Friday, May 7, 2010

Tour caverns of the Tris, part 2: The inner sanctum

The sanctum




Foyer

The room you are teleported to is perfectly octagonal and perfectly exact in every measurement. It is not large, only about 30 feet across, with the large stone table you currently have your hands on in the centre.

Surrounding the room are eight walls, each with a strange symbol in the centre.

Near the north wall a trail of black dust leads into the wall, where a small glass key lies, seeming undisturbed in centuries… Finally, there is here an Umberhulk skeleton, 2 or 3 hundred years old...

Abjuration

This room is octagonal, inscribed with three concentric circles of protection. Cleverly cut into the walls are shelves, books, and a desk, but no sign of sleeping quarters. The upholstery is mostly silver and black. An open book sits on the desk with a silver goblet beside it.



Conjuration

This octagonal room is brown, with a light blue summoning circle permanently inscribed in the floor in turquoise stone. A bed, study desk, and a broken book shelf are all that remain.



Divination

This room is light blue, and smells delightfully like a fresh winter morning. Delicate white lace patterns line the top of the room. There is little here but an ornate bed, a well preserved rug, a magical painting depicting a forest scene, and a humainoid skeleton blasted against a heavily cracked and chared desk.



Enchantment

As soon as you enter, you hear the words “I cannot leave the room, I cannot leave… hello, what is this?” There, lying luxuriously on the bed, is the most otherworldly handsome man you’ve ever laid eyes on. With seductious glee he offers “Hello, wont you come sit by me?”



Evocation

This room is unnaturally cold. It might have been glorious once, but the red drapes and finery are all but discarded with age and disuse. All furniture has been destroyed by time. A desiccated skeleton lies on the floor, a key clutched in its hands, pawing at the door.



Illusion

This room is beautiful, built for a male human to enjoy a rich degree of luxury, the magical plate still forming delicious sweetmeats even after all these years. An illusionary harp and viol play soothing music to an empty room.



Necromancy

This room looks well attended to, and none of the dust and mould of a thousand years clutters the air. It is well arrayed with black drapes, and everburning candles light the desk where a skeleton sits as if writing.

Suddenly, the skeleton turns to face you, and in a cruel, hollow voice whispers.

“1000 years, and suddenly a visitor? I have long since surrendered to despair. Perhaps you have come to amuse me?”





“At first, it seemed like such fun. We were going to master the time portal ourselves, the Evoker and I, and slay the rest as soon as it began to function. Well, function it did, and as was my part of the bargain I set about slaying all the other wizards, beginning with the conjurer… I still remember his screams…. Then I raised him as an undead to continue my work. Well, the others had turned on each other already by then, so it was a simple matter of preventing their escapes, much simpler than we first envisioned. How the Transmuter bled!

“Even so, I always knew the Evoker would betray me. He wanted me to be his axe of execution… it was too tempting an offer to refuse… but then he planned to throw me aside. But I was too clever for him, and had a special spell designed just when he did, a little heart worm it was! Ha ha! … oh… oh I wish I could have seen that!

“But I see you have entered in now. So I must assume you have my key, or his. Well, I’ll be taking my key back now, or I will have the pleasure of watching you die…



Transmutation

This room is full of devices of wonder and merriment – all broken. Seemingly once magical toys for children fill a room, but no wizard has dwelt here for a long time. Even as you look about, the change in the air causes a rotten shelf to go crashing to the floor. There is what appears to be a form of bed, but it might have folded up to make a riding pony, a desk that might have also been a dress, and a mirror that looks like it was once used as a drink dispenser…



Riddle;



The one thing that is always constant.

After me, all things are different

Before me, they are not what they have become

Without me, no boy would become a man

No seed a flower, no

And whatever else you can say of me

I am the opposite of ‘constant’.



The inner sanctum.



You are standing on a circular platform in a strange, perfectly spherical room. In the centre of the room an enormous clear quartz looms, floating in mid air. A scintillating purple light glows from it’s heart, projecting through the cracks and pits in its surface, to cover the walls completely in strange lines, symbols, and starfields. It looks as though it might have been used in some kind of calculation, but whatever it was used for must have been immense. The patterns appear to shine right through people somehow to cover the walls of this strange, small room. The air is fresh, but filled with a tangible sense of arcane power and mystery.



Epilogue



It is a fortnight in the making; the great circle of honesty that will finally compel all who promise honesty to deliver it. Within that circle, even the lies one might tell themselves are revealed. And at the centre of the circle a great stone will be healed.

Mingla, the Turquoise, in the hallowed hall overlooking the sky market. Mingla is a massive crystal, covering most of the floor, rising up in irregular lumps that easily form comfortable seating, covering herself with all kinds of mosses and flowers. Patrons come here daily to gain insight into their own lives, and discuss how to make their desires a reality in this world.

At first silent, within a day the many projections of Mingla are chatting again, but no more are they confused and ill, but rather they are clear minded, honest and perceptive. One of those images now approach you, with long brown hair and dark turquoise eyes she bounces up to you, eagre to talk.

