That said, House of Worms is winding down and has been for some months now. A combination of factors has contributed to declining player attendance throughout 2024, something I can completely understand. When we all first gathered a decade ago to play, no one present had any reason to imagine we'd still be going so many years into the future. None of the players, including those who remain from the original six, is under any obligation to keep at this indefinitely, especially when so many of the larger threads of the campaign have either been tied up or are in the process of doing so. Even if attendance hadn't been getting spottier, it's just as likely that House of Worms would have wrapped up any way. How does one top the death of the emperor of Tsolyánu and the choosing of his successor from among his heirs, one of whom is a player character?
On that front, the characters have continued their investigations into the unusual circumstances of Kirktá's early life, as the entire empire prepares for the funeral of emperor Hirkáne Tlakotáni, the "Stone Upon Which the Universe Rests." Armed with the information recently obtained, Nebússa called upon a contact in the Omnipotent Azure Legion, the secret police of Tsolyánu, which, among other duties, looks after the imperial succession. His contact was a man who acted as a liaison between the OAL and the Court of the Purple Robes, the court bureaucrats of the emperor. He listened to Nebússa's request and told him that he could probably find out more but that it would take time. He also warned that doing so would probably draw attention to the characters and their activities. "This close to the ascension of a new emperor, many people will no doubt be looking into these matters."
Later that day, a non-descript young man came to Nebússa and the other characters, who were lodging at the Golden Bough clanhouse. The man gave the name of a priest at the Temple of Belkhánu in Béy Sü, saying that he would know more about Kirktá's early life. He also said that there was already an OAL agent in place, keeping an eye on him – someone who's been with him for years and is very close. He would not elaborate, adding only that "Others are also curious about Kirktá. You should be careful." Nebússa then began to ponder just who this OAL agent might be, with suspicion falling on Keléno, his long-time mentor. When confronted, Keléno replied, "So far as I know, I am not an OAL agent – which probably increases the likelihood that I am, in fact, one."
The matter unresolved, they visited the Temple of Belkhánu and sought out the priest, who was old and seemingly infirm. He claimed to know nothing of Kirktá. When Kirktá attempted to use ESP on him, it did not work, due to some kind of mind bar placed on him. When informed of this, Nebússa surreptitiously made use of sorcery to dispel the mind bar, which enabled Kirktá to then read the priest's mind. His thoughts were incredibly disciplined, making him still hard to read. What he could discern was that the priest was pleased to see Kirktá. "He has finally returned to us," he thought. "I should tell the others. They will be pleased." Nebússa and Grujúng then tailed the priest, to see if he did anything suspicious. When he did not, they returned to the Golden Bough clanhouse.
There, Nebússa used his magic to see if anyone else had been tampered with in any way. He discovered that he himself had been – certain of his own memories were blocked – and the same was true of Kirktá. However, the mind bar placed on Nebússa was "normal," whereas the one on Kirktá was both powerful and "wrong," which is to say, unlike any sorcery he'd encountered before. It was also "leaky," with "holes" in it, suggesting it was in the process of breaking down. This troubled the characters, who decided they needed to seek out someone more knowledgeable in sorcery than they. Keléno suggested reaching out to Toneshkéthu, a student at the College at the End of Time, whom they've known for years and whose existence is temporally out of sync with their own. Upon contacting her, she immediately said, "Oh, wonderful! You're finally getting to the good part."
Heck of a cliffhanger!
ReplyDeleteWhat is the illustration from and who is it by?
ReplyDeleteIt's part of the cover illustration for issue #3 of The Excellent Travelling Volume by Zhu Bajiee.
DeleteI thought it might be by him. Love the hooded figure, architecture and glyphs.
DeleteI really dig his style, very reminiscent of any of the noteworthy “Old School” artists, particularly Erol Otis.
DeleteI guess I’ll be the dummy here. I wanted to look up Zhu, the artist, and found nothing but stories of the East Asian mythological character/deity.
I’m assuming that’s not the artist’s real name?
