their enormous walled capital city of Ya-Kamah is set like a crescent moon around the burning desert that surrounds the pillar, living as close as possible to it without needing magical protection.

The further one moves from the capital, the cooler the land becomes. The Sultancy is surrounded by wide, fertile plains that turn into massive forests to the north, a great sea to the south, and enormous mountains to the west and east until the land drops away into the darkness that surrounds the floating islands and continents of this realm.

Military

Huge. Compulsory for all youths beginning their adult years. This highly eclectic and magical army is unmatched in this realm so far, and is still carrying on dozens of campaigns across the stars. They are very well trained and respected.

Daily life

Work hard. Four compulsory prayers each day.

Government

The Sultancy is a Theocracy, ruled autocratically by the inspired hand of the Grand Sultan who rules as prophet and king. Once in their life time, the Grand sultan will name a successor. This is usually done to give the successor many many years to prepare. While there is some precedent for father-son successors this is in no way expected, and some of the strangest individuals have been chosen, as diamonds in the rough, to become the next sultan. The decision is based on, supposedly, inspiration regarding who will be the best fo the job and not family preference.

Religion

The basic religion is based on a broad selection of readings from “The grand text” – which concerns itself predominantly with defining a ‘wise soul’. The ‘wise soul’ is kind to his enemies, speaks softly to children, keeps his promise etc. It includes numerous stories of good deeds, fables to illustrate ideals (‘a certain man was fallen among thieves… and there passed by that way a wise soul etc), and historical instances, including conundrums various wise souls of the past have had to face where all obvious options led to undesirable ends – until the ‘wise soul’ found a better way. Needless to say, wisdom is a big part of the culture. It is expected that the current High Sultan will add a page or two to the grand text, and only the highest Judges have the ability to formally add stories and saying to the text – the best of them might get to add a sentence or two.

The Sultancy also has a rich oral storytelling culture, and it is a highly valued skill. Three attributes are explicitly celebrated by the culture, Love, honour and beauty, and these virtues tend to triumph over all in various texts. To die for one of these virtues is highly respected.

Crime and punishment

The Judges form an important role in the culture, and are almost exclusively clerics and experts in the Grand Text. They are given special treatment while abroad, and expected to quote the grand text in small speeches whenever invited to meals. They are also not above the law, and a judge may only be tried by a higher judge or three lesser judges.

Punishment is based on ‘an eye for an eye’, with an emphasis on favouring the victims. Apologies are highly valued in the culture, and criminals, real or framed, can spend years in prison for refusing to apologise (which can be a problem since honour is highly valued in this culture). So a stolen cow must be replaced, blinding is met with blinding, incarceration with incarceration, false accusation with the punishment you attempted to extort from another, etc. The system tries to be fair.



Cultural oddities

* It is customary to allow your opponents, even in lethal combats, two or three rounds to buff up. Only the lowest of the low, such as highway robbers, attack in the surprise round.



* Females traditionally wear veils, but this is more to counter the ageing affects of being so near the burning sun than any thing else. Social rank is very important in this culture – peasant, merchant, royal, and one higher ranked than yourself has many privileges, including who speaks first and interruption rights – interrupting one higher than yourself is a terrible sign of disrespect.


* The Veil dancer - Veil dancers are exotic fighters from far away lands, clothed only in seven thin sheets of fabric. They learn magical techniques of turning their own clothing into dangerous weapons, their sheets acting as whips, blades and ropes.

Tuesday, March 2, 2010

The Enemy

Suddenly, you are filled with a sense of dread. About you, the world becomes shadowy and translucent, with a dark shadowy haze that conceals the details of a landscape that now appears flat all the way to the edges of the distant horizon. Your comrades are nowhere to be seen, and all is in shadow, except the watching stones that now appear made of translucent white quartz, glowing dimly. Suddenly, your feeling of uncertainly changes into pure dread as you sense the presence of unmitigated evil approaching.

Suddenly, your weapons are stuck from you hands, and any spells you had torn from your mind. You are filled head to toe with unspeakable pain. But it is not the pain of the body, but of the spirit; a spirit forced into the presence of its immortal enemy. For a moment the alien presence just watches your struggles with sadistic disinterest. Then you hear soft, unbooted footsteps. He is approaching…

Your pain intensifies with every step. It is almost impossible to see now through the wailing pain. How it is possible to cause such pain with a mere presence is incomprehensible. Then you find a thought worming its way into your consciousness; that you would give anything to die right now than face another second with this unending, unmeasured agony.

You hear a voice speak, and it is a simple, pleasant voice. But it still causes immense pain.

“Where are you?” It asks.

Again the pain intensifies, till you can almost stand it no longer, and from the mists you hear a voice in desperation reply, telling him where you are…

For a moment then, you see his face. It is an alien face with cold, red glowing eyes. A circular mouth of skull splitting teeth is surrounded by 4 long probing tentacles. He seems… pleased... and says to you all: “I will kill your children’s children, and then I will kill your children, and then I will kill you…”