Attendees:
Not sure why I forgot to do a write-up for over a week. At first I
thought it was the lack of combat, but I don’t think that’s it. Combat
just helps me organize the order of things (“We did that between this fight and
that fight”).
So this is the game from Sunday, May 24.
Attendees:
Kren – Alan
Karth – Joe
Viox – Jim
Davion – Darren
Talkin’ Folks – Mark
We are given three choices by our GM. Do we go through the gate solo and
explore, do we take a small, representative group, or do we go through with the
a veritable army. While the mass-combat seems appealing to some, Mark
isn’t sure he can handle a massive campaign of that sort.
After some deliberation, we decide 300 or so people would work. So we get
4 ships together, decide how to construct the group, and consult with the King.
We tell him to step up his shipbuilding efforts because it will be about a year
before the world ends.
We realize that what we need is a strong leader, someone who can tend the people
at those moments when we are away, and who will command the respect of the
citizenry. So we size up a retired hero with great skills (Legendary
Hero), but we feel we might need someone from the King’s family. He has
two daughters and a very young son. We broach the subject with the king
and give him the opportunity to select whomever he wants involved in this, and
the new leader of our vanguard is…
His twelve year old son. Yup. The boy king is put in charge.
The Legendary Hero signs on, if only so he can protect the Prince.
We have a discussion with the other Patrin; in this case, Seven Devils Clever,
who agrees after we agree to be indebted to her that she shall in return lead
the armada of ships of the land of Caithness through the portal when the time
comes.
We have 4 boats. The king gives us suggestions for citizens. We
realize that it can’t all be gentry. It has to be a cross-section of
society, including serfs. After a discussion of possibly outlawing serfdom
and making them equals, we realize this would be a big blow to their way of life
and that perhaps such a thing can be adjusted over time rather than at the start
of this thing.
So we pack boats full of people and pour through the gates. We hand-wave
the passing of the island with the 1000-headed dragon. (“Oh, you do
something with cows and pooh and all the usual stuff”). On the other side
of the gate we find ocean. Well, we knew about this, or were warned anyway
that this would be a water-world. Oceanus, it be.
First thing we encounter is a small island; a tiny, rocky shoal which we know
from discussion with other Patrin, will have a sort of marker which must be
signed by us, signifying that we have passed through. Two of us go out in
advance and make our mark. Two others come to the island by boat with some
of the mortals. Deciphering of the information on the plinth yields
information (which is in the post from mark on the Exalted – Patrin board at www.modernfables.net/phpBB/phpBB3 ).
Apparently the wyld has some strange effects on things. For example, there
are the waterspouts that spring up from the water, and the whirpools which drill
down into it. It seems the safest areas are the islands, but even they
have problems.
At one point a sort of madness sets in as a result of the wyld. It is
cured by judicious application of the healing needles, or just a really good
integrity roll. But those who fail it or who aren’t stabbed by needles,
are in danger of falling overboard. The group use the fishing
nets to net the people on deck restraining them from going over.
Perhaps the biggest incident of the trip is what is happening when the game
session ends: Giant sea-going worms are flinging themselves out of the
water and wearing away the land around an island which we are approaching.
Now it’s not that there isn’t more stuff. Again, more a matter of ne not
remembering so much.