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Game Memo 6

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The Genest Times
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Resume of game on 2-1-94

Game date: night of Dark 11/12, 1620: about 3am.

Dramatis Personae: Pan (Charlie) absent; Kyrolan (Richard), Toni (Alan), Viran (Rupert), Marcus (Lynne)

Details

  • Total Party Wipe-Out...?
  • Broken but Unbowed
  • On Returning to Genest
  • Travelling to Harandash and route map
  • Harandash
  • Calendar

  • Total Party Wipe-Out...? (contd from last issue's exciting cliff-hanger)

    Luckily (dice rolls), Kyrolan finally managed to throttle the elf unconcious just as the barbarian advanced, looking dangerous. In an inspired move, Kiol held a knife to the elf's throat and bargained for the party's safety with this hostage. The barbarian seemed unhappy but left carrying the unconcious elf ... without its sword which Kyrolan would not give up.

    Kyrolan and Kiol then managed to heal Praxos between them to a concious state.

    Shortly afterwards, the barabarian and elf returned. The elf wanted to retrieve its sword, but they were chased off by the crazed and desperate (N)PCs.

    Slowly the others were revived and the party made ready to move camp in case the Greenleaves came back with friends. Kyrolan had to splint Marcus' legs and carry him as both his legs were broken.


    Broken but Unbowed

    The PCs moved camp hurriedly. Kiol went off to get help from the nearest clan, the Long Bow clan, but came back at dawn saying that Brunel and Moss had beaten him there. They were trying to get the warriors to come slaughter the PCs! Their chief was counciling against this and Kiol spoke for the PCs, arguing they were just traders, not exploiters destroying the forest or raiding. He thought he'd dissuaded them, but didn't risk leading the clan back to the PCs as they were laden with loot and it might have been too big a temptation for the reputedly fierce Long Bow clan warriors in the raiding season.

    The PCs set off back to Pan by a roundabout route, carrying Marcus, whilst Kiol set off in a different direction, making a false trail. He later rendezvoused with them back at the Burnt Tree Clan. The PCs had no significant encounters on the way, partly because they heard two in advance and avoided the tribesmen, but the journey took a whole day.

    Once back with Pan, the group stayed a day until Kiol showed up, then went back to Genest (about 3-4 hours from the BT clan).

    They first stashed the goods in Knightswood then carried Marcus into his father's house (priorities, priorities!). "Here's your son, Mr. Woodsman, we're afraid he's a bit broken." ....SAN roll for Pa Woodsman...


    On Returning to Genest

    The first bit of gossip heard was that Marcus' neighbour, Jack Shepherd - a lad of 16- was quarantined next door (100 yards away) with the Blue Plague [which has the same meaning to Carmanians as the Black Death to Europeans]. Jack later recovered, but the mortality rate is about 66%. No cases of the Plague had been heard of in these parts for years, though it wiped out about 30% of Genest a generation ago.

    Incidentally, the Barony of Northmarch to the north of Thuleshire was completely abandoned due to the Blue Plague, and is still under quarantine. It is thought the quarantine is about to be lifted in 2-3 years. A rumour going around now, is that although the Baron of that land and all his family were thought to have perished in the plague, some chap has discovered he's descended from the old Baron (or at least related) and has declared himself the rightful heir! Apparently he is some foreigner (Lunar but not Carmanian), called Antigonus, and he first showed up at the Thule Fair, beginning of Dark Season. Further rumour: the barons of Thule and Rood both wanted that land for themselves, and this Antigonus' life expectancy is not considered healthy. General opinion: he announced himself publicly at the fair so he couldn't be quietly bumped off.

    Now back in Genest, everyone spent 2 weeks doing 'ticks' and helping their families. Everyone got some SAN back from surviving the long hazardous trip (Pan: only d4). Several people gained POW (Viran had got a 'tick' even without an offensive spell, from forcibly healing someone!).

    Three days after being deposited at his house, Marcus was up and walking again. This amazed everyone as it had been thought it would be 6+weeks before he could hobble. When questioned, he said the priest had done it, but he owes the priest 3 weeks' work because the priest spent 3 days healing him.

    Loot

    There followed the problem of disposing of the trade goods and loot. Some Rathorelan-style armour and weaponry was sold to Sir Julius for undercover work and the militia, respectively. The rest was disposed of in Thule. Sir J almost subtracted 25% tax from the money he'd agreed to pay you, but you fobbed him off with a 'valuable' ring. (The ring and earring off Mad Wolf everyone had placed great store in were only worth about 45L in total, not 1000+ - Eval Treas not very good yet!.) Sir J expressed interest in the origins of your 'second-hand armour' with the bloodstains, but was mainly interested in whether he could expect reprisal raids as he realises turning a blind eye to smugglers is sometimes more practical than turning them against you. He didn't seem at all worried that you'd been in Rathorela, even when you openly admitted it.

