#sword of the citadel. she will always be carrying out their orders. whether it be to protect one thing. or to hurt one
Explore tagged Tumblr posts
dabidagoose · 2 years ago
Text
She's the sword.
A sword can be used to block, to protect. Or a sword can be used to slice or stab, to hurt.
She's the sword.
She's the sword of the citadel.
18 notes · View notes
zippdementia · 6 years ago
Text
Part 71 Alignment May Vary: Into the Aether
Having left Hell behind, the players are about to embark on a journey through the planes, though as envisioned by me, the planes are actual planets and their vessel an actual spaceship. My plan is to take them through the four main elemental planes: air, water, fire, and earth, with some space opera adventures in between before we make it back to Toril, Faerun, and the finale of our three year level 2-20 campaign (probably four year by the time we actually finish).
Air is first on the list. For inspiration on each planet, I’m using the Manual of the Planes from 3rd edition and the brief bit about each plane that’s included in the DM’s guide for 5e. For air, I’ve envisioned the planet as a giant vortex of open air and atmosphere, filled with clouds and floating islands, frozen floasting caves made of air particulates, spires that rise from nowhere, and endless voids of currents and maelstroms. Civilization is mostly spread out and disparate, but there is one great conglomeration of cities that orbit the largest city of all, the fortress-city of the Citadel of Ice and Steel.
This citadel is a constructed thing, made of magic steel and ice that is cool to the touch but harder than stone. The Citadel of Ice and Steel consists of level upon level of gardens, courts, and labyrinths. It is a palace without stairs, and visitors who can’t fly get genie guides to escort them through the citadel. Smaller citadels orbit the Citadel of Ice and Steel, each the home of a trusted adviser or powerful lesser caliphs. At the heart of the citadel is said to be a prison cell for the grand caliph’s greatest enemy.
And somewhere on this planet is the Crystal of Air, which the players need in order to power their ship to move onto the next destination, for the crystals of Hell take them only so far as fuel.
Tumblr media
This is a really nice break session: we have no combats, few dice rolls, and we get a chance to roleplay for about three hours as the players first move through interactions on board the space ship and then into interactions down on the planet of Air, known as Maseckael (Ma-Sec-kay-ale), where it turns out Star is originally from.
The interactions on the space ship are led by the player interests. We have a nice banter with the restored Fiona, who teases Aldric when he implies he’d like to try sleeping with her:
“You were the stupid one, right, who didn’t know what space was?” “No, I’m pretty sure I was the one you were madly in love with.” “Oh... Carrick! It’s so good to see you again! I didn’t recognize you” *sad facepalm*
Fiona also tells them, when they ask what went wrong with the spaceship in the first place, that her memory banks were erased but that there was a fourth living person on the ship. They don’t know how this is possible or what this means, and Imoaza becomes suspicious that maybe someone among the Hell’s Rebels was on their ship and sabotaged it. She decides to get a listing of all the crew from Captain Krisp. She asks Fiona to keep trying to repair her memory.
Some other fun things happen here. Hilariously, it turns out that Aldric got one of his goblin paramours pregnant and she is going to have quadruplets in a very short time (Goblin gestation period... I tell ya). He gives her possible names for them (Rodrick, Adam, Kyle, Bobbie, Sasha, Baily, Rebecca, Charlotte) and also she becomes his first recruit for his rebuilding of the Green Company, which Aldric is trying to promote. The promotion... doesn’t go the way he hopes. Captain Krisp doesn’t want to be involved in the Company (”too many captains of one ship, you know? And everyone would end up choosing me anyway.”) but he has no problem with Aldric recruiting for it, as long as it isn’t a front for a union. He even helps out with posters: the shirtless Krisp pointing a finger out at the viewer, with big bold letters: GO GREEN. No one really knows what it means, but Aldric’s goblin lady friend starts putting it around that it’s for the Green Company, a band of mercenaries that she and her children are going to give their lives for. Also, to be initiated, you have to have sex with Aldric (not true, but she misunderstands the circumstances). We all have a good laugh over this, but I really do intend it as well to be a solid downtime activity for Aldric, as his actions and rolls will determine over the course of this adventure whether his efforts to rebuild the company are successful or not.
We also try (and fail) to come up with a good name for the Surveyor’s ship. Imoaza favors The Dominion, but it seems a little domineering for the others (something Imoaza is like, “yeah, and your point is?” about). Carrick reaches inside his memories and says it was once named the Monument, but that doesn’t stick either. Puck finds the whole thing hilarious and suggests “Broken Dreams” as the name of the ship, which everyone ignores.
During this conversation, Imoaza asks Krisp if he ever met a woman named Karina in her travels, recalling that the tortured Bronze Dragon they met in the Yuant Ti temple had desired to give her a message. Krisp gets a distant look in his eyes and says it does ring a bell, but the details of his past life are hazy now, leaving him only with his old desires, not the reasons for them. He suddenly recalls the name of his old ship, the Mankey Bastard, but can’t remember how he died (”Probably saving this Karina from hordes of enemies! I leap into combat, two rapiers in my hands and a dagger in my teeth, thrusting and stabbing dozens of enemies apart before they finally bring me down, my last view of Karina making it safely to the longboat!”) He briefly suggests naming the ship the Swanky Bastard, but then determines it should really be the companions naming it as they, after all, are the reason everyone is making it off of Hell.
