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ZedAlpha

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  1. ZedAlpha

    Actual play
    (Note: Bold text refers to a Trait, Ability, or Rune that a character in question has). 
    (Another note: we didn’t have another session this last weekend because I was sick and Androgenus’s player’s partner had a death in the family, so I’m posting the rest of our last session now--sorry for the delay!)
    DRAMATIS PERSONAE
    Iris, an Esrolian Earth Priestess in service to Takakia, the Goddess of Moss. She holds the Earth, Movement, and Spirit runes. Iris is the supposed leader of the party, but finds that bossing around a bloodthirsty Duck, an erratically insane Trickster, and a somewhat gormless volcano priest to be a tad more difficult than nailing Jell-O to the wall with an office stapler. Right now, she’s also finding that staying conscious is just as hard, but more on that later.
     
    Waddlestomp the Bloodybeaked, a Hueymakti Duck thane with the Water, Death, and Truth runes. Creator of Waddlestomp’s Big Ol’ List Of Humans That Need Killin’™, and now seriously considering adding his fellow adventurers to the list after being captured by mythic Sun Empire soldiers. In fact, the party got their butts handed to them so badly by the onrushing troopers that he did the previously unthinkable and surrendered!
     
    Androgenus, a genderfluid Esrolian Eurmali trickster with the Illuminated Illusion, Earth, and Luck runes. They’ve found themselves trapped in Myth with the rest of their companions, and capture by Sun Empire soldiers who sense a strange, unknown (to them) power in the weird little Trickster. They’re utterly convinced that their “best friend Waddlestomp” (their own words) will come save them--despite the mountains of evidence to the contrary. 
    And, of course:
     
    K'dud (pronounced Ka-Dude). A warrior priest of Vestkarthan and the Lowfires, K'dud holds the Fire, Truth, and Mastery runes. Though and through them has mastered the Bronze Arms and Sharp Soul styles of unarmed combat. His player, after two weeks struggling to define a personality trait for K’dud beyond “Vaguely helpful and a bit dumb,” has decided to embrace it, renaming his core trait Volcano Himbo. And he’s going to make good use of that trait in the second part of this session…
     
    ...because we came back to the action (after the first half of the session’s argument over whether or not a Hueymakti warrior would ever surrender) with Iris drowning in a sacred pool beneath an enslaved river-dragon, and K’dud (barely) fighting off fish spirits under the command of, to his astonishment, the same Merfolk hero that the PCs had thought they’d slain in the last session! Stunned by this revelation, K’dud failed in a contest against the hero (using his Fire rune versus the hero’s Water rune) and was trapped in a bubble of crushing, ice-cold water. The Merfolk introduced himself...and I realized with horror that I forgot to name a critical NPC.
    Immediately, Androgenus’s player suggested “Fssh,” after a fish-man barbarian hero from a Dungeon World livestream performed by the Canadian comedy group LoadingReadyRun. Everyone groaned. They then suggested “Bruce,” after the shark from Finding Nemo, and decided to try a supposedly Australian accent that sounded more vaguely South African than anything else. Everyone groaned louder. Then Iris’s player suggested “Sashimi,” and weirdly enough, everyone agreed. 
    Thus, the Merfolk hero was named S’shiim, holder of the Water, Storm, Death, and Mastery runes, hero of the vile, slimy, fangly-jawed Ysabbau, Breaker of Ships, Drowner of Cities, and current questor for Magasta. Well, to put more of a fine point on it, questor for Brastalos, Goddess of Waterspouts and spouse of Magasta. I gave Iris a Hero Point for coming up with the name, which she promptly used to barely regain consciousness and struggle to shore while S’shiim was distracted with the fire priest. 
    “What do you want from us?! Why harry us like this, fishman?!” exclaimed K’dud. 
    “Me?!” burbled S’shiim, “You worthless dirt-crawlers are hunting me through my people’s most sacred story! Your interference will ruin everything!” 
    “Huh?” asked K’dud, rolling (and getting a decent success with) his Volcano Himbo Trait to convince S’shiim to monologue about what’s going on and give the heroes an exposition dump. 
     
    Meanwhile, (as I cut back to Androgenus and Waddlestomp and made the other two players groan with anticipation), Waddlestomp and Androgenus were being brought to the island’s governor, Iramat. Androgenus was in fiery chains, Waddlestomp was being warily surrounded by soldiers, but otherwise unmolested. The bickering twosome were dragged before Iramat’s marble throne in the center of a garishly-painted, palatial villa overlooking the waterfall (which, close up, could be seen to be a captured Water Dragon!).
    I described the throne “room” as an opulent, gold-and-jewel-set pavilion of sorts, with two sides open to the courtyard, one to the cliffside, and one leading deeper into the palace. It was the governor’s meditation garden as well as seat of governance, with a rock garden, reflecting pool (in fact a spring, with a small stream flowing out from it that left the throne room and rushed forth to join the raging cataract beyond), and elegant mural depicting Yelm’s Celestial Court and the birth of a solar deity. 
    “Barbarian filth,” drawled the governor, barely able to look up from the sand painting he was working on, “You stand accused of violating the sanctity of Secret Cradle Island. Before executing you, have you anything to say?”
    “Secret what nrrfghg--” began Androgenus, before being gagged by the nearest guard. They glared at the guard, struggling against the chains. 
    “We apologize, O mighty lord,” quacked Waddlestomp, to Iramat’s evident amusement, “But we had no idea where we were. Our ship was run aground of the reef during a storm, and we came ashore to gather supplies and repair our vessel before continuing on. We meant no trespass.” 
    I had Waddlestomp roll his Truth rune’s breakout ability Zone of Truth versus Iramat’s Arrogant Sun Empire Bureaucrat ability, and Waddlestomp scored a respectable success. Showing his Truth rune shining forth, Iramat scratched at his beard and considered this. “You speak truly….obviously, but still, I know not why a….mutated Keet? Whatever you are, you and your….” 
    Iramat stared quizically at Androgenus. 
    “Pleasure slave?” 
    Waddlestomp managed to choke back a violent response (with a bare success against his Humakti Geas: Suffer No Insult Without Violence Flaw, as Waddlestomp would see any intimation that he would be intimate with any human, much less this human, as a deadly insult) and Androgenus went from grumbling to laughing uproariously behind their gag. 
    “...or whatever they are, you have no right to come here. By decree from the Sun Himself, any but those without his personal authorization on this island must die. It has ever been thus since the creation of this island. I see no harm in telling you, for you will die anyway, I suppose: in ancient days, Yelm once favored a concubine called Tihs, a minor goddess no people pray to in these times. Yelm’s affection sparked vicious jealousy among his Court, who sought to hurt the object of his affection since they could not hurt Him. When Tihs was with child, she was hidden away—here—and though she died bringing the Forgotten Sun into the world, neither she nor the holy child were ever found by their enemies. To this day, the most important treasures of the Golden Empire have been hidden here. Any outsiders must be slain, by order of the Sun Himself.”
    Waddlestomp considered this. It certainly explained all the finery around the place, and the heavy guard.
    ...meanwhile, at the bottom of the cliff…
    Exasperated (and somewhat entranced by) K’dud’s handsome cluelessness, S’shiim launched into the story of How Magasta Won the Hand of Brastalos.
     
