Showing posts with label Marrakesh. Show all posts
Showing posts with label Marrakesh. Show all posts

Saturday, March 12, 2011

In Which The Warlock Can Rebuild Him...We Have the Monster Builder...

With DigitalKat re-igniting her blog, her first post dealt with--you guessed it--Marrakesh.  Her pet setting didn't go that well over at Witt, primarily due to some conflicting views and goals in the party.  Restarting her game back in NY, she's decided to restart her game, but with some pretty definite changes.

So, when the idea came up of having some buff NPCs to keep her players and their PCs in line, immediately our thoughts both went to a certain half-orc mariner/revolutionary. 

As such, I jumped to and pumped out a new version of Ishmael Mellouk ben Hassib--one set to strike fear into any PCs that wander into the wrong back alley...


There he is...hopefully, he'll put a dent in any adventurers' plans! 

Wednesday, August 11, 2010

In Which The Warlock Summons a New Personality...

With my ranger, Ishmael, on the way out, it came time for me to come up with a new character for Kat's weekly Marrakesh game. Instead of my normal format, I used the "Ten Minute Background" presentation, as found from several sources online. As such, enjoy a look at Sular Etani Mahalesh--a tiefling summoner from nearby Cordoba!

In an attempt to get all the information I need to create stuff from character backgrounds without having to continually push for information, I am asking that you create backgrounds the following way:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1. The Man Who Lived Forever: As a tiefling, Sular is the literal embodiment of one of the djinn, the immortal spirits of the desert. Sular has lived for nearly 275 years, and has shown no signs of slowing down or stopping. He fears little, and carries an attitude of “been there, done that” towards most things.
2. The Pacts of Ancient Cordoba: Sular learned wizardry at the feet of the infamous sorcerer Al-Azif, an eladrin who dabbled in the dark arts. Sular turned his arcane training towards the arts of mental manipulation and assault, and towards summoning. However, it was rumored that Al-Azif’s magics came not from study or inborn talent, but rather through a pact he had made with a creature known only as Iog-Sotot. Further rumor states that Al-Azif’s pact with Iog-Sotot is chronicled in full, along with hundreds of lost spells, in a book known only as the Testament of Carnamagos.
3. A Merchant Dynasty, Fallen: For over 75 years, Sular and his brother, Qatar, ran a successful mercantile caravan, running from the city of High Cordoba, criss-crossing Europa, all the way to Byzantium. Occasionally stopping in Marrakesh, he is passingly familiar with the city, though is clearly not a local. Sular’s merchant empire, however, fell to the Inquisition (see point 5).
4. A Scholar and a Gentleman: Sular, while not a master of all arts, has at least some training in most basic skills. He carries a finely made Cordoban khopesh, and has been known to cross blades with enemies on occasion. He relishes new learning, and can often be found trolling libraries and other upscale areas, reading for pleasure and new learning. Sular has also spent many years refining his courtly manner, and he treats all nobility with a genteel hand.
5. The Inquisition: The crusaders of Erathis, pushing south from the northern coast of Cordoba, have put forward what they refer to as a “Grand Cleansing”. With the support of the Erathian Queen Francesca, they swept south towards High Cordoba, driving out any who did not swear fealty to Erathis. For a desert-spirit like Sular and his family, this Cleansing meant certain death. His assets were seized, his caravans were sacked, and his servants were tortured, often to death. While Sular was able to escape to the south, his parents—in a dreamlike torpor for many years—were left behind. His brother? Not even Sular knows.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Locate the lost lore of Al-Azif.
2. Work his way up the nobility of Marrakesh, and reestablish his trade empire.
3. Evade the Inquisition, and find out if his parents—still in torpor—survived the Great Cleansing.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1. (Known) Sular is a member of the Three Lobed Eye—a sect of Ioun devoted to the preservation of “heretical” magics and the like. As the teachings of Al-Azif are among these, Sular takes a particular interest in the Three Lobed Eye’s work. While he himself is not particularly religious, his goals have always lined up with that of the Three Lobed Eye, and he is a respected member.
2. (Unknown) Sular’s brother survived the Inquisition, and has located the Testaments of Carnamagos! He currently has taken up with a group of desert nomads, wandering the wastes surrounding Marrakesh. Qatar has a map that, he believes, will lead to the resting place of Al-Azif’s eyes (Al-Azif was torn apart by Erathian fanatics after his death, with the fragments buried separately), which may hold the forbidden tome.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1. (Friendly) Rahman Abu al Kayeff, human Priest of Ioun. Rahman is a high ranking member of the Three Lobed Eye in Marrakesh. A vestige-pact warlock, Rahman often will debate arcane theory with Sular over a bottle of brandy or a hookah of hashish. Rahman is of a similar temperament to Sular, though he has less of an “aura of invulnerability” compared to his tiefling comrade.
2. (Helpful, but Indifferent) Nawal Salimah, half-elven Spice Trader. Nawal was affiliated with Sular’s mercantile group, when it was still active in Cordoba. Widowed of her arranged marriage at age 17, she stood to inherit her husband’s lucrative spice trade. Assuming control of it at age 23, she forged an alliance with Sular that was mutually beneficial. When Sular’s enterprise fell, due to the Inquisition, her business took a substantial hit. However, she persevered, working with other purveyors, both Narbonne and Marrakeshi.
3. (Actively Hostile) Amadis Baldomero San Marcos, human Knight-Paladin of Erathis. Amadis is an agent of the Erathi Inquisition, charged with the extermination of heretical magics. Amadis has been following and killing mages of all sorts for many years, and is quite the tracker. Amadis has sailed for Marrakesh in search of the book known as the Revelations of Glaaki, though has heard rumors of a much more dangerous tome, currently held by refugees of High Cordoba. The tome? The Testament of Carnamagos.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1. Sitting at the feet of Al-Azif, questioning the master on the nature of the Elemental Chaos while eating dates and sipping coffee.
2. Fighting off caravan raiders alongside Qatar, in the early days of their shipping empire.
3. Escaping through the back alleys of High Cordoba, losing sight of his brother, and sailing for Marrakesh, when the Inquisition reached High Cordoba.

