Sunday, January 22, 2017

Chapter 3 - Three Tasks

The Lukomorye campaign returns from its holiday break, to find the companions learning old secrets and trying to peddle a few of their own.

Chonkorchuk bows down before the hag. He tells her that he is seeking to reenter the realm in search of the Alatyr stone, and wants to introduce two new followers he has recruited to her cause. She hisses in response that she expects followers to carry out simple instructions, such as not seeking her out of their own accord. She intends to punish them for hurting her friend – and mutters something about ripping the eyes out of Plamen’s head. The young man is made of sterner stuff, however, and resists the crone’s spell, though he does carry out her demand to attend to the lynx. Plamen heals it, and upon rising, it slinks back behind its mistress. Chonkorchuk continues his enthusiastic entreaties, and the crone, after learning of their partnership with Zhitko and Katerina ultimately consents to grant the companions access to the Queen’s realm in exchange for three services:
 
·      “You must bring back the pure treasure that was stolen from us”
·      “You must bring back the galumphing oaf who hides away from us”
·      “You must bring to us the young bride, who is to wait on us”
Chonkorchuk asks for clarification, but the hag replies that she expects her followers to possess sufficient acumen and determination to solve such obvious riddles. In response to her pressing, the trio quickly give their consent, with Rodion/Raskel, still smarting from the cat claws that nearly tore him up, being especially anxious to have the hag take her leave as soon as possible. This she does, vanishing into thin air, while her pet bounds away. Rodion flings a stone at Chonkorchuk’s head for getting them into this predicament.
It is too dark to attempt to find their way back from unfamiliar territory, so the three companions decide to camp in the woods for the night. Rodion, having changed back to human form, conjures a spirit to collect firewood, and places mystically flickering lights at the perimeter of their encampment to prevent another assault by predators. As they prepare to sleep, they discuss the meaning of the crone’s riddles. Rodion, being the most experienced, recalls that ‘pure’ is an appellation that commonly refers to silver, while the ‘galumphing oaf’ seems to denote a bear, or perhaps a bear skinshifter. The bride is possibly Katerina, though the meaning may be a code. In any case, the third task can be tackled after the first two are dealt with. Since no one seems to know anything about a silver treasure, or a bear ‘oaf’, the first order of business seems to be to talk with Zhitko, to see if he knows anything. Interviewing Hegumen Yaakov, or searching the abbey, is another plan discussed, but the companions agree to indefinitely put off this line of investigation for the time being.
The night passes uneventfully, though Rodion’s deep wound begins swelling. Chonkorchuk easily finds the way back to the hermitage in the daylight, and even bags a pheasant along the way.  Finally at home, Chonkorchuk attempts to summon of a vision of the ‘pure’ treasure they are to seek out, and is somewhat surprised to see a simple, though sizable trove of coins, numbering in the thousands, shining in the darkness.
After burying the pheasant for future use, the companions head back to Lazarevo, trying to make haste so that they can return to the hermitage before dark. The journey is pleasant enough for this time of year, and they reach the outskirts of Lazarevo by mid-afternoon without any trouble. Plamen steps up and knocks on the door of the smith’s house, and Katerina, who is doing household chores, invites the guests in. After briefly relating their adventures of the previous night, the companions ask if Katerina is aware of any treasure or bears, and whether she knows where Zhitko is. She has no information to share, but sends a younger sibling to fetch Zhitko from his workshop (which seems to be some ways away). While they wait, Plamen offers the young woman a piece of his toadstool (though she complains in jest at not being given the whole mushroom). Soon, her mother appears, and is a bit taken aback at having such strange guests in her house. They quickly ask Katerina to arrange a meeting with Zhitko at noon tomorrow at the ford in the Vydra, not wanting to risk being noticed by the hegumen’s people. Then they take their leave, and head back to the hermitage.
Fort Trofimov prepares for winter

The ford is roughly halfway between the village and the hermitage. There is a fort nearby which used to belong to Taras Trofimov – the old proprietor of what is now called Lazarevo. In his youth, Rodion and Taras were in business together, smuggling high-value goods past duty collectors in another village downstream, and reloading them on boats at the fort. As the companions pass the structure on the return trip, Rodion wants his raven to fly over and investigate who, if anyone, lives here now. The fort’s gate happens to be open, and as Rodion communes telepathically with his familiar, Plamen hails people who are moving emerging from inside. They bid the traveling party approach the gate. The fort is obviously still occupied, and busy with normal late fall activities. Rodion informs the people at the gate that he was a friend of Taras Trofimov, and wonders whether he still resides here. They respond that the old boyar died two decades ago, but his nephew Dem’ian is the new lord, and may be interested to meet a friend of his uncle’s. After a short wait, Dem’ian, flanked by two armed henchmen, approaches, and invites the party into his feast hall, where he plies them with drink and viands. 
In the ensuing conversation, the companions learn that old Taras apparently died a troubled man, because he felt very guilty for the Kochmak raid on the village, and apparently tried to assuage his conscience by willing the village to the Church on his deathbed. Chonkorchuk wants to know if the old boyar was pressured to do so by unscrupulous priests, and relates the theory that Hegumen Yaakov is not as pious as he seems, and has a pagan past (as indicated by the carvings on the hermitage). Dem’ian is less than convinced that this contention is provable (and finds nothing unnatural about the hegumen using the famine to press famished people into peonage), but apparently considers this information worthy of recompense. He offers the companions a meeting with Mother Nadezhda, the old boyar’s confessor, because she may know interesting details about his death, and then conducts him to the chapel.