    Before the Sea claimed the world, Magasta was alone, and sought companionship. No lord or lady of His domain would join with him as his spouse, or even his mate. Magasta loved many, but few loved him in return. Then he met Brastalos.
    (“Who?” “Shut up and the merperson will tell us, K’dud.” “Oh.”) 
    Lady of the No-Wind, Queen of the Cyclone, Daughter of the First Storm, Spray-Twinkling, Still-And-Moving, Umath’s paradox daughter. Magasta saw her frolicking in the clouds above his domain and knew he had to have her. Singing a song of roaring beauty that reminded her of her own lusty brothers’ cries, Brastalos came to the edge of Magasta’s waters and sang back. 
    The two loved one another from their first glance. Magasta desired her for his spouse, not merely a mate of convenience. Brastalos desired this, too, but knew that proud Umath would not consent to give his daughter to an upstart Water Lord. “But there is another way,” said fair Brastalos. 
    (“Wait, I thought ‘there is always another way’ is an Earth Goddess thing?” “That’s a lot of gods’ thing, K’dud. Shut up.”)
    Magasta whistled in confusion. “The Bad Emperor seeks stillness in all things, and punishes my father by stripping his greatest treasures from him. He refuses to allow the Air People to have a place in the way of things. To cow my father and my brothers, he took our peoples’ regalia to a secret place. Find the treasure stolen by the Sky People. With it, my bride price will be paid, and my father shall have no choice but to let us claim one another.
    Brastalos accepted this, and with a kiss soft as a breeze set off to reclaim his love’s treasure from the Sky People. Foolishly, they set their dirt-loving hovels at the edge of His domain to taunt him. With crashing waves and rushing torrent, he drowned them, swept their huts into the sea, and picked through the remains. He found a few baubles, but not a treasure worthy of the Storm. 
    Magasta went to the Gull People and demanded they repay the favor he had done by saving them from famine. Eagerly, they told of the Sky People sending boats of all things--
    (“Wait, I thought Merfolk’d like boats, ‘cause, well, they’re water things, right? Both of them are water things?” “...Neither of us have time to explain how wrong that is right now. Shut up..” “But--” “Shut Up!” “Thank you, S’shiim.” “Don’t mention it. Now where was I? Ah, yes…”)
    Magasta went to the Gull People and demanded they repay the favor he had done by saving them from famine. Eagerly, they told of the Sky People sending boats of all things across Magasta’s realm, furtively sneaking treasure stolen from other peoples they had oppressed for too long. Magasta went in search of the boats, led by the young scouts of the Gull People. 
    He called Six-Mouthed-Deep to devour the boats of Admiral Savatilan and spit the treasure out into Magasta’s grotto, but no Air treasures were to be found. He chased the flagship helmed by Captain Never-Runs-From-Battle into the Dragon Eye Atoll and sucked it down to the seabed, but although the cargo was rich with strange spices and pelts, it had no Air treasures. 
    Finally, Keehar, youngest scout of the Gull People, found a ship hidden by powerful magic. It was found by looking at where a ship should have been, but wasn’t. Magasta called his kinsman Charax, he of the many rows of teeth, and bade him chase the ship to its destination. Charax did so, but the captain was too wily, and sailed in a wide circle around the port they sought until Charax got tired and swam away to seek prey. Magasta howled in frustration--if the Gull People could only barely find the ship, if his fearsome cousin couldn’t track it, and if they wouldn’t stay still to meet him in battle, then how could he find the bride price? He wept, and hearing his sobs, Brastalos stood at the edge of his realm and sang. She sang of lost hope, of a happy life with Magasta that may not be, of her rage at how she was kept from having a place in the cosmos--not only by Yelm the Bad Emperor, but by her father, Umath. The rage in her song became a storm, and the storm trapped the treasure ship on a reef just before it reached its destination. Magasta and his warriors stormed the ship and found one of the treasures, Umath’s favorite arm-ring. The others had already been hidden away, but Magasta learned from the captain where they had gone: Secret Cradle Island, where a forgotten solar god was hidden as he was born. 
    No island was hidden from Magasta. He went to Secret Cradle Island, and befriended the dragon--
    (“Wait, this dragon?” “Yes, that dragon, now shut the hell up!”)
    He went to Secret Cradle Island, and befriended the dragon that was enslaved to guard the place--
    (“I’m sorry, but how in Magasta’s holy name can you stand travelling with this man?” “He’s handsome, and he punched a hole all the way through your chest like it was nothing.” “....Fair point. Where was I?” “The dragon?” “What dragon? Oh, that dragon. The dragon. Yes. A-hem:”)
    He befriended the dragon that was enslaved to guard the place. Its name was Oraka, and it was the dragon of a secret spring deep under the Earth. A creature of great Darkness and Water, the island’s governor cruelly forced it out into the light to serve as would a hermit crab use an anemone growing on its shell. Magasta took pity on the great beast, and with a mighty pull snapped the chains binding to dragon to the cliff side. In gratitude, Oraka swore a life debt to the lord of the deeps. He let Magasta swim up him to his source, where the governor had reshaped a holy spring to a reflecting pool for his own vanity. 
    The greedy governor, puffed up with his own self-importance, was set to guard Yelm’s most coveted treasures, here on an island that nobody knew of. He saw himself as Yelm’s most trusted servant, and his arrogance knew no bounds. But yet, he was bored. Guarding a treasure hoard that was not sought after led to no challenges save wringing recognition from a distant Emperor, and he always craved distraction. 
    Wily Magasta, hidden in the spring, took on the form of a beautiful water nymph. He sung a song that inflamed the governor’s lust, and, beguilingly, called the governor to tryst with him in the spring. The jaded man leapt into the water, where Magasta drowned him and stepped out from the spring, wearing his shape. 
    Magasta then had the governor’s guards lead him to the vault. There, he found astounding wealth! Treasures robbed or extorted as tribute from all manner of the world’s peoples and gods. There was Lodril’s first Spear, still smoldering with heat. There was the Crown of Mastery, surging with such power that even Emperor Yelm could not wear it without risk. There were Rastalos’s Rings, used by the primeval trickster to amuse the Celestial Court. And, of course, in pride of place, was Umath’s tribal regalia, as cold as the wind, as bright as lightning. Magasta took the treasures he sought and fled the palace, leaping atop Oraka as the palace guards found the drowned corpse of their lord. 
    Magasta’s laughter and Oraka’s roars of rage sunk the island beneath the sea, drowning the Sky People and their stolen treasures forevermore. Magasta rode Oraka across the sky to Umath’s grotto, where he was greeted coldly by his son Storm-Thane and belligerently by his other son Hurt-Everything. “I have come for the hand of Brastalos!” He called, and when the Air gods laughed, he threw Umath’s stolen treasures at their feet. “I offer a bride price: your honor, so long ago taken from you by the Bad Emperor.” 
    Umath scowled, for he was loathe to let his daughter marry such a lowly Water lord, for such was Magasta at this time. “Trinkets cannot buy the heart of my daughter,” he growled, and made to turn his back. 
    Storm-Thane saw his sister’s dismay, and said, “I guess we won’t be getting the Bag of Winds back, father. Oh, or the Widebrew Cauldron, too, we’ll miss that at feasts. And oh, look! You’re rather generously allowing Magasta to keep your favorite arm-ring, the one that duplicates itself every season?” 
    Umath made a strangled noise in the back of his throat and looked at Brastalos, who was beaming at Magasta with loving pride. “They are beneath you,” he rumbled, like a thunderclap. 
    “And they always will be,” whispered Brastalos, taking Magasta’s hand, “But they will ever be my equal. The fates of Sea and Storm will forevermore be joined, for good or ill.” 
    Umath saw that he could not disobey his daughter’s heart-wish, and allowed the match. Magasta took Brastalos to their grotto. Although she could not stand to live beneath the Water, she ever stayed near her spouse, circling around him as currents encircle the whirlpool. And there she remains to this day. 
     
