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

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'''''"...now... regarding your missing people.  I will put a petition out for them. All families bond to them will be requested to return to your estate where my man will account for them and the losses incurred.  There is little to nothing I can do on those stolen into slavery by Captain Asama'han unless he is brought in and those Asara found with him.  I will do what I can 'Kazzir..."'''''
 
'''''"...now... regarding your missing people.  I will put a petition out for them. All families bond to them will be requested to return to your estate where my man will account for them and the losses incurred.  There is little to nothing I can do on those stolen into slavery by Captain Asama'han unless he is brought in and those Asara found with him.  I will do what I can 'Kazzir..."'''''
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==The Fortress-Villa of Mazish Mezim, Greater legate of the Sharuun District==
 
==The Fortress-Villa of Mazish Mezim, Greater legate of the Sharuun District==
''A short 23 miles North East of Sharuun, some 50 miles before the Ruins of the Benuadi Monastery, lies an estate of massive proportion... It is called Hashu'shef (Heaven's Host) and it's stretch rivals the size of the walled town of Mish in sheer land mass.  Thousands of the finest horse-stock roam freely here ready to be wrangled for the call of the Frozen Horsemaster (Izrador).  The master of this fortress-villa is master to all of the Sharuun District, he is simply Mazish Mezim, Greater Legate of the Order. <br> In the role of greater legate Lord Mezim sits near the top of the order’s power structure, below only Sunulael himself. Today, he has only 14 rivals who bear his rank. Lord Mezim takes responsiblity for overseeing the entire region of Sharuun, governing over Mish, Sharuun, Shuvrel, Benuadi Monastery and The Seals of Dal Henye. <br> He serves the Shadow in the North personally when called upon to do so. Unlike the petty temple legates, his role affords very broad duties and responsiblity for all the order’s activities throughout the Sharuun region. <br>  
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''A short 23 miles North East of Sharuun, some 50 miles before the Ruins of the Benuadi Monastery, lies an estate of massive proportion... It is called Hashu'shef (Heaven's Host) and it's stretch rivals the size of the walled town of Mish in sheer land mass.  Thousands of the finest horse-stock roam freely here ready to be wrangled for the call of the Frozen Horsemaster (Izrador).  The master of this fortress-villa is master to all of the Sharuun District, he is simply Mazish Mezim, Greater Legate of the Order. <br> In the role of greater legate Lord Mezim sits near the top of the order’s power structure, below only Sunulael himself. Today, he has only 14 rivals who bear his rank. Lord Mezim takes responsiblity for overseeing the entire region of Sharuun, governing over Mish, Sharuun, Shuvrel, Benuadi Monastery and The Seals of Dal Henye. <br> He serves the Shadow in the North personally when called upon to do so. Unlike the petty temple legates, his role affords very broad duties and responsiblity for all the order’s activities throughout the Sharuun region. <br> Lord Mezim and those who are fortunate and ruthless enough to reach the rank of greater legate count themselves among the most dangerous mortals in the world, and they do not take the security of their positions for granted. Each supporting extensive networks of underlings—channelers, temple and soldier legates, personal retinues of warriors, thugs, informants, and spies. All well defended against rivals and rebels. Mezim practices this caution that comes well-founded, for those such as he are among the most hated and feared mortals on the continent as well. And while these villains take pains to protect themselves, greater legates are not invulnerable. <br> <br> Your Master Under the Shadow, Lord Mezim has agreed to have an audience with you... Prince Shanduz has paid his boon to your family well!...''
Lord Mezim and those who are fortunate and ruthless enough to reach the rank of greater legate count themselves among the most dangerous mortals in the world, and they do not take the security of their positions for granted. Each supporting extensive networks of underlings—channelers, temple and soldier legates, personal retinues of warriors, thugs, informants, and spies. All well defended against rivals and rebels. Mezim practices this caution that comes well-founded, for those such as he are among the most hated and feared mortals on the continent as well. And while these villains take pains to protect themselves, greater legates are not invulnerable. <br> <br> Your Master Under the Shadow, Lord Mezim has agreed to have an audience with you... Prince Shanduz has paid his boon to your family well!...''
 
  
  

Revision as of 17:01, 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

More than 177,000 souls stand beneath the head of the Shanduz family in Sharuun. 67% matter. (ie. Sarcosans)
To outsiders of his court the aged Traitor Prince Farah Shanduz is known simply as Prince Shanduz... You call him Farah, or at least he continually reminds you to call him such. But at the same time Zal'Kazzir KNOWS that his mouth offers the intimacy of first names yet his ego demands you speak his title in every other sentence said to him... Farah is a man of minor girth, dusky and stout. His lack of fitness attends to his rugged build. His fingers seem prepetually glazed in honeys and oils from the delicacies that he loves so very much. Yet the man is perhaps on of the finest "amatuer" horsemen you have ever seen. His eye for the Sarcosan steeds are matched by none other, it is this that aided his rise amoung the ruling caste. Taking a new born colt for which he knew would be a stallion with no peer has been his fortune since boyhood. These skills make up for his lack of care to his appearance when lounging in his den of women, booze and pleasures known only to a rare few.
His family has ruled the city of Sharuun for the last 600 years, and surprisingly, the coming of the Shadow did not change that. The Shanduz family was already among the most loyal supporters of the Shadow as the Third Age came to a close, many of their scions having been indoctrinated into the Order of Shadow. Wishing to offer up his city to his dark god but knowing that less than a tenth of the city’s soldiers and defenders would support him, Farah Shanduz himself sent his armies out to face the Shadow in the Last Battle . . . sending with them poisoners, assassins, and disguised legates. As the Shadow’s armies struck, these valiant defenders fell to spell, sickness, confusion, and dagger, all from within their own midst. As a reward, Izrador blessed Farah Shanduz with the essence of his Shadow, granting him long life and dark powers; the less-than-human prince still rules the city 100 years later.
His 'court' resides overlooking the merchant quarter of Sharuun, it is hot and smells of the vapors that escape the merchant stalls, masked slightly by the scent of oil and candles.

