A roleplaying blog that discusses how to play and run various pen-and-paper roleplaying games.
Sunday, October 12, 2014
Real World Inspiration for Your Fantasy Games
These real world locations and these would make fantastic inspirational settings for both fantasy and world trotting adventures. These are some really marvelous places I would never have dreamt up on my own and it's not so hard to look up more information on these ones. The deepest pool, in particular, would make a great part of a dungeon.
Thursday, October 9, 2014
Player Advice: Character Coercion
One of the tricks of playing a character in a fantastic environment is that there are quite often some form of mental coercion spell or skill that should, by rights, be able to change your PC's mind about something. While this seems easy in theory - albeit a bit annoying to lose some PC control - it actually can be quite troublesome. We're not designed to switch gears emotionally so rapidly and consciously in reaction to a die roll. We've no experience of it. So it can be hard to figure out what to do about it.
Now while many games have an unwritten rule that PCs shouldn't use emotional/mental control spells or coercive skills on each other, some games really need to have it on the table. This is especially the case in games like Vampire: the Requiem (even more so the new Blood & Smoke version) as there are a lot of ways to coerce each other and the setting pretty much calls for it.
So what to do?
For starters, make sure the entire group is on the same page in regards to it. If players enter a game knowing that they are subject to certain powers and/or skills, even by other players, then that reduces a lot of headache.
On an individual note, players should put some thought into their character's specific reaction to certain mind or emotional controls to figure out how they might roleplay it. If a magical spell could send a normally stoic individual into a beserk rage, then it's helpful to know *how* that *particular PC* might enter a beserk rage and what that might look like. With that extra bit of mental preparation, you'll be far less likely to sit their slack-jawed and confused as you hurriedly try to figure out what your PC might do (which has happened to me several times).
NOTE: Even with player agreement be aware that generally most players are more amenable to the idea of powers being used rather than skill rolls as another PC's dialogue might be so ludicrously ineffective that it really breaks character consistency to be affected by it. After all, a player could couple an exceptional success on a seduction roll with the phrase: "Sit on my lap, Darl." Something that isn't very effective for most personality types. If players can roll social skills against each other you should ensure that the player on the receiving end gets to dictate effective dialogue / tactics. Therefore the PC-Thug-Coercer who wants to seduce the high society girl has to choose whether he's willing to stoop to the expensive dinner and philosophical discussion that would be necessary to seduce her. Effective social manipulation depends on playing to the target's personality, after all, and not to the user's.
Now while many games have an unwritten rule that PCs shouldn't use emotional/mental control spells or coercive skills on each other, some games really need to have it on the table. This is especially the case in games like Vampire: the Requiem (even more so the new Blood & Smoke version) as there are a lot of ways to coerce each other and the setting pretty much calls for it.
So what to do?
For starters, make sure the entire group is on the same page in regards to it. If players enter a game knowing that they are subject to certain powers and/or skills, even by other players, then that reduces a lot of headache.
On an individual note, players should put some thought into their character's specific reaction to certain mind or emotional controls to figure out how they might roleplay it. If a magical spell could send a normally stoic individual into a beserk rage, then it's helpful to know *how* that *particular PC* might enter a beserk rage and what that might look like. With that extra bit of mental preparation, you'll be far less likely to sit their slack-jawed and confused as you hurriedly try to figure out what your PC might do (which has happened to me several times).
NOTE: Even with player agreement be aware that generally most players are more amenable to the idea of powers being used rather than skill rolls as another PC's dialogue might be so ludicrously ineffective that it really breaks character consistency to be affected by it. After all, a player could couple an exceptional success on a seduction roll with the phrase: "Sit on my lap, Darl." Something that isn't very effective for most personality types. If players can roll social skills against each other you should ensure that the player on the receiving end gets to dictate effective dialogue / tactics. Therefore the PC-Thug-Coercer who wants to seduce the high society girl has to choose whether he's willing to stoop to the expensive dinner and philosophical discussion that would be necessary to seduce her. Effective social manipulation depends on playing to the target's personality, after all, and not to the user's.
Friday, October 3, 2014
LARP OOC Conversations
Regrettably this isn't something I have a lot of advice for but I figured it might bring up some conversation and perhaps it's a topic I can re-visit with loads of really good answers from my next big LARP campaign. Basically the problem is this: you get a group of players (generally the most experienced ones) who've likely had a big and tiring week and in the middle of game they drop character and start chatting about their general day-to-day lives so rather than driving the LARP (as again they're most often the very influential ones) they are a big immersion-breaking clot.
