Showing posts with label Franko. Show all posts
Showing posts with label Franko. Show all posts

Monday, 20 September 2010

The Tower of Heavens

This is one of the first handouts ever (dating back to 04 or 05) in this world, and the computer I used when I wrote it has long since gone past the pale, and all data on it is forever lost in the mists of time. It is perhaps the single most important document in the long and exceedingly complex world-building that is the Book of Worlds, as it offers an outline of the very hierarchy of creation. I've long intended to make it available here, and at last the stars are right.

The Tower of Heavens is a small, machine-printed book, printed on the world of Cordomar. Each of the paragraphs on the handout below summarizes a chapter. Note that for some reason the chapter about Man is not written, even if the index lists it. There have been many theories about the significance of this omission.

Page 1


Page 2

All notes are by Håvard, except the name on the bottom of the second page. That is my hand, but I have absolutely no idea what, where or who Thelan is...

Thursday, 12 November 2009

The last chapter

Storyteller's note: The first and last act of the last chapter was told by me and the middle by a very good friend.

The way Argos works, the Dreaming is a distinct Realm, sovereign unto only itself; and the Dreaming is ruled by nightmares. Not long ago, the entire Realm was built by the first of the Younger Gods -- a god so powerful it became a trinity, Morfeus, Geminon and Shaitan. Morfeus is the Lord of Nightmares, the force that bound all of Nightmare together. Now the Prince of the Realm has gone missing, and things are stirring deep in sinister dreams.

Act 1

The morning after M'narcel walked into the city of Assari and unleashed the Nightmare Demon, no one in the camp of Man had slept. Galan, having kept rigorous control his mind for so long without sleep, decided to take his rest.

M'narcel felt an urge to revisit the city in daylight, to see that things were safe now, but this was mainly shouted down by the Company until someone mentioned loot. Shortly thereafter, Banzel drove the Automotor  towards the nearest gate with M'narcel and van Zaar aboard. By now, they had received a few frightened looks and warding mutters from the soldiers in the camp.

Once at the gates, the trio starts debating the degree of danger inside the city walls. eventually deciding that only one should enter - and the rest should wait outside until one knew what one was dealing with. The logical choice fell on the volunteer, M'narcel. By now, they had debated long enough for some five hundred Green Dragoons to arrive. They, being an elite Macharite regiment, and being brave lads and all, had been ordered to investigate the city before allowing anyone else inside. Of course they would not stop the fine Gentlemen Adventures from entering. Exactly what what followed is uncertain, but tempers flared, and the trio stood aside while the primitives blew the gate open.

First fifty dragoons ride in, and as they come out dispatches start riding. Van Zaar, offended and disgusted by the incompetence of the military regimen stalks off towards the camp. After having vented his frustration by making sure he was perceived as properly unpleasant (menacing stares and cold laughter) by passing troops, M'narcel decides that he is supposed to be inside the walls. So he walks through the gate.

Banzel, waiting in the Automotor in the fields get a distinct feeling that something is horribly wrong, and rush back to the camp. There, van Zaar, being a Dreamer, is able to identify what's happening: By letting N'Garthl loose in such a manner, a hole has been ripped in the tapestry. A Dream Sink has occurred -- an incredibly awesome phenomenon, a Force of Reality in itself. Good news, he can inform, it will end by itself, and soon. Bad news, M'narcel is inside, and getting out may not be possible.

In a concerted effort, the cabal reaches out to each other from one world to another, and thus, Galan, Banzel and van Zaar enter the Dreaming through astral imersion, their souls leaving their sleeping bodies, huddled together for strength, behind.

The Prince sit vigil over the dreamers.

Act 2

Storyteller's note: Here I am playing Sheperd, one of the First Letters of the Dream Caste. Very little is known about the Dream Caste by those who dream, and nothing by those who don't. Their founding event was the dreamcast Franko da Cola made before transcending to Prince of Nightmares. Fifty letters were sent to Dreamers who answered the call.

