Monday, June 17, 2013

Good and Evil ep01 : Dungeon World

06/07/2013
Good and Evil
Episode One

"Tearing Apart the Bonds"

Dungeon World

After so long, work was light enough to permit another gaming session with my office mates at Indigo Entertainement.  Come to think of it, the last time we had a game was quite some time ago... all the way back on March 1, A Gift of Lilith : The Aegis Project.  So having this chance, I printed out the character play kits and reached out to some players whom I felt would be interested in having a game.

It would not be until two weeks later before the game actually would happen.  And I would have to admit I have to thank Karlo for being the one who reached out to ask around who else wanted to play.  In the end, the game had a total of six players in the game, and of the six, two I believe were players who have never tried a table top role-playing game before.

The cast was composed of the following:

Paolo played Sanguinus, Paladin of The Emperor who espoused Valor and reminded him to slay all non-humanoids. Originally, Paolo was interested in having his Paladin "slay all non-humans" but I asked him to reconsider for the sake of the group.  Who knew my request would be futile given the next concept to come.

Koko opted to play Bjorn, an Evil Cleric of Zargbriggs.  His deity was a dark lord of the depths, who appeared as a Black Obsidian Cthulhu.  The God desired secrets as its offerings and had hoped to embrace Bjorn more than just that role of a Cleric.  (This was an amusing twist given Rocky's Bjorn in Falling Isthar)

Vrian portrayed Marlow, a thief who had interesting ties with the other characters.  He was especially bonded to Lilliastre, whom he shared a con with.  The two would secret away part of the bounty away from the rest of the group, whenever the chance permitted.

J.P. was the seductively selfish Wizard, Lilliastre, who loved making others underestimate her by acting all detached and confused.  She, however, had a taste for treasure which Marlow appreciated.

Karlo was Wilhem, the Bard, who seemed to be in deep denial of the heroic streak within him.  He was knowledgeable in many things, however, but rarely offered to share what he knew.

Ryan played Brandon, a Ranger whose animal companion was a Giant Owl.  The owl's savage moments balanced out Bradon's talent for getting into trouble.

The group had journeyed into the dungeon in hopes of finding treasure.  To open the game, I quickly sketched  a three room map, and had all the players roll 2d6, with the highest one having dibs on telling me some details needed in a scene.  This, to be honest, was a borrow of how Houses of the Blooded had the group roll for wagers in determining the details of a party at the start of a game.  Very quickly, the group determined that the first chamber was filled with Skeletons, and Bjorn had not chosen to turn them away.  Instead, the group had to destroy the skeletons and reduce them to ashes.

The second chamber was then a trap, where tiny spears erupted from holes along the walls.  Two of the characters were victim to this trap.  But none realized it served merely to distract the rest from the threat slowly gliding downwards towards them!

The third chamber was filled with water, but given the events in the second chamber, the players were forced to act.  Though Bradon's Owl sensed the incoming threat, it was not able to warn the others as it fluttered away from the cube.  Bjorn noticed this, but rather than warn the others, he continued to hiss at the ranger to do something.  By the time someone else noticed it, part of the Gelatinous cube had descended onto the party! Bjorn rushed away from the assault even as the others did their best to bring the monster down.  Guided by the whispers of his god, Bjorn slid down the angled tunnel, into an underground lake that teemed with undead life!

Back where the cube lay, Sanguinus had hoped to strike at the thing, but Marlow's ducking underneath him had the Paladin trip and fall to the ground.  Marlow slid the Paladin's shield off and used it to protect himself from the Gelatinous cube's descent.  Wilhem quickly sang a song on the merits of cooperation as Marlow and Sanguinus considered a way to use the shield and the Paladin's halberd to shove a safe area beneath the cube.  Lilliastre fired off a few magic missiles, but saw another tunnel away from the scene which ended with a dragon's head.  The dragon, much to her happiness, was one made of stone.  Just as its stony maw opened to unfurl fire upon her, she ducked beneath it and saw a concealed passageway that was magically locked.  A riddle, the lock demanded, and Lilliastre willingly accepted the challenge.

It's always 1 to 6,it's always 15 to 20,it's always 5,but it's never 21,unless it's flying.

Brandon commanded his owl to attack, but in the assault the owl instead got caught in the gelatinous cube's morphing body.  With the owl trapped in the cube, Marlow decided he wanted to help his ranger friend, so he leapt up into the cube and kicked the owl free - only to find himself this time trapped inside!  The group struck the gelatinous cube a few more times, weakening it with each strike, until one final blow from Sangiunus brought the whole thing down!

Bjorn felt the embrace of the water-drowned zombies that started to gather and take hold of his legs and body.  Smashing his hammer against the rock's edge, he whispered to the stone for a way out and instead felt the zombies pull him down!  Though his position kept him secure, the whispers once again challenged him to sacrifice something in return for the deity's favor.  With promises made in the darkness, and the depths, a bone bridge rose to guide Bjorn across the watery expanse.  There, in the darkness, an avatar of his master stood to welcome him.  It raised many questions on his loyalty to the secrets beneath the depths, and questioned his true goals.

Lilliastre called upon his former mentor, Google, to advise her on the riddle.  The master lamented on her choice of name, mumbling how he preferred it had she used the nickname he gave her (Chrome). "The answer is a die," he told her, and once spoken, the tunnel leading to many more riches opened before her.  But the treasures were a mimic, another monstrous beast that sought to swallow her whole. Detecting the true magic within the orb wreathed in flames, and the magical bow, Lilliastre realized she only had one free hand to grab something while her other hand casted Magic Missiles to keep the Mimic at bay.  She took the orb and made to run back to the others.


From the Gelatinous Cube's death, coins and other items showered the scene.  Wilhem found a dark statue of the deity of Bjorn and felt the evil within its craftmanship.  Sanguinus felt it too, and when he threatened to destroy it, the whole dungeon began to shake from an earthquake.  The group quickly voted and opted to run instead, with Sanguinus and Wilhem taking the lead.  The two forgot about the spear trap chamber and nearly once more fell victim to its sharp blades! Lilliastre hurried behind them, running past the poor Marlow who tripped from the shaking and nearly fell into the same tunnel where Bjorn had done so.  Quick handiwork had Marlow fashion a double noose from his rope, looping one end around the running Sanguinus and the other around Lilliastre to have him pull her free and into safety.

Rocks continued to fall, first small, until larger ones dropped and pinned Brandon and Marlow beneath rubble!  Sangiunus, Lilliastre and Wilhem leapt out of the dungeons to safety with Sangiunus demanding that Wilhem take the evil icon out of his pack.  None of them knew that the same rocks pelted Bjorn's area (and the stone all around him pleaded for him to flee).  But the shaking made Bjorn misstep his path and he fell from the bone bridge into the waters, being pulled down by the very armor he wore.

"Sacrifice," the deity whispered, "Two lives for your own... or yours for theirs."

Bjorn made his choice.

And as Sanguinus took the idol from Wilhem's hands, he smashed it into the ground only for black smoke to bellow forth, and once the gas dissipated, a tired but whole Bjorn came into view from where the idol stood.

Sanguinus howled and vowed to avenge the others, drawing his blade to attack the evil Cleric.  Wilhem, still entranced by the darkness, raised his own hands to defend the cleric, even if he did not completely comprehend what he was doing.  Lilliastre drew the flaming sphere and trained it at Bjorn, asking them all to calmly stop.

And almost in response, the deity offered one final gift:  All Bjorn needed do was ask, and he would be pulled to safety.  Bjorn consented, and when the deity asked if Wilhem counted as a friend, Bjorn admitted he was not.

Sanguinus raged as the Cleric vanished.  And both Wilhem and Lilliastre tried to calm him down as his rage called for blood.  But for now, the Cleric had evaded them, and it would not be today that vengeance would fall into the Paladin's hands.


*

It was a fun romp, even if many players were adamant in not helping each other out! When Bjorn opted to sacrifice the two other players to survive, I decided to ignore the Last Breath rules for now and simply see how determined Bjorn's player was to do what he said he would.