    “That was...beautiful…” breathed K’dud, after a while. Then he looked confused. “But what does it have to do with—“ 
    Iris groaned and slapped her forehead. “The myth, you, you—rragrh! We’re stuck in the myth! S’Shiim was—is—heroquesting to re-enact the myth, this myth, the story of Brastalos’s Bride Price, yes?” 
    “Yes,” Burbled S’shiim, still staring at K’dud incredulously. “The attack on your ship was when my lord Magasta attacked the hidden ship in a storm, and found the location of Secret Cradle Island. Though you fended us off and wounded me terribly, I still learned of the island. And now, I must navigate the rest of this sacred story with you dirtcrawlers in the flotsam, messing everything up.” 
    “Oh. Oh,” said K’dud, realization dawning. “Oh, my. I’m so sorry! How can we help?” 
    S’shiim and Iris looked at him, dumbfounded. I had K’dud roll for his Volcano Himbo Trait again, opposed by S’shiim’s Haughty Merfolk Hero Trait, and he got a critical success against a critical failure! Despite himself, S’shiim began laughing. He couldn’t help but like the empty-headed firehunk, and said, “I...I don’t know. But any assistance you can grant in freeing the dragon so I may resume the story would be gratefully accepted. I admit, the wounds you dealt me almost threw me from the storypath. And now—“ 
    All of a sudden, there was an almighty roar, and the water dragon thrashed above—
     
    —as the governor of the island called Oraka to heel. 
    I moved the action back a few minutes, and gave the PCs a chance to explain themselves. 
    Waddlestomp had decided that blunt honesty was the best way of things. “We were traveling by ship to a distant land,” he said, “And were attacked by merfolk. Water people,” he continued, looking at the governor’s incredulous expression. “They stranded us on the reef out there—“ he pointed a wing to the She’s One Of Ours, Sir!, now surrounded by Golden Empire longboats bearing warriors, “—And we came ashore only to gather supplies before heading on.” 
    “Ah, the cargo ship,” said Iramat, the myth easily slotting the She’s One Of Ours, Sir into the role of the treasure ship. “Bearing the latest addition to the vault. Why didn’t you say?” 
    “Cargo...ship?” Asked Waddlestomp, looking at Androgenus, who wordlessly gestured for the Duck to play along. 
    “Right. Yes. Cargo ship. The ship indeed carries cargo, and we are here,” finished Waddlestomp, lamely.
    “Yes. If you had but sent word, you would have received aid, not spears. Now...water people, you say? They attacked you?” Waddlestomp nodded. 
    “Ah. In that case, there is a risk, however slight, that they have tracked you here. No matter, however. Let me call the guard—“ and with a wave of his hand, the waterfall started falling upwards, spraying ice-cold water over the palace. Oraka’s chains tightened, the dragon RRROOOOAAARRED, and reared above the palace, circling it in midair, sniffing and snuffling for signs of intruders. 
    “Oraka, the dragon of this place. He serves Yelm now, as do we all. He shall find these water people, and devour them! Have no fear, little Keet. Your diligence does you credit.” 
    Below, S’shiim started screaming in anguish. 
    We ended the session there, on a cliffhanger, and me desperately trying to figure out where to take the game from here.
  2. ZedAlpha

    Actual Play
    (Note: Bold text refers to a Trait, Ability, or Rune that a character in question has). 
    DRAMATIS PERSONAE
    Androgenus, a genderfluid Esrolian Eurmali trickster with the Illuminated Illusion, Earth, and Luck runes. They are attempting to explore the mysteries of Illumination without a teacher—without any type of teacher—and are beginning to wonder whether or not existence is worth all the trouble. They’re also being watched very closely by... Waddlestomp the Bloodybeaked, a Hueymakti Duck thane with the Water, Death, and Truth runes. His quest to avenge his people has hit a small speed bump while he’s been pressganged into helping Iris conquer the Three Step Isles (see below). In the meantime, his patented Waddlestomp’s Big Ol’ List Of Humans That Need Killin’™ has just gained a new member: Androgenus, after the cowardly Trickster abandoned him in the middle of a merfolk fight last session. Currently mourning the loss of his enchanted shield in that same fight, and nursing some serious wounds. K'dud (pronounced Ka-Dude, named after the persona of a Knight in our local chapter of the SCA). K'dud is a Caladralander priest of Vestkarthan, God of Volcanoes, and also his sons Gustbran and Kalvan. He holds the Fire, Truth, and Mastery runes, and through them has mastered the Bronze Arms and Sharp Soul styles of unarmed combat. His player, after two weeks struggling to define a personality trait for K’dud beyond “Vaguely helpful and a bit dumb,” has decided to embrace it—and renamed his core Trait in the process. More on that later.  And last but certainly not least: 
    Iris, an Esrolian Earth Priestess in service to Takakia, the Goddess of Moss, who holds the Earth, Movement, and Spirit runes. Iris is the supposed leader of the party, but finds that bossing around a bloodthirsty Duck, an erratically insane Trickster, and a somewhat gormless volcano priest to be a tad more difficult than nailing Jell-O to the wall with an office stapler. Plus, she’s also having to deal with a smuggler captain who blames her and her alone for getting their ship stranded in the middle of someone else’s mythos... That’s right, this session opened in the God Time. I revealed that right at the start by calling for everyone to roll against their strongest Runes, with the possible consequences for failure being that they’d be even more confused by what was about to happen than normal. Everyone passed—except K’dud, which became a running theme. Therefore, everyone except K’dud twigged onto what was going on and where they were immediately. As the red sun dawned over multicolored, shimmering waves, wind spirits and fish spirits visibly dancing about them, everyone (including most of the NPCs present on their ship, the She’s One Of Ours, Sir), except K’dud, realized they were not in the material world, but in the Godplane! 
    Iris got it first: they were probably sucked into the God Time during the storm, which did seem even more violent and magical than usual. Her Spirit Rune glowed brightly, showing that they were closer to the spirits, clueing her into the magic all around her. Then Androgenus understood another nugget of what was going on with his Beggar background Trait, he recognized snippets of a story he’d heard from Triolini dock workers in his youth. He recalled the tale of Magasta, God of the Seas, fighting the Fire Tribe, plundering treasure ships and coastal settlements for the bride-price of Brastalos, Goddess of Waterspouts and Sea Storms. 
    The last session’s fight against the merfolk during the storm, and the island they were marooned in front of, both seemed familiar to them somehow, but they couldn’t recall any more details other than that they were definitely trapped somewhere in a merfolk myth. 
    Then Waddlestomp, with his Death Rune affinity, sensed the presence of another great dealer of Death—the Merfolk Hero from the battle, still somehow alive, despite the grievous wounds that K’dud had inflicted on him! He advised the rest of the party to be wary-that kind of Hero seldom leaves a task unfinished, particularly if they got swept up into a Heroquest. 
    Meanwhile, K’dud stared overboard and gawked at the brilliantly-colored fish flitting around the oyster-covered reef below. He was interrupted by the ship’s captain. The damage to the She’s One Of Ours, Sir had been repaired in such a way that the boat was literally pinned in place by a chunk of oystery coral; more extensive repairs were required to actually move the ship, which would take materials that just weren’t on hand. The mythical tropical island laid out before them, however, looked like it had plenty of wood, fresh water, and perhaps food. Everyone knew the risks inherent in foraging—for supplies in the God World—travel is dangerous even if you knew the story you are traveling through. 
    Going blind through another culture’s myths? That was tantamount to very incompetent suicide. But they needed to do it. 
     
