Zal'Kazzir's Response to His Family being murdered

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Revision as of 00:40, 29 June 2007 by 74.61.3.14 (talk) (The Court of Farah Shanduz, Sussar (Traitor Prince) of Sharuun)
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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?  :)





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...

Question from Adam: How much weight should I give to the apostophes around the word "friend" above?

"...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."

Adam/Zal'Kazzir

"A thousand thanks, your grace. I pray that Prince Mezim will find wisdom in upholding the ancient laws."

*Zal'Kazzir bows deeply*

"I do understand, of course, my Lord, that Captain Asama'han seeks colder lands, where the righteous fire of justice might not reach him, but I humbly submit to you my intention to see that he does not succeed in this. That he and I both belong to the Sharu makes this a matter of honor, and a matter that demands satisfaction, to say nothing of the low crimes of murder, theft and kidnapping."

"I would also humbly submit, my Lord, my intention to seek audience with our Master under the Shadow, the Grand Legate. My wife and son were sister-in-law and nephew to my sister, and the Lady Zalma is at least Krell's equal in the Dark Lord's heirarchy; the attack on my family was an attack on both servants of the church and servants of the state.

Sussar Shanduz

"...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...?"

Zal'Kazzir

"With all humility my Lord Sussar, I must decline your wise and generous suggestion; I must travel with great haste, and I have nither the time nor luxury to gather men here and lead them to the pelluria. I must find soldiers closer to my destination, and, of course, soldiers less 'affiliated' with our fair city. All the better to help private arrangements between 'friends' to remain confindential and unsuspected."

"Also, your grace, you have my word of honor that no shame shall come unto you through the actions of those in my charge. If, however, my skill is unequal to this task, the offender shall answer to me, and then I shall answer to you."


Sussar Shanduz

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..."


Zal'Kazzir

"Again, my sincerest gratitude, my Lord Sussar. I worked long and tirelessly to earn the loyalty and devotion of my Beeshi and Asara, and it is my responsibility to protect them."

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!...

As Zal'Kazzir makes his way to the villa, Mi'shun splits off - she suggests that the two of your 'free' several of the horses from their cells that are the plain lands of Lord Mezim... Nearly 20 minutes after Mi'shun departed from your company Zal'Kazzir is approached on the fortified road leading to "Hashu'shef" ... Four riders in black-mail, with red and brown cloaks touched slightly with gold and silver thread, their horses and themselves adorned in regal armor befitting Knights of the Dark Templars, infamous for this rune-etched black armor, rumored to be charged with the hateful malice of the Enemy.
At a glance the riders move from their 'arrowhead' riding formation to take up a 'line abreast' shield wall filling across the highway. Lowering their lances in syncronise tapping the ground ahead of them as they continue to ride slowly, their lances are pulled and stand straight in the air as the column moves within earshot... with an audible:
"HAA-RU! the horses halt, awaiting Zal'Kazzir to approach...


WHAT DO YOU DO?




At Quadira's Shop

Somewhere deep in the dark markets tents, hovels and sand-brick shops of Sharuun Zal'Kazzir finds himself making his way through the maze of vendors. Now and then stepping over drunks vagrants and dodging guardian animals that protect their shop owns from theft. In the recesses of this hole he can see the gray stone that's slightly larger than a human head - the stone has been carved to small hollows on either side, the colors of hand-crafted paints adorn the stone forming the strange hanging 'eyeball' sign known to all that frequent Quadira's Shop... the "eye of the witch" they call it, you know this to be home and business of Qadira - self proclaimed mystic, competant herbalist and charliton fortune-teller...

Before making your way to the entrance nearly three attempts are made at your purse, had you not known to hold it tight it would already be gone. The den of the shop is dark and smokey with the familiar scent of brimstone and formaldahide...

Only a glimpse of the hobgoblin peddler is gotten before he disappears into the crowded streets from the back of the shop - Togumx-Gub knew that dealing with you this day wouldn't be the smartest thing... but before you can think to care, the matronly middle-aged propriator of Quadira's Shop speaks up...


"...don't min' 'em master, e's jus a jumpin loon scared a his shadow..... Ooh my my my my... As I live-n-breath! Masta 'Kazzir... tis good ta see yas again. Wot can I do fer ya?..." 'the Witch' quickly gathers up the things thaty Zal'Kazzir is in search of - parchments, inks, quills... all illicit materials here in Sharuun, but a welcome home they find in your pouch. As per usual Quadira reminds you that you ain't knowin where this stuff came from... She quickly hands it over, taking the goat that you (likely) brought from your estate as payment. Her long finger nail slowly drags on your hand as the reigns of the animal is given over... It's of minor attention to Zal'Kazzir - for you're having another conversation... a goblin has heard that you might be needing some hired help - sitting bluntly on the counter as the Witch fills your order, Lakz is at your service.


"eh... yu right 'Kazzir... thems is hard times. i hates the manz that killt yer kin, hates him, hates him hard! Anyting ol Lakz cun do to hep yu out in dis gorboodled time, Lakz does fer yu, trustz Lakz yu kan. i's has familias up dare n Eisin, yu i du. Lakz kin hep yu alrite. Yu kin give da boon boon tu ma mate up dare in Eisen, he guud hepper tu!
Yu jus lukkin fer him, he go bys 'Sdob Lustbelch', he es gud hepper fer yu, im sur of et.
Es sur es gud ta cee yu 'gin 'Kazzir, sur em sorree tu here bout yer familias gittin killt. Sur hopes yu kilz dem bak... harharhar..."

The little Shadow minion means well, he's smarter than he lets on - Colonial is his second language, it's hard for his sharp teeth to get around the tongues. But his help has always been solid. (Any questions, talk with Lakz?)



FUNERALS

The pyre on the Whitefield Estate holds the remains of Zal'Kazzir's only son and his estranged wife... The marble collindors that sit below the small funeral structure await the ashes collected. Mi'shun stands watch some hundreds of yards in the distance, giving quiet solice to the mourning father and husband.
It doesn't take long for the lost to take to the fires, the cermonial oils prepared by Quadira for Zal'Kazzir see to that... For a moment, the sad hits... for a moment Zal'Kazzir thinks his son's arm moved. It could be his mind playing tricks, it could be the Fell taking hold for one last effort to break free - but neither can pull out of the pyre. And like hateful rain, the ash of Zal'Kazzir Ghulvenne's loved ones gather in the bowls below...

In the distance, unseen by the bereaved father and husband stands a rider atop the blackest horse, tall and thin the rider watches not moving for the ceremony.

It wouldn't be until hours later when Mi'shun mentions this rider that Zal'Kazzir would wonder...
had he come to see his nephew and step-sister?
It's not likely, but the thought is nice for a moment...



DREAMS

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