I asked him to walk up to the two other players, take their character sheets, and TEAR THEM UP in front of them as a show of his dedication to the sacrifice.  Everyone in the group screeched in shock and horror as Bjorn's player opted to do exactly that.  Vows for revenge came very quickly!  Ah yes, drama for the future sessions await.

Sadly, Paolo who played the Paladin, might not be able to play in the succeeding sessions.  So this may take the story in a very different turn of events.

Sunday, June 16, 2013

Game Idea: Kumiho of the Nine - a KDrama RPG

As part of this year's Creative Pay It Forward, I promised my friend Dekya an table top role-playing game inspired by My Girlfriend is a Nine-Tailed Fox.   This is her request.  Also, happy Free RPG Day!

Kumiho of the Nine
A Korean Drama table top role-playing game

There are beings that live amongst us who are not human, though they appear to be.  Beautiful, seductive and sweet, these women have the power to change their forms and use magical abilities that are beyond mortal men.  Called the Kumiho (pronounced "goo-me-hoe"), these women have been mistaken as demons, or evil spirits, and myths have been spread about their need to devour human hearts and livers.  While Chinese, Japanese and Korean lore would contradict each other on what "facts" can be stated about them, if there is one truth that mankind has never known about the fox-tailed spirit maidens, it is the fact that there are only nine of them in existence at a time.

Until now.

Rumors of a tenth Kumiho have begun to spread and the current nine Kumiho are definitely concerned.   There are those who are anxious to welcome her to their ranks, seeing a useful ally they hope to control.  Some are fearful that the tenth fulfills the prophecy of the fox-tail spirit who would upset the delicate balance and be the very force that ushers the nine-tailed fox spirits into modern society's attention.    But what they do not know is that the tenth Kumiho knows nothing of her own kind, and quite frankly just wants to understand and embrace what she believes is a normal human life.

You are the tenth Kumiho.
And this is your story.

What is Kumiho?
Kumiho of the Nine is a solo-role playing game experience which seeks to mimic the fun and feel of a Korean Drama television series.  The game can also be played with others (see below) The player portrays the tenth Kumiho, a woman who is one of the fox-tailed spirits, but does not quite grasp that she is one.  She begins play with the following traits:  Amnesia, Empath, Beautiful.  And is allowed to pick up to three more traits from the following list to create her character's concept:
Athletic
Smart
Sassy
Shy
Stealthy
Strong
Quick
Deceptive
Gluttonous
Compulsive Liar
Temper
Lazy
Short
Artistic
Green Thumb
Cooking Goddess

The player then chooses four Myths that the Kumiho benefits from and has to abide by.  These Myths in many way shape the kind of KDrama story you want to explore.  Choosing, for example, Travel, Fox-Form, Immortal and Love might have a tragic story of a Fox-Spirit defending a man she loves, only for him to forget her as his love brings her back from the dead.

Marriage:
The Kumiho can only marry a man who has truly fallen in love with her, but the man must have first been betrothed to someone else.  This can allow her to become truly human.
Illusions:
The Kumiho can weave sense-befuddling illusions on objects around her.  The illusions can be broken by those who carry a bane of the Kumiho.. or by her true love.
Love:
The Kumiho only feels true love.  However, if this true love is not returned, the man she loves will die in 100 days.
Diet:
The Kumiho MUST eat liver once a week.  Eating allows her to retain her other Mythical powers.
Shape-change:
The Kumiho can transform herself to look like another person.  The Kumiho retains her own personality and voice, however.
Travel:
The Kumiho can travel through the spiritworld by staring through her reflection.   She can bring others, but only if they stare at her eyes when she carries them through.
Longevity:
The Kumiho can live for thousands of years.  This can be given away to someone else, permanently.
Fox Form:
The Kumiho can transform completely into a fox.  As a fox, she can communicate with animals and spirits at ease.  She cannot transform while being watched.
Immortal:
A Kumiho can be reborn even after dying, so long as there was someone who truly loves her.
That person, upon her rebirth, will forget she ever existed.

The game will make use of six-sided dice.   Each time the player faces a notable challenge where failure can be dangerous, the player must roll two six-sided dice.  For each appropriate Trait that may help in the encounter, the player can add an extra die.  The desired result determines what number is needed to succeed in the encounter.

1: For Myself
The roll is intended to benefit the Kumiho alone and no one else.
2: For My Love
The roll is intended to benefit the Kumiho’s loved one.  This however should establish who the one true love of the Kumiho is in the game.
3: For Society
The roll succeeding is clearly to benefit the rest of Society, even if it may not  benefit the Kumiho directly.
4: The Enemy
If there are too many fours, the enemy of the Kumiho gets the desired result instead.
5: Day
Acts as your success number if you are playing during the day time. 
6: Night
Acts as your success number if you are playing during the night time. 


So for example, you are trying to convince the guard to let you into the locked building, because you know your friend is in danger at the rooftop.  You have 2d6, and you have the following Traits: AmnesiaEmpathBeautiful.  As well as the following traits: Sassy, Temper and Artistic.   You gain an extra die for being Beautiful.  Rolling the three dice, you get a 1,4, and 5.  This means if you were playing during the day time, you have two successes over the one of the enemy.   A roll of 3, 2 and 6 might suggest the Kumiho isn't allowed in (3 means for Society) unless the player determines that moment to admit (I love him!) that a 2 is a success.

Whenever there are more 4s than successes in your roll, your traits must take a negative precedence in that scene.  So in the example above, if the roll was 4, 4, and 1, having more fours means you probably do get in, but only because your Temper takes charge as you punch the security guard to step aside!

Crafting the Scenes
A game session is called an Episode, and each Episode will be composed of around four to ten scenes, depending on the player.  A story can be composed of multiple episodes if the player wants (Rules for that can be found below) typically the system is prepped for single session fun.

The Basic Episode framework contains the following scenes:
I .The Opening.
II . The Introduction of the Problem.
III. The Introduction of the Loved One.
IV. The Threat.
V. The Ending.

The player starts with a number of Drama Tokens (which can be represented by beads, dice, coins, etc) equal to the player's Age.  As the game progresses, the player spends Drama Tokens to initiate certain sequences.  Once the player runs out of Tokens, the episode must come to an end.  The five Basic Framework scenes are free and need not be paid for.  However, if the player is not careful, she may run out of Drama Tokens to have characters help out or emerge in later scenes.  Part of the fun is balancing out the Tokens to have characters present in a scene.

Each Scene costs a Drama Token to start.
The player may always add more scenes to the basic framework, at the cost of a Drama Token per scene.

Other details added to a Scene cost a Drama Token. These only need to be paid for when they join a game if they are either named characters whom will reappear in later scenes, or vital unnamed characters which bring a challenge that must be passed.  Each time the character appears in a new scene, the cost must be paid again.  Note that nameless crowds are irrelevant to the cost.
Best Friend
Hunter
Fellow Fox
Mentor
Supernatural Ally
Enemy Fox
Neighbor
Supernatural Threat
Spirit

Example:
Lee Gi, a Kumiho, has convinced the guard to let her run up the building and help her friend.  The new Scene opens (costing one Drama Token) as she arrives at the rooftop to see an Enemy Fox, Dae-Woo.  (This costs a second Drama Token)  Dae-Woo has held Lee Gi's friend hostage to force Lee Gi to reveal herself! Notice that the guard himself earlier cost a Drama Token given he represented a challenge that must be passed, but any other people the character ran past to get to the roof did not since they presented no challenges.

On ties, the player must pay a Drama Token to roll again. Or choose to embrace his negative trait to accomplish the action.

The reason the Drama Token costs exist is to act as a "counting down" timer on how many scenes and characters the player can have before the Episode must be wrapped up.    Whenever the player does not roll favorably, the player might have to find a way to steer the narrative back without using too many Drama Tokens.

Gaining more Drama Tokens
Each time a Trait's negative effect is brought into focus (such as the Kumiho's Amnesia getting her into trouble, or her need for Liver complicating a scene), the player is rewarded a Drama Token to further develop the story.

Multiple Players Option
Rather than just making it a solo-experience, multiple players can join the fun, each one representing a different Kumiho in the story.  The players can all be part of the same Fox-Tail story, or can represent various time lines of fox-tail stories or stories happening in various locations.