    The adventurers set out in a longboat for shore with a work party of sailors; they were looking for fresh water, some food, and enough timber to repair the ship. Waddlestomp made sure that he was sitting riiiiiight next to Androgenus, so the Trickster didn’t start any funny business. 
    “I don’t know what’s on that island, but I swear by Hueymakt’s cloaca that when shit goes down, if you so much as twitch wrong, Androgenus,” muttered Waddlestomp out of the corner of his beak, “You die first. Get me?”
    Androgenus nodded and smiled, apparently happy to hear it. “Glad to know you’re back to normal. How’s the arm?” They responded. 
    Waddlestomp’s arm had been impaled by the merfolk Hero the previous session. “All the better for you to mind your own business, mammal,” grunted the thane, giving Androgenus the world’s biggest stink-eye. (The players cracked up at this:  Waddlestomp’s player acted this out through his webcam and everyone started making jokes about The Rock that went on for about thirty minutes.)
    The boat made landfall with nary a sound on an isolated, picturesque beach. Iris Called Up Local Spirits (swiftly becoming her favorite stunt), secretly opposed by the watchful eyes of the island’s mythic guardians. With a marginal failure, she learned where a good supply of fresh water would be—the base of the waterfall that could be seen from the She’s One Of Ours, Sir, and furthermore that the pool had a decent population of fish for the ship’s larder. Iris led the way, tailed by K’dud (who kept gawping at everything with a slack jawed “Gosh!” Every few minutes). Androgenus and Waddlestomp stayed behind to help out the smugglers and hoplites that were busy chopping down a decent-sized tree that stood a few yards back from the beach’s treeline. 
    Androgenus managed a critical success against their Paranoid flaw, so we ruled that they were jumpy, but justifiably so—they could tell that they were being watched by something, and not just the local spirits. They alerted Waddlestomp, who grudgingly stood on guard as well, contemptuous as he was of the Trickster’s flighty antics. As the crew got to work knocking down the tree, they were proven right! Out of the trees, a band of gold-armored, flame-armed warriors sprang, instantly cutting down a handful of the workmen and putting the others to rout. 
    As the crew fled down the beach and Waddlestomp met burning bronze with killing Truesword, we “cut” to Iris, K’dud, and their crew contingent. Iris led them to an eerily tranquil pool underneath a roaring waterfall. Roaring, as it so happened, because it was actually an enormous Water Dragon, chained to the cliff with ropes of pure dancing sunlight! Immediately, they were set upon by a trio of fish spirits that leapt up from the pool. K’dud’s Bronze Arms Style (tied to his Fire rune) burned away two of the fish, but not before the third savaged Iris with snapping jaws and razor-edged fins. The moss priestess was knocked into the pool, barely conscious and no doubt doomed to drown...
    ...And we cut back to Waddlestomp and Androgenus. Androgenus got a solid success with their Luck rune's breakout ability Clumsy Curse against the onrushing soldiers, making many of them drop their weapons and shields in their charge down the beach. Waddlestomp used Vengeance-Seeking Swordsduck to great effect, laying many of the soldiers low and holding their attention long enough for the She's One Of Ours, Sir's crew to escape back to the longboats and row hard for the reef. But it wasn't quite enough--Androgenus found themself swiftly found by soldiery searching the trees, surrounded with a flaming spearheads, then wrapped in scintillating chains of fiery light. Waddlestomp merely took a good luck at the wave after wave of fire-clad, weirdly identical warriors that were streaming down the beach towards him, and did the unthinkable for a Hueymakti warrior: 
    He laid down his sword and surrendered. 
    This started a bit of an out-of-character argument, and also was the midpoint of our session. I'll recap the other half of the session soon! We took a mid-session break with Iris struggling for consciousness in a deep, dark pool, K'dud barely fending off fish spirits, Androgenus and Waddlestomp captured, and four players arguing vehemently about whether or not Waddlestomp's god would let him surrender. 
  3. ZedAlpha
    (Note: Bold text refers to a Trait, Ability, or Rune that a character in question has). 

     
    DRAMATIS PERSONAE
    Androgenus, a genderfluid Esrolian Eurmali trickster with the Illuminated Illusion, Earth, and Luck runes. They're out for blood vengeance against anyone who's ever victimized their family, their clan, and their homeland. in that order. Recently illuminated as part of a Heroquest that gave them temporary use of the Infinity Rune. Being hunted like a beagle puppy in an Orlanthi tula for whatever remnants of that power they might possess. 
      Iris, an Esrolian Earth Priestess in service to Takakia, the Goddess of Moss (we finally came up with a name for the Moss Goddess! She’s named after a genera of rather unusual mosses first found in the Himalayas). She's got the Earth, Movement, and Spirit runes. Iris, having wanted power and prestige amongst the Esrolians for her entire life, now finds herself being given very little of the first and a lot of the second—she’s Queen of the Three Step Isles now. That and a few pounds of silver’ll buy you a cow, though...
      Waddlestomp the Bloodybeaked, a Hueymakti Duck thane with the Water, Death, and Truth runes. He has sworn a dread oath that he will personally slay one human for every Duck that is or has ever been killed or otherwise victimized by human hands. His plans of war and conquest are being put on temporary hold by the journey to the Three Step Isles, and boy is he unhappy about it! Played by the oldest in our group, and the most experienced with Glorantha. He wields an enchanted shield originally crafted by the Square Circle Temple.
      K'dud (pronounced Ka-Dude, named after the persona of a Knight in our local chapter of the SCA). K'dud is a Caladralander priest of Vestkarthan, God of Volcanoes, and also an initiate into the cults of Gustbran and Kalvan as well. He holds the Fire, Truth, and Mastery runes. He is a master of the Bronze Arms and Sharp Soul schools of unarmed combat, and seeks to help his people navigate the uncertain future after Belintar's death. To this end, he's following Iris and her band of misfits to the Three Step Isles.   
    We last left our heroes aboard the She’s One Of Ours, Sir, a sardonically named smuggler bireme heading across the sea to the three most Godsforsaken islands in the world outside of God Forgot. The captain (a burly Caladralander who’s always a little pissed off about having been press-ganged into this mission by the Queens on pain of pain) We rejoin them a week into their journey across open sea. 
    In the middle of a storm. The crew had brought in oars and reefed sail, hoping against hope that the sea-gods would be merciful. The phalanx of Esrolian pikemen assigned to Iris’s quest to retake the Three Step Isles were grumbling in their makeshift camp in the cramped hold, losing at a game of liars’ dice with Androgenus (making liberal use of their Luck rune’s breakout ability Supreme Gambler) and Waddlestomp (using his Unexpectedly Terrifying ability to put the soldiers off their game). Meanwhile, K’dud was busy being heartily sick out on the rain-swept deck (“I’m a Fire priest! Being surrounded by this much water is...unnatural!” He cried, in between bouts of pouring chum into the churning waves). Iris was in her cabin, conversing with the captain. Apparently, the plan was that the She’s One Of Ours, Sir would drop her and her soldiers off on the Three Steps, then leave. Immediately. Eventually, Esrolia was supposed to send reinforcements and supplies with another expedition in a few seasons. If they were successful, of course. 
    In the meantime, Iris just had to reconquer three of the most pirate-haunted, sheep-infested islands in the Sea. Three islands crawling with weird spirits and strange, forgotten gods. A place where ruins from the God Time still stood, beckoning foolhardy adventurers to plumb their secret depths. 
    A place where, hopefully, the first ever grand temple to Takakia would stand, and she would be hailed as Queen. Not much of a place to build a grand saga of glorious renown, to be true, but it was a start. First, though, they had to survive the storm. It seemed like Orlanth Himself was throwing everything he had at the little galley, tossing the poor craft around like a bit of soap in a toddler’s bath. Suddenly, there was an almighty thump, a horrid scraping noise, and the sound like a fist of an angry Godling punching through the bottom of the ship! It had struck a rock, running into an uncharted oyster bed.
    ”I’ve made this run a hundred times!” Bellowed the Captain over the howling winds, “This reef shouldn’t exist!” 
    The PCs immediately got to work trying to save the She’s One Of Ours, Sir. Iris Called Up Local Spirits to bargain with spirits of wind, wave, and oyster, trying to calm the waters. She got a minor success, making K’dud’s effort to Fix Anything (a breakout ability from his Volcano Cultist Trait) a tad easier—K’dud moved in a blazing blur, the heat of his body turning storm-spray into steam around him. He patched the ragged hole knocked in the hull and set to work bailing. 
    Meanwhile, Androgenus and Waddlestomp were left to deal with the boarders. While the other two PCs were distracted trying to keep the boat from falling apart and sinking after running aground, most of the other passengers had been fending off an attack from marauding Merfolk! Crawling up out of the waves, a school of sharklike merfolk had clambered aboard the deck with the crashing waves and were busy cutting down the crew who had rushed to meet them in battle. 
    Waddlestomp put his Enchanted Shield to use immediately; with an expert throw, he knocked three merfolk off the deck railing, skulls crushed by good Esrolian bronze. Androgenus used their Luck rune’s breakout ability Curse of Misfortune to make some of the marauding merfolk get knocked off the ship by the very waves being ridden by more of their own boarding parties. Between the two of them, they kept the actual number of merfolk being fought by the ship’s crew down to a handful at a time...but more kept on coming. 
    The next round of combat, the merfolk leader—a big, shark-finned brute with all sorts of nasty runic ritual scars flopped on deck; he wielded a trident (shaped like a Mastery Rune) and a barbed whip of kelp (signifying an Air/Storm Rune); as soon as the merfolk leader came on deck, the storm got so much worse. Waddlestomp leapt into the fray, matching magically-hardened coral with his Truesword, and barely holding his own (the player just started cursing up a storm with a pair of bare successes against the merfolk leader). Androgenus critically fumbled against their Trickster flaw and decided it would be a great time to just go hide (“You got this, Waddlestomp! I’m rootin’ for ya!”) in the hold. 
    Iris and K’dud rushed on deck to assist. K’dud used his Bronze Arms Style to parry punishing blows from the merman storm priest’s trident, but soon became entangled in the biting whip. Waddlestomp, taking the opportunity to retreat, used Vengeance-Seeking Swordsduck to push through the terrible wounds inflicted by the merfolk (“If I die before I get to kill that godsdamned trickster, I’ll take every one of you useless mammals with me!”) and assist the crew in repelling additional boarders. Then Iris got a critical success on her Call Up Spirits ability to awaken the ship’s own Spirit! Incarnating as a wild-haired woman made of wood and sailcloth, the She’s One Of Ours, Sir caused the ship’s deck to roil and buck like the sea itself, knocking the attackers to their feet while lifting the spirits (so to speak) of her defenders.
    The merfolk leader—doubtless a Hero in his own right, at this point!—threw his trident at the spirit, hoping to capture or kill her. Waddlestomp (again, barely; the dice were definitely against the PCs tonight!) deflected the hurled weapon with his thrown shield, but both trident and enchanted shield bounced away from each other, falling into the churning water below. Thus distracted, K’dud used that opportunity to use his Sharp Soul Style to deliver a punch through the merfolk leader’s chest, splattering the deck with blood, saltwater, and a pile of fishy viscera.
    The rest of the merfolk retreated, carrying the still-twitching, vengeance-swearing body of their leader back with them beneath the waves. The heroes had won!
    The storm passed quickly thereafter. The relative silence was almost deafening. A red sun dawned over the waves, revealing a tropical island that the Captain (much like before) swore up and down hadn’t been there the last time he sailed in these waters. 
    An island that shouldn’t have been there. The She’s One Of Ours, Sir was stranded on a reef in the middle of the sea, unable to move without more serious repairs, many of her crew wounded or dead. Despite the victory, the PCs weren’t going anywhere. 
    Except, perhaps, ashore.....
  4. ZedAlpha