Naturally part of the problem can be traced back to the players not having enough to do in-character but alas this isn't always the case. Often someone simply thought of a cool story and then that reminded another player of an interesting thought which led to a comparison with another event/movie/videogame and then everyone's wrapped up in the chatter.
I've noted that my literal presence often tames such conversations even without having to make friendly shooing motions or even reminders, but once the GM is over in the corner all bets are off. In my last LARP, which was quite small by the end of it, everyone dropped OOC the moment I'd left even if I was taking a loo break and they were in the thick of discussions. I'd pop back, they'd pick up their IC roles pretty seamlessly and we'd get back on with it. They hadn't waited for a rules check or anything but my absence had become a bit of a Tea Break indicator even if I'd specifically designated another player (any player) to try to keep them IC.
Not a terrible thing, to be sure, as in this case all players dropped in and out-of-character at will and without any real interruption, but still an amusing peculiarity of my LARP's customs.
But anyway ... ever been to a LARP where OOC conversations would tie up a number of players? What helped? What didn't? What does one do? Leave all of your ideas in the comments box below!
Naturally part of the problem can be traced back to the players not having enough to do in-character but alas this isn't always the case. Often someone simply thought of a cool story and then that reminded another player of an interesting thought which led to a comparison with another event/movie/videogame and then everyone's wrapped up in the chatter.
I've noted that my literal presence often tames such conversations even without having to make friendly shooing motions or even reminders, but once the GM is over in the corner all bets are off. In my last LARP, which was quite small by the end of it, everyone dropped OOC the moment I'd left even if I was taking a loo break and they were in the thick of discussions. I'd pop back, they'd pick up their IC roles pretty seamlessly and we'd get back on with it. They hadn't waited for a rules check or anything but my absence had become a bit of a Tea Break indicator even if I'd specifically designated another player (any player) to try to keep them IC.
Not a terrible thing, to be sure, as in this case all players dropped in and out-of-character at will and without any real interruption, but still an amusing peculiarity of my LARP's customs.
But anyway ... ever been to a LARP where OOC conversations would tie up a number of players? What helped? What didn't? What does one do? Leave all of your ideas in the comments box below!
Wednesday, October 1, 2014
Zombie LARP
Zombie LARP looks brilliant (though alas it seems to have ceased over the past couple years) and I just thought I'd write a post about how brilliant it is. Even better is that it's beautiful website contains some really good descriptions of prior events with links to other players' anecdotal stories about prior events which are really thrilling in their own way. If you're curious about how an adventure LARP can go, especially a boffer LARP, I whole-heartedly recommend taking a look.
Also, their zombie training video and wicked slideshow.
Also, their zombie training video and wicked slideshow.
Friday, September 26, 2014
Law & Order ... or why modern games feel grittier than fantasy
While not always true, your average game set in more civilised times tends to reach a grittier and more tragic point than the average fantasy game. While some Game Masters are skilful enough to make the wildest fantasy game feel realistic and gritty enough that every death matters or the most sedate and civilised countries feel playful and unserious enough that death is glossed over, generally it's easier to feel conflicted about killing in a modern world than a fantasy one.
And yes, naturally it does vary by player ... some players really couldn't give a damn about a fictional character no matter how lovingly evoked while others will find some way to empathise with a mass murdering serial killing undead squirrel enough to feel grief at their loss.
But generally, more often than not, it is easier to kill dozens of folks in a fantasy game without it feeling like murder while killing even a baddie in a Sin City-style modern world has a little kick of "Couldn't there have been another way?!"
I think it's partly because modern games tend to have a more linked in flavour than fantasy worlds. We're so used to orphan heroes and stand alone villains that we don't think in terms of the highly kincentric big family world that actually filled the medieval era. If you kill the evil king, there's no sense of loss to anyone. He was just this one thing - this particular archetype - and no one would mourn that.
Plus, and more importantly even than that, the NPC reactions help build that perception. If you clear out a thieves den in Fantasyland, the mayor will give you a medal and the locals will shower you in gold. If you clear out a thieves den in the modern world, well, kicking down the door to a slum and slaughtering the desperate denizens for pinching stereos and television sets just has a different sort of feel to it. If you were showered in gold for the act, you'd feel like you were in Sin City again and the average player would start eyeing off the Mayor as a better target for vigilante justice.