The rod of storms comes up when Aldric asks Otto the Warlock about it. Otto examines it and realizes it is tied now to Aldric’s lifeforce, wrapped around his soul in a way it’s not supposed to be, the result of Aldric forcing the weapon to work for him in the Demon’s Belly. Otto offers to help teach him to use it, or to help him break free of it, but he says breaking free does carry a risk of ripping Aldric’s soul asunder (he uses a minor illusion spell to illustrate hooks ripping the flesh off of Aldric’s body as a visual aid).
Carrick also has an interesting an unexpected encounter, after rolling a perfect 100 on a percentile die while looking for fellow paladins: he runs into Ramon, the young Paladin he killed during his evil days.
Time out: I’m actually not sure how much I’ve talked about Carrick’s past on these blogs? Carrick once was a corrupted Paladin who sought power for power’s sake and began to dominate and destroy villages and towns. One day, a young paladin (Ramon) hunted him down, believing as youth sometimes do, that they are destined for great things and are indestructible besides. Ramon found out the hard way that he could not kill Carrick when Carrick used his powerful dark spear to impale him and murder him. Yet in a way, Ramon did win the fight: After murdering the youth, Carrick was struck with sorrow and regret and this prompted him to put away his spear for good (though he still carries it) and to turn to a path of redemption. His meeting with Ramon now is a powerful character moment, as the two share a drink and Ramon absolves Carrick of his guilt, telling him that he was shocked he, Ramon the brave, ended up in Hell after his deeds and it made him question whether he had truly followed the will of the god of light in pursuing Carrick’s death. “Maybe the reason the god is shown with his sword always sheathed is not because we are meant to be that sword,” he ponders, “but because the god does not believe in drawing it. Perhaps true justice is not found in the blade, but in the heart.”
He tells Carrick he hopes they can fight alongside each other now, instead of against each other and ends by telling him that he recognizes that Carrick ultimately chose mercy even when fighting him, dealing him a blow that killed quickly, instead of slowly and painfully. That’s too much for Carrick: he breaks down into sobs, a conflicting wave of emotions pouring through him. Of regret for the man he was; of sorrow for the boy he killed; of relief at finding him again; grateful for the men they have both become.
As a break from all this sadness, one other ridiculous thing happens. Fiona bakes cookies and the group discovers an unknown flaw of Imoaza’s: she has a MASSIVE sugar addiction. Like, she gets high from sugar. We roll for all of this, which is part of the reason it is so unexpected and hilarious. Aldric eats cookies with her, though a little cautiously when he sees the way she attacks them (her favorite turn out to be these chocolate shortbread cookies with white chocolate swirls and candy baked into them). We also roll to see how many cookies she snags before she leaves the ship for the planet of air: it turns out to be around two dozen. I decree that each cookie heals her a hitpoint. But only for Imoaza.
Tumblr media
Several people decide to accompany the players down to the Air Planet: Alyss goes, as does Star (who knows this world). Puck flits along as well, riding on Carrick’s shoulder. Jacobs (recovered from his mental injuries in the City of Ghosts) flies them down to the Citadel of Ice and Steel and they land in an atmosphere of unease and prophecy: a great storm is said to be building, greater than anything the planet has ever seen. Indeed, dark clouds have been forming around the companions ever since their arrival and they begin to suspect it has something to do with the Rod of Storms.
Star is very nervous being back home. When asked why, she tells them she belonged to a crime syndicate here, the Whispering Way. If anyone can help them locate the air crystal, it would be them, but Star isn’t sure how happy they would be to see her. After all, she tells them, it was the syndicate which murdered her the first time around. When Carrick asks her what kind of crime the syndicate specializes in, Star tells him “accidents.” She explains that killing is not allowed in the Citadel of Ice and Steel on pain of death (or worse) so accidental deaths, or at least deaths that LOOK like accidents, become a bit of a commodity and a source of power and wealth for those who have the skill to arrange such things.
While wandering one of the Citadel’s many bazaars, they are greeted by a familiar face: Immerstal the Red, who says he appeared here after spending an indeterminate amount of time in his pocket dimension brothel after the Battle of Brindol and he and Aldric’s last rambunctious night together. He had to destroy the dimension in order to escape and has rebuilt a brothel here in the Citadel instead. He is extremely pleased to see Carrick and Aldric, both of whom he knew from Brindol, but has no idea how much time has passed since he left Faerun behind (albeit, accidentally). His manner changes when he sees the Rod of Storms: “Why would you bring that here? Here of all places, its power is going to be immense!”
But before the players can respond, they are approached by less friendly individuals: a group of pale blue Genasi, genie born half breeds, approach and demand they come with them. Star tells the companions that they shouldn’t fight, reminding them that killing is not allowed in the Citadel of Steel and Ice.