    Actual Play
    So my PCs decided to kill Harrek the Berserk. Here's how it went. 
    (for context, see 
    and 
    First, before I recap this, here's the cast of PCs we're working with: 
    Androgenus, a genderfluid Esrolian Eurmali trickster with the Illuminated Illusion, Earth, and Luck runes. They're out for blood vengeance against anyone who's ever victimized their family, their clan, and their homeland. in that order. Recently illuminated as part of a Heroquest that gave them temporary use of the Infinity Rune. The player has been coming up with some awesome ideas for how Illumination might work, and I've been wholeheartedly stealing from what @davecake has said on Illumination to try and inform the player on what they might want to do. 
      Iris, an Esrolian Earth Priestess in service to the Goddess of Moss (I don't know who that would be in actuality, but when her player heard "land of ten thousand goddesses," she immediately came up with a gaggle of minor Earth goddesses that barely anyone might care about). She's got the Earth, Movement, and Spirit runes. Iris wants power at all costs, both for her cult and her personally, and sees the group's adventures as the ticket to recognition and glory. 
      Zonthor, a Praxian sorceror of the Impala Tribe and expert archer. The player always uses that name if he can get away with it in ever game I've ever played with him. Zonthor learned sorcery from a demonically possessed spellbook he plundered from Big Rubble, and has the Fire, Disorder, and Magic runes--he's only in this for himself, and is up front about how he's only working with Iris as long as she can pay him. The Wolf Pirates have plenty of treasure, treasure that Zonthor wants. 

    and finally
      Waddlestomp the Bloodybeaked, a Hueymakti Duck thane with the Water, Death, and Truth runes. He has sworn a dread oath that he will personally slay one human for every Duck that is or has ever been killed or otherwise victimized by human hands. Played by the oldest in our group, and the most experienced with Glorantha. He now holds an enchanted shield he got in the same adventure where our party Trickster got Illuminated. 
      For future reference, I use bold text to denote Traits, Runes, or other abilities the characters use.
    We join Our Heroes a few days after they have accidentally rampaged through the Esrolian city of Valadon and escaped with the city guard hot on their heels. Androgenus's mind is reeling with the infinite possbilities of Illumination and the horrible truths contained within: there's no purpose to any of it. Even rebellion. Everything has a place, which is nowhere. Nothing means anything, so everything means everything. You only struggle against yourself. While having this cosmic existential crisis, Iris, Zonthor, and Waddlestomp are discussing their next move to murder Harrek the Berserk and avenge the Holy Country. 

    Iris succeeds at a role against her Noble Trait, with the breakout trait Connections At Court--she's heard a wild rumor at court that the queens of Esrolia, working with Caladraland and the Shadow Plateau, have amassed the remnants of their armada. They seek one last chance to strike at the Wolf Pirates and throw them out of the Mirrorsea or die trying. Zonthor once again gets reminded that the Wolf Pirates have plundered the City of Wonders, and that they've got to be swimming in loot. "As long as I get my shares," he says, emphasizing the plural, "Then you have my magic. I want to see that smug pirate die just as much of the rest of you." 

    "Maybe not as much as they do--" grunts Waddlestomp, gesturing at the party Trickster, who's walking down the road a little bit ahead of the rest of the party, rambling to themself and waving their arms in the air "--so we should probably hasten us to our deaths before they decide to do something really unexpected." 
    A brief travel montage later, the party arrives in Nochet, just ahead of bounty hunters sent from Valadon. Androgenus crits on his Beggar trait to find a bolthole for the party to hide in while Iris begs an audience with the Queens during their war conference. Meanwhile, Zonthor learns a new spell from his grimoire (he defines the ability Mass Migraine tied to his Demonic Grimoire) that he thinks will be useful in the coming battle, and Waddlestomp meets a sage to identify the enchantment on his shield. As it turns out, when thrown, the shield will always return to its wielder, a la Captain America. 
    Later, Iris barely wins an audience with the Queens and drags along Androgenus. However, they are told that if they so much as breathe a word that isn't an abject apology for the riot they started in Valadon, they'd be next on the sacrificial altar to Maran Gor. They overhear the Queens discussing strategy with the surviving admirals of Caladraland and a representative of Shadow Plateau. As far as they understand it, the plan is that some of the Holy Country's naval remnant will engage the Wolf Pirate treasure fleet as it leaves the City of Wonders's ruins, hopefully bogging them down in the classic ram-and-bow brawl while the rest circle around and engage from the rear in a classic pincer maneuver--and let a regiment of Dark Troll marines do their brutal work in boarding actions. 