Sheperd is a man of great faith, who sees the need for great sacrifice. The reason for his presence here seems to be two-fold, but he appears to be someone who belongs in the Dreaming.

Van Zaar is NPC'ed.

---

Once the cabal has entered the Dreaming, they come across a door in the empty dreams in the wake of the Dream Sink. Coming out of the door is a gentleman of indeterminable age, well dressed for walking. He introduces himself as Sheperd, and greets van Zaar by his given name, he then bids the cabal walk inside to the Corridor. From there he takes them to a peaceful location in a dream about reveal a nightmare.

Here Sheperd and M'narcel have a talk about the things M'narcel have done. The three summons of N'gartl is mentioned, especially the Scutino-incident. Sheperd argue the danger and irresponsibility of the acts, while M'narcel maintain that nothing he's done has been against the will of the Company. The two do not reach an agreement on the issue. Sheperd here passed on the warning of the Olympos to M'narcel.

Here the realities of being caught in the Dream Sink became clear. There was no way to get out, or so it would seem. Sheperd told the Company that he was going to the Castle of A Thousand Doors to find out what happened to Morfeus, and recruited the heroes in this endeavor. His path, he told them, was to locate the Castle, then enter through the Library. He also mentioned the possibility of finding a way out of the Dreaming from there.

And so they traveled through the nightmares, following one line of dreams after another, until they arrived at the shores of the Sea. The ancient nightmare of the unfathomable ocean proved to be difficult to cross without coming too close to the Deep -- these days you can get lost out there. M'narcel and Banzel had a brainstorming on the matter, and they came up with a plan for an airship to fly above the water. M'narcel then shaped the ship out of pure Spirit Essence.

Traveling in this manner, they found one of the Great Dreams, and through it they managed to get close to Grimfang Forest where they had to abandon the ship and continue on foot. At this point, Galan was starting to become worn down by the nightmare he had been trapped in. Apathy and a small seed of Desperation seemed to set in as he was dragged deeper and deeper. Inside the Primordial Forest, Banzel discovered a Ledetråd. A line, like a thread running through Creation, that could be followed.

The mysterious stranger, this dreamwalker, seemed content to let the heroes do most of the leg-work. While they traveled, he and M'narcel had a few conversations. The only way, Sheperd said, to get inside the castle itself is to enter when the doors between the Library and the Castle is opened to let the Nightmares flush the Library. Dangerous work, but he had to go there. The company could follow, or try to make their way out on their own.

Inside the Library, the company made sure to look for books of note. Only the Captain, knowing exactly which book he wanted, and knowing its name, managed to locate the Saragossa Manuscript. At this point, however, he was hard beset by Despair and wanting only to awake. He was convinced to go even deeper into the nightmare by van Zaar, and especially M'narcel. The latter now starting to glimpse the forces moving behind the scenes.

So, when night fell upon the Library and the doors were cast open, the Cabal walked with Sheperd through a maelstrom of raging claws and fangs and mouths, tearing, snapping and howling at them. Unscathed and inside, they come again to the Corridor. This time it takes them to the Throneroom. The very center of the Realm, now vast and empty, filled with nothing but sadness and silent echoes. Here, behind the Hybris, the throne of Morfeus, M'narcel sees a creature. Half featureless and half function, he is Möbel, the servant of Morfeus. His master is not in, he says.

Now Galan and Banzel make a feverish attempt to get out, but find themselves unable to leave this dream. M'narcel, however, speak of great things there, on top of one of the myriad of towers in the Castle.

Once he has spoken Möbel is again asked for the way out, and this time he answers truthfully. Sheperd bids the Company farewell, and reminds M'narcel that he is now part of the Chain, and that he now carries the Letter.

The heroes wake up.

Act 3 ~


Galan wake up and find himself spooned by Banzel and van Zaar. He feels terrible, and so does the rest. The three of them are obviously ill.

