Difference between revisions of "Zal'Kazzir's Response to His Family being murdered"

From RPGnet
Jump to: navigation, search
Line 74: Line 74:
  
 
COOL?  :)
 
COOL?  :)
 +
 +
 +
 +
 +
 +
'''''WORKING ON ALL BELOW'''''
 +
 +
 +
 +
==The Court of Farah Shanduz, Sussar (Traitor Prince) of Sharuun==
 +
* Arrange for the Sussar to begin legal proceedings against Krell as we discussed.
 +
* Arrange a beneficial share-cropping arrangement with the Sussar.
 +
* Acquire proper traveling papers from the Sussar for Himself, as well as the authority to grant papers to his allies.
 +
* Make a formal request reporting all of his missing people, and petitioning for them to be returned, if discovered.
 +
** '''Farah Shanduz''' - The Sussar of Sharuun. A friendly acquaintance and the most powerful Traitor Prince in the Southlands. Attended Zal's wedding, and has seen Zal as a valuable pawn in the past, as House Ghulvenne has no connection to any of his traitorous children, and is Zal's direct Sworn Sussar.
 +
** ''' Dahmir of Weton-Bleh ''' - A high-ranking official in the Sharuun government, Lord Dahmir is an aristocrat of the old school, and does whatever he deems necesary to preserve the traditions that he values.
 +
 +
 +
 +
==Mazish Mezim, Greater legate of Sharuun==
 +
* ''' Meet with the Grand Legate of Sharuun ''' (Perhaps less straighforward)
 +
* Arrange a deposit and letter of credit from the Temple.
 +
* Get the Grand Legate's endorsement for his travelling papers.
 +
* Ask if the Grand Legate can begin the political process to have Krell's ranks and privilages suspended.
 +
 +
 +
 +
==Togumx-Gub==
 +
* Procure some parchment and inks for Kyuad (from Quadira, likely)
 +
** ''' Quadira's Shop ''' - A dusty shop filled with all sorts of strange items (much like a modern day occult shop) Also contains living quarters, a secret alchemical lab and a library.
 +
** ''' Qadira the Witch ''' - A mystic, herbalist and fortune-teller. Qadira claims she speaks to spirits, and she very well may, but she brews noxious poisons and antidotes, and she knows much about many things, and makes a stimulating dinner companion. A middle-aged woman of matronly build, Qadira has had a fondness toward Zal'kazzir for several years, but their relationship has never progressed beyond friendship.
 +
* Use contacts (Perhaps Tomux-Gub) to get the name of any goblinoid mercenaries in the area around Eisin. Being a huge military hub, and given how readily goblinoids turn to mercenary work, there should be plenty.
 +
** ''' Togumx-Gub ''' - An honorless Hobgoblin who deals in all things illicit and unsavory. He peddles his trade from a secure warehouse in Zorgetch.
 +
** ''' Lakz ''' - A crafty, malevolent, opportunistic goblin with a chip on his shoulder about his lot in life, who is remarkably loyal to those who take care of him. Lakz is the cheif of waste disposal for Sharuun; it is his job to ensure that all of the other goblins keep things tidy and don't step out of line. As such, he is very good at making things dissapear, and at finding unusual things. What started as an occasional bribe for services turned into a friendship of sorts, and Lakz had hidden Zal'kazzir's activities on more than one occasion, acts that Zal'kazzir deeply appreciates. Zal'kazzir has been very generous with both praise and goods to Lakz over the years, and more than anything else, he treats him as an equal.
 +
 +
 +
 +
==FUNERALS==
 +
* Have Aisha and Zahir properly cremated, and feed their ashes to his horses (or hippogriffs, in this case) so that they might gain the departed ones' courage and strength.
 +
** ''' Whitefield''' - The name given to the Ghulvenne Estate due to the preponderance of waterlily-covered ponds surrounding it. It is rambling and can be confusing at first, but is warm and inviting, with marble floors, elegant draperies and large windows. In the aftermath of Krell's visit, the entrance hall is in ruins, blood stains the foyer, and destruction is rampant.
 +