    About then, Androgenus opened their dumb mouth. "This won't work, Your Highnesses." 
    "What?" exclaimed the assembled Royalty, as Iris quickly tried to silence her bound trickster. 
    "It won't work. You'll get slaughtered, and the Wolf Pirates will stay here forever. Broyan the Betrayer will have his barbarian mercenaries, and he'll come to rule Ketheala. Unless..." replied Androgenus, stepping away from his mistress. 
    The assembled Esrolian queens and Caladralander admiralty immediately began demanding the trickster's life for his insolence. The Troll mistress in attendance held up a hand to silence them. "Unless what, snack?" 
    "Why, unless you kill Harrek the Berserk." 
    Disbelieving laughter. Derisive laughter. A call for Iris to silence the Trickster before someone else did for her. The troll interrupted: "Is that all? I wasn't aware it was that simple. How should we do this, snack?" 
    "Well, that's simple. I'll betray you." Androgenus's player then managed a major victory with their Illuminated Illusion rune's breakout ability Tell Two Stories At Once, which they defined as tricking different parts of the same audience into hearing different things at the same time.
    About now, we called for a brief break so that Androgenus-player could discuss the plan with me in private. When we came back, Androgenus told the rest of the party what would happen: Androgenus would Swallow his companions and steal a fishing boat. Then he'd travel to the Wolf Pirates, and beg an audience with their leaders. They'd tell them the entire plan for counterattack against the Wolf Pirates. Hopefully, that would buy enough confidence with the Wolf Pirates to let them speak to Harrek. At which time, they'd regurgitate the PCs, use the Infinity Rune to forcibly separate Harrek the Berserk from the god he wears on his back. Then it'd be up to the rest of the party to murder the (probably very angry) berserker and his inner circle before things went sideways. 
    There was a perfect, silent moment after Androgenus recounted their plan. 
    "That's a stupid plan," said Zonthor, after composing themselves. "We're all going to die." 
    "Do you have a better plan?" asked Androgenus, flatly. 
    "No," spluttered the sorcerer, "But we're still all going to die." 
    "Better we die our task fulfilled than live forever having failed," quacked Waddlestomp, grimly as ever. The other heroes stared at the murderous Duck for a while. 
    Eventually, Iris broke the silence. "I for one love this plan. I'm excited to be a part of it!"
     
    Cut to two weeks later: the group bought a fishing boat (at a severe discount due to Waddlestomp's Unexpectedly Terrifying breakout ability keyed to his Death rune), and Iris whistled up a wind spirit to fill its sail. A day's calm sailing later, they approached the Island of Wonders from behind, drifting with the tide. As night fell, they reached the beach, hid their boat, and made camp in a secluded seaside cave. There, they talked more about their pasts and their motivations.
    Iris related how her family has always been scorned for serving the Moss Goddess, despite their faithful service to Esrolia. Zonthor could relate--he was ostracized from his clan after learning sorcery, despite the fact that it was his own chieftain who ordered him to retrieve a treasure from Big Rubble. Waddlestomp merely sharpened his sword in preparation for the morrow's battle. When he did speak, he talked of how Duck Valley was once a beautiful place, and how every time he closed his eyes, he saw the humans who came, screaming Orlanth and Sedenya's names, and slaughtered his people en masse. Androgenus nodded sorrowfully and tried to comfort the Hueymakti thane...he also wanted revenge, so sharp and painfully he could taste it at every moment. Androgenus sheepishly offered Waddlestomp one of their "stabbing effigies," a sort of homemade Voodoo doll that so happened to be shaped like a Lunar soldier. Waddlestomp awkwardly took it, and poked at it with his knife. "I do feel a little better," he grudingly admitted. The party laughed, and with that, went to sleep. 
    Iris awoke last, just before dawn. Waddlestomp and Zonthor had already been Swallowed into the Trickster, and Androgenus had waited for the priestess to awaken on her own, because, as they put it, "What happens next isn't going to be pleasant. Best to have a good night's sleep first." 
    "Run the plan down for me one more time?" asked Iris, getting a weird feeling with a minor victory against Androgenus's opposed Trickster flaw. 
    "Well, first," they said, picking up a piece of driftwood, "I betray you." 
    The fight was short, but a few unlucky rolls from Iris had her knocked out and trussed up. Androgenus dragged her down the beach to a Wolf Pirate foraging party. Some tense negotiation later, the tricksy Trickster easily wormed their way into the Wolf Pirates' boat on their way back to the main force of looters. They were enbyhandled onto a pirate ship and interrogated at swordpoint by the captain himself--a massive man from the Far South, who demanded to know why they were spying. Androgenus said he'd brought a prisoner--Iris--and had knowledge of the Holy Country's plans to oust the Wolf Pirates once and for all. Some quick thinking, good rolls, and fast talk had Androgenus parlay the captain into bringing them and their hostage to his higher-ups. 
    It was about now that Iris woke up and started screaming bloody murder. She pronounced Androgenus a traitor. She begged, threatened, cajoled--and Androgenus just smiled. Her thrashing actually served to convince the pirates of Androgenus's truthfulness, despite his Illusion rune. We montaged the next hour or so of Androgenus being passed from pirate to higher-ranking pirate until finally, he stood on the deck of the Ice Serpent, in front of Harrek the Berserk, and at his right hand, Gunda the Guilty. 
    "I'm going to kill you, Eurmali," rumbled the vast pirate lord, "But speak quickly and speak the truth--if you can--and I'll make it a quick death." 
    "I know Esrolia's war plans to drive you out of the Holy Country. And this priestess here is head of a conspiracy to kill you, o mighty lord." 
    "You do, now? Hrm. Y'know, Gunda and I have a rather reliable policy: kill every Trickster I meet. You have five heartbeats to change my mind," said Harrek, standing up, popping his neck, and grabbing his axe. I made sure to describe how Harrek's bear cloak growled in response to its wearer's movement, the ears twitching in the sea wind. 
    And here's where things went even more off the rails. Androgenus rolled, and I kid nobody reading this not, three critical successes in a row. First, they rolled a critical success with Look Harmless to lull Harrek's bodyguards into a false sense of security. Then, he critical'd an opposed check against the assembled pirates with Tell Two Stories At Once: Harrek and the pirates heard the Holy Country's original plan, the pincer movement that wouldn't have worked. Iris heard him talk about the real plan: the Holy Country would beach its navy in a nearby hidden cove at low tide, then drift back out to sea (and directly behind the pirates, cutting off their retreat) when the tide shifted, catching the Wolf Pirates unawares. Iris, enraged beyond all reason, loudly proclaimed that Androgenus would die for betraying Esrolia. All of that 'proved' Androgenus's veracity even more. Harrek stepped closer to Androgenus, staring the little Eurmali down, madness matching madness. 
    "Do you feel that I should reward you for this?" asked Harrek, "I've had enough of Kethaelan traitors to last me a lifetime." 
    "Oh, mighty lord, getting this close to you is reward enough," replied Androgenus, who then made the sign of the Infinity Rune with their hands and placed it over their eyes. (In Roll20, this was accomplished by making finger goggles and pulling a rather amusing face). The third critical was activating the Infinity Rune they'd earned from the Heroquest. For a moment, the world stopped. Androgenus was Eurmal the Lightbringer, grasping the net of the Cosmic Compromise. He was Illusion Illuminated, separating Real from Unreal, remolding the Cosmos to his will. Harrek reeled as the energies of Creation surged through his boat, threatening to capsize it. He felt his magic drain from him, forevermore locked into the God Time. The Bear God left him then, leaving a confused, dizzy, and for the first time ever, frightened Harrek the Berserk retching on the deck of his ship. 
    "Harrek?!" exclaimed Gunda, rushing to his size. "What did they do?"
    "I don't know! They took my bear! Kill! Kill them!" 
    And then came the fourth critical: Androgenus cast a glamer with their Illusion Rune that seemed to split them into five mirror images, each one taunting and jeering at the onrushing pirates. Then they regurgitated a sorceror (who'd been preparing their Mass Migraine spell, ready to cast as soon as he was out of the Trickster) and an angry Duck. 
     
