Monthly Archives: January 2014

Icons of the Schism: The Marauder

Icons of the Schism: The Marauder
Defending the natural order at any cost

Defending the natural order at any cost

(written/created by Rvyen Cedrylle, illustration taken from Ertai’s Lament)

The Marauder is the living embodiment of the world’s inertia, the order of nature given fangs, claws and cunning intelligence. If the Tao were to become violently enraged, it would be the Marauder. Its influence lies as much in what it is credited to have done as what it has actually done. Unexplained murders, tragic accidents and the occasional assassination wind up becoming stories of the Marauder’s grisly hobby. Though it has no true followers to speak of, the brave and the insane alike claim to study and use the Marauder’s tactics. Staged fights between animals or sentients (or both) are held in dark corners of civilization in the Marauder’s name.

Quote

“Do what you will within the boundaries apportioned to you. Step outside of them and I will take not only your foot, but your leg and your arm as well.”

 

Usual Location

The Marauder constantly wanders the territory between nations. It maintains no single base of operations, but has a lair of sorts in any land where arguing states encroach upon each other. The Marauder does not let itself simply be found; it does the finding.

 

Common Knowledge

The Marauder is known to be a heartless killer and avid hunter. It is claimed to have been encountered in humanoid and animal forms, so rather than attempt to depict the Marauder personally, it is often shown only by a set of large, bestial footprints in the snow. The Marauder is said to be most active in places where communities ‘overstep their bounds’, so nations with dreams of empire lose their best and brightest to the Marauder in its attempt to maintain peace by fear. It also takes scholars, clergy and explorers who unknowingly break the Marauder’s obscure ideas of humility.

Adventurers and the Icon

The business of adventuring is not one the Marauder takes kindly to. There are however far more adventurers than the Marauder can personally deal with, particularly if some bigger threat to the Marauder’s status quo is also identified. All adventurers should assume themselves to be on the Marauder’s hit list. The Marauder will occasionally enlist adventurers for its self-described policing duties with the clear intent that end of the mission, any surviving adventurers will find better things to do.

 

Allies

The Marauder doesn’t see allies so much as “things that are not prey”. It finds the Speaker personally weak, but respects (his? her?) effectiveness. The Twin Serpents have been encroached upon by the humans and deserve their apportioned boundaries back. The Marauder also appreciates the Prisoner’s self-imposed exile and will generally leave his agents alone.

Enemies

The Marauder and the Scrivener hold no love for one another, as the Marauder is constantly attempting to thwart the Scrivener’s plans for learning and progress. The Steam King similarly toys with forces beyond his grasp and should be ended. The Usurper is currently useful given problems with souls moving on to the afterlife, but should the Death God ever come back, the Usurper would provide a welcome challenge to hunt and eliminate.

 

History

The Marauder has existed since before recorded history and likely will continue to exist long after humans meet their end. Legend says that the Marauder was in fact killed once, but apparently death was no excuse to stop working.

 

The True Danger

The Marauder is kept in check largely because it refuses to work with anyone else for very long. A lasting alliance with another Icon would certainly spell disaster.

Icons of the Schism: The Speaker

Icons of the Schism: The Speaker
Does he speak all truths or all lies?

Does he speak all truths or all lies?

(picture from The Gamer Effect.)

Depending on who you ask, the Speaker is the weakest or most influential man the region.  The leader of the dormant Death God’s church, he has kept not only his position but the position of his church in Laeda and even in Kitan prominent and influential.  Lacking real military or divine power to aid his church, the Speaker uses his skill of negotiation and oration to somehow get what he wants and needs.

Quote

“I do not doubt your ability to kill me with your sword.  What I do doubt, however, is your continued desire to do so once you consider the consequences and reflect upon the more appealing actions that you can take instead.”

Usual Location

The Speaker is never in one place for too long.  In part, this keeps him safe from enemies of his ailing religion, but also it allows him to connect with his many allies and partners across Laeda.

