This was a week when all three campaigns shifted gears to varying degrees – in significant ways for both the Barrett's Raiders Twilight: 2000 campaign and the House of Worms Empire of the Petal Throne campaign.
Barrett's Raiders
This week, there wasn't much actual play. Instead, we devoted ourselves to tying up any loose ends in Europe, as the characters were about to head home aboard the assembled vessels of Task Force 34 (its flagship, USS John Hancock, depicted above). Chief among these loose ends was Private Ronnie Baxter of the British Army, who'd joined the characters in Kraków several weeks before. The British wouldn't be evacuating until the new year, so he bid the Americans farewell and rejoined his countrymen in Braunschweig, which served as the winter headquarters of the First British Corps. Several other player characters would also be departing upon arrival in Norfolk: Private Lou "Oddball" Guida (honorable discharge and returning home to Brooklyn); Seaman Jimmy "Aquaman" Jones (transfer to an actual naval unit), and Sergeant Jess "Cowpoke" Gartmann (other duties – the character of a player who dropped out of the campaign and stayed on as an NPC up till this point).
Much of the session was devoted to developing replacement characters for those departing, as well as the expenditure of experience points accumulated but not spent in previous sessions. I wanted to be sure that, when we resumed next week, everything was in place to pick up and play on the other side of the Atlantic. Lt. Col. Orlowski, the characters' commander, made a request to his superiors that his men be kept together for detached duties as needed in America. He argued that, having survived several months behind enemy lines in Poland, they'd formed a bond that would serve them and the Army well. This will form the new frame for the Barrett's Raiders campaign: the characters will be initially operating in Virginia and the surrounding areas during the period (December 2000–March 2001) when Naval Station Norfolk is still operational. After that, only time will tell.
Dolmenwood
Marid Aventi having joined the party, the characters spent the day in Shagsend, conferring with Windore Hoblewort, a breggle magician who acts as Lord Malbleat's representative in the town. It was soon apparent that Hoblewort didn't think much of his master, but he was a great source of information about him and his activities nonetheless. For instance, Malbleat was presently preparing to host an annua festival called the Hlerribuck, said festival being a commemoration of the life and deeds of his illustrious ancestor, Wrygott Gnarlgruff. Since the characters were already interested in Gnarlgruff and his supposed involvement with the recent intrusion into Fairy, this news caught their attention. Surely this could not be a coincidence.
The group then said their farewells and made their way southward toward Redwraith Manor, the estate of Malbleat. They weren't head there: the Hlerribuck would be held at Shadholme Lodge, which sits atop the mausoleum where Gnarlgruff is interred. Still, they were fascinated to see that the way to the Manor was barred by a wrought-iron gate and further secured by heavy chains. Malbleat clearly didn't want unexpected guests to show up on his doorstep. They then continued on toward the festival grounds set up around the Shadholme, directed to the right place by a grumpy groundskeeper, who, like almost everyone in the High Wold, deferred to Falin, since she's a breggle (the High Wold being "breggle country"). Though this continues to make her uncomfortable – she's used to being ignored in human lands – her companions urge her to make the best of it as they prepare to mingle with the aristocracy and well-to-do of the region.
House of Worms
Toneshkéthu is a student at the Colllege at the End of Time, a institution that literally exists at the end of Tékumel's timeline – and not just one Tékumel but every possible version of Tékumel, of which there are many. She's been an ally of the characters for many years, though, because of the nature of her "location," they often encounter her out of temporal order. This makes dealing with her complicated, as she sometimes remembers things that, from the characters' perspective, haven't happened yet (and vice versa). She gave Keléno a device to communicate with her when necessary, but he's loath to use it. The other characters are not quite so reticent, which is why he contacted her at the end of the last session.
Keléno queried her first about the mind-bars placed on Nebússa and Kirktá. She brushed off the one placed on Nebússa, "It's just ordinary sorcery; you can deal with that yourselves." The one placed on Kirktá, she admitted was unusual and powerful. However, she cautioned against trying to remove it. "The mind-bar will come down on its own in time. Parts of it are probably already breaking down – or soon will be. It's there to protect him from things it can't yet handle. Removing it ahead of time would like shatter his mind." Keléno then asked about Prince Dhich'uné and his plans, specifically whether or not they should try to avoid involving themselves in them further. Toneshkéthu replied, "Oh, so you've reconciled yourselves to the fall of Tsolyánu, then? Interesting."
Needless to say, this horrified the characters. Were they supposed to aid Dhich'une, as Ki'éna suggested they would, or were they supposed to oppose him, as they preferred? They had no way of knowing, as Keléno declined to ask further questions of Toneshkéthu. He worried it might unduly influence their decisions one way or the other. He thanked her and bid her farewell. Before she severed communication, she told him to remember these words: The Inevitable of the Ineffable. The words meant nothing to him, but Kirktá immediately remembered reading a book of that title when he was younger. It was a polemic from Bednallján times, written by Artúkko Ala'á, a foe of the priest Pavár (whose divine revelation established the pantheons of Change and Stability). Ala'á argued that Pavár's religious reformation wold spell the end of the Bednallján imperium, as people abandoned the daily sacrifices to the One Other that sustained the empire.
What, if anything, this had to do with their present circumstances, the characters didn't yet know. They soon decided that the time had come to make Kirktá's existence known to the wider world. They would publicly announce his presence in Béy Sü and his status as an heir of the deceased emperor. By doing so, they hoped to draw out any who might be alarmed by his presence, including other heirs and factions vying for control during the interregnum. It was a dangerous gambit, of course, but they no longer wished to skulk around the edges of imperial politics. Now was the time to play their hand and see more clearly who their friends and enemies might be.
The Inevitable of the Ineffable you say, huh.
ReplyDeleteI'm quite curious to hear how this will end!
/andreas davour
Man, the time and imagination you pour into these campaigns….
ReplyDeleteIt’s impressive, and daunting to attempt to match.
And the fact you’re doing it for multiple games/groups is all the more so.
Bravo
“They would publicly announce his presence in Béy Sü and his status as an heir of the deceased emperor.”
ReplyDeleteDid I miss something? Do they have the golden disk yet?
Also, is the importance of The One Other to the Bednallján imperium your invention? I know its worship continued into the second imperium for a while, but I don’t recall reading much more than its role on the Dórmoron Plain.
They don't have the golden disk. Part of their plan is to see who jumps when they make the announcement, on the theory that it might help clarify who's actually got the disk.
DeleteThe One Other connection is from this PDF. It's pretty obscure information, but it's canonical and I've been keeping it in my back pocket almost since the campaign began.
James, when you say, "... but Kirktá immediately remembered reading a book of that title when he was younger" is that a long-dormant seed you planted earlier in the campaign that the player remembered?
ReplyDeleteNo, not in this case. Kirktá's player asked if maybe his character had read this book and I told him he had and then provided the information about it. It was a case of a collaboration between me and the player.
DeleteI like the development of the Mind Bars. Tells so much and so little. I'm almost tempted to ask if you know who put the Bar there, or you'll invent it as the play dictates...
ReplyDelete/andreas