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  • Day 62 The Start of the Adventure in Irongate

    Day 62 The Start of the Adventure in Irongate

    I have devised a plan to kick off the adventure in Irongate in a way that the PCs are not familiar with the city (since the players are not) but still have a connection to it. To achieve this, I have drafted a game-opening text directed towards the players, serving as a preliminary campaign pitch. It does not include details on what the campaign entails, what the PC would be doing, and the like, making it only a partial campaign pitch.

    Campaign Introduction

    You are all members of the Tepozatli clan, hailing from the grand city of Irongate. After years of traversing foreign lands, you have returned to your birthplace upon hearing news of your old clan leader Ahau’s passing. You left a decade or more ago, when the city’s formidable navy – the lifeblood of the Itza empire – was obliterated, leading to the collapse of the entire once powerful empire and its capital, Irongate.

    As blacksmiths, the Tepozatli clan’s fortunes were intrinsically tied to the navy. The clan had amassed significant wealth by supplying the warship with arms and other iron goods. However, with the navy’s demise, the clan lost its riches and had to lay off all its workers. Many clan members sought better prospects elsewhere. Despite being children at the time, you vividly recall the fear and melancholy that shrouded the city, even playing outside after dark was no longer allowed. The Tepozatli clan villa where you lived, always crowded and noisy (because giant mechanical hammers worked there all day), became empty and silent. Eventually, you too departed with your parents, leaving only Ahau and his family behind.

    Whilst you can fashion your characters’ attributes as you wish – nationality, gender, age, appearance, and further background – you all share a common past, having grown up in the Tepozatli clan villa situated in the Blacksmith district. You may even come across some childhood friends or rivals in the city, whose current whereabouts remain unknown but may be of assistance if needed.

    You all arrived in the city on the same cargo ship that belonged to the wealthy Asteanic merchant, Lardes. If you need money, it may be possible to work for him. You arrived in the city only this morning and went straight to the Quirigua (Kali death god) necropolis, where the clan leader Ahau is buried. There, you learned that Ahau has been dead for six months and there is no one left but you to inherit your clan’s large forge-villa in the Blacksmith district. You have no other home to stay in.

    The game starts when you step out of the Quirigua necropolis.


    Before the game, friends and rivals must also be drawn (as cards), and I already have some thoughts on this that would help get the adventure going.

    By the way, the first adventure and BBEG will be driving Tzakla Ulu out of the PC’s clan palace. As it later transpires, Ahau had succumbed to drug addiction, allowing the leader of a notorious drug gang, Tzakla Ulu, to occupy his palace with his gang. In addition, Tzakla Ulu will also be one of the rivals, and if that doesn’t help, one of the PC’s friends will also have a problem with Tzakla Ulu. And if even that doesn’t help either, if the PCs choose between Lardes and the king, Tzakla Ulu will still get in their way.

    Thoughts on friend cards:

    1. Someone from the same district who also has problems with Tzakla Ulu and can warn the PCs about him.
    2. One Nitzmanji tribal leader, who will bring the PCs into contact with Morena Truthseeing and ask them to solve the problems with her. (read also: https://sake.ee/day-19-of-dungeon23-%e2%94%82-city23-project/)

    Thoughts on rival cards:

    1. Tzakla Ulu

  • Day 59. of #city23 │ #dungeon23 Otokos also known as frog-people

    Day 59. of #city23 │ #dungeon23 Otokos also known as frog-people

    Time to add some creatures to the world. Otokos fit especially well to the swampy jungles and mangroves near Zipopan and they live in smaller numbers in other areas of Kaliland also.

    Otokos also known as frog-people

    Otokos are a species of small, amphibious creatures that inhabit primitive communities in the swamps and jungles of Kaliland and the Orenic regions. While little is known about their history, humans have historically shown little love for otokos, and they have been eradicated wherever human civilization has spread. As a result, these creatures can only be found in the most untouched swamps and jungles.

    Distribution and relationship with humans

    Otokos are typically wary of humans and will begin tracking them if they enter the area that an otoko community considers their home and hunting grounds. If a person gets too close to an otoko village, the community may ruthlessly attack them in an attempt to kill or drive them away.

    Otokos live in communities of 40 to 160 (4d4x10) members, with the community being ruled by a matriarch. Male and female otokos build the village, hunt, fish, and guard their hunting grounds.

    While otokos generally avoid humans, there have been instances where new otoko communities have formed near human settlements on the edge of the jungle. In such cases, the community may harass the settlement by attacking individual people, stealing and killing their livestock, and so on. There have also been cases where otokos have attacked entire villages with large numbers of people.

    Characters with a +4 Instinct who are beastmasters can learn the otoko language and command them.

    Otoko settlement
    Otoko settlement

    Anatomy

    Otokos are small amphibians that stand upright and can grow up to 150 cm tall. Adult otokos typically weigh about 40 to 50 kg. With their frog-like bodies and powerful hind legs, they are skilled jumpers. Like frogs, otokos have only four fingers and toes, with one finger developed like a thumb, which allows them to use tools and weapons. Otokos have a relatively short lifespan, reaching sexual maturity at 6 to 8 years old and living to be about 20 to 30 years old.

    The birth and development of otoko is unusual. Every year, otokos have a mating season. A few weeks after the mating season, all fertilized female otokos leave their areas and search for a distant body of water to lay their eggs. When they are done, the female otokos return home. From the eggs that are not eaten by predators, tadpoles are born that live and feed in the selected body of water. The first otoko to come out of the water becomes the matriarch of the new group, usually about 2 to 3 years after birth. The young matriarch starts creating a living space for her community out of nothing while protecting the selected body of water so that her community members can come out one by one.