In this version of the game, each player has their own Drama Token pool.  Each player takes a turn to set the Scene and introduce how it relates to one of the Kumiho.  Each Kumiho has an end goal in mind, based on how the Myths were chosen for it, and the players can work together or against each other in reaching their goals.  While a player is setting the scene, another player can pay that player a Drama Token to join in the scene as a key character they want, or as their own Kumiho (if possible depending on the way they story is approached).  Players who run out of Drama Tokens have either ended their Kumiho's stories or have taken steps to the background and become members of the supporting cast.

Multiple Episodes
If by the end of all your Tokens, you have not resolved the story, you can opt to call it "To Be Continued" and start a new Episode at a later time.  Alternately, you can also do this if you haven't finished your Tokens but need to stop playing for the nonce.

In Both cases, a new Episode begins when you are free to start one, but this time, you have three less Tokens than your usual starting number.  Each time you need to start a new Episode, you must reduce your starting Tokens cumulatively by three.  This pushes the need to reach certain goals and to end the story before things run out badly.

Cancelled Show
Sometimes, the show is so great, but there just aren't enough Drama Tokens to give it a grand finish.  You can always go the realistic route and declare the Episode over, and claim "The Show Had Been Cancelled" as the ending.  In such an ending, be sure to lament how such a great show came to end so soon, and how the show will now be remembered the way Firefly, Dollhouse, Terminator and other wonderful shows were sadly discontinued.

Less-Solo Drama, More Serious Game
Dekya mentioned to me wanting the game to have the feel of a gritty-serious bloody Romance version of Vampire the Masquerade and for that, I realize I might need more time to write things out and do proper research.    That version will have varying Kumiho Clans, a divination system using cards, and a nice selection of weapons to use in the fight to protect one's loved ones from other horrible monsters out there.  So for now, this is the star-crossed drama version of Kumiho.

Maybe later on, I can release a darker more fleshed out version of the game, less focusing on it being like a show and more on it being like a long term running game.  Til then, hope you enjoy this!





Saturday, June 15, 2013

Soundtrack Suggestion: The Host - Antonio Pinto

The Host
by Antonio Pinto

I am no fan of Stephanie Meyer.  And that's me saying it in the nicest way possible.  However, I am aware that many things can be sources of inspiration, even if the inspiration is born from a feeling of "I can explore that plot far better" and so I have never shied away from exploring things that don't normally interest me.

The Host is a "science fiction romance" story about an unseen threat which takes over bodies and mutes the memories of their hosts, with a heroine named Melanie who risks everything to protect the ones she loves.  In the end, love conquers all.  Given however my love for Saoirse Ronan, who was phenomenal in Hanna and Atonement, I may have to give the movie a chance however.  Thankfully, Antonio Pinto is another name I have encountered before.  His work on City of God was, at least for me, phenomenal in giving the movie an unexpected edge.  So yes, in the days following this post, I just might embrace the option of catching the movie.

Outer Space (Track 01) opens with a slow building electronic tempo, which mixes an ethereal feel with an almost rural touch.  At 1:20 mark, the mood shifts to a faster beat, hinting at a younger and rougher presence.  The track cuts away to silence, making it a lovely one to use to open a scene, but definitely not one to use in a repeating loop.  Soul Inside (Track 02) opens with an almost ghostly whisper, but then builds into a more prominent leitmotif.   Strings take a forefront in this song, giving a hopeful yearning feeling to the piece.  Wanderer (Track 03) is a hopeful song, but tremendously short.  I would have loved to hear this last a few minutes longer.  Inside Your Mind (Track 04) is a shifting blend of otherworldly harmonies you'd probably feel perfect for a montage of space imagery.   The music hints at something just beyond reach.  Something just beyond one's comprehension.  Soul Mates (Track 05) opens with a certain feel of innocence, and the use of guitar strings gives the piece a more down-to-Earth touch.  The ever present ethereal waves remind us this is still a science fiction piece.  Escape (Track 06) opens with a very quiet touch, and while the title suggests a move towards a more active motion, the track wanders in the same area.  It is only at the two-minute mark the music finally becomes more foreboding as expected of an escape, making the track a bit harder to use in a game.  Fading (Track 08) has a sad passionate feel to its tune, which transforms into otherworldly by the 40 second mark.  The track promised a nice somber feel but sadly sends far too quickly.

Mirror Mirror (Track 10) opens with a face-paced beat, almost suggesting a chase sequence or a thrilling moment.  There are some moments the sound dips into Matrix soundtrack levels, which may or may not be a good thing depending on what you were going for.  Glow (Track 11) returns to the otherworldly tune for a nicely mysterious touch.  The use of guitar strings almost reminds me of the videogame, Diablo.  Dying Soul (Track 13) has an almost melodramatic flair to it, which I personally didn't appreciate.  Kinda cheapened the emotional level of the tracks.  There's a touch of a groaning wind instrument in the background which sounds interesting though.  I'm Alive (Track 15) is evocative, with an almost dream-like touch in its harmonies.  River Fight (Track 17) gets the WTF slot below because for a fight scene track it does NOT sound like a tense-fight at all.  I dunno.  Maybe I should watch the movie.  Oddly, Healing (Track 20) sounds the most engaged and chaotic song in the whole soundtrack.  Soul Outside (Track 22) is a lovely piece.  But I realize I like it because it can so work to supplement a soundtrack to the Firefly show.  It has touches of sci-fi without forgetting the heart and soul of a story.  There's Radioactive (Track 27) which is a lyric track, so I will just ignore it for the purposes of this review.

My favorite in the whole soundtrack would have to be The Store (Track 26) which sounds like the love child of a 1960s elevator song with touches of a grainy instrumental score.  Full of character and just fun to listen to.  For this track alone, I would get the soundtrack to find games I can toss it in.

So that's 27 tracks for an hour and eight plus minutes of tunes, which can be used with a bit of patience and mapping out of scenes.  Most tracks are somber and lack the sudden shifts other soundtracks have, which may or may not be a good thing depending on how you like your scores to work in your games.


The Host OST track suggestions:
WTF moment: River Fight (Track 17), The Store (Track 26)
Introspective/calm moment: Outer Space (Track 01), Soul Inside (Track 02), Soul Mates (Track 05), Star Crossed (Track 18), One Strange World (Track 24)
Tense/mystery moment:  Inside Your Mind (Track 04), Escape (Track 06), Walk (07), Glow (Track 11), Home (Track 25)
Combat music: Mirror Mirror (Track 10), Catch Us (Track 14), Healing (Track 20)
Hopeful moment: Wanderer (Track 03), I'm Alive (Track 15), Trust Me (Track 19), Goodbye Wanderer (Track 23)
Drama/sad moment: Fading (08), Into The Cave (Track 09), Sun Inside (Track 12), Dying Soul (Track 13), Kiss Me If You Can (Track 16), Kill Me (Track 21), Soul Outside (Track 22)

Best Used In: Science Fiction games which still have a touch of romance, loss and humanitas.  This won't be useful for games inspired by Warhammer 40000 nor for games based on either the Star Wars or Star Trek franchise.   However, if you were running games like Firefly, the movie Strange Days, or perhaps with some effort, a Shadowrun campaign, this may work out for you.

Me, I just LOVED The Store (Track 26) so much given I can inject it to dystopian odd games like Lacuna, or games inspired by timeless settings like Bioshock.

Thursday, June 13, 2013

Rising Ishtar e01 : Dungeon World

05/30/2013
Rising Ishtar
Episode One

"It always begins with Green"

 Dungeon World

I was contacted by Miggy, a good friend of mine with the idea of having a game session with some of his friends.  The last time I ran him a game was almost half a decade ago.  Given I knew how much Miggy loved fantasy games (he wore a Chainmail +1 shirt to greet Vin Diesel one time), I decided he needed to experience the magic of Sage Kobold Productions' Dungeon World.   I then realized that my good friend BJ has been dying for a game too, and decided to add him to this group for a game.  After quick introductions to make up for the very late start, I gave them the basics of the system and had them choose their character playkits.