Mother Nadezhda is very old but still quite canny. She initially refuses to violate the sanctity of the confessional, but indicates quite clearly that her chapel is in need of funds to further the Lord’s good works. After some false starts at negotiation, Plamen bursts out that though he has nothing, the group is about to come in possession of a thousand kopecks, and pledges a third of that to her. Everyone is taken aback, but Mother Nadezhda has him swear on the cross that he will hold true to his word. When he does, she relates the story of Taras Trofimov’s dealing with an ‘entity’ that lives in the woods to the north (by which she clearly means Baba Yaga). This ‘entity’ was responsible for much of Taras’ worldly success, but at one point, she apparently demanded that Taras stand aside and not intervene when a band of Kochmaki were coming to raid the village. Evidently, they had a deal to hand over the village’s wealth to the ‘entity’, while they themselves would get to keep the captives as slaves. Later in life, Taras indeed attempted to expiate his sin by giving what remained of the village to the Church. There was no pressure by Hegumen Yaakov for him to do this, according to her telling, but the hegumen knew the story. In response to Chonkorchuk’s questions about the hegumen’s possible involvement in the raid, Mother Nedezha says that he was born nine months after the raid, to the lone surviving captive, who returned to the village shortly after the massacre.
Returning to the great hall, resume the conversation with Dem’ian. Apparently, he is continuing his uncle’s old business. Since Rodion and the others are interested in this line of work, he tells them to speak to his current middleman – a character named Lionia the Red, who lives downstream on the Yelizarov estate. Lionia has an ‘arrangement’ to avoid harassment by the abbey, which is now the main duty collector in the region, and though he has people he works with, he may be looking for help. Dem’ian says he will pass along a message next time he sees him. Before the lord of the manor turns to retire, Rodion asks him to keep the information about Hegumen Yaakov under wraps for the time being.
The companions spend the night in the great hall. Before turning in, Chonkorchuk seeks a vision of the bear, in human guise, if he has one. He sees a fat-faced, bawling teenager with dirty blond hair, being dragged somewhere. He doesn’t recognize the face, and his description rings no bells with his companions either. 
Mother Nadezhda - a shrewd operator
    


Thursday, December 15, 2016

Lukomorye Character Types

Even though it's not the main focus of the blog, I planned to have some 'game mechanic' posts from time to time. I've mentioned some specific character types for the Lukomorye setting in passing, but here, I'm going to lay out the races, classes, and backgrounds I've conceptualized for this game. I've also made a parallel Russian text, partly for flavor, partly as an exercise, partly because I know there is now some Russian readership here, so perhaps someone with limited RPG exposure may find the universe of fantastic characters outlined here stimulating. I'm pretty happy with the flavor conjured up by the names of some of the class archetypes and backgrounds, though I'm well aware that a few of them are way out there. The names for the Changelings are rather blah, but... you can't win 'em all...



Races/Расы


A race is the kind of creature you are identified as. There are three broad categories, and each is divided into multiple subtypes.
Раса – это тот род существ, к которым вас относят. Есть три широкие категории, которые разделены на множество конкретных видов.

1. Humans/ Люди
You are a human being. You can belong to one of the following groups:
Вы – человек. Вы можете принадлежать к следующим группам:

Name/                            Real world cognate/
Наименование            Когнат в настоящем мире

Noriki/Норики                 Eastern Slavs/восточные славяне
Labdy/Лабды                   Other Slavs/все остальные славяне
Galindy/Галинды            Balts/балты
Garipy/Гарипы                Germans, Scandinavians, other northern Europeans/немцы, скандинавы, остальные
                                          североевропейцы
Irii/Ирии                          Graeco-Byzantines/грековизантийцы
Friaziny/Фрязины           Italians and other southern Europeans/итальянцы и остальные южноевропейцы
Fogarma/Фогарма            Jews and Khazars/евреи и хазары
Rakhmany/Рахманы        Arabs, Persians, and Hindus/арабы, персы, и индусы
Kochmaki/Кочмаки         Tatar-Mongols and other steppe peoples/татаромонголы и другие степные народы
Kuz’/Кузь                         Finno-ugric peoples/финноугорские народы
Narty/Нарты                     Caucasus people/Кавказцы