    Total profit was about 200L. You were meant to get 1 clack per day (10 days) plus one third of the profits between the 5 of you; by your reckoning, this came to about 20L each! After adding in the sale of the equipment you took from the 4 barbarians who killed Pan and Mad Wolf, you all got 89.5L each - even after buying Kiol a bronze dagger in thanks for his help.

    Important point for Charlie: it was decided that everyone got an equal share, even those who weren't present part of the time (like you due to recovery from Resurrection). The players took an oath of friendship, describing themselves as the 'West Bindle Trading Company'. Richard suggested this, pointing out that it was best to sort out shares as soon as possible in the party's history and thus establish trust.


    Travelling to Harandash

    The PC's decided it would be a great idea to travel off to the capital of Bindle, Harandash, partly because Viran has an aunt there, partly for fun, and mainly because Kyrolan wanted to meet some long-lost relatives he'd found out lived there.

    Day 1:The PC's set off walking on what was to be a 12 - day journey. The plan was to go south to Aquapor, then round the edge of the Sweet Sea to Harandash (see map).

    Day 2: Marcus' buzzard trashed a kite some kids were flying.

    Day 3: As PC's passed Harmony, they reminded Pan that a girl here (Myra Black) who he'd been Very Chummy with had told Kyrolan she wanted to see him. Whether Pan would have wanted to see her now is academic as she spotted him and dragged him home, where her Pa Explained in No Uncertain Terms that as he'd got her in the family way (about 3 months ago), he was going to marry her. [At this point I rang Charlie in Coventry as it seemed an important cusp. He decided Pan was willing to marry her, but would beg to be allowed to finish his current business first. I figured this was OK if he gave his word that he would return, left all his cash/valuables as security, name & address etc.] Her honour being satisfied, the family gave an engagement party so the players were delayed overnight.

    Day 4: Reached Aquapor. Kyrolan knows a merchant here who owes him a favour, and went to find him to see if the PCs could be hired as guards on a caravan to Harandash. Unfortunately, the fellow was away and K had to deal with his partner, a hard-nosed bitch called Pyrrhome who offered 1c/day each to guard 3 wagons to Harandash. The other option being zero, the PCs perforce accepted.

    Day 6: attacked by 6 peasants-turned-bandits. Killed 5, captured 1; no PC casualties. Details: The peasants were so crap their best armour was 2 point smocks. Their advantages were surprise, numbers, and someone with Demoralise but several had no Healing. After rolling down a log and throwing Darts from a rise (impaling Viran twice), they made the mistake of charging at the PCs with their stilettos, clubs etc. They soon learnt that militia armour and Rathorelan furs give you an obscene advantage. Toni was Demoralised from the start and jumped into a wagon and tried to drive away, though he had to fight a few rounds later. The PCs were all counting on Pan to save them, because due to buying loads of equipment on credit, he's a tank with heavy weaponry compared to them (i.e. has about 1 point more armour but looks hard, because it's all metal). So they let him take on two whilst they ganged up on the rest of the rabble, figuring that even if he was hit only a couple of points would get through. Little did they know that these were the best two and Pan too was Demoralised! Nevertheless, he held them off until the other PCs were free, though he collapsed from various wounds & blood loss at the end. He killed 2, Marcus 2. Pan managed to Disrupt one and has ticks on shield and sword, and has 2 darts, a spare dagger. The prisoner, a young man babbled about a ransom from their loot. A farmer the PCs met advised them there was a reward out for these guys. The PCs went on to a nearby town, Sandarum, and turned him over to the guards. What with a reward of 120L, some loot they found on the bandits and 10% from the bandits' trove after the guards had summoned an Irippi Ontor Inquisitor to locate it from the prisoner, the PCs had 75L each! NB: This route is normally quiet. The cart drivers don't expect attacks more than once every 5-6 trips, even though they carry valuable goods. Thus the low pay and high reward. The prisoner was sentenced to the Arena.

    Day 11: passed through Quoril, a town of infamously miserly people. Pan's brother lives here, serving an apprenticeship as a carpenter; he promised to make a Crib for Pan's wedding present!

    Day 12: reached Harandash.


    Harandash

    Harandash: a walled city of 20,000+ inhabitants. Capital of Bindle and seat of its ruler, Count Kaufan Destrino.

    Large population of Harangvat fishermen (dark haired, swarthy race predating Carmania local to the Sweet Sea, also found in Aquapor). Large Port, Barracks, Temples and Shrines to many many cults. Outside the walls is the Arena, dwarfing Aquapor's: site of races, shows, sporting events and gladiatorial combats.

    The PCs stayed with Kyrolan's cobbler grandad. The first night, they engaged in betting on Kyrolan in a drinking contest with a local, after some PCs had approached him undercover & softened him up by buying him drinks already. K won easily. PCs also went to see Viran's aunt, some kind of retired adventuress they gather. She lives in a nice house and has at least one servant, a maid.

    The PCs stayed 2 weeks in Harandash.