Common Knowledge

A common joke about the Speaker maintains that he has more alliances than parishioners, and it is not that far from truth.  Though the Speaker’s god lay dormant, he still performs the rites of passing for the many suffering through the war.  Though he cannot guarantee passage to the afterlife, he still offers comfort and solace to those he meets.

Adventurers and the Icon

The Speaker can use anyone. It is more of a matter of when and how the Speaker can use an adventurer at any given time.  Most adventurers have at least one run-in with the Speaker where they are asked to do one task or another.  Most times, working with the Speaker is beneficial, though are some tales of adventurers not returning from their missions.

Allies

The Speaker has no true allies or many allies, depending on who you ask. Even the Steam King has made an occasional bargain with him.

Enemies

The Speaker has countless enemies or no enemies, depending on who you ask. The Steam King wants his head.

History

The divine power the Speaker commanded before Nethane bled to death in Reach was undeniable. He lost all of that personal might when Nethane died, yet seems more powerful than ever. It is rumored that the Speaker knew of The Usurper’s plan to steal Nethane’s shadow, but why he would forsake his power is a mystery.

The True Danger

Everything will be fine until the Speaker’s true master reveals itself.

Icons of the Schism: The Scrivener

Icons of the Schism: The Scrivener
She guards knowledge

She guards knowledge

(created and written by Mike Hasko, illustration from Dylan Meconis. What is the Schism?)

She has no shrines, for each book is her temple. Her hymns are whispers shared between friends, her prayers state secrets discovered by spies, and her rituals tests given by school master and tribal leaders alike. Some claim her to be the paragon of knowledge, other see her as a shadowy hoarder of secrets.

Offer her something she doesn’t know, however, and she could be your greatest ally.

The Scrivener sees herself as Laeda’s eventual redemption: all history, knowledge, and culture that has been lost and that exists today must be recorded so it may live on forever. Much has been forgotten in the trials of history, and more still will cease to exist if not recorded.

 

Quote

“What you don’t know can kill you. What you do know is of particular interest to me.”

Usual Location

The Scrivener stays where there is some forgotten lore or skill to be learned, moving to the next workshop, ruin, or battlefield as soon as she is done with the current one. Rumors of a new technology or the discovery of an old ancient text are just as likely to summon the attention of the Icon.

Common Knowledge

Though she records and observes much, she gives little to those seeking it in return. Those wanting something from The Scrivener must be willing to offer up a useful fact of equal value in return.

Adventurers and the Icon

Though the Scrivener knows how to fight, it wastes time that could otherwise be spent archiving and cataloging. She often asks for assistance in clearing out old ruins so she may work in safety, or seek out artifacts to assist in her current sphere of study.

Allies

The Scrivener keeps a neutral distance from most of the Icons. Most always have something new for her, but many are jealous of what she knows and desire it for themselves. She is closest with The Muse, who offers much from her travels and requests little in return, and detailing The Steam King’s constant evolving creations fill many a journal.

Enemies

The Scrivener knows what the Prisoner did and she alone has the facts to absolve him of the crime, but also knows this can never be, and does her best to avoid him. The Ursurper’s actions have constantly caused stores of knowledge to be destroyed, something the Scrivener cannot forgive her of.

History

It’s believed that across her studies, The Scrivener has found some way to avoid dying, or even aging. Most of the major historical events of Laeda have had sightings of The Scrivener. Her presence is sometimes thought as an ill omen because of this.

 

The True Danger

Some secrets must remain such for the safety of all sentient life.  The Scrivener is unknowingly close to uncovering one of these facts the universe itself is ashamed of.

 

Chromatica Gaming: Broken Waves Part 1

Chromatica Gaming: Broken Waves Part 1

I’ve been in the mood to do some Burning Wheel – and finally get a hold of my friend Les after the holidays and set up a time to do some gaming online.   We decide on doing a high fantasy game, set in a fantasy/Polynesian-ish setting.