M'narcel at the same time, finds himself alone back in the city. Apart from a camp set up by some soldiers by one of the gates there is nothing inside the walls. Not even houses. He quickly appropriates a horse and rides hard up to the camp. Here he finds that a wide fence has been erected around their tent, and that solid-looking soldiers have been set to guard it, inside the fences. He is let through without any challenge.

The Cabal receives a letter from the Marshall stating that as they have been non-responsive for a while, he, the Marshall, have made sure they are as safe as possible. Now the heroes realize that three and a half days have passed since they entered the Dreaming.

They respond back, informing the Marshall that the Cabal will leave this theater. They plan to return to the Pius.

Sunday, 1 November 2009

The last two chapters

Due to administrative fluctuations this entry will contain two chapters.

Starting exactly where the previous ended, with the Hellghast defeated and Prince Aegil and several of his Enæïd severely wounded.

Since time was short (the Glencaellyn Rifles would have to assault the halfway-fort come daylight, regardless of the actions of the Company), the Enæïd were left to tend to their wounds while the magicians advanced.

They reached the fort about half an hour before sunrise, and established communications with van Zaar, riding with the Rifles. Captain Galan mapped the area through scrying, and together with M'narcel/Drake, he set up a covering possition as close to the walls as they could get without being spotted. The task of breaching the fort fell on Banzel.

While the Company argued the plan, the captain became aware of a party of four humans loading a motorcar in the middle of the Orog garrison. One of the boxes caught his attention, a led chest, some four foot long, and one foot wide and deep. The humans were all dressed in identical clothes, kakhis, and one of them had the telltale mechanical monocle of the cyclops (last time the company encountered on of those was on the Waymar Islands).

Banzel wanted to take them out before they could escape, but this was vetoed by Galan and van Zaar.

After Banzel linked up with the two hundred men of the breaching detail things proceeded quickly. Under cannister-fire from the battery on the walls, and targeted by snipers the two hundred yards up to the gate was a deadly dash. Galan and M'narcel did their best to pick off officers and snipers, and Banzel reached the gate with about hundred men. Here he quickly tore down the gates and the rifles stormed into the courtyard.

The last suprize the defenders had in store were two glass orbs. The captain managed to break one on the ramparts with a precise shot, but the second reached the ground. When the orbs broke, they let out great clouds of pestilence and death, engulfing both the ramparts and the gatehouse - thus cutting Banzel and his men off from inforcements from outside.

Even with the Orogs on the walls trapped in the green gaseous cloud, the two hundred in the courtyard would surely be more than a match for the surviving attackers. This is when M'narcel walked into the Shaderealm. Here he was called out by name by something that shouldn't exist. Still, he pressed on, and found a Windling willing to serve. He led the spirit back to the physical realm and sent it charging through the poison gas, thus dispersing it enough to allow the Glencaellyn Rifles to take the halfway-fort.

A few hour after the fort fell, again accompanied by the Prince, the Company set out after the motorcar, mounted on Windlings.

They passed their prey shortly after midday, and set up an ambush in a grove of palmtrees. Banzel magically prepared a pit of quicksand big enough to make sure the vehicle were stopped, then he dug himself a bunker and went into possition with the Hellghast's rifle. The rest of the party also went to ground, with varying degrees of success.

After a while the motorcar came around the bend. M'narcel, sharpening his scythes, having concealed himself next to a young palmtree by the side of the road, were spotted by the fat cyclops right before the motorcar hit the quicksand. Banzel killed the driver, and the Prince, springing forth from his hiding-place, killed the two in the back.

The Company had decided to take the cyclops alive, but the Prince quickly found that to be easier said than done. As soon as he had managed to get a good hold of the obese man with the mechanical monocle, the cyclop started heave and cough, like something was stuck in his throat - actually, more like he was attempting to disgorge his intestines. When something looking like the man's asophagus, only with a vicious eyeless head, with a mouth crammed with needle-like teeth, came forth from the man's gaping mouth, the Company switched to Plan B. Four magicians and an Exalted poured all their might into the creature that seemed to shed the flesh of its host, killing it before it could come into play.