Норики (Noriki)


2. Changlings/Обменыши
You are half-human, half-nature spirit (or goblin). Most beings born of such mixed unions die in childhood, or are sickly, but you survived. Some live among people, others are stolen away by their non-human family. Types of changelings are:
Вы являятесь  смесью между человеком и нечистью. Большинство детей, которые рождаются от таких союзов рано умирают, или очень болезнены, но Вы выжили. Некоторые обменыши живут с людьми, а другие украдываются нечистью и вырастают с ними. Обменыши группируются в следующие сорта:

Name/                                               Brief Description/
Наименование                               Краткое описание


Half-domovoi/Полу-домовой            Child of a 'house-goblin' who lives under the rafters or behind the stove
                                                             Дитя нечисти которая живет под крышей или за печью
Half-dvorovoi/ Полу-дворовой         Child of a 'yard-goblin that lives in the enclosure of a human household
                                                             Дитя нечисти которая живет во дворе людского дома или избы
Half-ovinnik/Полу-овинник              Child of a 'barn-goblin' that lives in an animal-shed or granary
                                                             Дитя нечисти которая живет в овне, амбаре, или хлеву
Half-bannik/Полу-банник                  Child of a goblin that lives in a bathhouse
                                                            Дитя нечисти которая живет в бане
Half-polevik/Полу-полевик               Child of a goblin that lives in a field or meadow
                                                            Дитя нечисти которая живет в поле или на лугу
Half-leshy/Полу-леший                     Child of a forest goblin
                                                            Дитя нечисти которая живет в лесу
Half-letun/Полу-летун                       Child of a ‘fire-serpent’ that seduces lonely people
                                                            Дитя огненного змкя, который соблазняет одиноких людей
Half-rusalka/ Полу-русалка              Child of a maiden spirit that lives in a river or stream
                                                            Дитя девушки-утоплленцыб которая жевет в реке или ручье
Half-vodyanoi/Полу-водяной           Child of a ‘water-goblin’ that lives in a river, lake, or swamp
                                                            Дитя нечисти которая живет в реке, в озере или в болоте
Обменыш (Changeling)
3. Skinshifters/Оборотни
You are an intelligent animal who has spent the early part of her life in human form. With adolescence, your shapeshifting abilities have become manifest, and you can take the form of a bipedal animal with humanoid limbs. Later you can assume full animal form. Subtypes of skinshifters are:
Вы – зверь одаренный разумом. Первую часть своей жизни Вы прожили в человеческом облике, но в подростковом возрасте, Вы обнаружили способность менять форму. Вы можете превратиться в двуногого зверя в человеческими конечностями. Позже, Вы сможете превратится в обычного зверя. Вот породы оборотней:

Name/                                   
Наименование

Bears/Медведи           
Cats/Коты
Falcons/Соколы
Foxes/Лисы
Frogs/Лягушки
Hares/Зайцы
Ravens/Вороны
Roosters/Петухи
Wolves/Волки


Оборотень (Skinshifter)


Classes/Классы
Your class represents what kind of hero you are, and it determines the bulk of your heroic abilities. As you mature as a hero, your class becomes much more important than your race or your background. The classes and specializations you may pursue in Lukomorye are:
Ваш класс это отражение конкретного героического типа. Он определяет большинство Ваших необычайных способностей. По мере Вашего развития, класс становится гораздо более важным, чем раса или происхождение. Ваш персонаж может выбирать между следуюшими классами и специальностями: 

Name/                                            Specialities/                                    Cognates in standard 5e
Наименование                            Специальности                                Когнаты в стандартном 5е

Bogatyr'/Богатырь                        Стезя (Path)                                     None/Отсутствует

A knight-errant who performs          Оратай (Oratai)                                  None/Отсутствует