So I think it's also the context that surrounds the actions.
Thirdly, modern eras tend to sometimes, but not always, provide the sense that there might be an alternate option or at least there should be. Though certainly not standard in every modern-ish genre, generally there's a sense that in any post-Victorian game there should be another way even if there isn't. The greater the sense that jail is a suitable option, the greater you feel like a bad guy for killing folks instead. If you want television shows involving vigilantes, especially in the modern era, there's often a sense of loss of innocence and anger that there isn't a better way to go about things. The good guys feel forced to do bad things ... rather than happy to do what needs to be done.
Finally, and probably most importantly, modern games often colour their bad guys in shades of grey. This isn't always the case, especially with mooks, but those games that do give a sense of potential redemption in their bad guys creates more ambiguity by necessity. In many fantasy games, some races are bad by birth which creates a disturbing eugenics context when you look too deeply into it that allows many a forum rant about how a paladin doing their job right would slaughter infants in their cribs. Even in those races that aren't always evil, there's more of a sense that people can fall from grace then lift into redemption (also often a theme in modern games that have a lot of violence).
Now this last example certainly isn't true of all modern games. In a Call of Cthulhu game, the cultists are irrevocably evil so you don't feel bad about killing them. In a World of Darkness game, on the other hand, most creatures have some semblance of redemptive possibility in them (no matter how small) reflected in their final few morality traits left to them. Hence why the World of Darkness is so dark, you can't just slaughter people with moral impunity. You know you're doing the wrong thing for the right reasons.
But yeah, these are all my own meanderings so feel free to query, refute or outright reject my considerations in the comments below.
Tuesday, September 23, 2014
Khenarthi's Roost Adventure - Part 3 (Temple of the Mourning Springs)
The Temple of the Mourning Springs is an ancient Maomer ruin that holds Uldor trapped within it, sealed by the ever rushing water of the Mourning Stone. The garden grounds themselves are filled with a variety of ghosts, many of whom see the PCs as the ghosts, but all are calm and otherwise at peace while Uldor lies sealed away within Rurelion. Gathwen pleads with the PCs not to harm Rurelion while he's worn for otherwise she will never be able to save him.
As they enter the courtyard, the ghosts become hostile as the temple wards reactivate (+6 bashing attacks with their swords, 3 corpus, take half damage from nonmagical attacks, two new ones enters combat each round until they leave the area or defeat 13) - roll a 1d4 for each one slain, on a 1 the players can pick up ectoplasm from the creature's remains. Ectoplasm has two alchemical uses (Toxicity and Double Magicka Regeneration - so gain 2 rather than 1). Remember that an alchemical ingredient cannot be used with itself so the players, thus far, won't be able to combine them with anything. If the Nord, Hamasel the Innocent, was allowed to journey with them than she will avoid attacking any enemy ghosts by claiming that she didn't believe her sword could damage the ghosts.
Gathwen can temporarily disrupt the Scorpion and Spider Wards which are on either side of the tomb's entry area though she must be escorted and protected while doing so (takes her 3 rounds to disrupt one ward as she has to head up the stairs first to find it). Once disrupted, the main entrance to the catacombs (a trapdoor on the western side of the courtyard) will open and they can enter the temple itself.
Well, after they have defeated three skeletons (+5 bashing attacks with their swords, 3 corpus) that are just within the trapdoor and step out once it is opened. Again, roll a 1d4, on a 1 give them bonemeal from the skeleton (-1 Stamina rolls; Resist Fire - i.e. take only bashing damage from flame).
The Catacombs consists of a large room with a simple puzzle along one wall. There are four pillars with etchings on them; each pillar has a different symbol corresponding to a phase of the moons. To proceed, activate the pillars in order: New, Waxing, Full, Waning. They will light up if the correct sequence is followed; if not, you will get a mild shock (but no damage).
Once activated, they can step out into an outdoors area where they will be immediately set upon by Kottami Sabletongue awaiting any possible intruders who will fight them. If Hammasel is armed and present, she will now turn on the PCs.
Finally down the steps off the pedestal and past the bone piles, the PCs can find a set of stairs that lead down into the Great Hall (which is empty) and then move through another set of steps into Uldor's tomb. Inside they will find Galydasea Krevyn hurriedly removing the tears of the two moons from the four pedestals, having heard the battle with the other two in the other room. She will have removed 1 tear for every three rounds that has passed since the battle commenced so if the battle (and any following conversation) took twelve rounds, she will have removed them all.