End chapter/new chapter

After the successful ambush, the Company initiated one of their trademark discussions. For someone who have never witnessed this, it is a little hard to fully explain; van Zaar will usually make a lengthy statement on the real or percieved relevance of the matter at hand in conjunction to some metaphysical theory and/or phenomenon. Galan will listen and attempt to apply this to the situation at hand. Banzel, always with an eye on the practical will propose ways to deal with the situation, often involving guns or explosives. M'narcel typically says little, in stead he waits until he is asked for help (something that typically involves summonig of something*). Aegil seldom speaks during these council-sessions, but he sometime raises questions of a definite important nature. These talks usually lasts until one or more of the Company is too intoxicated (more often than not van Zaar) to continue, or, as in this case, until events interrupt.

This time they were interrupted by the sound of horses. As it happens, it was the enemy; two dozen Blood Legion cavalry were coming up the road from Victoria, and they were close.

At this point in the story, the heroes have become a war-cabal. And now, almost taken by suprize by the forces of darkness, they quickly sprang into action. They rapidly entered into the hive-mind Galan created, and all of them were ready within seconds. Discression is, they say, the better part of valour, and here the Cabal went for retreat.

Banzel was designated as the operator of the transportation-machine captured from the four Outsiders, and while the rest provided covering fire, he managed to negotiate with the engine, enough to make it obey. At great speed, and in a storm of lead, they withdrew, leaving a handful of Blood Legion soldiers dead in the dust.

During the previous council-session, they had decided that since they were now in close proximity to the site where Franko da Cola broke the seal, they would go on a pilgrimage to that place. So now they rode the machine South, through the halfway-fort, and further to Muhwal, the center of the Host of Man. Here they rested for the night.

While here, Banzel managed to create more fuel for the engine, and the rest withdrew to their quarters. Galan was visited by Octavian (a very close relationship seems to be forming between the two magicians), and in the dialogue that followed, the remainding members of the Cabal were roused from their sleep.

Octavian could give some information about the mysterious lead chest, and Galan, reading the journal of the leader of the Outsiders' expedition, Professor Schmitt, could furnish the matter further. The item, reffered to as Artifact Ypsilon 071, or alternately, Deicide, had apparently been hidden by the Inconnu. Why or when, no one could shed more light on.

The following morning (or, more accurately, a little before noon), the Company set out for their goal, located in, or close by, the city of Assari. Incidentally, this city, the next major one South of Muhwal, were set for attack by the Host this day. Travelling southward, they passed recent battlegrounds, and several units moving to join the siege and assault.

Only in the early evening did they reach their destination, and by then, the lines had been drawn up. Ten thousand Erian infantry, Mujahed and Wolf Lords were busy building fortifications and setting up siege possitions. With the city sealed off, the Company had to rely on magic to point the way.

The chronomancer van Zaar searched the streams of time, and found the memory of da Cola's visit, a generation earlier. He saw the first attack of the Orc on the Old Colonies, and the citrus grove da Cola and his compannions headed to when they escaped the Horde. Banzel sought out a trio of ravens who led the Company to the grove.

Here they decided to open the portal. Actually, they decided to let Galan call upon the powers that lay beyond -- something that annoyed M'narcel no end, after all, wasn't such matters his domain? After some negotiation, they opted for a different approach. Armed with the name of the Second Dragon, M'narcel led them through the portal and deep into Argos' Umbra.

Finally they reached the remote and ancient Drachenau, or Dragon's Reach. Three times the worlock called the dragon's name before it came. Faced with such an ancient power, the toungues of the magicians quickly froze, and none of them seemed able to take any action. Not until the Prince of the Enæïdùn stepped forward did the dragon speak; three times he may be called.

And so, with the dragon returned to its watch, the chapter ended.