    Otoko tadpole

    Otokos are born with the knowledge of how to make throwing weapons, harpoons for fishing, traps for hunting, and so on. They also know which plants are poisonous and which are not, and they are able to use poisons to their advantage. The collective subconscious of otokos is highly developed, and usually, a new generation of the tribe remains in the same place where they were born.

    If the mother of the tribe has chosen the spawning ground wisely, there will be no conflicts between the new and previous generations. However, the unique way in which otokos are born means that no otoko tribe lives longer than its oldest member, resulting in no progress in otoko knowledge and skills. Sometimes, a new otoko tribe takes over a village of a previously extinct tribe.

    Diet and natural enemies

    Otokos are skilled at survival in their jungle environment, relying on hunting, fishing, and gathering to sustain themselves. Being omnivores, they can hunt practically any animal thanks to their speed and use of poison, with some even claiming they are capable of hunting elephants and large predators.

    However, otoko also face threats from natural enemies, including simple fish that can consume an entire tribe before it grows large enough to leave the water and large predators like jaguars, giant gorillas, crocodiles, and anacondas. Despite these dangers, the greatest enemy of adult otoko is humans.

    Tactics

    Otoko ambushes can be very dangerous. They ambush game or people passing through their hunting grounds in groups of up to 10, and their method of attack is to weaken the opponent with poison, then quickly retreat and set up a new ambush against the confused or fleeing victim. They repeat this tactic until they believe the opponent is weak enough for a direct attack. Then they pounce on the weakened opponent with the whole hunting party.

    By water, they can ambush from below because they are skilled swimmers and amphibious.

    Combat stats


  • 53. day in Irongate Some thoughts on Campaign in Irongate

    53. day in Irongate Some thoughts on Campaign in Irongate

    More water has flown to the sea, and it’s time to jot down some thoughts regarding Irongate once again.

    As I’ve mentioned before, I design adventure, not just a city, because a city without adventure is not particularly exciting behind the table.

    This post will be a bit scattered because I will write down all the thoughts I’ve had in the meantime.

    The Nature of Adventure

    Throughout the campaign, the PCs will have the power to determine the destiny of Irongate, which is the crux of the adventure. As we’ve established previously, the city lost its empire in a war and its status as the sole trading hub between Kali states and the rest of the world. This has led to a threat of famine, as the current land cannot support the city’s needs. Although I haven’t determined the source of additional food yet, it’s clear that the supply of food will eventually run out, and this could even be the first adventure.

    The king’s curse, brought about by the “Itza-Zipopan Open Seas Peace Treaty,” has caused him to direct resources away from rebuilding the city and restoring the glory of the Itza empire. Instead, he focuses on suppressing and persecuting relatives who want to restore the city. Yunu Itza, a relative of the king, has already attempted to overthrow him, but the king managed to quell the rebellion. Yunu is currently held captive in Iron Palaces, while his son Kzalpa leads the rest of the rebels in the mountains.

    At some point during the campaign, the players will have to choose a side, and their decision will shape the fate of the city. At the moment, the possible choices seem to be the following:

    • The PCs ally with the king. The empire is unlikely to be restored, but there will be many internal struggles. Perhaps the PCs can somehow break the curse?
    • The PCs ally with the rebels and lead the king’s overthrow. They are likely to start with the secret murder of Nene and other important officers. Will they eventually try to restore the empire? The new opponent will be Zipopan again?
    • The PCs find some other party to ally with (e.g., Asteanic merchants, Roadic pirates, or some other major city-state) and use that alliance to establish their own regime. The opponents are likely to be both the king and the rebels.
    • The PCs do not participate in city politics, and things will go as they go.

    Broadly speaking, whatever the PCs do, it falls into one of these four categories. This means that the following preparations are needed:

    • Metaplot of what happens if the PCs don’t intervene.
    • Short action plans for all parties. The GM can use these as a basis even if the PCs do something unexpected.
    • Character sheets for the parties and a number of palaces/dungeons.

    Overall, the campaign is essentially sandbox-style.

    One thing that currently bothers me is that no thread currently points towards the emergence of a powerful BBEG. Rustking and Nene are not super warriors, nor are the rebel leaders, and I am still not sure if I want to bring the god-lich to the game as an enemy.

    The beginning of the adventure and who are the PCs

    I haven’t fully decided yet how exactly the PCs will first get to know the city, but it seems to me that I will already tie them to the city from the beginning, i.e. they have some home, relatives/friends, rivals, etc. there, already at the start of the game. To do this, I will use cards or let the players choose. Both approaches work.

    A personal connection to the city raises the PCs’ motivation to deal with its problems and not just leave when the problems (hunger, city battles) start to become overwhelming. Of course, this means that before the city becomes too problematic, the PCs need time to deal with their friends, acquire assets for themselves in the city, and in every other way start feeling the city as their home. So the city should be more friendly towards the PCs at the beginning of the campaign (or at least partially).

    However, this approach presents the challenge of the players knowing little about the city while their characters have lived there their whole lives. One solution could be to have the PCs return to the city after a prolonged absence. Or something else?

    To prepare:

    • Friends and rivals’ cards.
    • Find a reason why the players know significantly less than the PCs.
    • Beginning adventure. I prefer it when all campaigns start with a clear task right away. In this case, getting to know the city happens organically because the task leads them everywhere.

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