“Thankyou.” She says, “Thankyou. This will make such a difference… thankyou.” She says, and bounces off again on her endless quest to love well and always speak the truth.

Thursday, April 29, 2010

Tour caverns of the Tris, part 1

Come hear my story,


A tale so true.

About eight mighty wizards,

The proud, and the few.



Who desired a kingdom,

To rule for all time.

But whose story is tragic,

And I’ve set it to rhyme.



The archmage, Evoker,

He ruled the lot.

And mastering time,

He hatched a plot.



To control all the future,

Was to capture the past.

To build up an empire,

Eternal to last.



So taking the seven,

Masters of each school.

The set forth a plot,

Both ambitious and cruel.



A cavern was needed,

Hid from emperors’ sight.

To forge a great portal,

To rule, as power makes right.



A key was then given,

Unto each mage.

And order assigned,

Depending on age.



They worked their great magics,

All day and all night.

But when the moment, at last,

Came, all was not right.



For a traitor there was,

In the heart of each mage.

And when they’d succeeded,

They turned on each other in rage.



Now I am alone,

For 1000 years now.

With nothing to do,

But make up this small rhyme.







Founding

This octagonal room depicts the founding of the Tris, though it is difficult to make out the story covered with a thousand years of neglect. In the beginning, it appears the Gods create themselves and claim a barren and empty land as their own. They use powerful magic to bring fourth food, flowers, and humans.


Early Progress

After a thousand years of peace and progress the first great noble and scholar wizard known as Tris leads a group of about a hundred wizards to ignite the sun pillar. This room depicts the early expansion of the empire under the strong and kind leadership of the wizard Tris. The building of roads and aqueducts are shown, as well as overcoming early plagues and famine.


Civil war.

This room depicts the noble wizard Tris in his late years ending the people’s first and only civil war though the enshrinement of the wizard’s only ones worthy to rule in knowledge and power.



First great war

After 200 years of further expansion, the Tris almost loose their first great war against the decadent and primitive beastment hoards. Led by a giant half dog man, the beastmen manage to capture and raise at least half the empires cities before the powerful magics of the Tris eventually prevail through inflicting them with a terrible disease. Only a few beastmen are permitted to survive as house servants and menial labourers. They are depicted as witless and brutal, and only the intelligence of the growing Tris empire prevents them from descending into complete anarchy and violence.


Second great war

After centuries of peace with the dragons in their realm, the ancient red wyrm Larax finally enacts a century old plot to betray and enslave the empire. At first concurred by his treachery, the Empire of the Tris manage to gather their forces for an attack on their own capital and eventually win. Enslavement of dragons is heavily depicted in the final victory.


Third great war

Known as “The great sorcerer uprising”. Evil sorcerers who made dark and evil covenants with elemental powers achieve sudden success, and declare war on the emperor. The war eventually ends as the Tris Wizards celebrated achieving elemental balance and eternal subjugation of the elements.



Battle of Gods

This room, incredibly, appears to depict the Tris’ recent defeat or expulsion of all their own Gods. Using magic and treachery, those that were deemed ‘more trouble than they were worth’ are slain in numerous battles in which so many are slain ‘they are not numbered’.


Current day

This room depicts the current prosperous state of the empire, unrivalled in power across the stars. Elemental, dragonic and magical powers are all harnessed to the whim of the mighty, and even scullery maids know a prestidigitations to make their work easier. The motifs clearly depict the belief that no previous empire in history has had as much magical mastery as they do, nor ever will…



(One of the cabinets is of particular interest, it is an Intricate cabinet with translucent lock of solid magic worth 2000gp, weighing 1600 lbs.)

* and in knowing the eight passwords, the heros have been teleported into 'the sanctum'

Friday, April 2, 2010

Ch 4 - the Sky Queens Malaise

DM blog:

It seems to have been a successful trade mission. The sky people are in your gratitude, the queen having knighted you Lords and Ladies of her realm, rewarding you generously for saving her people from their self induced malaise. Two of your group have chosen the sky peoples greatest blessing – to join them with wings.


Great success follows at your heels; you have imbued a sentient orange dodecahedron with the ability to fire sunbeams at enemies it chooses. You have chosen a successful crew for your floating skyship. You have increased the amount of land available to an overcrowded city – though people are confused whether it’s a blessing or a curse that the land has been claimed for (or perhaps by) the Drow family Hune lead by the scheming sorceress Zakaria. Finally, the gift of Prince Sunali Naphti has granted the ill citrine crystal the clarity of mind to govern the people of her suburb appropriately once more. There will be no more riots there hopefully (though the criminal responsible still remains at large…)

But perhaps the greatest success has been individual. Lukat is dating a prince, Gaston is staying true to his (almost) unattainable love, Gerald is back from the dead after ‘wresting’ a crocodile and gaining a shell fire dagger for her troubles, Oma is gaining valuable insights into avian species, and Methos is reading a greater diversity of books than any scholar of the city in a hundred years.

What more could you want…?

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…”