*Ref. the Scutino-incident, the Drowned Man, as well as a few other, somewhat unfortunate episodes.

Storyteller's note: Before the last session, I had no idea as to what would happen. The players did set their own course, and it took them off the map, as it were. I really enjoy those chapters, all seat of pants gaming, and I believe I might go for one more of those next time. We'll see.

Anyway, now they are somewhat lost in the deeper reaches of the Spirit World. How they are to get out should be interesting, I think ;)

Thursday, 22 October 2009

Dark Arts of the Orc



In deep caves and primordial darkness the keepers of the ancient secrets weave their black arts; in longing of that which is lost and forgotten they stand between that which is and that which must not be. Theirs is the sorrow and the fear, theirs is the forlorn hope. Theirs are the words too dark to speak.
~Ungehaurige Culten IV


Storyteller's note: The Orc does not have the ability to do real magic. Nevertheless, the shamans of the Black Blood possess secrets of dark and terrible rituals. The most noteworthy example is the soultheft performed on the Hermetic Adeptus Andreas in YE 998. The soul of Andreas was cut from his chest, and sowed into the flesh of Franko da Cola. This is also what prompted the Ordo Hermetica to sentence da Cola to Gilgul, or Death of the Soul. The sentence was never carried out.

The dark arts of the Orc are classified as Hedge Magic, and relies heavily on channeling.

Friday, 18 September 2009

The Gift of Industry

Storyteller's note: The following article was published in the Committee of Correspondence's printsheet 'The Correspondent', in Octavum YE 1021

The Committee of Correspondence is a secret network of scholars and free thinkers that spans most of Eria. There are cells in many cities and universities. They communicate through a complex and clandestine network of couriers, and a printsheet that is published four times a year. Both the Temple and the Cabal have declared the Committee subversive and dangerous.


The topics discussed in The Correspondent cover a wide field, from philosophy, through metaphysics, to magical theory. In the past there has been articles on the nature of Ascencion, on the origin of magic, on the Cult of Shaitani, and on the rise of the Younger Gods.

There will most likely be posts of other articles from The Correspondent in the future.

~o~


Esteemed fellow correspondents,


As per Your request I have looked into the Rise of the Orc on the Dark Continent.


One of the greatest betrayals of Man in the Third Age was the Gift of Industry to the Orc. In the following I will attempt to shed some light on this dark deed.


Little is known about the man who did this horrible thing, but he is reliably believed to have been an Outsider. Two names are known for him, both are monikers, Futurist and Rogue Navigator. I have, however, recently discovered what might be a name closer to the core: Major Rigby.


We know that sometime after the Great Storm that hit Cora on 21st Dodecium in YE 999, Franko da Cola met this Outsider. Where he came from, and for what errand, is not known.


At this time, da Cola served the Orc Ghurandakh as his vizier, and aided in the unification of the tribes. However, even a unified Orc could not have accomplished what came to pass without aid, for the race is a primitive one, and the weapons of Man would have defeated the horde.


How the Gift was given is not known, but what is known is that for three years before the Occupation, the Orc built factories. From what I have been able to ascertain, these factories where primitive compared to even the most decrepit Erian mill-works. Still, it enabled the Orc to produce firearms on a scale big enough to field large numbers of muskets, and a considerable amount of heavier ordnance.


Hereunder I must add that the Orc was also supplied with a large number of rifles of good quality from an unknown source. Yet again what little evidence there is points towards da Cola.


Less know than industry is the second gift. It is not often spoken of, but I am certain that the Outsider, who served as the Chief of Staff to the Kahn of the Black Blood during the years leading up to the Occupation, also gave the Orc advanced strategy. When the Dark Horde crossed the desert, it was as an organized army. The warriors were deployed in regiments, and its weapons were used with intent and design.