** ''' One-Eye ''' - A  (seemingly) mad street preacher, dressed in tattered legates' robes, always yelling for people to repent and worship the shadow, though in such a mad way that he never convinces anyone. Knows a lot of the goings on in Sharuun, and will tell those he likes, if the price is right: sometimes favors, sometimes food, sometimes booze, never gold.
 +
** ''' Sahi Amir ''' - An old Sahi of Sharuun, and a friend of Zal'kazzir's father, Amir is wise in the lore of the heavens, and is known to tend the wounded and sick on occasion. Much smarter that he appears, and more ruthless than his smile lets on, Amir is a well-respected elder in the community.
 +
** ''' Zaki Ghulvenne ''' - Zal'Kazzir's estranged brother. Zaki hates his father and brother for what he sees as cowardice and collaboration. Zaki rides with the plains Sussars in the active resistance.
 +
 +
 +
 +
==DREAMS==
 +
* Send ''Dream'' messages to Eranon, Durgaz, Kyuad, Mi'sun, Zalma and Ahimia.
 +
 +
 +
 +
 +
 +
 +
 +
 +
==RESOURCE INFO==
 +
 +
===Family===
 +
* ''' Aisha '''- Zal'kazzir's wife of 12 years. Died at the end the Arc of Shareel, in the 100th year of the Shadow. She was pretty, in the harried mother kind of way. Average height, long dark hair. An accomplished horsewoman and the third daughter of House Sezsen, Aisha and Zal'kazzir fell in love in the court at Sharuun, and their wedding was even attended by the sussar himself. They turned out to be a rotten match, however, and they fought almost constantly, though both are aristocratic enough to maintain the marriage for political reasons. Aisha was murdered by the Legate Krell in retaliation for Eranon and Shadaar's murder of Krell's men. She was beaten, brutalized and finally hanged from a balcony as a warning.
 +
* ''' Zahir ''' - Zal'Kazzir's son, Died, aged 11, along with his mother at the end of Shareel, in the 100th year of the Shadow. He was a bright, precocious boy, with a knack for mischeif and an impish grin. Good-hearted but bull-headed. He was run through with a lance while hopelessly defending his mother with an old sword, and then hanged.
 +
* ''' Zia ''' - Zal'kazzir's daughter, currently aged 10, a clever, thoughtful, quiet, insightful girl who loves to smile. Loves flowers and poetry. She is literate is courtier, and reads voraciously. She is Zal'kazzir's 'little light'. Her current status is unknown, as she was kidnapped by the Legate Krell, to be used as bait to lure out Zal'Kazzir.
 +
* ''' Zoltan ''' - Zal'Kazzir's Father. Old, but well-respected as wise and learned. Once worked as the exchequer for Sharuun. Cares for the family while Zal'kazzir is away, but has a poor relationship with Aisha, who he sees as a shrew. Zoltan is currently travelling in the Baden's Bluff area along with Zalma.
 +
* ''' Zalma ''' - Zal'Kazzir's Younger Sister. They were very close growing up, and have an unusual relationship as adults; despite their conflicting views, the often share meals and discuss philosophy, politics and magic. She is one of the very few people who have long known of Zal'Kazzir's gift. She uses her position to protect the family, and Zal uses his influence to further her career.
 +
 +
 +
 +
===LEGATES===
 +
*  '''Teros Vilosa''' (Dornish male, Leg, LE): Greater legate of Highwall
 +
*  '''Zelderos Kalang''' (Sarcosan male, Leg, NE): Greater legate of Asmadar
 +
*  '''Norduth Starlin''' (Erenlander male, Leg, LE): Greater legate of Alvedara
 +
*  '''Andara Urthasu''' (Dornish female, Leg, LE): Greater legate of Baden’s Bluff
 +
*  '''Shantelus Ereach''' (Sarcosan male, Leg, LE): Greater legate of Cambrial
 +
*  '''Indrenth Jedev''' (Dornish male, Leg, LE): Greater legate of Bastion
 +
*  '''Farmasa Turun''' (Sarcosan male, Leg, LE): Greater legate of Elsin
 +
*  '''Judela Marcosh''' (Erenlander male, Leg, LE): Greater legate of Davindale
 +
*  '''Lian Hedef''' (Erenlander male, Leg, LE): Greater legate of Hallisport
 +
*  '''Daezinaela''' (elf female, Leg, NE): Greater legate of Chandering
 +
*  '''Emehdi Shazir''' (Sarcosan male, Leg, LE): Greater legate of Fallport
 +
*  '''Mazish Mezim''' (Sarcosan male, Leg, LE): Greater legate of Sharuun
 +
*  '''Lerima Surali''' (Erenlander female, Leg, NE): Greater legate of Erenhead
 +
*  '''Darmanan Morisin''' (Erenlander male, Leg, LE): Greater legate of Eisin