    Impressions

  • Huge Lunar temple complex. PCs in 7M allowed into outer reaches. Intertwined with the Count's castle, a huge affair.
  • Fascinating market with many exotic goods from Empire and beyond.
  • Lots of slaves (about 15% of population), recognisable by token chains.
  • An orderly, cheerful red light district near the docks which is open 24 hours a day. Ulerians looking for business put a red bandanna upon their head.
  • Certain services such as night-soil carts run only during the nights to avoid congestion in the streets, which are quite narrow in the oldest sections but very wide around the market at the centre (the 'new town').
  • Statuary, paved roads, many large houses, richly dressed people, etc. - a wealthy city.
  • Very few beggars. Destitutes are taken to the Teelo Norri temple, and if they choose not to accept help are barred from the city. There is also an orphanage in the city, for example, though it has a reputation as a place to go if you need a cheap apprentice.
  • More crime than you've come across before, even in Aquapor. In Genest and even Thule, people don't normally lock doors. In Aquapor, they're beginning to. Here, it's normal, and neccessary at night. Few respectable citizens dare go out at night and everyone has a story of some sort about crime. Apparently the new Count has increased the penalties for certain crimes recently in an effort to stamp this out. The realisation that the authorities haven't solved the problem of the poor, they've simply partially hidden it. There's a thriving underworld of smugglers, corrupt guards, thieves' rings and perhaps cults but it's in their interests to keep the Count happy and make the city look orderly.
  • Embassies from other countries - Eol, Spol, etc.
  • Large temple to Pelora / Hon-Eel (part of Lunar complex).
  • Temple to Haravlat, the goddess of the Sweet Sea.
  • A big fuss in town when a war galley returns with a captured pirate vessel. The pirates are thrown to the Shadow Cats in the arena two days later, to general merriment.
  • A guided tour of the Arena is available for 2c, whereby you can see not only the inner workings of it but also the gladiators training (one is a dark troll - commonly known as the Black Bastard, always booed by the crowd but no-one bets against him), and close-up views of caged animals - shadow cats, a bear, boars, a wolverine, a bull, a pack of mastiffs, a couple of feral broo (you can see they're quite different to the satyr you met), a demi-bird, and (from a distance) a 2-headed dragonsnail that you're told can breath fire. The gladiators' training area has many trophies such as lizardlike heads, stuffed bears etc. in it.
  • The accent of the locals is completely different to your 'bumpkin' accents. It's much more Lunar and 'posh'.

  • Calendar

    Calendar for the above:

  • Dark 4: PC's set off on scouting trip to Rathorela.
  • Dark 7: Pan dies (coincidentally on 7M high holy day - half decent excuse for not showing up at the shrine I guess) and is Resurrected.
  • Dark 12: PCs return to Genest
  • Dark 13-33: ticks, working for families etc.
  • Dark 34-45: trip to Harandash
  • Dark 40: Viran arrested by Harandash guards
  • Storm 3: leave Harandash for Genest (start of next game).

  • Next game: rather than dwell on what PCs do in Harandash, will then do a straightforward "dungeon bash", going to the Ruins they discovered in Rathorela and poking about. We decided on this as it's Richard's last game and it's better to finish at a natural breakpoint after a discrete adventure, than leave Kyrolan hanging in the middle of an ill-defined episode in Harandash. The game after that, we'll deal with contacts etc. made in Harandash.

    One thing. Viran's personal event for Dark season occurs in Harandash. He's being baited by some locals - 'from Genest, eh? Hear you're so backward you think the Empire is another country. Is it true your women are so ugly you shag sheep? What do you call people from Genest? - Genetalia...' etc. Viran blows his top and scraps, only to find they're off-duty Guards who drag him down the Gaol for attacking them. Let off after a day in prison with a caution, assuming the other PCs speak up for him in court!


    Charlie only!

    Charlie only: what happened to Pan last game whilst you were in Coventry. Pan was immersed in the life of the Burnt Tree Clan for 5 days and will pick up 5% plus Communication Bonus in Speak Rathorelan. Contacts there: Chief 12 Cubs Ghost Dancer (old cranky shaman) Slender Deer (Ghost Dancer's comely daughter) Three Bears (hunter / warrior your age, courting Slender Deer) about 15 other tribespeople, including children green elf: Pennoa, a resinous creature which visited briefly, extremely distrustful of Lunars. Morek Surefoot, some kind of messenger from another tribe? who got talking and tried to convince you the Lunar path was a twisted, unnatural one. Told you a little about Orlanth, who Pan has only heard bad things of before. Tiral Stonehurler, 20? year old Rathorelan with a crossbow! who visited and tried to improve his Carmanian with you (he's very facile with languages, about 40% with yours). Friendly. Says he lives in a settlement on the lake shore near Thule, about 2km from the bridge there. Some of these contacts are people the others, Marcus even , have never met: you never know when they'll be useful.

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