The PCs will know if the ward is still sealed as spouts of water surround Uldor's body and the possessed Rurelion also lies against the stone slab. Rurelion will have a tearful moment with Gathwen before directing the PCs to stop Evuliban from removing and destroying the Mourning Stone which was placed in the Central Ruins.
The PCs must then hurry into the Central Ruins where they will find Evuliban dressed in the full armour of a First Auridon Marine Captain (female Altmer), calling herself Artriel, and will explain that the Dunmer fled and the rest of her squad is in pursuit (Subterfuge 7 dice). He will attempt to send them off in a wild direction so he can finish his assault on the Mourning Stone. If confronted, the illusion breaks and the Dunmer snarls that: "Uldor will wipe this island clean and then be a blight upon the Khajiit!" He will fight to the death.
As they enter the courtyard, the ghosts become hostile as the temple wards reactivate (+6 bashing attacks with their swords, 3 corpus, take half damage from nonmagical attacks, two new ones enters combat each round until they leave the area or defeat 13) - roll a 1d4 for each one slain, on a 1 the players can pick up ectoplasm from the creature's remains. Ectoplasm has two alchemical uses (Toxicity and Double Magicka Regeneration - so gain 2 rather than 1). Remember that an alchemical ingredient cannot be used with itself so the players, thus far, won't be able to combine them with anything. If the Nord, Hamasel the Innocent, was allowed to journey with them than she will avoid attacking any enemy ghosts by claiming that she didn't believe her sword could damage the ghosts.
Gathwen
Destruction Staff of Trifling Flame (7 dice)
(does bashing damage to Dunmer)
Initiative 6
Speed 10
Defence 5
Health 7
Health 7
Magicka 10
Novice Robes of Conjuration
Novice Robes of Conjuration
Gathwen can temporarily disrupt the Scorpion and Spider Wards which are on either side of the tomb's entry area though she must be escorted and protected while doing so (takes her 3 rounds to disrupt one ward as she has to head up the stairs first to find it). Once disrupted, the main entrance to the catacombs (a trapdoor on the western side of the courtyard) will open and they can enter the temple itself.
Well, after they have defeated three skeletons (+5 bashing attacks with their swords, 3 corpus) that are just within the trapdoor and step out once it is opened. Again, roll a 1d4, on a 1 give them bonemeal from the skeleton (-1 Stamina rolls; Resist Fire - i.e. take only bashing damage from flame).
The Catacombs consists of a large room with a simple puzzle along one wall. There are four pillars with etchings on them; each pillar has a different symbol corresponding to a phase of the moons. To proceed, activate the pillars in order: New, Waxing, Full, Waning. They will light up if the correct sequence is followed; if not, you will get a mild shock (but no damage).
Once activated, they can step out into an outdoors area where they will be immediately set upon by Kottami Sabletongue awaiting any possible intruders who will fight them. If Hammasel is armed and present, she will now turn on the PCs.
Kottami Sabletongue
+0 Steel Sword (+6 dice)
Initiative 4
Speed 10
Defence 5
Armour 3
Health 9
Armour 3
Health 9
Amulet of Stendarr
(+1 Health Trait)
Iron Armour
Hammasel the Innocent
As equipped by players (+6 dice)
Initiative 4
Speed 10
Defence 5
Armour 1
Health 8
Armour 1
Health 8
Amulet of Dibella
(+1 Socialise Trait)
Rawhide Armour
![]() |
| Uldor's tomb ... Rurelion's new sleeping place. |
Finally down the steps off the pedestal and past the bone piles, the PCs can find a set of stairs that lead down into the Great Hall (which is empty) and then move through another set of steps into Uldor's tomb. Inside they will find Galydasea Krevyn hurriedly removing the tears of the two moons from the four pedestals, having heard the battle with the other two in the other room. She will have removed 1 tear for every three rounds that has passed since the battle commenced so if the battle (and any following conversation) took twelve rounds, she will have removed them all.
Galydasea Krevyn
Destruction Staff of Trifling Frost (6 dice, 17 yards)
(does bashing damage to Nords)
Initiative 6
Speed 11
Defence 5
Health 7
Health 7
Magicka 12
Minor Health Potion
Amulet of AzuraMinor Health Potion
(+1 Magicka Trait)
Ring of the Mage
(+1 Magicka Trait)
Novice Robes of Alteration
The PCs will know if the ward is still sealed as spouts of water surround Uldor's body and the possessed Rurelion also lies against the stone slab. Rurelion will have a tearful moment with Gathwen before directing the PCs to stop Evuliban from removing and destroying the Mourning Stone which was placed in the Central Ruins.