One point needs clarification: the nature of gifts such as these. It is vital to understand the metaphysical mechanisms at work here. The following factors apply. First, Magic has awakened. Second, the Orc is a creature with a singular ability, namely that of forming a horde (each individual will become nothing but a part of the greater unit, akin to a hive or a flock of birds). Lastly, the Gifts were more than knowledge; they were doctrines, and they were the secret of understanding how to apply the doctrines. Understand that the society of the Orc is no more advanced today than it was a hundred years ago.


From what I have learned through my research, I have come to two conclusions.


We, Man, are guilty of a mistake of epic proportions in not exterminating the Black Blood after the First World War. The scourge of the Orc is truly the sins of the fathers come to be visited upon us, their children. This time we have no choice but Genocide.


The second conclusion is that we must be cautious in our dealings with the Outsiders. They are agents of their own agendas, and we cannot allow ourselves to become dependent upon them. Argos and the fate of Man depends upon it.


Your humble servant,


Correspondent XIII

Friday, 28 August 2009

The Black Ships

Captain Armand of the Black Ship Kraken

For generations, stories of the Black Ships have circulated amongst the sailors of Argos. Few claimed to have seen one, and it was said that an encounter meant the death of all on board the unfortunate vessel. Some stories told of a captain who had raced a Black Ship and gotten away, only to find that people he loved were dead when he returned home.

Over the last generation the stories have become more common, and now few who knows anything about the oceans are willing to disbelieve them, although fewer still openly argue the truth of the tales - such things are considered heretical, and the concequenses may be dire. It is also whispered that a ship may escape if one of the crewmembers are drowned in tribute to the Deep.

The Black Ships have been sighted in most waters, and rumors will have it that the good ship Pius has raced them on several occasions. Another story often told these days are of a great blockade laying in the Straits of Ahriman, hindering the Host of Man from invading the Old Colonies on the Dark Continent. An Aragonian fleet of sixteen ships of the line were sent to lift the blockade, but only two were said to have returned. This particular story has been declared heretical by the Temple of Man Supreme, and no one seems to have talked to any sailor who were on the two ships. Still, there are fifteen ships which haven't been seen in any harbour, and no captain is willing to sail the southern Strait these days.

One Black Ship and its captain have been named in the Black Book of Franko da Cola, the Kraken, and Captain Armand.

Captain Armand was last seen on Cora, where Banzel, O'Connor and PrinceAegir followed him to the Broken Keel inn by the harbour. In the catacombs beneath the city Armand managed to defeat the Prince, halt the Dream Demon N'Garthl, summoned by O'Connor, and escape.

There is a story that tells of the origin of Armand. Allegedly, he was once the imperial Admiral of the Scythian Empire - in fact the same man who led the Great Armada when it met the Fleet of the Elf at Waymar before the Signing of the Covenant. If this is true, he is more than a thousand years old.

Captain Radoslav of the Sepulcher

Recently, another Black Ship has been identified. The Sepulcher, and its captain, Radoslav. Nothing more is currently known about neither ship nor captain.

Rumors:
  • The home port of the Black Ships is somewhere in the Kraken's Deep.
  • There is a certain book that holds the secret about how a Black Ship can be defeated.
  • Seeing a Black Ship heralds death.
  • A ship that is sunk by the Black Ships will become part of the Forlorn Hope fleet, condemned to sail the oceans until the end of the world.
  • Drown a crewmember and the Black Ships will let you pass.

Sunday, 16 August 2009

Mythology I

"Take heed, Mariner! the Host of Man is at the Crossroads; Fate is in the balance, prophecies converge; Dark Gifts come at great price."   
-The Black Staff of Argos


The mythos of the Book of Worlds is one part quilted tapestry, one part hodgepodge, and three parts larceny. As with a lot the setting, it consists in great part of bits and pieces borrowed or outright stolen from literature, movies, games or RL. Some elements are transplanted more or less on root from where they originated, some have been cut from their host and grafted on the new stem. For good reasons, I will not lay it all out here, rather, I will give you the two-copper-tour, and the thought behind it all.


