Talislanta The Weight of Water, Podreczniki RPG, Talislanta

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The Weight of Water
TALISLANTA
FANTASY ROLE PLAYING GAME
Adventure
The Weight of Water
D
ESIGN
T
EAM
L
EAD
D
ESIGNER
Matthew Webber
L
AYOUT
& G
RAPHIC
D
ESIGN
Kevin Knight
C
REATIVE
D
IRECTOR
K. Scott Agnew
P
AGE
B
ORDERS
Christian St. Pierre
E
DITORS
Alison J. Ménard
Jim Andrews
A
RT
D
IRECTOR
K. Scott Agnew
C
OVER
A
RT
P.D. Breeding-Black
C
ARTOGRAPHY
Vern Stewart
I
LLUSTRATORS
Adam Black
P.D. Breeding-Black
Ron Spencer
Vern Stewart
The
Talislanta
game and fantasy world are the creations
of Stephan Michael Sechi.
Talislanta
is a trademark of
SMS, and is used by Morrigan Press Inc. under license.
All rights reserved.
Talislanta d20 Edition Fantasy Role
Playing Game
is ©2005 by Morrigan Press Inc. and Stephan
Michael Sechi .
P
LAYTESTERS
Jonathan Krall, Yves Leblanc, Mario Cormier,
Jason Plant, Serge Leblanc, Stephanie Ballantine
First Printing April 2005
M
ORRIGAN
P
RESS
I
NC
.
46 Weldon Street
Moncton, New Brunswick E1C 5V8 Canada
On the Web: www.morriganrpg.com
Email: talislanta@morriganrpg.com
2
THE WEIGHT
OF
WATER
A Talislanta Adventure by Matthew Webber
GETTING STARTED
The Weight of Water is an adventure designed for
three to six player characters (identified through much
of the text as PCs). All that is needed to play is this
book, the Talislanta Rulebook and one twenty-sided
dice. Gamemasters should read through and familiarize
themselves with this book before getting started, looking
for ways to customize the story to better incorporate the
individual players and their characters. Talislanta is a
land with over fifty playable species, each one with their
own aptitudes, skills and special abilities, it would be
impossible to plan for them all. So chop it up, hack it
to pieces and stick in whatever you like, this is your
adventure. Good luck, and have fun.
Nebu eventually discovered that the group was backed
by the Rajans, but sold them the land anyway, confident
that even if the Rajans were discovered, their role would
be carefully hidden behind a screen of false accounts
and dummy companies.
The Rajans told the Nebu family that their interest lay
only in mining black iron. In reality they have used the
mine as a cover to tunnel into the Kingdom of Astar with
the goal of reaching Lake Zephyr. Once there they plan
to poison the waters, dealing a critical blow to two of
the Rajan’s most hated enemies: the Seven Kingdoms
and the Kingdom of Carantheun. To the Dracartans
of Carantheum, Lake Zephyr has long been a source
of fresh water. Using the magic of thaumaturgy, they
syphon the water and transform it into a non-frozen
solid-state, ready for export back to their home in the
heart of the Red Desert.
WHAT

S GOING ON
The Nebu family is a growing force in Kasmir. Their
takedown of the Auditor’s Cabal, and later their role in
the disgrace of the Chief Sub-Minister of Equity are
still taught in adversarial-accountancy classes across
Kasmir. Though well-known for handling the money
for a number of known grey-market businesses and a
rumoured, literally cutthroat approach to business, these
are not necessarily considered negative traits among
the Kasmirans.
Rajan agents learned that at the next Council of Kings,
the Dracartans were planning on petitioning to increase
their water-rights in Lake Zephyr, and that this petition
was likely to be granted. The Rajans feared that this
would result in more geomancers and Dracartan troops
in the region, increasing the chances that the tunnel
would be discovered before they could succeed in
poisoning the water. To delay, the Rajans promised the
Nebu that they would sell back the mine and leave the
Jaspar Mountains altogether. In return, they asked the
Nebu to delay the upcoming Council of Kings for a
Recently, they crossed the line into outright treason
when they brokered a deal with a mysterious outside
party for mining rights in the Jaspar Mountains. The
3
couple of weeks, telling the Kasrmirans that it was only
so they could completely fill the black iron quota set by
the Khadun, the absolute ruler of Rajanistan.
affairs of state. Each month, the leaders make their way
to the City of Cymril for a conference that can last as
little as a few days, or a long as a few weeks depending
on the topics tabled for discussion. Needless to say,
the monthly expense of moving each kingdom’s entire
royal retinue to Cymril is a topic frequently brought
up for discussion.