Revision as of 13:05, 27 June 2007

Things to be done in Sharuun:

  • Meet with Sussar Shanduz (This conversation should be pretty straightforward)
    • Arrange for the Sussar to begin legal proceedings against Krell as we discussed.
    • Arrange a beneficial share-cropping arrangement with the Sussar.
    • Acquire proper traveling papers from the Sussar for Himself, as well as the authority to grant papers to his allies.
    • Make a formal request reporting all of his missing people, and petitioning for them to be returned, if discovered.
  • Meet with the Grand Legate of Sharuun (Perhaps less straighforward)
    • Arrange a deposit and letter of credit from the Temple.
    • Get the Grand Legate's endorsement for his travelling papers.
    • Ask if the Grand Legate can begin the political process to have Krell's ranks and privilages suspended.
  • Other Items
    • Use contacts (Perhaps Tomux-Gub) to get the name of any goblinoid mercenaries in the area around Eisin. Being a huge military hub, and given how readily goblinoids turn to mercenary work, there should be plenty.
    • Have Aisha and Zahir properly cremated, and feed their ashes to his horses (or hippogriffs, in this case) so that they might gain the departed ones' courage and strength.
    • Procure some parchment and inks for Kyuad (from Quadira, likely)
    • Send Dream messages to Eranon, Durgaz, Kyuad, Mi'sun, Zalma and Ahimia.


KEVIN'S - Initial thoughts/questions

One thing I wanted you to think about is the emotional impact of this on Zal'Kazzir. Some people WOULD just go into "robot" motion and supress the emotional stuff, setting out to "FIX" the problem. Is that what Zal's doing? I don't want you to only consider this a game challenge, but an experience that could likely MORE impactful than anything that's happened in-game so far. Then again, maybe it's not. Maybe Zal just was that distant from them/it.

I'd like to see you consider that some. Mostly because, as I told you - I DIDNOT just "kill" your family to make a plot point. This was something that a (now enemy) person came to take revenge on you with the potential for getting information from you regarding the other people in your group responsible for the death of HIS family.


What I'll do (soon as I can) is reply to your notes above "in-character". As if you've already asked the questions and such. Then you can take it from there. Unless you want to change them into in-character questions before I get to it... Your choice.


On "costs" or your use of your background "wealth" from your feats and such. Technically those feats only suggest a wealth. But I'm not going to challenge/begrudge you that. However, I do think it will be important (and fun in a way) to consider the costs and incomes of Zal's estate and legal costs, etc... I'm not going to go indepth with it, but it will be something I "talk" about in role-play... I think NOT doing so (with those type individuals) would take away the fun of the "politics" and diplomacy and financial ownership. Again - I'm not going to do anything to detailed... just enought for fun.

What do you think?

Dream Messages

  • Send Dream messages to Eranon, Durgaz, Kyuad, Mi'sun, Zalma and Ahimia.

I like this... How does this work again?


Is THIS the correct spell you're talking about?

DREAM

Illusion (Phantasm) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Unlimited
Target: One living creature touched
Duration: See text
Saving Throw: None Spell Resistance: Yes
You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.
Once the message is delivered, the messenger’s mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient’s dream and deliver the message.
If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.
Creatures who don’t sleep (such as elves, but not half-elves) or don’t dream cannot be contacted by this spell.
The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any saving throw) while in the trance.

If so - here's what I'd like you to do.