Glinaer played by Carlos
Elven Druid of the Whispering Planes (Great Woods)
Good: Help something or someone grow.
Tell: White stripe over eyes. Skin golden. Hair White.
Token: Necklace of tooth and claw from Grizzly Bear.
Raised by elves. Came to group later. Earth will Sustain itself.
Met Sanginus after they fought. Latched on after sensing the great danger. Sees Vandolph as crazed animal (in a good way). Taught Jack Smyth how to read the general state of trees.

Vandolph played by Miggy
Halfling Fighter
Neutral: Defeat a worthy opponent.
Signature Weapon:  FISTS OF FURY (Precise, Huge: Messy and Forceful, Range)
Already with Jack Smyth, drinking, and brawl from claim of something stolen. Stab from back, and Vandolph saved him.

Sanguinus played by Bj
Human, Paladin
Lawful: Deny mercy to a criminal
Quest: Slay the Shadow, a Cult for a Dark God.
Escape the noble family, first born, didn’t want to get married and everything.
Deity: Apoei (God of Fire)
Boons: Invulnerability to fire, A voice that transcends language
Vow: Valor (Evil creatures cannot live), Cleric Spells

Jack Smyth played by Jian
Human, Thief
Neutral: Detect or infiltrate a location.
Real name isn’t known. A member of the realm’s special forces, the Last Blades. The kindom disavows knowledge of their existence. No names, only country. No homes, only duty. Work in the shadow. The dominant kingdom called: Saule. Tattoo in nape denotes members:  a sword and a veil, to tell one another.
Needed holy symbol to infiltrate the church to kill a bishop in one mission. Stole it from Sanginus. Glinaer saw Jack burying body of bishop in the forest. Vandolph knows truth about Jack.

The scene opens with the group in the midst of a problem.  While in camp, a group was able to abduct Jack Smyth and place Glinaer and Vandolph in chains.  On a higher vantage point, Sanginus watches as the others taunt their prisoners.   Their leader, a figure wearing a hooded robe, confronts Jack and the two exchange whispers often about some private matter that required Jack's abduction.  Sanginus decides to handle the event honorably, and calls out to the camp to make them aware of his presence.  He warns them that if they surrender and release the others, he will allow them to live.  What he does not realize is that the abductors actually know Jack Smyth.  And the group had captured the others to force Jack to face the consequences of his actions.  Jack had shared secret information on the Last Blades to a non-member, and the organization, it seems, is well aware of this trespass.  The group had abducted Jack and the others to make him choose:  kill the one who knows the truth, thereby retaining the organization's secrecy, or allow himself to be killed as an example to any others who might try to break the oath of secrecy of the group.

As the Paladin charges, taking down a few of the rogues with his initial strikes, Glinaer and Vandolph consider their options to break free.  Vandolph's immense strength tests the chains - unawares that each pull threatens to break Glinaer's own arms.  Glinaer times his transformation into a great Emu, to have his arms slip out of the chains into tiny feathered wings, giving Vandolph the freedom to charge forward and attack the other guards with the chains swung like makeshift flails.  Heads burst messily into bloody misshapen flesh as the halfling fighter gives in to his almost barbaric fury.  Glinaer charges into a few guards, narrowly avoiding one blade as he batters the other with his bulk.  Jack pins the hooded woman under his weight, as he claims to not know about what she is talking about.  But she then turns the tables by spitting onto his face, and Jack realizes of the four poisons he could have prepared himself against, he had not done so against the one Jill had used on him:  Serpent's Tears.  With her dagger planted against his stomach, she warns him that all she needs is one push to make his stomach weep.

As Jack opts to surrender, the group forces Jill's group to surrender as they clearly show superior martial strength.  Jack agrees to have Jill take them to the other camp to deal with the matter regarding the organization's secrets.  Enroute, the group considers their options with Sanguinus seeing an opportunity to share more of the teachings of his deity, Glinaer communing in the wild and meeting another older Druid named Alarion who warns him that the Shemlin (humans) should not be the focus of his protection.  Glinaer sees the world as merely in the process of the great cycle.  He believes a destruction of a forest or tree is irrelevant in the grander scheme of things, and questions the need to protect the wild when in time everything simply follows the flow of nature.  Alarion accuses him of actually favoring mortals more than nature since his actions seem intent to protect.

As they arrive at the other camp, certain things quickly move in different directions.  Jack is pulled by Jill to discuss things in a separate tent.  Sanguinus confronts some soldiers by the fire and at one point, literally steps into the fire to demonstrate how his faithfulness to Apoei .  Glinaer speaks to the wild and learns that a great threat is coming to this camp.  He also learns of the dragon up north which must be dealt with.  And Vandolph finds himself befriending one of the thieves in the group, forming an unexpected friendship with the boy, who seemingly might become a hireling of his.   But when Sanguinus learns that these thieves believe themselves to have "come from the Darkness" he deems them enemies of Apoei and kills one by pulling him into the flames.  As his screams all others to the area, Jack takes the moment to lean closer to Jill, and in what was at first seemingly a reminiscing moment among old friends, turns into a treacherous moment where his blade meets her heart.  He gently places her to the ground as she dies, not noticing the smile on her face of having been saved from killing the only man she learned to love.

Sanguinus becomes the focus of those present, who ready themselves to take him down.  But his powerful charisma forces all to stop and reconsider their actions.  Using the gifts of Apoei, Sanguinus calls for those who wish to be converted, and consecrates the area around the fire as a Sanctuary.  Glinaer warns the others that they should leave as soon as possible, and Jack returns with them with the intent of leaving as soon as possible.  They separate from the camp, with Sanguinus convincing the new converts to take a pilgrimage to find the Fire Temple, and leave the remaining members of the organization to face the wrath of the wild on their own.

Camp is set a few hours travel later, with the young man whom Vandolph befriended being with them.  They rest for the night by the one assigned to keep watch fails to do his job well.  The camp is attacked by a number of wargs and their ogre masters, and while Glinaer and Sanguinus deal with the assault, Vandolph and Jack are nearly struck down by a lightning blast from afar.  The young boy is disintegrated by the blast, and once the group defeats the orges and the wargs, they rush off before more orges chance upon their location.  Their run leads them to a cavernous entrance that seems to have been built by intelligent hands.  With one of their number falling into the underground river below, the others decide to dive in and follow him, to see where the river leads.

They emerge  at a cul-de-sac miles from where they were, and find a cavern illuminated by the bluish fungi growing on the rocks.  The place is filled with various treasures, objects and trinkets.    As they survey the riches and ponder on why such a place exists, the group sees a massive green scaled arm reach down from the darkness above (a hole!) and realize they are literally below a dragon's lair.  The dragon tosses down below any non-gold items which it deems not worthy of being part of his hoard.  The dragon confronts the group, and to their surprise, rattles of facts and information about them even if they have never met it before. As the dragon breathes upon them, the druid flies to the assault, and transforms in the last second into a wall of stone, before shifting back to survive the onslaught.  The dragon is impressed.  As it turns out, the dragon was the young man Vandolph had befriended, and admits to them that in all its years it had grown bored of the tides of man and wild.  It exists waiting for the fulfillment of an ages long prophecy:  That of it being in a battle against a man of god, and in that battle only one was to survive.  It senses Sanguinus is that man and allows the group to live, for one year, and by the end of that year, it promises to battle with them once again and fulfill the long spoken prophecy.

The group grabs what they can as the dragon snatches them and takes flight to leave the cave.  Each one successfully pulls something of value from the hoard and are safely dropped on the road miles from the dragon's lair.  

The group sees a coming caravan and hails it down to ask for a ride.  As the group hitch with the merchant back to the main capital of Saule, they ponder on the year-old challenge that stands before them, and the dangers they will have to deal with when the end of that year comes.

Sunday, June 9, 2013

Steal Ideas from the Unexpected


Steal Ideas from the Unexpected
by Tobie Abad

Some troupes complain about how their games seem to always be the same kind of game.  The players bemoan how their game master always seems to embrace the same troupes, or explore the same old ground regardless of what kind of game is being run.   Now, innately, this is not a bad thing.  After all, some people who like vanilla ice cream, might not want to eat any other ice cream BUT vanilla ice cream.   For others, however, this desire to explore more flavors of ice cream... I'm sorry.. more diverse gaming directions can feel like a compelling game-related wanderlust.