feats of superhuman strength            Казак (Cossack)                                 None/Отсутствует
Boyan/Боян                                     Распев (Chantry)                               Bard
A performer and jack-of-trades        Гусляр (Gusliar)                                 College of Valor
whose music invokes old magics      Скоморох (Skomorokh)                     College of Lore
Vedun/Ved'ma/Ведун/Ведьма        Завет (Pact)                                      Warlock
A spellcaster who gains power          Навий Завет (Netherworldly Pact)    None/Отсутствует
by making pacts with dangerous        Дикий Завет (Beast Tsar Pact)          None/Отсутствует
beings                                                 Бесов Завет (Devil's Pact)                 Infernal Pact
                                                           Чудий Завет (Chudo Pact)                 Great Old Ones Pact
Voin/Воин                                         Дружина (Company)                        Fighter
A skilled warrior who excels             Витязь                                                Champion
in armed combat                                Воевода                                              Battlemaster
                                                           Вещий воин                                       Eldritch Knight
Volkhv/Волхв                                   Круг (Circle)                                      Druid
A pagan priest who serves the            Круг Мокоши (Circle of Mokosh)   None/Отсутствует
Old Gods and learns from the wild     Круг Велеса (Circle of Veles)          None/Отсутствует
Durak/Дурак                                     Гомон (Babel)                                  None/Отсутствует
A lucky good-for-nothing Fool           Простофиля (Simpleton)                 None/Отсутствует
with wondrous powers                        Юродивый (Holy Fool)                    None/Отсутствует
Koldun/Колдун                                 Род (Bloodline)                                 Sorcerer
A spellcaster whose power is in          Змеевич (Zmeevich)                        Draconic Bloodline
the blood                                              Ягишна (Yagishna)                          None/Отсутствует
                                                             Навий (Netherworldly)                    None/Отсутствует
Plut/Плут                                           Кодла (Den)                                      Rogue
A street-smart trickster, often              Тать (Tat')                                         Thief
involved in shady business                  Лукавец (Lukavets)                          Arcane Trickster
                                                             Жулик (Zhulik)                                 Mastermind (Sword Coast Guide)
                                                             Разбойник (Bandit)                           None/Отсутствует
Sviashchennik/Священник             Предание (Tradition)                        None/Отсутствует
A Priest who serves God and              Анахорет (Anchoritic)                      None/Отсутствует                       
an ecclesiastical hierarchy                   Кенозист (Kenotic)                           None/Отсутствует
                                              Сенобит (Cenobitic)                          None/Отсутствует
                                                            Изихаст (Hesychastic)                        None/Отсутствует
                                                            Пантократ (Pantocratic)                     None/Отсутствует
Storozh/Сторож                                Застава (Lodge)                                Ranger
A tough skirmisher who                      Стрелок (Strelok)                               Hunter
roams the frontier                                Ловчий            (Lovchii)                    Beastmaster
                                                             Ушкуйник (Ushkuinik)                     None/Отсутствует
(Rare or foreign classes/Редкие или заморские классы)
Podvizhnik/Подвижник                   A holy defender of the Faith               Paladin (Oath of Devotion only)
Mag/Маг                                            Школа (School)                                 Wizard
A sage who learns magic by               Хранильник                                        Abjurer
perusing ancient tomes                        Духовидец                                          Conjurer
                                                             Звездочет                                            Diviner
                                                            Чародей                                               Enchanter
                                                             Взыватель                                           Evoker
                                                            Хитросплетник                                   Illusionist
                                                            Чернокнижник                                    Necromancer
                                                            Потворник                                           Transmuter
Shaman/Шаман                                                                                             None/Отсутствует
A spellcaster who trafficks with                                               
spirits and travels to other planes
 

Скоморохи (Skomorokhs)





Backgrounds/ Происхождение

Your background is your initial social station or job.
Происхождение – это ваше место в обществе – ремесло или сословие.
 


Name/                                    Russian Name/                            Standard 5e cognate, if any/
Наименование                    Русское Наименование            Когнат в стандарном 5е


Ascetic                                       Инок (Inok)                                      Hermit           
Artificer                                     Ремесленник (Remeslennik)          Guild Artisan
Attendant                                  Служитель (Sluzhitel')                     Acolyte
Boyar                                        Боярин (Boyarin)                               Noble
Courtier                                    Дворянин (Dvorianin)                      None/Отсутствует           
Foreigner                                  Чужеземец (Chuzhezemets)            Far Traveler (Sword Coast Guide)           
Healer                                       Знахарь (Znakar')                             None/Отсутствует
Heathen                                    Язычник (Iazychnik)                        Outlander
Mariner                                     Моряк (Moriak)                               Sailor
Merchant                                   Гость (Gost')                                     None/Отсутствует
Mountebank                             Мошенник (Moshennik)                   Charlatan
Nomad                                      Кочевник (Kochevnik)                     None/Отсутствует
Peasant                                      Смерд (Smerd)                                 None/Отсутствует
Person-at-arms                          Ратник (Ratnik)                                Soldier
Ruffian                                      Буян (Buyan)                                    Criminal
Scribe                                        Дьяк (D'iak)                                      None/Отсутствует
Slave                                         Холоп (Kholop)                                None/Отсутствует
Urban Laborer                         Работник (Rabotnik)                        None/Отсутствует
Trouper                                    Балагур (Balagur)                              Entertainer
Vagabond                              Бродяга                                             None/Отсутствует