Please type up the dreams as you would like them to be. Describe them as best you can from the point of view of the individual. Post them HERE. I'll then take them and send the reciever a SPECIAL Dream Bluebook - SINCE it is one-way I'd like to give it to them privately!

This will be FUN.

I need you to do the same for NPCs and PCs alike.

You're welcome to use the same basic premise (copy/paste) for all of them. But try to change them a little bit... as if you're "going into" their dreams. I may add to your dream notes, but I will NOT change your content. I'd like this to possibly be mysterious at first - ie. don't TELL the other players you can do this!!


COOL?  :)



WORKING ON ALL BELOW


The Court of Farah Shanduz, Sussar (Traitor Prince) of Sharuun

  • Arrange for the Sussar to begin legal proceedings against Krell as we discussed.
  • Arrange a beneficial share-cropping arrangement with the Sussar.
  • Acquire proper traveling papers from the Sussar for Himself, as well as the authority to grant papers to his allies.
  • Make a formal request reporting all of his missing people, and petitioning for them to be returned, if discovered.
    • Farah Shanduz - The Sussar of Sharuun. A friendly acquaintance and the most powerful Traitor Prince in the Southlands. Attended Zal's wedding, and has seen Zal as a valuable pawn in the past, as House Ghulvenne has no connection to any of his traitorous children, and is Zal's direct Sworn Sussar.
    • Dahmir of Weton-Bleh - A high-ranking official in the Sharuun government, Lord Dahmir is an aristocrat of the old school, and does whatever he deems necesary to preserve the traditions that he values.


Mazish Mezim, Greater legate of Sharuun

  • Meet with the Grand Legate of Sharuun (Perhaps less straighforward)
  • Arrange a deposit and letter of credit from the Temple.
  • Get the Grand Legate's endorsement for his travelling papers.
  • Ask if the Grand Legate can begin the political process to have Krell's ranks and privilages suspended.


Togumx-Gub

  • Procure some parchment and inks for Kyuad (from Quadira, likely)
    • Quadira's Shop - A dusty shop filled with all sorts of strange items (much like a modern day occult shop) Also contains living quarters, a secret alchemical lab and a library.
    • Qadira the Witch - A mystic, herbalist and fortune-teller. Qadira claims she speaks to spirits, and she very well may, but she brews noxious poisons and antidotes, and she knows much about many things, and makes a stimulating dinner companion. A middle-aged woman of matronly build, Qadira has had a fondness toward Zal'kazzir for several years, but their relationship has never progressed beyond friendship.
  • Use contacts (Perhaps Tomux-Gub) to get the name of any goblinoid mercenaries in the area around Eisin. Being a huge military hub, and given how readily goblinoids turn to mercenary work, there should be plenty.
    • Togumx-Gub - An honorless Hobgoblin who deals in all things illicit and unsavory. He peddles his trade from a secure warehouse in Zorgetch.
    • Lakz - A crafty, malevolent, opportunistic goblin with a chip on his shoulder about his lot in life, who is remarkably loyal to those who take care of him. Lakz is the cheif of waste disposal for Sharuun; it is his job to ensure that all of the other goblins keep things tidy and don't step out of line. As such, he is very good at making things dissapear, and at finding unusual things. What started as an occasional bribe for services turned into a friendship of sorts, and Lakz had hidden Zal'kazzir's activities on more than one occasion, acts that Zal'kazzir deeply appreciates. Zal'kazzir has been very generous with both praise and goods to Lakz over the years, and more than anything else, he treats him as an equal.