Thursday, August 05, 2010

In Which The Warlock Has a Showdown with Destiny...

In my recent defense of John Wick's "Play Dirty", I mentioned the idea of the "heroic destiny"--the premise that, given a character in a role-playing game, said character should be challenged with great tribulation so that they can evolve, meet that challenge, and emerge with a sense of victory.

It's been my experience that, while this is a great (and admirable!) aim, it's very hard to achieve at times. There are a lot of victories in gaming that tend to feel hollow or empty. Players can come away from many combats saying "Oh, I guess I'm down a healing surge or two" (or, insert other HP-tracking method here), with other encounters following suit. Players are often expected to succeed, one way or another, with actual setbacks coming few and far between.

Back at Wittenberg, when I was still an undergrad, one of my fellow Dirty GM's--Callon, by name--really managed to flip this on its head. I had been playing Maxwell Craedon, a 6'6" mountain of a Fighter/Paladin, but more so...I (as a player) had been trying to play Maxwell as a Lawful Good character. That's definitely a difficult thing for me!

Session after session, game after game, Callon managed to challenge my assumptions in-game about good and evil, law and freedom. What's more, he didn't pull any punches in doing so. The villains he created were unabashedly evil and unafraid to take advantage of both player and character hang-ups and weaknesses.

The resolution of Maxwell's quest--a search for The Dark Tower, straight out of Stephen King's storied septuplet--was made all the sweeter for these tribulations. Maxwell became an exarch of his deity, acting as a force for justice across the planes.

It's been a long while since I had found such a fitting end--a heroic destiny--for a character in game. Much of that's been due to the fact that I've been GMing most of the games I've been involved in over the past few years, but even when playing, games either devolved into a series of continual speed-bumps or were so drenched in failure that mere survival was considered victory (Pyramid of Shadows, anyone?!). Luckily for me, another GM has managed to pull off the 'heroic end' particularly well.

Kat--another devotee of John Wick's--has been running her weekly Marrakesh games with a decidedly schizophrenic group. My ranger-mariner, Ishmael, had all but turned into a terrorist, destroying Narbonne warehouses and the like in an attempt to drive them from Marrakesh. After a disastrous encounter with other members of the native resistance, Ishmael was all but set on a suicide mission to destroy two Narbonne warships in the Marrakeshi harbor. His background had sat idle for many sessions, with little resolution of his mysterious shipwreck or the reappearance of his comrades. Ishmael's party was starkly divided over his actions...

But at the end, all was tied together. In a short session with Colt's swordmage, Sayyid, Ishmael found himself back aboard a ghostly, corrupted version of the Fleur de Tempete, fighting his old crew-members and drifting between alternate realities. This culminated in a massive sea battle as two versions of the Fleur de Tempete drifted together, each fighting the kraken that would send it to its doom.

By the end, Ishmael had found redemption. He had saved his crew and avoided the curse that his captain had laid over the ship. And more, he did so by relying on his comrades--Sayyid proved invaluable in stopping the captain. As the alternate realities merged, Ishmael disappeared into the void, ready for a new adventure.

That, friends and neighbors, was a heroic end. After challenge after massive challenge, I (both in-game and out) felt satisfied. That, above all, was the essence of El Willy's "big win". Here's for more games like it!

And now? Well, continuing in Kat's campaign means bringing in a new character: the tiefling summoner Sular Etani Mahalesh. Expect a character background up next week. Plus, we're heading out for our one-day survey of GenCon on Sunday--and, with it, Keith Baker's Eberron game!--so expect some observations and pics from there in our next entry.

Game on, brothers and sisters!