The PCs must then hurry into the Central Ruins where they will find Evuliban dressed in the full armour of a First Auridon Marine Captain (female Altmer), calling herself Artriel, and will explain that the Dunmer fled and the rest of her squad is in pursuit (Subterfuge 7 dice). He will attempt to send them off in a wild direction so he can finish his assault on the Mourning Stone. If confronted, the illusion breaks and the Dunmer snarls that: "Uldor will wipe this island clean and then be a blight upon the Khajiit!" He will fight to the death.
Evuliban Dresnimn
Destruction Staff of Trifling Shock (7 dice, 18 yards)
Initiative 6
Speed 9
Defence 4
Health 7
Health 7
Magicka 13
Amulet of Sotha Sil
(+2 Magicka Trait)
Ring of Sotha Sil
(+1 Magicka Trait)
Novice Robes of Illusion
Once they are successful (presuming they are successful), the PCs are treated with a feast by the war fatigued Khajiit-y and their Headwoman Harrani is eager to see these matters settled and hopes there shall be no more excitement. If any of the Ebonheart Pact are in chains, rather than dead, she will gratefully take them and hold them bound and gagged until the next naval ship can take them back to Summerset Isles. The PCs are given the opportunity to return to Summerset Isles with that naval vessel and so ends the Khenarthi's Roost adventure.
Monday, September 22, 2014
Khenarthi's Roost Adventure - Part 2 (Mistral)
This is part two of the Khenarthi's Roost Adventure (overview here and Part 1 here). So the PCs have either been handed over to or escaped into the hands of the Dominion Navy, the Gold Fleet, who are heading to Port Mistral in the northeast of Khenarthi's Roost. Vicereeve Pelidil demands to be returned home to Auridon but is flatly ignored in favour of the more pressing mission mentioned by Gathwen - to prevent Uldor's reawakening. Harrani just wishes to go home and feels rather ashamed and humiliated by the whole ordeal. If, by some chance, the Maomer captain and ambassador are alive after attempting to take the PCs to their home country, then they don't get much say in the matter but are rather grumpy and annoyed.
They are quietly interviewed by Captain Githil Sagelock (Bosmer) of the White Gold Heiress before docking at Mistral on the southern tip of the island. The lush island of Khenarthi's Roost holds calm beaches, tropical forests, moon sugar plantations, marshy bamboo farms, tide-swept grottoes, hidden caves and a northern mountain that sits on the Topal Sea.
If the PCs don't know much about Khenarthi's Roost, specifically about the hurricane and the Tempest storm detailed in earlier articles here, then a Khajiit crewman called Jo'shanni can fill them in. He can also tell them about the islands' namesake, Khenarthi, Goddess of the Winds, and that the goddess breath sustains her kin, the moons Jode and Jone, on their path through the sky. She is said to have given the Khajiit swiftness and upon their death they are said to be flown by Khenarthi to the Sands Behind the Stars. Both sailors and farmers popularly worship her in her guise as a great hawk.
The White Gold Heiress navigates carefully down the divide and the PCs get a good lock at the island's tropical landscape before it finally pulls in at the dock. There are a few locations of interest to the PCs in this little town alone. Dockside, there are the three warehouses (light brown squares by the docks), the alchemy shop and the enchanting shop (two dark brown buildings). Ahmuna-La (spotted Khajiit) will approach the PCs for information on faraway lands, drawn with curiosity to happenings in distant lands. She can show the PCs around in exchange for such gossip.
Rope bridges connect the various island sections together. The large building in the far northeast is the Maomer Embassy - now converted to being a Dominion Navy HQ - and the northernmost large building is the Chancery - the administration HQ for the settlement and island as a whole.
One of the sights to see is Burtie, a brown dog who has been caged by Tahara, Khajiit female, who pretends that he is a fierce and terrible predator (while snuggling with him at night). She charges people to see him up close (5gp) or pet him (10gp). She won't sell him as she's grown rather fond of him. She has a young daughter called Climbs-Into-Bushes that occasionally feigns a limp said to be due to dogs.
