Showing posts with label Sunshi Troph. Show all posts
Showing posts with label Sunshi Troph. Show all posts

Friday, April 10, 2020

Fantasy Trip Games - Session 8 Recap

Okay, I've no idea what session it really was, but 8 sounds close. And as the last session was actually a few weeks ago, going by memory as sadly I was not keeping good notes. I do now have a notebook and I've started organizing that, so hopefully my organization will improve.

We had the characters heading out from Sunshi Troph, also known as the Elemental City of Athukthad. They had picked up a guide for the faster desert trek, and heading south over the dunes soon lost sight and smell of the border city. The oasis of Ceawla is about a day's journey south, if you know where to go. Midway through the day, while drinking from the water barrels (and Binky is one thirsty hippogryph) they are attacked by a small scouting party of what looks to be Neanderthals. The attackers did not utter any sounds and were obviously on the offensive. A quick battle came up, the attackers were all killed, and I do think the Runt Gubbler used a bit of magic and Crut's blur ring came in quite handy. Our werewolf friend Agaric is much more a scholar than a fighter yet he launched into an attack as well. I am unsure if this was the battle where, after the enemies were down, he did not manage to turn back into human, and started attacking his new friends. Regardless, soon thereafter he turned and, after cleaning up the minor wounds, pressed on the Ceawla with their guide, I had a name, and I rolled up a female probably so I could use one of the new minis that I had finally painted.  And pretty certain I pulled the card from the fighters card deck from the Decks of Destiny set. But with no notes and at least a month... As I've no stats at the moment, we'll go ahead & make a 35 point character that has the necessary skills (translating some of the woodsman skills to apply to the desert).

Jenforth Comefrid

Human Female  ST 10 DX 14 (12) IQ 12 MA 10

Weapons and Armor

Fine Saber (2d-2; +1DX)
Spear (1d)
Main-Gauche
Leather (stops 2 hits)

Skills

Sword, Knife, Pole Weapons
Alertness, Area Knowledge, Literacy, Naturalist, Running, Tracking, Woodsman



By the end of the day,already running low on water, they come upon the sights of the oasis, Caewla, the City of Tents. I've written up a bit of a a intro to that as a handout, but will also generate a post. But in summary, there is a small oasis halfway through the Kalor Desert if you know where to look. There are also smaller oasis scattered - the People (the Neanderthals are known as the people) live to the north of this oasis but obviously have their own oasis or water. To the east, plaguing the trade route, Raiders live.

As our group comes over the last dune, there is a stone guard tower standing before the oasis. The characters can see two guards up high, with what appears to be long bows and crossbows at the ready. Behind the tower, a fringe of trees surrounds the bluest water anyone has ever seen before, with a few small buildings and dozens of tents surrounding the sparkling waters, the last of the sun making long shadows of the desert trees. Binky is plodding, footsore from the hot sands, Lollypop's head is drooping, tired of being cooped up. Even Belinda and Wade, the drivers, are tired after the combat and traveling in the desert heat all day.

As they approach the oasis, two more guards come out to meet them, and this is where we'll start the next session.


Wednesday, March 04, 2020

The Elemental City of Athukthad

The Elemental City of Athukthad, also known as Sunshi Troph by the original tribes that inhabited the city, is a small city located along the southern trade route at the junction of the Duchy of Windmere, the jungles and the Kalor Desert. It is a town of low, adobe buildings decorated with banners and tapestries of brilliant colors. The city is known for its rich plethora of merchants and craftspeople who create wonderful rugs, tapestries and clothing full of vibrant colors. This location has access to the grasslands and their multitude of plants that have an amazing assortment of colors, as well as the jungles that have at least as many plants that may be used as dyes. The grasslands are full of sheep, llamas, alpacas and other fleece bearing animals with some of the finest wools produced in the Puddlejumpers Quarter.

There are guards about the walls, a huge merchant quarter, camels, and a lot of noise. This is not a quiet town. There is enough water for all, and guides can be found to trek through the desert for those getting off the trade route to head south.

For our group, it would be 3 or 4 day ride along the merchant route to get to where the dragraffe Lollipop needs to go; heading directly south it is a 2 day trip. If they can find the oasis. And I think the dragraffe is starting to get antsy in his travelling wagon. So 4 days may be pushing it, or so I will indicate to the players!

The Elemental City also got its name as one of the origin stories is that a sand elemental created the city in a single day at the behest of a wizard. While the wizards don't deny this, nor do they confirm it.

The city has a few guilds in it, such as the Mechanists Guild, the Wizards Guild and a large Mercenary Guild. Guards are often used for travelling caravans. There is no known Thieves Guild as thieves tend to have severe and often fatal punishments when caught. Searching for such a guild could also have dire consequences. The Hanging Garden next to the Judges House is not for the botanists nor the faint of heart.

I'll have to see about comong up with some additional information, but it is a warm and inviting city yet has some dark undertones.