One way for a GM to give their games an added boost of "something new" is to try borrowing from unexpected places.  And this article is to suggest a few ideas on how to do precisely that:

1) Consider Sources that are UNTHINKABLE
You love Game of Thrones and your troupe is enjoying your Dungeon World, but feel its too much LIKE Game of Thrones?  Then try pulling ideas from sources that might sound as impossible ones such as Romantic Comedies or Chick Flicks and the sort.

Consider the Romantic Comedy known as You Got Mail.  In that story, the guy falls for the girl whose business he is destroying with the building of his own larger company.    Just by reading that synopsis, can't you already quickly see how it can be used as a framework for a fantasy story arc where the players learn of a young countess whose county is being subsumed by the coming conquering Duke.  But the Duke falls for her, and in hoping to woo her, tries to communicate with her incognito (perhaps through the player characters).   Only here, rather than the cute angle of "I wished it was you" the Countess realizes the unique opportunity in her grasp, invites the Duke to meet her secretly, then has her hired men kill the Duke (unless the players do something about it!)

2) Draw Ideas from an inspiration's line of work.
So your NPCs seem to have the same old story over and over again.  Need to come up with a more interesting key NPC's back history?  Then choose an actor you love, and shape one from some of the work he's done.  The Bard is inspired by Leonardo diCaprio?  He started out as a young penniless man who fell for this baroness on a ship, but the ship was attacked by a Dragon Turtle and he was believed to be dead, only he survived, recreated himself as a wealthy man in a far away kingdom, where he bluffed his way into riches and fame, all in hopes of someday attracting the Baroness back to his now influential and famous Duchy.

Try to avoid making things too obvious, and you'll have a fun backstory that you can easily spin around for the players to explore.

3) Design Your Story with the Music in Mind
It isn't uncommon nowadays for GMs to use music to enhance their games.  But why not go the next level by designing your story's outline on the tracklist of the music album itself.  This would be a case of avoiding movie soundtracks (unless you want to pattern your narrative elements on the movie's flow) but let's for example design a sci fi game with inspiration drawn from Tori Amos' Boys for Pele album:

1. "Beauty Queen/Horses"
The story can start with the arrival of a major celebrity, a beauty queen from another planet.  Perhaps she rides on a mechanical horse or perhaps her race are of humanoid horses.

2. "Blood Roses"
Her entourage is aghast to discover her murdered, with blood roses left behind as a calling card.  The murderer?

3. "Father Lucifer"
He calls himself Father Lucifer, and claims to be a defender of natural beauty.  Some biotech enhanced doctor terrorist.

4. "Professional Widow"
The players gain an ally, a woman whose job is to be the widow of rich men who do not want their money to go to their family.  She informs them of the best way to reach Father Lucifer, which is through her associate...

5. "Mr Zebra"
Mister Zebra is a man in a black suit with white trimmings.  He tells them of the secret history of Father Lucifer, his love for a woman named Marianne who left him for fame and fortune by joining the beauty competition in Alpha Virusa.

6. "Marianne"
The players track her at a rundown red light district planet close to the Gamma Belt.  She barely looks human now, with enough tech to keep her alive.  She tells them that Father Lucifer was dreaming of using a bioweapon, one which supposedly will melt the faces of those who get infected.

7. "Caught a Lite Sneeze"
The bioweapon is released.   Two planets surrender and pay the ransom for the antigen.

8. "Muhammad My Friend"
A religious sect of space navigators reaches out, offering sanctuary for those who choose to convert.  New members are shunted through space to Jupiter station where the players learn they are actually being harvested for organs in the medical market.

9. "Hey Jupiter"
Jupiter station of the Moorish Space Navigators.

10. "Way Down"
Jupiter station is destroyed by diving deep into the gas planet's core, where the stabilizing mechanisms allow the orbiting station to remain within Jupiter's gaseous body.  

11. "Little Amsterdam"
Name of another station where the players can find refuge.

12. "Talula"
Codename for the bioagent.

13. "Not the Red Baron"
Father Lucifer resurfaces, but now as the Red Baron.  He gains clout from the people who don't realize who he is as he presents an antigen to the Talula virus.

14. "Agent Orange"
The name of the antigen.

15. "Doughnut Song"
Animated commercial ads which conceal hidden messages from the Red Baron to his sleeper agents spread throughout the systems.

16. "In the Springtime of His Voodoo"
The Red Baron becomes so influential and popular, he twists the media around enough that the players get pegged as behind the Talula Virus.  

17. "Putting the Damage On"
Players treated as terrorists.  Run from the law.  Lose contacts and allies.  Go underground.

18. "Twinkle"
A shimmer of hope in the form of Marianne.  She returns to the lime light as she exposes the Red Baron's identity.  His passion for her still there, he cannot deny her challenge.  But as he comes to her, she shoots down his desperate cry for love.  And he kills her in front of the watching universe.

19. "Toodles Mr Jim"
End game.  Maybe make a Star Trek reference.

So there you go.  Three quick and easy suggestions on how to jazz up your game with a shot of something different.  There's no excuse for running predictable and boring storylines anymore.  You can always find inspiration to make your games more interesting if you choose to look around.


Friday, June 7, 2013

Falling Ishtar e02 : Dungeon World

05/26/2013
Falling Ishtar
Episode Two

"The Adventurer Five"

Dungeon World
Urim joins the Sunday Group to take part in the Dungeon World sessions.   And his addition to the game is accomplished with so much ease that I find it very hard to fault the beauty of the Dungeon World system. Bonds are updated, of course, now to reflect the new dynamics of the group with the addition of Urim and Rocky's characters to the game (Rocky was not present in the first game session due to family affairs.)  Interestingly, both found the system perfect for adding concepts which had inspirations from the very popular webcomic, Order of the Stick.  So with that, Rocky introduced his Dwarven Cleric Bjorn who worships the deity called Bob, the God of Stone.  Urim, on the other hand, goes for a Fighter named Hob and is best friends with the Dwarf.
Here's the updated list of characters:

ERICH
Gil Willowisp - Elf Ranger, cape, wild purple eyes, silver hair. Left the “Homeland” to travel and experience the world. Keep getting thrown out for causing trouble and breaking rules. Don’t believe in others imposing on them. Has a Hawk (Illiure - Ill You Ray). Chaotic (free things caught in bondage)

Guided Hob before, and owes me for it.
Guided Melisande before, and owes me for it.
Melisande may be drunk with power. I will remind her of her place.
Cairre does not understand the wild, I will teach him.
Cairee has a lot on his plate, so I will help him cope.
Doom will befall the world, so I must convince Bridgette of the danger.
Bjorn has no respect for nature, so I have no respect for him.

URIM
Hob - Human Fighter, hard eyes shorn hair, tanned skin, built body. Seeking adventure. Neutral (Defeat a worthy opponent.)

Melisande Dragonsinger owes me her life, whether she admits it or not.
I have sworn to protect Bjorn (i like his God).
I worry about the ability of Cairre to survive.
Gil is soft, but I will make him hard.

ROCKY
Bjorn - Dwarven Cleric of Bob. Kind eyes, bald, common garb, thin body. Spread the word of Bob. Lawful (Endanger yourself, follow the precepts of your Church “Stop what lies beneath”)

Cairre is good and a faithful person. I trust him explicitly.
Melisande is in constant danger. I will keep her safe.
I am working on converting Hob to my faith.
Gil has insulted my deity. I don’t trust him.

RACHEL
Cairre (Kyer) - Wizard Apprentice, formerly under Roderick (an evil Wizard, creepy body, old: wanted to use magic to conquer the world), magic is commonly known but not commonly practice. Inherited Roderick’s things. Kidnapped from family.

Gil will play important role in events to come.
Melisande is keeping an important secret from me.
Melisande does not understand the world.
Hob is always getting into trouble, so will have to protect him.
I have to find Adon, to convince him to train me.
Bjorn seems like a strong warrior, but I don’t trust his magic.