FUNERALS

  • Have Aisha and Zahir properly cremated, and feed their ashes to his horses (or hippogriffs, in this case) so that they might gain the departed ones' courage and strength.
    • Whitefield - The name given to the Ghulvenne Estate due to the preponderance of waterlily-covered ponds surrounding it. It is rambling and can be confusing at first, but is warm and inviting, with marble floors, elegant draperies and large windows. In the aftermath of Krell's visit, the entrance hall is in ruins, blood stains the foyer, and destruction is rampant.
    • One-Eye - A (seemingly) mad street preacher, dressed in tattered legates' robes, always yelling for people to repent and worship the shadow, though in such a mad way that he never convinces anyone. Knows a lot of the goings on in Sharuun, and will tell those he likes, if the price is right: sometimes favors, sometimes food, sometimes booze, never gold.
    • Sahi Amir - An old Sahi of Sharuun, and a friend of Zal'kazzir's father, Amir is wise in the lore of the heavens, and is known to tend the wounded and sick on occasion. Much smarter that he appears, and more ruthless than his smile lets on, Amir is a well-respected elder in the community.
    • Zaki Ghulvenne - Zal'Kazzir's estranged brother. Zaki hates his father and brother for what he sees as cowardice and collaboration. Zaki rides with the plains Sussars in the active resistance.


DREAMS

  • Send Dream messages to Eranon, Durgaz, Kyuad, Mi'sun, Zalma and Ahimia.





RESOURCE INFO

Family

  • Aisha - Zal'kazzir's wife of 12 years. Died at the end the Arc of Shareel, in the 100th year of the Shadow. She was pretty, in the harried mother kind of way. Average height, long dark hair. An accomplished horsewoman and the third daughter of House Sezsen, Aisha and Zal'kazzir fell in love in the court at Sharuun, and their wedding was even attended by the sussar himself. They turned out to be a rotten match, however, and they fought almost constantly, though both are aristocratic enough to maintain the marriage for political reasons. Aisha was murdered by the Legate Krell in retaliation for Eranon and Shadaar's murder of Krell's men. She was beaten, brutalized and finally hanged from a balcony as a warning.
  • Zahir - Zal'Kazzir's son, Died, aged 11, along with his mother at the end of Shareel, in the 100th year of the Shadow. He was a bright, precocious boy, with a knack for mischeif and an impish grin. Good-hearted but bull-headed. He was run through with a lance while hopelessly defending his mother with an old sword, and then hanged.
  • Zia - Zal'kazzir's daughter, currently aged 10, a clever, thoughtful, quiet, insightful girl who loves to smile. Loves flowers and poetry. She is literate is courtier, and reads voraciously. She is Zal'kazzir's 'little light'. Her current status is unknown, as she was kidnapped by the Legate Krell, to be used as bait to lure out Zal'Kazzir.
  • Zoltan - Zal'Kazzir's Father. Old, but well-respected as wise and learned. Once worked as the exchequer for Sharuun. Cares for the family while Zal'kazzir is away, but has a poor relationship with Aisha, who he sees as a shrew. Zoltan is currently travelling in the Baden's Bluff area along with Zalma.
  • Zalma - Zal'Kazzir's Younger Sister. They were very close growing up, and have an unusual relationship as adults; despite their conflicting views, the often share meals and discuss philosophy, politics and magic. She is one of the very few people who have long known of Zal'Kazzir's gift. She uses her position to protect the family, and Zal uses his influence to further her career.


LEGATES

  • Teros Vilosa (Dornish male, Leg, LE): Greater legate of Highwall
  • Zelderos Kalang (Sarcosan male, Leg, NE): Greater legate of Asmadar
  • Norduth Starlin (Erenlander male, Leg, LE): Greater legate of Alvedara
  • Andara Urthasu (Dornish female, Leg, LE): Greater legate of Baden’s Bluff
  • Shantelus Ereach (Sarcosan male, Leg, LE): Greater legate of Cambrial
  • Indrenth Jedev (Dornish male, Leg, LE): Greater legate of Bastion
  • Farmasa Turun (Sarcosan male, Leg, LE): Greater legate of Elsin
  • Judela Marcosh (Erenlander male, Leg, LE): Greater legate of Davindale
  • Lian Hedef (Erenlander male, Leg, LE): Greater legate of Hallisport
  • Daezinaela (elf female, Leg, NE): Greater legate of Chandering
  • Emehdi Shazir (Sarcosan male, Leg, LE): Greater legate of Fallport
  • Mazish Mezim (Sarcosan male, Leg, LE): Greater legate of Sharuun
  • Lerima Surali (Erenlander female, Leg, NE): Greater legate of Erenhead
  • Darmanan Morisin (Erenlander male, Leg, LE): Greater legate of Eisin