First off, I'll let you in on the Genesis. Not the metaphysical in-game one, but how it all has come into life (as it were). As mentioned, the setting was born with an act betrayal and the swearing of fealty to a dragon. After this, the stories that made the Book came from a couple of years of mostly one-on-one play. The character was Franko da Cola, and the chronicle was that of his fall, and ultimately, his ascension. For most of this, it was actually somewhat of a paradox to me, as the game was one of imminent gehenna, of the end of the world. My world. My baby. Franko, I must say, is a fundamentally sick puppy.

Each session seemed to make the End of the World more certain, more imminent. He was the one who served the dragon in its first vulnerable years; he was the one who aided the Orc in the first wars where the tribes of the Black Bloods were united into a vast Horde. He was the one who broke the Seal of Argos, sundering the barrier that kept Outsiders from crossing into the world. He also partook in rituals too dark and sinister to put in text, he called upon the powers of the Dark, and he even stole the soul of a fellow Man. Oh, and he went into one of the Hells and freed an imprisoned demon, then he brought him back to Argos and let him loose. All of this by his own free will. A right fine customer, this Franko.



The Myth of Man
"Man, the most serene of creatures, rose from the very dust of Creation by his own will.

"From the darkness between the stars, the Exarch came, floating through the eons. When the Great Enemy fell into the world in the First Age, it brought the Darkness. Elf and gods stood against it, but only when Man arose, taming the fire of the gods, and thus claiming his place as the rightful master of Creation, the First World War was won. The Orc, the servant of the Deep, were vanquished, and Argos was cleansed.

"The Elf and the gods, once, when Man was still unawakened, his guardian, grew jealous of his prowess, and forgot the ancient bond of blood forged in combat with the Ancient Foe. In the Second Age they turned against Man, and made war upon him. Thus the Second World War was thrust upon him. Man, besieged on all sides, turned to himself and found Reason. This, the very force of Creation, strengthened his mind and purified his soul. Against the traitors, Man stood victorious."
-The Book of the World

This is the core of the mythos. It tells about the coming of the Exarch, the great wars, and the rise of man. The Exarch, the Great Enemy, the Deep, the Darkness, etc. are all names of the same entity. Among friends (and out of game) it is often referred to as Cthulhu. Some have even been known to chant "ÏA, ÏA, FTAGN!" in a more or less composed manner. Old squid-face has been adopted, and now lies dormant on the bottom of the ocean, dreaming that "even death may die". Sounds familiar? After some of Franko's less glorious adventures, cults worshipping the Drowned Man can now be found hiding in most ports of any respectable size. Their rites often involve drowning a man to hear the gospel of the Deep.




The Gods
In the last great war man killed his gods, all but a few. Now the Younger Gods are taking the scene. The first was the very same bugger who set all of this in motion, the very same Monsir da Cola. He actually became three gods. There is Shaitani, the Drowned Man, there is Al Azwad, the Black Man (son of Man, not born by woman), and finally, there is Morfeus, Lord of Dreams, Prince of Nightmares and the Path of Thorns. Now, worship of gods, or even recognizing their existence, is blasphemy, and an act of enmity against Man, according to the Temple and the Cabal, but there are now growing cults to all these three, not only Shaitani. There are other gods as well. Aziz, the Last Prophet, Servant of Man is one. He died in the final battle against Grishnak, the Light of Creation. Grishnak was slain here, before the broken White Tower of Fate, by Morfeus.


As it happens, Aziz was once the manservant of Franko, while Grishnak were the very same demon he freed and brought home.


The last of the Younger Gods, so far anyway, is Agaron, the Warlord. Interestingly enough, this one is not affiliated with any player of mine, except for the fact that a PC, an Orc actually, were killed when he transcended.


There is one Older God known to be around as well. In the deep south of the Dark Continent, the Stygian Empire still worship Dís, the Ferryman, God of Death. This one is quite important, as the myth will have it that he is the one who guards the tomb of the Exarch. So there might be something it the rhyme about death dying anyway.