MAHAR
Melisande - Elf Bard, Chaotic (spurring others to decisive action) Followed Gil from the “Homelands”. With Gil, rescued Cairre from Roderick to free him.

This is not my first adventure with Gil.
Cairre is often the butt of my jokes.
I am writing a ballad about the adventures of the Adventurer Five.
Bjorn trusted me with a secret: The dead creep me out.
Cairre does not trust you for good reason: You use magic to help him. Constantly.
I sang stories of Bob long before I met him.

The story continues a few months after the events of Episode One.  All of them, including the two new guys, have been living in Cairre's Tower (formerly Roderick the Black's tower) and sadly, that simple act has gained some repercussions in the form of someone from the Office of Accountancy of the City of Towers visiting them regarding taxes owed as well as the need for seven Spells of Defenses which Roderick used to cast on the city needing to be recast.   The Tower, it seems, was providing Protection Wards against Good, Evil, Lawful and Chaos powers... and if Roderick the Black's death was ever made known, ownership of the Tower would return to the City itself.  Bjorn tries to invite the accountant to the Church of Bob but learns most in the City of Towers are followers of the Church of Coin instead.  Bjorn bashes the hammer repeatedly in the area, using the pounding to intone to the God Bob to detect Evil in the area.

Cairre tries to identify the magical ring which Gil had found, but fails to discern more than just it being magical in origin.  Melisande recognizes it, however, as one of the missing Rings of Legend, the only Lawful Ring that exists:  The Ring of Patterns.  A ring used by architects of the ancient times and allows the bearer to see order in all things.  How useful that would be remains to be seen.

The group decides then to visit the Questing House to find small jobs that can help them earn some coin.  While there, Bjorn, Hob and Cairre find an old woman who turns out to have been once wed to a Dwarf of Bob.  While they try to sell some of the jewels and crystals which Cairre had found in the tower, Melisande notices a group of four elves who seem adamant in visiting the Ruins of Gonol - excited at the prospect of facing off against a Dragon.    She offers them four days worth of lessons on how to use the sword, and the four elves readily agree to pay sixty coins each for each day of training.

Gil chooses instead to head to the Necropolis to see if the Paladin, Bridgette, was still there.  He was curious on whether or not she had encountered any trouble with her father's ashes.  Thankfully, Roderick's ashes remain inert - a fact which gives Gil some peace given the visions the Green Dragon had given him - and show no signs of having been enchanted in any way.  As they walk back towards the Questing House, it becomes apparent to Gil that Bridgette did not realize he was an elf!  She hints at some racist tendencies as she complains about the four elves and Melisande.  

While Melisande busies herself with the four elves, who turn out to be extremely young, unfamiliar with human norms, and have actually murdered a few of the City Guard to get into the city, the others return to the Tower to busy themselves with smaller duties.  Gil takes on a few small errand tasks, delivering goods around the city for some coin.  Cairre plans to visit the Office of Accountancy with the first day's worth of coin Melisande had acquired (plus the coins she gained from selling the jewels) to pay the taxes, but for now opts to purchase groceries for the later meal.  Bjorn and Hob however are excited by the prospect of the dragon as well, and futilely attempt to persuade the others to revisit the Ruins of Gonol.  Hob challenges Cairre to a fight to determine if they will go, a fight Cairre very quickly wins with a single casting of Magic Missile.

A great meal is made at home, with Bridgette joining the group for some laughs, food and ale.  She gets roaring drunk and in her drunken state makes her racist tendencies even more apparent, as well as what seems to be a hidden fondness for Gil.

Melisande rents a house in the slums area and sets it up to train the elves in secret there.  She discovers these young elves are frighteningly embodiments of Fighters, who have no expectations of needing to rest between workouts.  The four days of work, Melisande realizes, were understood by the elves to mean four straight days worth of training.  They complain when Melisande asks for time to rest and sleep.  Melisande ends up hiring some young kids outside to deliver messages, buy groceries and the like, and soon begins to note the promise shown by one particular child, Cedric, who seems to be the most mature and focused of the uneducated bunch.  She sends Cedric to the Tower a few times to deliver messages, and they are exchanged well (with Cairre sending back food a few times).

Gil, however, discovers some kind of plague spreading while outside the City of Tower's walls as some people in the rural countryside seem to be besieged by  some strange malady.  He hurries back to the City to warn the others but finds the gates shut closed, as the guards have been instructed NOT to allow anyone in or out of the city.  Gil sends Illuire to call for help and help does come in the form of Bjorn and Hob, and when the standoff leads to an exchange of blows, Bjorn's hammer breaks the chains that keep the portcullis shut, Gil's agility allows him to traverse the gates, and Hob's strength stops the incoming charge of a carriage.  However, the three realize whatever is causing the people to get sick might have now found its way into the city.

Cairre learns from the Office that the Lord of the Banner and Duke of the Towers, Duke Thomin, actually watches over the city using magical means, and one of the enchantments Roderick the Black had in place was the ability for the Duke to gaze upon any point in the City and sense if the target of his sight is speaking the truth.  Cairre notices that Melisande's image has been raised as someone who has begun a business without a permit, and decides he has to inform her of this as soon as possible.

People fail to reach each other in time, and Cairre finds himself caught up with looking for Melisande that he encounters instead the angry mother of the four Elves who pays him to end the contract.  The ancient seems fascinated by Cairre though, sensing something different about him.

Melisande arrives at the Tower with Cedric to see a small imp like thing attempting to steal a glass orb filled with smoke.  Though Melisande kills the thing with her rapier, the thing drops something which spreads out like a black shadow across the ground, consuming most of the upper level of the tower!  Cedric and Melisande rush out of the tower, fearing it will collapse, but it doesn't.  And when Bjorn and the others arrive, they all head back up to check and discover the upper level has been "swallowed up" by the darkness.  While Bjorn prays to the stone for guidance, the others wait for Cairre to return to tell him the bad news.  An explosion of light dances upon the skyline, covering the City with a magical protection.  Cairre returns and learns of the mishap upstairs and they realize Cedric is missing!  Cedric, it turns out, leapt into the darkness to check it out.. and has discovered it is a Portable Hole!

Inside, three storeys deep of treasure and artifacts await! Cedric clambers out of the hole and suggests the others dive in to explore it with him.  Cairre worries about who cast the ward over the City, as the ward is a magical protection against Dragons.  He is not aware that Adon, the Archmagus, is actually present.  What he does ponder on, is why the city would need a ward against dragons active right now.  And why the city is closing its doors.





Tuesday, June 4, 2013

The Riddle of Blood e10 : Houses of the Blooded

05/25/2013

The Riddle of Blood
Episode Ten

"Endings"

Houses of the Blooded

The acts of vengeance between Ti'Ann Burghe, Duchess of Dundar, and Madelyn Yvarai, Duchess of the Box culminated with the death of Kythranus Yvarai.  But the need for blood to seek revenge for split blood meant the story was far from over.  Kyocera, Kithranus' estranged brother still sought to avenge his sibling's murder, even if he had no idea who was behind it.   And while Circe Yvarai, Kithranus' late wife and the infamous Mother of Monsters, was long dead, the echoes of her passing remained resonant in the presence of the demoness Liliandra, who relished in a Shanri where none seemed to know how to best a demon.  Not even Quan Wei Yvarai and her husband Yao Lin knew how to handle the events that spiraled around them, even if Quan Wei was touched by "the balancer of Shanri" known only as the Dara.  Tears, blood and regrets were surely to come as Gaius Mwrr sought to remain within the former Bronze Inquisitor's favor, and Viktor Krev entertained an eight-long Romance with the same woman.

In the end, the Riddle of Blood was made clear.

Rumors spread in the coming Seasons.  Of Puzzle Houses found empty, or of coffers and chests found opened without effort.    More frightening were the rumors of many Airships having been purchased in the last few Seasons, and the man who built them all, Cavilo Steirner being found dead in his very own throne.