The Chancery holds Captain Rahiba, Khajiit female, who is in charge of the militia and who investigates any crimes committed in Mistral (which generally aren't very many and are generally traceable to the Khajiit Chickenthief). It also holds the Khajiit male banker, Sanaz-dro, who can exchange coinage for a Writ Amount when the PCs get too many coins to carry. Helmsreeve Talambarel, male Atlmer whose family owns a shipping line and who is rumoured to be sleeping with Headwoman Harrani, will give the PCs 200gp for rescuing her while Vicereeve Pelidil gives them 250gp for saving his own life. Gathwen requests that they spend a few hours in town while she gathers information before setting off for the temple.
The chancery also contains the golden-skinned Altmer male envoy, Ciricollo and Nauviemil, who take the PCs aside (seeing as they are heroes and all) and tell them about how Maomer are allowed to retain their jobs in the city despite being obvious spies and how it's all an example of Headwoman Harrani's failure to take control. They're snooty but not supremacists. Altmer are above average but the other races can be reasonable so long as they are Dominion. They genuinely worry about Maomer influence.
In the merchant's court there's Firagaer the leatherworking Bosmer male (Hide), Ladrelas the male Bosmer armoursmith (Iron price links), Leila the Redguard weaponsmith (Iron weapons), Iteldil the woodworking Bosmer male (Iron arrows). Noryariel is a sweet female Altmer tailor who sells regular clothing but will buy Mage's clothing.
There's Juraira the female Khajiit general merchant and Indilure the male Altmer mystic who sells soul gems (of which only the empty common soul gem at 88gp can be bought as well as an Alteration spell - Trap Soul). Grildoriel is a Bosmer Grocer selling herbs and spices - she has little interest in the Green Pact as she's not in Valenwood.
When selling goods, players will gain 50% sale price (+10% per success on a Manipulation + Persuasion roll - roll once per merchant).
Fishcatcher, the chef, is a female khajiit, who runs an open air stall and sells a variety of seafood dishes, sometimes sugared. Huthnak, male Khajiit, sells alcohol at the same place such as Dark Meat Beer, Rotmeth, Spiced Wine and Grape Brandy. They're not especially tasty but it's only 9gp a jug so it's not so bad.
The Alchemy Shop offers:
The Enchantment shop is run by Haranwe (Altmer female) and holds several runes that can applied to objects to give them a mystical flare. These are all trifling glyphs (+1) and the Enchantment skill is used to apply them to an object (special powers allow one to make them). The Trifling Glyph of Flame, Frost or Shock (52gp) can either flavour a weapon with that particular element (no bonus to damage but can turn the damage aggravated if the creature is vulnerable to that type) or can be applied to a staff to make it magical. The Trifling Glyph of Health, Willpower or Magicka (67gp) or Trifling Glyph of Speed or Initiative (60gp) provide a +1 bonus to that trait while the enchanted boots, helm, robes/armour or belt are worn.
The Maomer Embassy is guarded by Khakidan, a male Khajiit guard. It also contains Chryseis, Maomer, who records supplies, Helmsreeve and Aldmeri envoy conversations, and other paperwork. She retains her original job, though under guard, which Captain Rahiba and Headwoman Harrani state is because so many were slain during the battle that they lack the numbers to get the job done ... besides, Chryseis has been here a hundred years. This is home to her. Despite any misgivings the PCs might have, Chryseis is genuine in her duties and sees herself as a local here. She's also shocked at the Tempest plans which seems unusually and unfairly brutal to her. She also had a minor crush on the Silvenar which translates to an interest in any Bosmer she meets, though she won't admit it. She particularly has a crush on Draugorin (see two paragraphs below) which is a sad state of affairs as he won't believe her innocence - she won't mention it though.
Clerk Aryaamo, Maomer male, is under house arrest and may not leave his room without an escort of guards. They hope to transfer him to Auridon at some stage as they haven't the resources to manage him. He is clearly an arrogant Maomer, though he's not keen on returning to the home island after learning that the Tempest plans would have wiped him out with all of the others. He wasn't privy to the ambassador's plans and therefore could have been slain by the Green Lady or the Tempest itself. He won't admit it but he could be won over to the locals' side if he were to remain here for a few more years (especially since Khajiit are more forgiving than most).
When they leave the Embassy, Draugorin, Bosmer male, approaches them demanding to know when the Maomer will be executed in memory of the dead Green Lady and Silvenar. Does the Dominion not take us seriously? He also wishes to know what happened to the ambassador. He will chastise any Bosmer known to have dealings with the Maomer quite a bit. He will demand they search the Maomer's rooms again.