The Hierarchy of Creation

When the Pantocrator lit the first light of Creation, he set the Daeva to guard it. Of these, many have fallen, or disappeared in the vastness of the Multiverse. Then He created the Eldren, and he set them to guide the Younger Races. Of the Younger, we know of Elf, the first of them, and Man. The Pantocrator, or the Architect, has vanished, and in His stead the Eldren assumed the responsibility of guarding the Creation. Many of them grew arrogant and prideful, and styled themselves Masters of the Multiverse. Only one of the Eldren Ships is known by name: the Olympos.



The Great Plot

Magic is awoken; the Black Bloods (or the Orc, if you will) has united under the Great Khan Ghurandakh and conquered the colonies on the Dark Continent. They have marched south, and are at war with the Stygian Empire. The gods are returning to Argos, and outsiders now walk hidden among Man. The Temple and the Cabal are coming down hard on heretics, blasphemers and Enemies of Man. Amidst all of this, a combined army, 'the Host of Man' have been assembled to reclaim the lost colonies. The Deep is stirring in its cold grave, and the Olympos is coming.



Behind the scenes

I will return to several of these issues in due time, but this is the promised tour of the mythos. As for the thought behind it all, well… The Book is the product of interaction between players, and between players and Storyteller. I try to provide enough bullshit to create a good framework for the spinning of nice, long yarns. If a player has an idea that is better than mine, I try to swallow my pride and toss my original plan on the scrap heap, or present a compromise. The incorporation of Cthulhu is one such example. I had thought to make the Deep something nasty and evil, but in play it ended up with a more or less direct transplant. Besides, there is no shame in copying the work of a true master.


Next: I might go for the Temple and the Cabal, or something else entirely.

Friday, 7 August 2009

Boom! Headshot!

The whole world changed without warning with a betrayal. Or, with a blatant act of PvP that left one man standing. The story is as follows.

Back in, what, 2005, I as hosting a one-off session. I normally draw the line at four players, two being my optimal group-size, and one-on-one being what I play the most. I might get in to the advantages and drawbacks of these different types of play later. Anyway, this time I think we were a total of six or seven guys gathered for the game. Now, I knew that most of the players would not be available for a follow-up session, so I didn't plan for a long story-line. Truth be told, I didn't plan for much of a story-line at all. I had a plot-hook, and took it from there.

"You are all on the same ship, and there is a fierce storm blowing. The ship is thrown aground, and you are the survivors of a shipwreck." It might not have been verbatim, but that's the long and short of it. All went well, until they get to a great gate in the mountain. This just happened to be one of those gates that were locked, actually sealed, from the outside. Some of the characters seemed to think this was a problem, while the others didn't. To make a long story somewhat shorter, I'll just give the headlights.

A loud argument broke out about whether to open the gate or not. While the argument raged, one character snuck away and into the mountains, figuring he had better chances of survival on his own. Another character decided to just open the damn gate while the rest were fighting. Did I mention that this was one of those gates that had been sealed with seven seals, from the outside? Well, it was. The seals are broken, one by one, until the last is removed and the gates swing open. By now the group has discovered that the cat is about to be let out of the bag. Or, more to the point, the dragon. I hadn't actually planned for this, but it had to be something pretty awesome inside that mountain. And there you go. Awesome on a dragon scale.

The mythic beast made short process with the remaining characters, until one of them managed to get off a shot. A flintlock pistol against a dragon won't do much harm, but it made the dragon pause. "What new devilry is this?" I believe his exact words were. This is where one of the last survivors, a character by the name of Fanko da Cola, pulls his own pistol, shoots the other remaining character in the head at point blank, killing him instantly, bows before the dragon, and said, "I will tell you all about it, my master."

And at this point it had gotten late, we had no living characters, except for the one who made for the mountains, and Franko, and we called it a night.

This incident happened to be the birth of the Book of Worlds.



Next
: A Short Introduction
(edited to weed out the legion of typos)