It is with great joy that he greats his old 'friend' Zal'Kazzir...

ROLL: Zal'Kazzir (Sense Motive +15) rolls 12+15 = 27.

...yet you can sense a touch of dispair in his demeanor. Your 'friend' already knows why you come this day...


"...TELL ME young Master Zal'Kazzir Ghulvenne - what brings you to my door this day?"


"...ah... yes... I mourn for you brother. I will do what I can to aid in your justice against the Wolfen Witch Captain Asama'han. But I fear his reach goes far toward the Shadow in the North. While our Sarcosan law may beg justice, the Shadow holds no accordance with it. Though Captain Asama'han is Sharu and with that he swore an oath to the south... I cannot say how the wind will blow here in this old friend, but I can say for my part I will get you audience with Prince Mezim."


"...SHARE-cropping??? What do you think we are 'Kazz? Farmers?!?!" the man says with a jest in his voice.
"...no... of course I will aid you in this time of grief brother. As he has taken great interest in the misfortune that's befallen your family, I have asked Master Zerith Danibel to attend care of the details of your estate's service to my landholders. With the tensions that cast you in a good place to deal, may the Sahi give rest to your family's souls, I have seen to it that he will offer you a good boon. Zerith will take on your lands for the next three cycles or until they've repaid the profit for which you take abroad with you, if the yeilds are particularly good in the coming seasons.
Payment of the mercenaries that you spoke of retaining should be somewhere in the nature of 1300 Mezims (gold-minted Sharuun coins) if you wrangle a coral of 20 Beeshi mercenaries at 2 Mezims a day for salary and feed the overture accounting for supplies.
Do you plan to have them bring their mounts?
This will increase your expense to a good 6 Mezims a day. For the arc that'd come in around nearly 200 Mezims a head for 4,000 Mezims for the stable of 20 per arc.
How does that sound?"


As the Sussar accounts for the cost with beads spread across his desk raking them into piles with his prized ivory horse brush he begins to draw up papers for Zal'Kazzir's travel plans...

"...remember... this is a boon that I offer out of kindness and memory for your lost 'Kazzir. I hate like the Demons that your lovely wife and only boy had to die in this. But as you will understand, future issuances will require favors...
I cannot claim full acknowledgement of your whereabouts, and your troupe for which YOU assign papers to are of your own accounting. Under these papers you will not shame me I trust...?"


Reaching into his boot, Farah pulls out his family crested ring. One his finger he wears a false ring, to cause alert to anyone using the authority of Farah not granted in goodwill. He stamps the parchment in wax with a droplet of his blood pricked from his middle finger. Looking up to hand you the materials he continues...


"...now... regarding your missing people. I will put a petition out for them. All families bond to them will be requested to return to your estate where my man will account for them and the losses incurred. There is little to nothing I can do on those stolen into slavery by Captain Asama'han unless he is brought in and those Asara found with him. I will do what I can 'Kazzir..."



The Fortress-Villa of Mazish Mezim, Greater legate of the Sharuun District

A short 23 miles North East of Sharuun, some 50 miles before the Ruins of the Benuadi Monastery, lies an estate of massive proportion... It is called Hashu'shef (Heaven's Host) and it's stretch rivals the size of the walled town of Mish in sheer land mass. Thousands of the finest horse-stock roam freely here ready to be wrangled for the call of the Frozen Horsemaster (Izrador). The master of this fortress-villa is master to all of the Sharuun District, he is simply Mazish Mezim, Greater Legate of the Order.
In the role of greater legate Lord Mezim sits near the top of the order’s power structure, below only Sunulael himself. Today, he has only 14 rivals who bear his rank. Lord Mezim takes responsiblity for overseeing the entire region of Sharuun, governing over Mish, Sharuun, Shuvrel, Benuadi Monastery and The Seals of Dal Henye.
He serves the Shadow in the North personally when called upon to do so. Unlike the petty temple legates, his role affords very broad duties and responsiblity for all the order’s activities throughout the Sharuun region.
Lord Mezim and those who are fortunate and ruthless enough to reach the rank of greater legate count themselves among the most dangerous mortals in the world, and they do not take the security of their positions for granted. Each supporting extensive networks of underlings—channelers, temple and soldier legates, personal retinues of warriors, thugs, informants, and spies. All well defended against rivals and rebels. Mezim practices this caution that comes well-founded, for those such as he are among the most hated and feared mortals on the continent as well. And while these villains take pains to protect themselves, greater legates are not invulnerable.

Your Master Under the Shadow, Lord Mezim has agreed to have an audience with you... Prince Shanduz has paid his boon to your family well!...


  • 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.



At Quadira's Shop

  • 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