Alyss says she’ll wait at the brothel with Immerstal, and so the others accompany the Genasi to their leader, Lakosa, the head of the Whispering Wind crime syndicate.
Lakosa is a Genasi as well: her ears are pierced in multiple places and she has eyes of pure blue and shards of crystal growing from her bald head. The players are brought to a grand structure surrounded by beautiful pools and gardens, wherein Lakosa resides. Her fortress is draped with greenery: vines and ivy cover most of the surfaces and trees sprout at odd, but obviously deliberate, angles from the fortresses’ spires and battlements.
Inside, much is made of silver, crystal, and glass. Lakosa herself greets the companions from an ornate couch, where she lounges, her sleek blue body blending in with the azure cushions. Carrick looks around appreciatively. Imoaza is, as usual, unimpressed. Aldric smiles brightly at Lakosa, liking what he sees. Puck yawns. Star is extremely uncomfortable.
“You look great, for two hundred,” she tells Lakosa.
“Oh girl,” Lakosa purrs. “You’ve been dead longer than that. I’m nearly two hundred and fifty now.” 
“And yet you still remember.” 
“When you’re my age, time goes a lot faster. Doesn’t seem that long since you were last here. Definitely not long enough to forget.” “
Long enough to forgive?” “
Maybe. Depends.”
Aldric actually takes the lead here, rolling well on charisma for his interactions with Lakosa (despite the dampening influence of the Rod of Storms) and winning from her favorable words and flirtations. She remains calm and in control of the situation throughout the conversation, asking what the players need and considering their answer when they tell her of their quest for the crystal. While they talk, she drifts about her chamber, graceful and smooth in her movements as if she floats upon a cloud. She drinks from a pale yellow bottle a liquid the color of sunset and eats strange berries from a crystal bowl. When Aldric tries one, he finds it to taste oddly of milk and to make his lips tingle.
Here, too, we get Star’s back story. She was a famed air racer and ace flyer who dreamed of escaping off world with her lover, Feserania, in her own spaceship. One hundred years ago, she accepted a bribe to throw a race, costing the Whispering Wind and Lakosa (who sponsored her) a ton of money. She was going to use the bribe to buy a ship and get off world with Feserania, but before she could, she was caught by the Genasi and her ship was given bad coordinates: directed into a maelstrom. She managed to eject Feserania before they hit the storm. The last thing she saw was Feserania screaming and reaching for her before the maelstrom ripped her ship and Star apart.
She asks Lakosa what happened to Feserania. “Dead,” Lakosa tells her. “The fey born live a long time, girl. But not as long as that. Not when they have a broken heart.”
Lakosa tells Star that it turns out Star has returned at a fortuitous time.  There is a race coming up and Lakosa needs a ringer. The champion of the races is named Heatstroke (“a gauche name,” Lakosa says. “That’s funny,” Carrick answers, “Coming from a group that calls themselves the whispering wind”). He’s unbeatable and probably under some kind of service to the Cloud Giant who runs the race. Whether a slave or a well paid racer, he has dominated the races and is making it hard for anyone else to make money off the races. 
“Win this race for me, and I’ll give you a cut of the earnings and help you with whatever you need.” 
Star muses, “if I’m going to race, I’m going to need a bird.” The races, back in Star’s day, were always held on large bird-like creatures called Aether Craws, great big feathered birds shaped a little like long horses, with huge necks and four mighty talons. Lakos tells her, though, that the rules have changed: now people can enter on machines or using magic. But she believes there is still no match for a well ridden Aether Craw. Technology is known to glitch out in the environments the racers pass through and the Aether Craw are fast, maneuverable, and vicious... all good qualities to have in the race.
“But my old Craw, Lone Star, has to be long dead,” Star says. “Where am I going to get a bird and train it so quickly?” 
“He is dead. But his brood is alive. They roost on the Vortexian Spires, above where the endless waterfalls form from the mists. You’ll have to claim one from the nest in a show of strength. It’s the only way it will respect you enough to let you fly.”
The group knows now what they must do. They depart the Palace of Mists, Lakosa’s fortress, and plan their next move. Star muses, telling the group that Feserania had her own bird that she was raising from an egg. “It had a withered wing, which meant any sensible breeder would have killed it. A mercy, really. It could never compete. But for Feserania, well, that was the very thing that made her pick it! She was raising it to care for it, not to use it. She believed it could still live on its own in the wild someday. I think she thought the same of me.” Star reminisces silently for a moment. After Star died, she kept praying she would see Feserania in hell. “I guess, though, that’s why I was there. Anyone who would hope their lover would go to hell just so they could see them again. It’s a selfish thing. I’m glad she’s somewhere better.”
Carrick tries to comfort her, but cannot find the words. Star smiles sadly and the subject is dropped.
That’s as far as we get this session! Next time, we go to the Vortexian Spires to try and tame an Aether Craw and then we’ll have ourselves a sky race.
1 note · View note