The Nebu family remains unaware of the Rajans’ true
intentions and never would have agreed to the deal if
they had know. However, even if they learned the truth
now, they know they are in far too deep. While they
will not help the Rajans any further, they will go to any
length to cover up their involvement with the Rajans,
or their role in killing Queen Starbeam.
Once a year, on the 7th of Talisandre, the anniversary
of the founding of the Seven Kingdoms, the normally
subdued arrival of the monarchs is transformed into
a grand parade that marks the beginning of the day’s
celebrations. Each leader enters into Cymril along a
branch of the Seven Roads, meeting in Cymril Park at
the very centre of the city. This yearly event puts a great
strain upon the Seven Kingdom’s Grand Army and it
often hires extra guards to help fill in the gaps along
the parade route.
It was a branch of the Nebu family called ‘the Adjustors’
who devised the plan of hiring a Revenant to kill the
Queen of the Muses. The monarchy of Astar is largely
a ceremonial position put in place to appease the Muses
who wanted at least some say in how their country would
be governed. As a whole however, Muses find politics
extremely dull, and the Muse chosen to become the king
rarely lasts for more than a few weeks before they resign
and a new queen must be chosen. The Adjustors decided
that killing the current Muse queen would disrupt the
Council of Kings long enough, without crippling the
entire Seven Kingdoms government. As the adventure
begins, the players find themselves primary suspects in
the regicide, and must set out across Astar to find a way
to prove their innocence.
T
HE
S
EVEN
P
ARKS
Located at the heart of the City of Cymril are seven
parks, each duplicating the dominant environment of
one of the Seven Kingdoms. The parks are arraigned
with Cymril park in the centre and the others spaced
around it in the same broad geographical position as
the actual kingdoms. The parks are separated by broad,
paved promenades that lead into the city and become
Seven Roads, making these parks the true hub of the
Seven Kingdoms.
AND SO IT BEGINS
The adventure begins in the city of Cymril, but the
players can be recruited from anywhere within the
Seven Kingdoms. The adventurers might spot a notice
calling for extra guards or, if one or two of the team
look like warriors, they may be approached in a tavern
or shop by a city official. Either way, the players are
told that they can earn five pentacles for one day’s
work if they report to Cymril park at dawn on the 7th
of Talisandre.
Some parks, like Astar, Vardune and Cyrmil with their
rich gardens and idyllic settings are quite popular and
are often filled with visitors. Others, like the wind-
blown sand dunes of Kasmir, or the dangerously realistic
jungle-scape of Taz, are less so. The beauty of Durne
park with its underground grottos and crystal gardens, or
the carefully replicated wind-sculpted mesas of Sindar
are not so immediately obvious, but quickly become
apparent to those who wander down their stony paths.
At the centre of each park is a statue of a national hero
carved from native materials.
A second option, if the players aren’t particularly suited
to being guards or don’t rise to the bait, is to simply
have the PCs standing alongside the parade route when
the Queen of Astar passes. The parade of kings is a
popular event in Cymril, as it signals the beginning of
the day’s festivities and a good portion of the city turns
out to see it. The players might go along to see what all
the fuss is about.
THE PARADE OF KINGS
The morning sky is still shot through with broad streaks
of red and orange as the players make their way into
Cymril Park. The park is laid out with plenty of open
spaces filled with vibrant green grasses, shrubs and
trees just starting to show traces of their fall colours.
The paths through the park are made from the same
green glass that coats many of the city’s buildings.
As they walk along, the PCs notice that some of the
plants are made from the same green glass, and there
are even green-glass avir and quaals perched in the
T
HE
C
OUNCIL
OF
K
INGS
More a confederacy of allied nations than an unified
state, the Seven Kingdoms is governed by the Council
of Kings. This gathering of the seven monarchs comes
together to discuss policy, new laws, taxes and other
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