Our Protagonist:

A’lepoi, 27, a man who is a healer with the magical ability to glide atop water without a board.  His family has always had various water-related magical abilities, but actually are relatively low on the caste system, for unknown reasons.  (We worked this out based on the fact that healers with magic ought to have some kind of status, but he’s got a 0 Resources stat, and the lowest of Reputation scores, so it’s sort of a fun mystery we’ll find out as we play.)

Story:

A few hours after sunset, Royal warriors come to A’lepoi’s post by the sea – they tell him to gather his belongings for a trip – the King has orders for him.  As he steps outside, a pair of temple acolytes confirm he has everything before burning the hut he stayed in while praying over the fire.

The task required demands a clean start, even unto destroying the place you begin from.

The Island of Temples is the source of much of the local islands’ abundance – at it’s center is the Great Temple, built around the Elder Tree, which blesses everyone with amazing fertile land.   Three times A’lepoi is cleansed – by water, by purified sands, by smoke of fire, and holy words sung just so.  Within the temple, he is brought past the first layer of curtains, another prayer, another layer of curtains, another prayer, another and another.  Nearly to the center, he stands besides a handful of others – a noble, a warrior, a priestess and a seawoman.  They are brought before The Tree and introduced, as they were called for a task.

No one else is allowed to hear the task, for the seeds of destiny are not lightly planted in the hearts of humans.

The great trunk splits open, revealing a withered old woman, made also of wood.  Achingly she stands from the seat within, and A’lepoi is left awestruck by her mana.  A voice of rough wood drawn across rough wood, of wind through branches, speaks.  “I am at the end of days.  My magic will sustain the land a day and a year more, but not beyond that.  To the east a seedling of mine has kindled life.  Seek her.  Give her my necklace, and bring her back.”  And before he can move again, the elder spirit has passed a necklace to the priestess, and returned to her chair.

A heaving sigh and a gentle breeze of her last breath, a withering of wood, and the trunk seals again, twisting itself as a tree left battered by too many storms.

A’lepoi brings himself to breath again and a single, brown leaf falls from the tree.

Our story begins with the death of a god.

The path out of the temple is silent, and every priest has their heads bowed.  Outside, Ehehene, the priestess looks to the group of souls burdened with this task – “We do not speak of what has happened here.”

Some things are too sacred to repeat.  Some are too dangerous.   This? Both.

The group gathers a small distance away.  Lady Ehehene looks to them – “Before we leave – there is a small matter.  We are going on a quest of utter importance.  But…” – she looks to A’lepoi – “…one of us stands here without rank.  We should grant him a rank before setting off.”   Although addressing the group as a whole, her plea is to the young Arapata, the second son of the King.

For A’lepoi it was always the question of his family…  Everyone knows them as healers, as magically gifted.  But as long as they’ve been around, they’ve never been granted rank.  A rumor sits that perhaps they’ve given some great offense or committed a crime in the past, or perhaps are cursed in some way.   No one knows, and that unease has always lingered.

Perhaps it was too much too soon – to risk changing something that has been the same way for generations.  Or maybe it was just the fact they just witnessed the death of the lifegiver of their kingdom.

Or maybe it was for exactly the reasons that came from Lord Arapata’s mouth, “Although it  would be helpful to grant him a rank should we be divided along the journey, if we are divided… the 5 of us, we would be in much greater trouble than what can be solved with hastily granted titles.   And… if we hurry now, we might avoid troubles yet to come.  Time is short.”

Even without rank, the young man would show his worth.  Perhaps, though, this was a mistake nonetheless.

Hours later, they approach the Island of Southern Winds.  A fierce night battle is seen, raiders and warriors battling just a distance up from the beach.

“Our allies.  We should help.  And gain glory.”, proclaimed the warrior, Inia, who readied his spear.

Kahani, the navigator, gave a sharp look.  “If we fight, we are delayed.  If we are injured, we are delayed even further.”

Lord Arapata again, choose the path of speed, “They have their own warriors.  And if we fail to bring back the Seedling, everyone will starve.  We cannot afford to stop.”  The decision was made.

But not for A’lepoi.

