Friday, March 12, 2021

House of Worms, Session 216

The nexus point sealed, seemingly permanently, Mitsárka pronounced that the characters and their comrades had succeeded in their mission. The plot by the nefarious faction within the Temple of Ksárul known as the Ndálu Clan had been foiled and the version of Tékumel they all called home was safe. As a consequence, they could never return home, but Mitsárka saw no problem with this. After all, he reminded everyone, there skein of destiny was a glorious one: to fight forever at the Battle of Dórmoron Plain on behalf of the gods who opposed Ksárul. He counseled everyone to accept this and join him on the region below, where the forces of Change and Stability contended. 

Needless to say, the characters were much less accepting of this turn of events than was Mitsárka. Znayáshu suggested that they should begin looking for a way down from the plateau on which they were currently situated. Somewhere, amidst the masses of warriors fighting below them was one or more nexus points that could take them somewhere – anywhere – other than here. It was at this point that Lára hiKhánuma, leader of the allied Ksárul sorcerers, stepped forward. She explained that she and her fellow magicians had no intention of remaining here. They knew how to use a ritual that would open a path to the Citadel of Sighs, an otherplanar locale containing infinite nexus points to other branches of the Tree of Time. By heading there, they might be able to find a roundabout way to their own version of Tékumel. She was willing to bring the characters with her on the condition that Mitsárka was left behind. She had explicit instructions that the priest of The One Other was not to return under any circumstances.

Seeing as how Mitsárka seemed to have no interest in leaving the Battle of Dórmoron Plain, this was not much of a problem. Mitsárka offered to do his best to aid anyone who remained behind with him. The Shén mercenaries, inflamed with a desire for battle, took him up on his offer, as did a young member of the House of Worms clan who wished to fight beside Lord Sárku, as he contended with the Ancient Lord of Secrets. The rest joined Lára and journeyed through the nexus point she and her compatriots conjured, finding themselves in a large but dimly lit room to which at least a dozen corridors were connected. Lára had no map of the Citadel of Sighs; indeed she argued that no such thing was possible. Which corridor they should take was uncertain and ultimately a matter of luck. 

Neither Znayáshu nor Nebússa placed much stock in luck. They spent some time looking for clues indicating which of the corridors had been used recently. Their investigations suggested that four different corridors had seen traffic and were therefore worth exploring. They did so immediately, which revealed four different chambers with what appeared to be nexus points. The chambers were all slightly different from one another, in addition to possessing odd features such a reversed or otherwise altered gravity. Kirktá took great interest in the latter, experimenting with walking on walls and ceilings. In two chambers, there was evidence of material from beyond the nexus points that might give a clue as to where they led. In one chamber, it was sand and in another fresh needles from what might have been Tíu-wood trees. Nebússa favored going through the nexus with the needles, since he believed it suggested the place beyond was at least capable of supporting life. However, the others favored the sand portal and, after some experimentation, it was determined that the nexus was both two-way and led to a seaside location.

Stepping through, the characters took stock of their surroundings. On one side was the sea, on two others hills that turned into mountains, and on another the beach heading off toward the horizon. The decision was made to follow the coastline for several days, hoping to catch sight of a settlement or some people. On the second day of travel, the group caught sight of what looked to be a small fishing boat. Three young men were casting nets off the side of their boat. The characters began shouting at them, waving, jumping up and down, and otherwise attracting their attention. After some time, the men drew up their nets and rowed closer to the shore, calling out to them in a language that Nebússa recognizes as Salarvyáni, albeit an odd dialect of it. Nebússa asked them for directions to the nearest village. All three men turned and pointed southward, where a collection of buildings was visible. Nebússa thanked the men and the characters then set off toward the village.

9 comments:

  1. I wonder not just where they are, but when...that odd dialect may be odd because archaic?

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    1. As they discovered in today's session, they're in an alternate timeline where the Bednallján First Imperium never fell and Pavár might not have existed (they don't know for certain yet).

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    2. That doesn't sound like it could be pretty awkward. I take it the usual pantheon's not worshipped in a recognizable form, then?

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    3. They don't know enough to be sure. They know a form of Ksárul called Jráka is worshiped but, beyond that, they're ignorant. So far their knowledge of the world stems from what they learned from the inhabitants of a small fishing village, which is necessarily limited.

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  2. I was wondering: TETV has extensive advice on running non-humans or citizens from other countries than Tsolyanu, the original EPT suggests first-time players create "barbarian" characters, and full fledged Imperial citizenship can't be acquired before a certain level (if I remember correctly).
    Yet, you started your campaign with the PCs as citizens of the empire.
    Did you change something in character generation?
    You may have written on the subject (like the Shaman class for foreign magicians) but I probably missed it.

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    1. I made no changes whatsoever. EPT works equally well as written for Tsolyáni characters as it does barbarians.

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    2. Thank you for the clarification

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    3. Key part of what you said is "fisrt-time players" there. A true newbie to Tekumel might be better off playing a barbarian while they get a feel for Tsolyani culture under circumstances where any faux pas is likely to forgiven as outlander ignorance. People more familiar with the setting can don't really need that small crutch - and a mixed party of some tyros and some vets can be interesting as the citizens spend time coaching their barbarian friends' uncouth behavior. I remember playing a campaign like that where two of us were Tsolyani explorers who'd returned with a half-dozen barbarians who we'd brought back as a combination of living trophies and potential diplomatic contacts.

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  3. “Seemingly permanently”? “SEEMINGLY permanently”? Aithfo asks Znayashu to consult the cat bones.

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