Summary of "Varlok y Eryndor - Sessión 0.3"
Summary of “Varlok y Eryndor - Sessión 0.3”
Storyline Outline
The session takes place shortly after the party arrives at the port city of Altin Liman (also called Altunman), a steampunk-inspired city with Ottoman influences. The city is divided into official guild districts and a notorious slum area known as the Dust Belt or “villa.”
Key plot points include:
- The party’s expedition uncovered an ancient, heretical temple of the Lukes, a civilization worshipping forbidden gods beyond the sanctioned six gods of the church.
- They found a mutated beast in the temple and brought back trophies such as the beast’s head and an offspring wolf pup.
- Political tension is high within the city’s religious order, with factions vying for control after the disappearance of a key leader named Jacán.
- Calil, a power-hungry figure opposing the party’s mentor Hakan, is consolidating power and pushing to transform the order into an inquisitorial force, increasing oppression and purges—especially targeting marginalized races.
- The party’s paladin character is preparing for an initiation rite, struggling internally over the oaths to swear—balancing vengeance and justice with freedom and mercy.
- The party investigates suspicious activities involving merchant clans, banking families, and the mysterious ship Denis Cis, which has a dark reputation.
- The Dust Belt district is a dangerous ghetto filled with marginalized races, under heavy scrutiny due to cultist attacks and increased inquisition activity.
- The party interacts with various NPCs including bureaucrats, tavern keepers, former sailors, archivists, and underground figures helping refugees.
- A growing conspiracy involving the order, merchant clans, and political intrigue is unfolding, which the party is trying to unravel.
Gameplay Highlights
- Roleplay-heavy session focusing on investigation, political intrigue, and world-building.
- Exploration of city districts with detailed descriptions of social classes, architecture, and atmosphere.
- Interaction with NPCs to gather information about the expedition, local politics, and the fate of missing crew members.
- Preparation for a paladin initiation rite including ritual purification and oath drafting.
- Use of deception and intimidation to extract information about the ship and merchant clans.
- Stealth and social skills employed to navigate hostile or suspicious environments like the Dust Belt and underground taverns.
- Players manage resources such as money, lodging, and items like a magical sapphire that disguises one character’s appearance.
Key Strategies and Tips Discussed
- Use social skills (Deception, Intimidation, Insight) to navigate complex political and social situations.
- Leverage contacts and alliances cautiously, as trust is scarce and betrayal is possible.
- Keep sensitive information (e.g., heretical artifacts) hidden to avoid persecution by the order.
- Explore different city districts separately to gather diverse information and avoid drawing unwanted attention.
- Use disguises and magical items to blend in and avoid racial prejudice or detection.
- Balance roleplay with strategic planning to influence the power struggle within the religious order.
- Pay attention to NPC cues and rumors to uncover hidden plots and safe havens.
- Prepare thoroughly for rituals and initiation rites, as they have political and personal consequences.
Notable Locations
- Altin Liman (Altunman): A large port city with guild districts, a merchant’s quarter, a temple district, and the Dust Belt slums.
- Rusty Anchor Tavern: A seedy port tavern serving sailors and merchants, a hub for gathering rumors.
- Dust Belt (Villa): A smog-covered ghetto full of marginalized races, dangerous but rich in underground contacts.
- Temple District: Center of religious and political power, heavily guarded and controlled by factions.
- Mother Sainab’s Tea House: A secretive establishment in the Dust Belt offering more than just tea; a place to find refuge and information.
- Order’s Archives and Library: Where the party discovers heretical tablets and begins to uncover forbidden knowledge.
- Laboratory beneath the Order’s barracks: A secret place for arcane and forbidden research run by a sympathetic character.
Important NPCs
- Barlock: Player character familiar with the city, involved in the expedition and political intrigue.
- Erindor: Player character undergoing initiation rites, connected to the order.
- Calil: Ambitious leader of a faction within the order, pushing for inquisitorial reforms.
- Taric: Combat instructor and escort for Barlock.
- Chalid: Companion and faction member, loyal to the late Jacán.
- Leila: Archivist and scholar, loyal to the old order and a source of arcane and historical knowledge.
- Ibrahim: Leila’s brother, runs a secret lab under the order’s barracks.
- Selim: Tavern keeper and former sailor, provides information and local color.
- Mother Sainab: Owner of a tea house in the Dust Belt, helps refugees and provides underground contacts.
- Emerald: Member of the Manusar race, connected to Canuk and local affairs.
- Canuk: Mysterious figure who left a magical sapphire and is involved in covert activities.
- Memet: Port captain overseeing ship traffic and cargo.
- Corbin: Chirca with brown and gray plumage, linked to refugee aid and possibly conspiracies.
- Kumas: Tavern owner at the Rusty Anchor.
- Cosk: Courtesan serving in Mother Sainab’s tea house.
Sources and Participants
- Players: Barlock, Erindor, Chalid, Taric, Barbarian (narrator/DM), and other unnamed players.
- Dungeon Master (DM): Barbarian, who runs the session and provides detailed world-building and NPC roles.
This session is rich in narrative development, political intrigue, and immersive roleplay, setting the stage for future conflicts within the religious order and the city of Altin Liman.
Category
Gaming