“I will just take a quick look.  To make sure their warriors are doing well enough.” and off he hops onto the waves, gliding across the water faster than a boat would carry him.

At the beach, the raiders have left their boats.  He grabs an oar and quickly begins cracking the hulls and piercing the bottoms.  Many of the raiders will not find their way home tomorrow.  When the raiders realize his deeds, he grabs a fallen flag of the Southern Wind, and dashes across the water holding it aloft.

“The Southern Wind has more allies than the waves! And they will not rest!”

The island’s defenders, heartened by this supernatural feat and brave cry, redouble their efforts, and the raiders are driven away.

“I am a healer.  My duty is in the saving of lives.” Great deeds from simple reasons.

A few hours later, a storm is nearly upon them.  The water is choppy and danger looms.  The options are few: rush back to the Southern Wind Island, drive forward and hope to reach the Land of Three Mountains before the storm strikes… or go to the closest available land – The Isle of Tall Stone.   Three generations ago, there was war between the Temple and the Tall Stone, and neither have spoken since the barest of peace was made.

Some favor retreat.  Inia swears his spear will create peace if there is none.  Lord Arapeta decides on meeting the Tall Stone and suing for hospitality.

They land and are greeted.  A tense and formal greeting ceremony is held… when A’lepoi sees, the raiders, too, have decided to come here to avoid the storm.   The alarm is raised, warriors grab weapons and children are pushed into homes.

Rakapa, a young warrior of the Tall Stone exclaims, “Years ago the last time you came, you brought bloodshed to our shores.  Let us see which side of it you stand today!” as he hands A’lepoi a spear with a grin and a nod.

A’lepoi grabs a flag of the village, ties it to the spear, along with the flag of the Southern Wind, and strides upon the water, leading the warband, screaming to the raiders – “Did I not say the allies were greater than the waves?!?”   Their shock buys a few precious moments where the sling stones and javelins of the Tall Stone find mark and the raiders turn and flee, paddling as fast as possible…

Without striking a blow, two islands have been saved today.  In time, though, some will say it was the water walker himself who summoned the storm to slay the raiders entirely.

Returning to the Isle of Tall Stone, they celebrate indoors as the winds and rain batter the land and ocean.  Rakapa shares drink with his new friend and asks, “I never expected a healer to be the first to seek battle!  Without a boat, striding the water no less! We have never heard of your family? They must be renowned, tell me of their deeds!”

A’lepoi quickly evades, “My family are healers.  I, myself, rescue those at sea who are bitten by sharks, stung by jellyfish – for the Island of the Temple, I am a life guard.  …and yours too!”

Rakapa, pauses.  “Say that again?” and half the room goes silent.  A’lepoi’s words hold more meaning than he realizes.

“I am a life guard… and yours too?”

“So you are!”

An elder stands up and offers a toast:  “Whatever happened with the war before…  That was a mistake.  This summer we will visit!”

As the life magic of the Elder Tree begins to fade, the world will only know it is as the time when the Island of the Temple sent forth great heroes – mighty warriors, powerful kahuna, and diplomats and peacemakers… all from the few actions of a man without rank.

Game stuff:

All of the above happened with 2 hours of gameplay.  I took the initial idea Les gave me and did the math to get his character together in about 30 minutes the day before.  After we worked out “high fantasy” I figured to start with the death of a god to kick it off.

Between deciding on a quest-style game and it being a one-on-one game, I figured having a party of NPCs would be useful for both character interaction and setting up conflicts.  The videogame equivalent is The Walking Dead videogame, where the player is constantly put into choosing sides between various NPCs, most of whom will have a good reason to suggest one option over another.

Instead of doing the full social roll, I just have Les make a social roll as the “tie breaker” one way or another, sometimes giving an extra Advantage die if he has a very valid point, or if he says something in line with the NPC who is most influential on the topic.

Early in the game he was constantly failing the rolls by a single success.  By the end, he made some uber successes, even as Beginner’s Luck rolls.  Even still, this session was a testament to the value of “Conspicuous” as a skill.