Should the PCs do so, they find that the clerk really hasn't anything much of interest but Chryseis has a letter to Draugorin that has a few tear marks that simply states:
They are quietly interviewed by Captain Githil Sagelock (Bosmer) of the White Gold Heiress before docking at Mistral on the southern tip of the island. The lush island of Khenarthi's Roost holds calm beaches, tropical forests, moon sugar plantations, marshy bamboo farms, tide-swept grottoes, hidden caves and a northern mountain that sits on the Topal Sea.
If the PCs don't know much about Khenarthi's Roost, specifically about the hurricane and the Tempest storm detailed in earlier articles here, then a Khajiit crewman called Jo'shanni can fill them in. He can also tell them about the islands' namesake, Khenarthi, Goddess of the Winds, and that the goddess breath sustains her kin, the moons Jode and Jone, on their path through the sky. She is said to have given the Khajiit swiftness and upon their death they are said to be flown by Khenarthi to the Sands Behind the Stars. Both sailors and farmers popularly worship her in her guise as a great hawk.
![]() |
| Khenarthi's Roost. |
The White Gold Heiress navigates carefully down the divide and the PCs get a good lock at the island's tropical landscape before it finally pulls in at the dock. There are a few locations of interest to the PCs in this little town alone. Dockside, there are the three warehouses (light brown squares by the docks), the alchemy shop and the enchanting shop (two dark brown buildings). Ahmuna-La (spotted Khajiit) will approach the PCs for information on faraway lands, drawn with curiosity to happenings in distant lands. She can show the PCs around in exchange for such gossip.
Rope bridges connect the various island sections together. The large building in the far northeast is the Maomer Embassy - now converted to being a Dominion Navy HQ - and the northernmost large building is the Chancery - the administration HQ for the settlement and island as a whole.
One of the sights to see is Burtie, a brown dog who has been caged by Tahara, Khajiit female, who pretends that he is a fierce and terrible predator (while snuggling with him at night). She charges people to see him up close (5gp) or pet him (10gp). She won't sell him as she's grown rather fond of him. She has a young daughter called Climbs-Into-Bushes that occasionally feigns a limp said to be due to dogs.
The Chancery holds Captain Rahiba, Khajiit female, who is in charge of the militia and who investigates any crimes committed in Mistral (which generally aren't very many and are generally traceable to the Khajiit Chickenthief). It also holds the Khajiit male banker, Sanaz-dro, who can exchange coinage for a Writ Amount when the PCs get too many coins to carry. Helmsreeve Talambarel, male Atlmer whose family owns a shipping line and who is rumoured to be sleeping with Headwoman Harrani, will give the PCs 200gp for rescuing her while Vicereeve Pelidil gives them 250gp for saving his own life. Gathwen requests that they spend a few hours in town while she gathers information before setting off for the temple.
The chancery also contains the golden-skinned Altmer male envoy, Ciricollo and Nauviemil, who take the PCs aside (seeing as they are heroes and all) and tell them about how Maomer are allowed to retain their jobs in the city despite being obvious spies and how it's all an example of Headwoman Harrani's failure to take control. They're snooty but not supremacists. Altmer are above average but the other races can be reasonable so long as they are Dominion. They genuinely worry about Maomer influence.
In the merchant's court there's Firagaer the leatherworking Bosmer male (Hide), Ladrelas the male Bosmer armoursmith (Iron price links), Leila the Redguard weaponsmith (Iron weapons), Iteldil the woodworking Bosmer male (Iron arrows). Noryariel is a sweet female Altmer tailor who sells regular clothing but will buy Mage's clothing.
There's Juraira the female Khajiit general merchant and Indilure the male Altmer mystic who sells soul gems (of which only the empty common soul gem at 88gp can be bought as well as an Alteration spell - Trap Soul). Grildoriel is a Bosmer Grocer selling herbs and spices - she has little interest in the Green Pact as she's not in Valenwood.
When selling goods, players will gain 50% sale price (+10% per success on a Manipulation + Persuasion roll - roll once per merchant).
Fishcatcher, the chef, is a female khajiit, who runs an open air stall and sells a variety of seafood dishes, sometimes sugared. Huthnak, male Khajiit, sells alcohol at the same place such as Dark Meat Beer, Rotmeth, Spiced Wine and Grape Brandy. They're not especially tasty but it's only 9gp a jug so it's not so bad.