The players added their own "Rumors" to the mix:
There are whispers in the Senate halls of Madeline Yvarai being behind the burning of the theater in Reidon Yvarai's second Province, the Red Throne.  Some even believe that she has been building a Secret Army to strike Ti'Ann Burhe.  However, many say Ti'Ann Burghe herself knows of the growing army and hopes to preemptively strike.  Given her having gained the support of 30% of the Senate, many fear the time of the Bronze Inquisitor is now. There are also whispers from many of the younger Ven that "We have been here before," (a rumor supported by the origin story revealed in the previous game).  Others are starting to learn about the presence of the demoness, and Jocelyn Yvarai - Quan Wei's mother - has realized how the Aspect of the Dara can be revoked.  

A man matching the appearance of the Mad Emperor was sighted in The Red Throne as well.  And many say the Personal Guard of Reidon Yvarai, the Blood Guard, have rebelled against their new master and have left to join Madeline's troops.  

These rumors, however, are less worrying than others:

For some say Orks have been witnessed marching in groups, and carrying a banner that resembles the sigil of the House of the Wolf.  And that one Ork, horned and wicked, even bears in its talons a ring of the House Banin.

And worst yet, an Eclipse looms - one which the Serpents say will last a full season - and this will not permit any Food to be produced.  A tragedy given the season to come next is Winter.

This is the finale episode of The Riddle of Blood.

Act One

Reidon Yvarai is having wine with Dano and Obus Sinjin when an Ork is captured by his men. The Ork, it seems had hoped to kidnap the Ven, which sounds inconceivable to the others. But as they consider who sent this female Ork to him, they learn of a small army of these things amassing outside the Castle walls! As Reidon peers out, he sees the banner that the Orks hold high: House of the Wolf. The Orks demand to see the Ven, and Reidon decides to see exactly what these monsters hope to achieve firsthand. He fearlessly heads down to speak with them.

Quan Wei Yvarai travels to Talida Mountain to visit her mother, and while the two spend time meditating upon the dreams of the Suaven, they find disturbing truths awaiting them.  The Dara exists as the light which casts the Demon's shadow.  That which the Dara has, the Demon is permitted to have.  Quan Wei realizes that by having family, friends, artifacts and a province to her name, she has allowed the Demon to have the same benefits! These realizations weigh heavily on her mind.  The next morning, she finds herself waking in a small tent far from the temple.  Though most of her injuries have healed, she learns that Josephine was fatally wounded in her struggle to save Quan Wei from the temple's collapse.  A massive Ork had surfaced beneath the temple and its hideous strength tore the structure down.  All the dreaming Suaven within were slain.  As Josephine feels death wrap around her, she hands Quan Wei the Pearl, and gives her a knife, telling her to use her own life to activate the Pearl's powers and send her immediately to either someone she can trust, or the demon to kill it.   Quan Wei slides the blade into her mother's heart, and wills the pearl to send her to Viktor Krev, the only man she trusts.

Gaius Mwrr meets with Ti'Ann Burghe, and learns that the rumors of her rising influence are true.  She indeed has become a new power house in the Senate.   She welcomes him and the two talk openly.  She tells him that she knows about his ring: the Ring of Phobos.  She claims it once belonged to a wolf who was great with the sword but pitiful in Romance.  The man's name was Tiall Banin and he had lost both wife and daughter in a battle against a massive Burrower Ork.  He returned from the battle with the Ring and kept it safe.  He once owned Gaius' Province, and was the one who had built the altar beneath the grounds for the Vashna.  When pressed, Ti'Ann shares the story of Kali, Tiall's daughter, and how he had collected her tears and her blood to forge the Ring.  She has him swear to NEVER use it upon her, and relates how the father had once vowed that she would die by his daughter's hands.  And how the ring embodied that daughter.

Kyocera Jalan dines with his guest, Ming Tal - sister of Quan Wei - and the two talk about Kithranus.  Kyocera deflects most of the discussion, not certain if the woman knows of his connection to him.  Not that many, after all, are aware of them being siblings.  Ming Tal, however, keeps suggesting she knows more than he realizes.  When Kyocera notices a female reflection motioning him to come closer, he suspects something is up with the woman.  Eventually, she asks him if there is anything he wants.   The two dance a seduction at the bed, with Kyocera soon sliding an Artifact Key from around her neck.  Kyocera tries to use his Blood Mirror to spy on Ming Tal, he realizes he cannot see her in it.  She is someone else.  The two passionately indulge in the physical contact while they both try to outwit each other.  But when Kyocera hopes to draw his Bloodsword from nearby, he finds her already caressing it, and offering once more to fulfill his desires.

And as the Orks with the banners begin to gather outside his Castle, Kyocera realizes the woman is a demon.  She reaches a hand out to him and asks him what he wants.  She offers to grant his desires.  He decides to flee and hide out in the woods.

Viktor Krev finds Quan Wei appearing and the two realize they have to act soon.  They use the Pearl and see the demon is in the bed of Kyocera.  She is eager to confront the demon, but Viktor warns her to hunt down Jaymen Steele first.  He explains that the Mad Emperor, one of the Fashuva, was the very one who allowed Demons to enter Shanri.  "If we do not destroy him first, more and more demons can simply come."  Quan Wei tells him of their need to find Kithranus' Blood Sword: The Taltos.  It was capable of slaying any Demon, it was believed.  They realize that sword might be the very one Kyocera has inherited.   Seeing her reaching for it in the bedroom, and realizing she had given up her Key, she was now capable of owning a new Artifact!   They realize the Demon can own an Artifact so long as Quan Wei owns the Pearl, she throws it at Viktor and demands that it now belongs to him.  They prevent the demon from being able to claim the Bloodsword.  Silently, the two consider they have to deal with the fact their friendship means the Demon can gain allies.  

The Ven find Ork armies gathering outside their walls. Calling themselves Debanin, the Orks calmly ask each Province they visit to surrender, or be consumed.  Most Ven fight, and sadly, few survive the assault.  While Reidon hopes to intimidate them, the Orks vow to return to hear his answer in time.  Reidon worries and wonders when the demon that serves him will return.  Gaius' brush with the Orks works to his advantage, as he uses Phobos to instill terror on the Horned One, then claims the Wolf's Ring and wears it as a show of greater strength over the Horned One.    Many of the Orks bow and choose to serve him out of fear.

Act Two


The Senate gathers.  Many voices whisper as the proceeds open, with a clear shift in influence being very noticeable.  Many of the Senate have learned to fear Ti'Ann Burghe, who seems to know the perfect thing to say to catch them off-guard or silence them with an implied threat.  None are aware of the earring she had inherited (see previous session) which Whisper to her the Compels that her opponents are vulnerable to.

The first matter of debate is the removal of the need for an Inquisitor.  Madeline Yvarai leads the charge, calling Ti'Ann Burghe's role unnecessary and antiquated.  To her surprise, Ti'Ann agrees.  And rather than defend her role, proposes instead "in Memory of the late Circe Yvarai" that the Ven seek out a means to be allies among with the Orks.  While unthinkable, she reminds them all that here in the Wilderness, the Ven have allied themselves with Orktalkers.   And that perhaps through this peaceful endeavor, the Ven can grow stronger.  Many quickly vote with her, which pleases the presiding Earl of Aeldrena, Vishashael Yvarai.  They move quickly to the next proceeding which tackles the wrongful Blackening of Gaius Mwrr's brother.   The Ear's questioning is meticulous and Gaius at first feared he had just condemned his brother to die.  But instead, the punishment for using Sorcery was overturned, now that evidence shows Zhul did not use such things.  However, given his having broken the silence of the Vashna, he is condemned to be Unblooded.

In response to the harsh judgement, a lone man begins clapping as he descends from above the Senate hall.

From the woods, Kyocera watches as Airships gather around the Senate hall.  He tries to see if any of them show any banners but finds only black clothes adorned with a white inverted crown.  He decides to rush back to his Castle, hoping the demon and Orks have left, in hopes of getting something useful to bring with him.   Instead, he finds the ghostly figure once more calling him, beckoning him to a Puzzle House he was not aware to have in his grounds.  The child calls him to touch the glass, and while desperately tempted to, Kyocera fights it off and continues to his Castle.   Inside, Quan Wei and Viktor confront the demon.  Quan Wei had a moment of truly embracing the Dara, and as the ground repelled her, she took Viktor with her to confront the demon herself.  But there, hoping to remove her advantage, Viktor turns Quan Wei away, and while the demon tries to make Viktor do things for her, Viktor is wise to her attempts to control him, and uses his knowledge to confound her more.