Man, I’m in the dark here and feeling like maybe everyone is in the “know” while I ask stupid questions…
:)
His personal website is called Realm of Zhu.
DeleteEpic.
ReplyDeleteNoteworthy lack of anything like a combat scene in this session. I don't think I've played FtF with a group in the last 25 years that wouldn't have had at least one player complain about that. Even my old childhood gamer friend crowd includes a few folks who just don't know what to do with themselves when there isn't some fighting, although at least they're mature enough now not to just start something out of boredom or frustration.
ReplyDeleteMaybe I should run more "fight without massive prep and you're dead" horror games, but that feelslike it's forcing things.
Makes me miss the days of those big World of Darkness and Amber campaigns where an actual fight was a noteworthy incident, and Traveller sessions spent on negotiations and investigation and jumpspace socializing.
Combats are few and far between in this campaign. It's been much more strongly focused on exploration and intrigue.
Delete@James That’s why I am a little surprised by your reaction to “Valley of the Pharaohs”, as the original sounds like it was designed around the same sort of play.
Delete@Dick That’s the first time I think I’ve seen a reference here to anyone having an Amber campaign. My friends at the time it came out looked askance at the idea of a diceless RPG.
You may well be right about Valley of the Pharaohs if I had the chance to play it. As written, it comes across as very dry (no pun intended). The same might well be said of Tékumel.
Delete@Bonnacon I've the good fortune to play in two Amber campaigns and run two others, although they were all many years ago now latest being in 2004-2005. We didn't have issues with the diceless aspect of it, although that did make it feel more like a LARP at times - sans costumes, though.
DeleteJust doing character generation is a game unto itself. The bidding wars over stat rankings can absolutely cutthroat and hilarious at the same time.
Oh, multiple Mind Bars. This is getting more and more secretive! Loving it.
ReplyDelete/andreas davour
"Combats are few and far between"
ReplyDeleteI'm curious about anyone's thoughts on this gaming style, or more importantly, any examples of old school campaigns that were played this way. D&D being a game birthed from tabletop wargaming, how early did these types of roleplaying/storytelling-heavy campaigns evolve? For me, the wargaming aspect has been an integral part of the game, but I've always had a fantasy about some wizened sage-like Dungeon Master with whom a group of friends shared in world-building, fleshing out characters and histories and stories through hours of roleplaying. However, the reality of doing so has been tedious creative hubris. I need action!
If it's any consolation, House of Worms has had plenty of combat, including some rather large scale ones, in the past. It's not something we shy away from, but neither is it something we focus on, if that makes sense.
DeleteI remember an AD&D campaign back in '80 or '81 where our chump 1st level characters kind of stumbled into majority ownership of a sailing ship and decided we'd rather try to build a trading house (with the aid of a noble NPC) off of the proceeds of selling the cargo on board when we acquired it. It wasn't no-combat, but the focus wound up being (legally) sabotaging rivals who were trying to do the same to us. Most of the actual fighting was against thugs trying to run a protection racket on the docks and warehouse district, which actually led to some of our rivals deciding we were actually good people to have around since they'd been extorted by the same thugs.
DeleteDidn't last very long (we'd just bought a third ship when it folded) but it did strongly influence two of the later Spelljammer campaigns I was in that shared some of the same players. Even named our tradesman after that first ship - the Vehement Pursuit of Fortune has shown up a fair few of my games over the decades.
Do you plan to have the players of Kirktá and/or Nebússa game their past memories? It’s one thing to learn of secret parentage of your character, but to be told of past memories/actions that the player has no control over seems potentially uncomfortable.
ReplyDeleteKirktá's parentage was actually something his player decided at the beginning of the campaign. He never expected I'd do anything with it and I didn't for years. As for Nebússa, the memories that have been suppressed are ones that will make a great deal of sense based on the character concept and his past actions. There won't be any surprises, just a recontextualization of things the player already chose. As a general rule, I don't like to throw things at players out of nowhere.
Delete