    Hilarity, as they say, ensued. 
     
    This was the first big fight I'd ever run using the HeroQuest rules. Per the rulebook's suggestions, it was mostly narrative, with few rolls (which is weird for me, accustomed as I am to crunchier systems like D&D and World of Darkness, or even Fate, for that matter). Waddlestomp rolled well with his Truesword, Magic Shield, and Vengeance-Seeking Swordsduck to carve a path through the pirates and get the attention of Harrek and Gunda. Zonthor managed to get off his Mass Migraine spell (and had a lot of fun narrating its grisly consequences among the pirates onboard) and untie Iris. Then he failed hard against Gunda the Guilty, nauseated but still single-minded, who ran the little Praxian through with her spear and tossed him overboard for the sharks. Iris also got heavily wounded before she could scramble away from the pirates, but managed a bare success to get to her feet and summon up shark-spirits, attracted by the blood of the battle, to further harry the pirates. Androgenus...just stayed alive and taunted Harrek. 
    The battle concluded with a lookout's call--Kethaelan ships approaching, rowing hard for the pirates! The tide had come while Androgenus had distracted the pirates, and given the Esrolians a chance to get into position to ambush them. Harrek took a mighty swing at Androgenus--only for his axe to pass right through the little Trickster. Dumbfounded, Harrek tried it again--and again, his axe passed through (in game terms, this was an opposed Illusion check vs. Harrek being the most lethal man on Glorantha that I hid the results of until it was dramatically appropriate). 
    "You can't kill me, Harrek, but it's okay," said Androgenus peacefully the light of Illumination glowing in their eyes, "There is no struggle against yourself. You did well, but be at peace. Every story has an end." 

    And then Waddlestomp jumped on his back and stabbed him repeatedly. Harrek the Berserk, God-Traitor of the Rathori, Destroyer of Worlds, was brought low by an angry duck and a Trickster with a grudge (who, now that the exchange was over, was found to have gotten a Minor Defeat, and was very very injured, but had hid it with their Illusion rune for a few moments). Gunda the Guilty howled in rage, and leapt for Waddlestomp, murder in her eyes....
    Right as an Esrolian galley rammed the Ice Serpent. Nearly capsizing her. We narrated the rest of it. Waddlestomp cut his way through the panicking pirates and Iris helped him haul Androgenus's broken, disemboweled body to the Troll marines who were stomping aboard and slaughtering the stunned pirates. They passed the trio onto the Gannet, the Esrolian trireme, and received emergency healing. The last they saw of Gunda, she was cutting down a pile of trolls around Harrek's form. Eventually, the Ice Serpent sank, but nobody was seen to have escaped. Surely, nobody could have escaped. Surely...
    It was with that that we closed the session for the night. Everyone seemed to have had a good time. Waddlestomp's player in particular was dumbstruck that only one of them had died, and Zonthor's player took his death in good stride, promising to come up with someone with an even more ridiculous name next time. I left the players with hints as to what had come: they had now become capital-H Heroes of the Holy Country, and would be feasted and hailed as such...and they had also earned powerful, implacable enemies, and a key role in the world-shaking events to come. 
    Whether they wanted it or not.
  5. ZedAlpha

    Actual Play
    (Note: Bold text refers to a Trait, Ability, or Rune that a character in question has). 
    DRAMATIS PERSONAE
    Androgenus, a genderfluid Esrolian Eurmali trickster with the Illuminated Illusion, Earth, and Luck runes. They're out for blood vengeance against anyone who's ever victimized their family, their clan, and their homeland. in that order. Recently illuminated as part of a Heroquest that gave them temporary use of the Infinity Rune. Now missing the Rune, and grappling with the fact that his role as a Trickster may be just as meaningless as the society he rebelled against.
      Iris, an Esrolian Earth Priestess in service to the Goddess of Moss (I don't know who that would be in actuality, but when her player heard "land of ten thousand goddesses," she immediately came up with a gaggle of minor Earth goddesses that barely anyone might care about). She's got the Earth, Movement, and Spirit runes. Iris wants power at all costs, and now finds herself with an opportunity for it.
      Waddlestomp the Bloodybeaked, a Hueymakti Duck thane with the Water, Death, and Truth runes. He has sworn a dread oath that he will personally slay one human for every Duck that is or has ever been killed or otherwise victimized by human hands. Played by the oldest in our group, and the most experienced with Glorantha. He wields an enchanted shield originally crafted by the Square Circle Temple, and is making grim plans. 