Reidon challenges the Orks. And though the Demon visits him to help him, she withdraws completely when it becomes clear the Reidon still believes himself to be in charge.  She twists him and transmutes him into a Bloodsword, and leaves it half buried in the earth.  The demon then whispers to Viktor to convince Quan Wei to get a steed, but he instead asks for the Senate Temple hall to crumble to ash.    He figures if Jaymen Steele's temple is truly below the Senate Hall, then destroying it may be a step in killing the Fashuva.  In exchange, the demon demands every single memory of his love for Ti'Ann Burghe.  He accepts.

Madeline leaves the chamber in panic as the rest of the Ven search for who would dare applaud.  Jaymen Steele applauds the Earl, but clearly shows his disdain for them all.  Gaius stays close to Ti'Ann and the two listen as Jaymen offers a simple matter to the Ven. "Join Me or find your death here."  Swords, both magical and mundane, falls from the airships.  And all the Ven leap into action to grab a sword and survive.

Ti'Ann and Gaius stay back to back, taking down any Ven that get to close.  Bodies fall and blood flows.  And as if in response, Shanri begins to scream as a Storm arrives.   None realize the Storm is instead the Demon Lilandra's doing as she fulfil's Viktor's request.  As the winds buffet the airships into each other, the debris raised by the cyclone begin tearing the Senate Hall apart!

Kyocera arrives and finds Quan Wei there.  The two head to the Senate Hall, hoping to take Jaymen Steele and the demon down.   When Viktor asks to be brought to the Senate Hall, the Demon twists Reidon's Bloodsword metal body into a makeshift cage, then inflates the Orks nearby to serve as hot air balloons.  The two are lifted off the ground.

All the Ven gather at the Senate Hall for one final Act.

Act Three

Once upon a time, Drin Krev, Viktor's brother glimpsed the future and saw the world destroyed by a gamble the Bronze Inquisitor took.  Once Upon a time, a man named Tatlos Jalan desired to become a blade that slew all demons, and for that request paid for it with his own life.   Once Upon a time, Jaymen Steele ruled.  And during his reign, he built a massive temple beneath the Senate Hall.  He knew there would come a time when he would have to slip into the slumber of the Suaven.  And he knew he wanted his slumbering form to NEVER ever be harmed.

The Senate Hall begins to collapse.  Vance Vashna, the partner of Gaius Mwrr, watches as the building falls.  The Debanin Orks, now serving under Gaius, gather outside and offer to help him in.  He considers.

Madeline feels the Storm rush around her, and to protect herself, she utters to the storm her secret name.  The winds cease buffeting her, but not the rest of the world around her.  She remains in place to stay safe.

Ti'Ann Burghe gambles and buries her Bloodsword into Gaius' stomach, in a bid to gain Jaymen Steele's trust.  But lacking any courage to trust her, Gaius panics and uses the Ring of Phobos against her.  Destiny and Fate conspire as the Artifact... the very one vowed to kill her... strikes her down with utter fear.  Ti'Ann falls to the ground as in her mind's eye she witnesses her failure coming to pass.  Jaymen kicks her to the ground while she is catatonic from fear, then stomps his boot into her head over and over until it pops open with a crimson smile.

Quan Wei finds Viktor and Lilandra there.  She regards the demon carefully, and the two face off amid the roaring winds.    Reidon, now cursed in an object form, is swung about by the winds, and made impotent and insignificant as a punishment.  Gaius finds help from Viktor, who tries to move his impaled body to the side.  And Kyocera stomps off, searching for Madeline, whom he believes was behind Kithranus' death.

Gaius fingers his pocket and draws out the ring of the Wolf.  Perhaps, he thinks, perhaps if Father were to join Daughter... and he slides the Ring of Phobos close.  The rings are joined with blood.  Wolves howl in the distance.   Quan Wei realizes the Fashuva is best defeated by attacking the sleeping body.  She considers where the temple could be down below.  Viktor quickly makes his way down, eager to find the temple and destroy Jaymen Steele's body.   And Kyocera finds Madeline, steps into her safe haven from the Storm, and confronts her on the murder of Kithranus Yvarai.

The Serpent's Blessing rings in his ear.  Kyocera learns that Madeline is indeed innocent of Kithranus' death. As he tries to overcome the shock and struggles to comprehend who was truly behind it, the Storm sees Madeline now, and takes the life she slipped from them when she muttered their name.  Madeline dies indignantly as a massive hill of debris crushes her head off in a single swipe.

Viktor and Quan Wei are beneath the ground, and quickly search for the temple's heart.  Kyocera follows suit and the three regard each other as temporarily allies, given the foe they all face.  Viktor realizes the sword, Taltos, is now with them, and Kyocera ready to use it.  When Jaymen Steele emerges, taunting them for being lost, and asking them if they would want to beg forgiveness now, the three focus instead on the Demon, knowing she now fears the sword in their hands.   Jaymen knows they fear the Demon, and begins calling upon more to rise from the Darkness.   Viktor charges forward, slashing at the manifesting Demons to by the others time.   Quan Wei hesitates no longer and using the Dara's gift, flies into the heart of the Temple to impale the blade into Jaymen Steele's sleeping body.  As Jaymen screams, he is pulled from the body he possessed and ripped asunder by the Storm's spiritual fury! Quan Wei returns only to drop down in anguish as she realizes the body Jaymen Steele had possessed was that of her husband, Yao Lin!  Now it becomes clearer why she became the Chosen.  Why her son, Guan Yu acted strangely during the night of Kithranus' death.  

As the Demon laughs, offering to bring him back for a price, Quan Wei rises to the air, lifts Kyocera with her immense strength and flings him towards the Demon.  Kyocera channels all anger at that final strike, and the blade bites deep into the demon's very essence.

Some would later claim that Kyocera claimed to have been haunted by his brother during that time.  That the sword, Taltos, contained his very spirit.  And that spirit demanded Kyocera avenge him.  Whether there is truth in this, we will never know.

What we do know, is that the Demon remained to have the last laugh.  With her demise, the Storm died.  And with the Storm's death, Reidon's Blood Sword body fell from the sky, and its vorpal form sliced through the stone, the wood, and the ground all the way deep, until it sliced through where Viktor and Kyocera stood.

Their bodies were impaled, taken by the final futile act of hatred of the Demon.

Viktor closes his eyes.  His last fleeting thoughts the memory of a woman he once loved.
It was not Ti'Ann Burghe he remembered, however.

Epilogue

Gaius Mwrr finds the Massive Wolven Orks moving safely through the debris and the dying Storm.  They lift their new-master and carry him back to his partner.  And with the Senate falling, the Ven find themselves leaving to find new life in the Wilderness.

But not all.

No.  For some Ven remain to live among the Veth.  And without the number of the Ven, the Veth quickly grow in influence, confidence and strength.  Soon, the Veth embrace their new lives and take on new names. Humans, the call themselves.

Quan Wei, now ages past, nears her Winter years as she sees hints of the Ven that have chosen to live among the trees.  The Wood Ven seem happy with their simple lives.  She does not recognize Gaius or Vance when she sees them, though.  Time and Age have been far too long for that.

She does, however, grow old enough to see the humans retrieve a strange metal cage from the depths of the sea.  The cage is crimson.  Red.  The red of Blood.  Its metal gleams a hungry gleam.  Some humans believe it to be a remnant of the Gods.  Great beings that ruled over them.  Wiser.  Beautiful.  Deadly.  Others simply dismiss it as a relic of a bygone age.

Quan Wei leans closer, however, knowing the truth behind the Riddle of Blood.  She whispers to it a secret and walks away, leaving us humans none the wiser of a time when tragedy most painful... most foul... changed the world forever more.

The End