The Alchemy Shop offers:
- 1 x Blessed Thistle (+1 Speed buff and +1 damage bonus), 3gp
- 2 x Blue Entomola (+1 Health heal and 6 round invisibility), 3gp
- 1 x Bugloss (+1 Health heal and +1 Magicka replenishment), 3gp
- 2 x Columbine (+1 Health heal and +1 spell dice buff), 3gp
- 3 x Corn Flower (+1 Magicka replenishment and +1 spell dice buff), 3gp
The Enchantment shop is run by Haranwe (Altmer female) and holds several runes that can applied to objects to give them a mystical flare. These are all trifling glyphs (+1) and the Enchantment skill is used to apply them to an object (special powers allow one to make them). The Trifling Glyph of Flame, Frost or Shock (52gp) can either flavour a weapon with that particular element (no bonus to damage but can turn the damage aggravated if the creature is vulnerable to that type) or can be applied to a staff to make it magical. The Trifling Glyph of Health, Willpower or Magicka (67gp) or Trifling Glyph of Speed or Initiative (60gp) provide a +1 bonus to that trait while the enchanted boots, helm, robes/armour or belt are worn.
The Maomer Embassy is guarded by Khakidan, a male Khajiit guard. It also contains Chryseis, Maomer, who records supplies, Helmsreeve and Aldmeri envoy conversations, and other paperwork. She retains her original job, though under guard, which Captain Rahiba and Headwoman Harrani state is because so many were slain during the battle that they lack the numbers to get the job done ... besides, Chryseis has been here a hundred years. This is home to her. Despite any misgivings the PCs might have, Chryseis is genuine in her duties and sees herself as a local here. She's also shocked at the Tempest plans which seems unusually and unfairly brutal to her. She also had a minor crush on the Silvenar which translates to an interest in any Bosmer she meets, though she won't admit it. She particularly has a crush on Draugorin (see two paragraphs below) which is a sad state of affairs as he won't believe her innocence - she won't mention it though.
Clerk Aryaamo, Maomer male, is under house arrest and may not leave his room without an escort of guards. They hope to transfer him to Auridon at some stage as they haven't the resources to manage him. He is clearly an arrogant Maomer, though he's not keen on returning to the home island after learning that the Tempest plans would have wiped him out with all of the others. He wasn't privy to the ambassador's plans and therefore could have been slain by the Green Lady or the Tempest itself. He won't admit it but he could be won over to the locals' side if he were to remain here for a few more years (especially since Khajiit are more forgiving than most).
When they leave the Embassy, Draugorin, Bosmer male, approaches them demanding to know when the Maomer will be executed in memory of the dead Green Lady and Silvenar. Does the Dominion not take us seriously? He also wishes to know what happened to the ambassador. He will chastise any Bosmer known to have dealings with the Maomer quite a bit. He will demand they search the Maomer's rooms again.
Should the PCs do so, they find that the clerk really hasn't anything much of interest but Chryseis has a letter to Draugorin that has a few tear marks that simply states:
Dear Draugorin,
I recall you entering the embassy hot on the heels of that most wondrous of fellows, the Silvenar, and as he went to try his luck with our cruelly genocidal ambassador, you leant against the wall and regaled us with tales of Bosmer exploits and Silvenar antics until Clerk Ayaamo was blue in the face with telling you to be silent. I did so love hearing those tales. The Maomer are never so clearly happy, forever turbulent, and we would never speak of our king's 'antics' nor even use such familiar tones. I see much in the Bosmer that I wish could have been experienced by my people. A freedom there, a happiness, yet in your dealings with us you have been stung as all those who deal with venomous creatures are stung. I know my apologies are not enough, can never be enough, but know that though my grief cannot hope to match your own, I do miss him and pity the world for his passing. I also I think I Oh to Oblivion with it all, you'll never read this. I love your infectious smile and your freely given Bosmer ways. I know you wish me dead
And there it stops. If the PCs were to give this to Draugorin, he would wryly state that the Maomer have a soul, after all, and will be tickled pink by how the Silvenar converts all and that Ulondil must've just been soulless to do what he did. He'll make his way in there, brushing off the guards as one of the Silvenar's men, and when she cowers back from him (thinking he will kill her), he instead pulls her in for a kiss that she obviously quite likes.
Once this quest is resolved, one way or another, Gathwen will approach the PCs. She's ready to go.
Once this quest is resolved, one way or another, Gathwen will approach the PCs. She's ready to go.
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