    and finally
      K'dud (pronounced Ka-Dude, after the persona of a Knight in our local chapter of the SCA). K'dud is a Caladralander priest of Vestkarthan, God of Volcanoes, and also an initiate into the cults of Gustbran and Kalvan as well. He holds the Fire, Law, and Mastery runes. He is a master of the Bronze Arms and Sharp Soul schools of unarmed combat, and seeks to help his people navigate the uncertain future after Belintar's death. To this end, he's attached himself to Iris and her gang of misfits, but more on that later. So last week, the heroes had killed Harrek the Berserk, one of the prophecied capitol-H Heroes of the Hero Wars. This week, the players wanted to rest on their laurels for a moment, lick their wounds, and let the player of the late Zonthor ease his new character into the game. 
    I had other plans. 
    We began the game at a celebratory feast in honor of our heroes, having slain (and barely survived the slaying of) Harrek the Berserk. The heroes were seated at a high table in the royal palace of Nochet, being toasted again and again and again by grateful nobles. Iris was wary of poison--she was the first to recognize that their deeds had painted a target on the party's back a mile wide. Androgenus didn't care; they were gulping down horn after horn of rich God Forgot-brewed beer and singing along (badly) with the songs of praise being expounded forth by a young poet who had captured (and dramatized) the events of last session. So far, he was playing up Iris's contribution to the battle as a fearless leader who had come up with the entire plan and was solely responsible for Harrek's downfall. Androgenus thought that his small part in the song (tricking Harrek into casting off his bear-skin cloak) was hilarious, and Waddlestomp wasn't amused at all, especially when the song mentioned him as a 'feathered friend.' 
    Zonthor's ex-player (an enthusiast in Mediterannean archaeology) and Waddlestomp's took great pleasure  taking turns to describe how bright and colorful the hall would have been, and the low tables piled high with rare delicacies brought from across the Six Nations. Well, five nations. I mentioned that since the betrayal of the City of Wonders and the fracturing of the Holy Country, Heortland was largely on its own. The Lunars (though beaten back earlier in the year) still prowled the northern frontiers, towards Sartar. Esrolia, the Shadow Plateau, God Forgot, and Caladraland still stood more-or-less together....but the Orlanthi ruled by the vile Broyan the Betrayer, the Last Vingkotling? They'd have to face the oncoming storm by themselves. 
    In fact, rumor around the table was that the Shadow Plateau and God Forgot (I made sure to underline how much of a surprise the latter would be) were apparently preparing to attack Heortland to avenge the fallen God-King. Belintar's death--although caused by the Lunars--was being blamed on Broyan. Perhaps, the rumors said, Broyan had been in league with the Lunars all along. Perhaps he had wanted sole kingship of the Holy Country. In ages past, Vingkotling ambition had led to strife and turmoil again and again. It was to be expected....so perhaps it'd be safer all around if the other former Sixths dealt with the threat first. 
    Iris was dragged into this intrigue when Samastina (Queen of Nochet, recognized as the leading Queen of Esrolia) leaned over the table, looked to her left, and asked Iris her opinion on the "Heortling question." Iris badly fumbled her Noble trait roll, and was completely tongue-tied, offering little more than confused noises and halfhearted platitudes about how unity in times of crisis would probably have been what Belintar would have wanted. 
    "Yes," said Samastina coolly, as the local High Priestess of Maran Gor looked at Iris strangely, "But Belintar, blessed be he, is dead. Should we unite with those who spat on his memory, or against them?" 
    The feast hushed, as if the entire hall was craning in to listen to Iris the Bearslayer's response. 
    Androgenus loudly belched, trying to break the tension with their Trickster Trait, and scored a bare success. Despite herself, Samastina smirked, and things seemed less instant-death for Iris. Our Earth Priestess composed herself, and said, "I would counsel that we consolidate our forces. The Wolf Pirates are scattering, as moss mites do when you smash their nest. However, like moss mites, they will burrow deep and make more nests if we don't track them down and burn them out now. Broyan, if I may be so bold, can wait. The Wolf Pirates should not." 
    Samastina smiled. Iris's player cursed loudly. 
    "Exactly my thoughts as well. My young friend--" Iris's player groaned and cursed again"--is exactly correct. It is at this time precisely that we should strike together against the remnants of the Pirates. Gunda the Guilty is still out there, and may rally the survivors to attack us once more." 
    There was a murmur of agreement. 
    "To this end, and working with my esteemed friend King G'gardas of Caladraland, we shall send Queen Iris of the Three Step Isles to reclaim territory once stolen from us!" 
    Iris choked on her wine. Androgenus fell over, clutching their side and laughing uproariously. Waddlestomp facebilled. A great cheer went up in the hall, and Iris managed to barely restrain herself from glaring daggers at Queen Samastina. After all, apparently she was a Queen herself, now!
    ....of a trio of remote,  pirate-controlled, sheep-infested islands. 
    ....very far away from the Esrolian power centers. Immediately, Iris's player figured it out: they had just made themselves the biggest threat to the Esrolian Queens' power. Howling barbarian demigods? Well, yes, those are horrible dangers to the Queendom and her people. But previously unknown adventurers who can kill those threats like it's nothing? An unknown quantity, particularly when one of them is such an obviously power-hungry Earth Priestess as Iris. The rest of the dinner was a drunken blur, discussing grand strategy and lofty goals: a phalanx of Esrolian pikemen backed up by caladralander naval support, led by Iris and her retinue, retaking the Three Steps in a swift invasion. Plundering the pirates' hidden treasure troves. Building a grand temple to the Moss Godess. Constructing a grand fortress in the middle of sea, from which the Holy Country (with Esrolia at the helm, naturally!) shall project its strength across many lands, for the greater glory of Kethaela! 
    More raucous applause. Androgenus attempted to leap atop the table to improvise a praiseworthy poem, only to be stopped by Waddlestomp grabbing the wounded Trickster and yanking them back down onto their cushion. The feasting nobles laughed uproariously again, and we fast-forwarded past the feast, to later that night. 
    Midnight in Nochet: celebrations for the death ofIris was abed already, having drunk herself into a stupor to deal with being outplayed by the Grandmothers. Waddlestomp was, as ever, sharpening his weapons and meditating on how much he hated humans. Androgenus, meanwhile, was being seduced by a comely servant from God Forgot. Androgenus had gotten even more drunk after the feast, and was busy trying to sleep their way through the entire serving staff. This one servant--a cupbearer that had taken his eye at the feast--was trying to lead them to a quiet stable in the outer bounds of the Royal Palace. Androgenus failed an opposed roll with his Paranoid flaw, and was led, stumbling and muttering, into a suspiciously empty stable. Well, it'd probably have been suspicious if Androgenus wasn't so stinking drunk, anyway. 
    The Trickster wasn't laid down onto a soft pallet of straw, but rather a hard wooden table. They were tied down--which wasn't that much of a dealbreaker for them--but rather than inestimable pleasure, they felt the cold prick of a bronze knife poking them in the forehead! They could vaguely hear a cold, high-pitched voice (with a pronounced God Forgot accent) say: 
    "The Rune may be vanished, but echoes of such a great power still remain, even in such unworthy flesh as this. Haruspex, are you prepared?" 
    "Yes, lord," said the cupbearer, raising the knife. The Trickster sighed, the gravity of their situation sinking in past all the wine. They'd sort of figured it might end this way. 
    It was now that we introduced K'dud. He burst into the stable (literally, using his Fire Rune's breakout ability Bronze Arms Style to punch through a stone wall Kool-Aid Man-style!), easily dispatched a burly Heortling mercenary set as a guard on this dark work, and set about attacking Androgenus's kidnappers. As it turned out, Androgenus had been taken by a Zzaburi sorceror--one taken with studying all sorts of forbidden God Learner-era lore--and his retinue. They sought to extract whatever remnants of the Infinity Rune still might be in Androgenus's carcass and use it for their own foul ends. K'dud wasn't having any of that. Using his Sharp Soul Style, he easily beheaded the Haruspex with his bare hands, dodged a retaliatory bolt of magical energy from the sorceror, lurking in the rear of the stable, and proceeded to kick the babbling, pleading Zzaburi through another wall. 
    After untying Androgenus and using some Fire magic to help them sober up a bit, K'dud made his introductions: he was the youngest son of the King of Caladraland, dedicated to Vestkarthan and the Lowfires, master of several ways of unarmed combat, and he was here to protect Androgenus. Well....he was here to protect Iris, actually, but as Iris's sworn Trickster, K'dud's protection extended to them, too. Androgenus fell over himself (literally) thanking the burly, be-loincloth'd warrior, and scurried home to his quarters in the Palace. 
    This wasn't the last of would-be assassins, either. As the in-game weeks went on in preparation for the conquest of the Three Step Isles, K'dud helped the party overcome a party of assassins sent by a rival priestess of another minor Earth Goddess, seeking to usurp Iris's position in the Three Step Isles (which baffled Iris to no end), a group of surly beastfolk who accused Waddlestomp of selling out their kind to humans by killing Harrek, and on the eve of the fleet's launch, broke the arms of a Dragonewt warrior who sought to punish the party for "usurping infinity with their unworthy mammal parts." 
    Meanwhile, Waddlestomp began meeting contacts he had with other Duck expatriates in the Holy Country--enough was enough. He'd had it with obeying the orders of murderous humans. Once he'd returned from those blasted islands, he'd lead every Duck he could find in glorious war to reconquer their homeland. One way or another, anyway. Androgenus got into a philosophical argument with another Trickster about the illusory nature of Creation and their place within it that ended in a barroom brawl, and K'dud received a quiet pep talk from his father about how important it was for the Sixths to remain unified, even after Belintar's death.
    We stopped the session just before the fleet to the Three Step Isles set off. Iris had been told in no uncertain terms that she and her....warriors were not to return unless the Three Step Isles had been fully pacified and brought into the fold of Esrolia. Succeed, and a grand temple to the Moss Goddess would be constructed on those islands' chalky hills. Fail, and, well, they'd probably be killed by pirates. Or by Samastina's assassins, should they try to leverage whatever power they think they had back at home to disobey her orders. Thoroughly cowed, Iris finally agreed to this quest, and prepared as best as she could to conquer the Islands.
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