The Alexandrian

San Angelo: The Argonaut Society

February 26th, 2018

The Argonaut Society

Famous Fantastic Mysteries - September 1945

This material was originally developed in 1999-2000 as a supplement for Gold Rush Games’ San Angelo. This book was supposed to be part of a line of GRG projects that were going to support the eminent release of Pulp Hero. Unfortunately, Pulp Hero got massively delayed and wasn’t actually published until 2005, so the project got killed. I’ve done some minor reworking of the original pitch document here to present a setting that could be easily used with Pulp Hero, the Trinity Continuum’s Adventure, or any number of other pulp adventure RPGs.

One thing I would recommend: The original material was written to be compatible with the extant background elements of the Argonaut Society described in the history of San Angelo. If you were actually going to run this material, I’d recommend ditching the existing roster of Argonaut members and their exploits, rewind the timeline, and set up the PCs as the core of the Society, with their globe-trotting expeditions slowly uncovering the secret history of Atlantis and Lemuria.

The flux radiation caused by the creation of singularities did not result solely in the creation of superhumans. Their ability to wildly effect the laws of nature and make the improbable probable, stretching through time itself, has lead not only to the creation of supers, but the realization of some of the wildest fantasies. In the world of San Angelo not only can men fly and women learn the ways of sorcery, but the pyramids truly possess mystic powers; Atlantis sank beneath the ocean waves millenia ago; dinosaurs and woolly mammoths still roam in forgotten valleys; and enclaves of ancient civilizations exist unto the present day, preserved in isolation. To explore these strange and wondrous places, the improbabilites of flux radiation have also created a group of elite explorers – the Argonaut Society.

The men and women of the Argonaut Society captured the hearts and minds of a generation. They were the best of the best when it came to exploration in the modern era. Their membership boasts an amazing number of World Records and major achievements. They were the first to scale some of the tallest mountains in the world, the first to make contact with ancient tribal societies, the first to uncover the most spectacular archaeological sites ever discovered. These exploits, particularly by their founder Tyler North, imprinted them in the memory of millions.

But there is another side to the Argonaut Society, a side which the wider public remains ignorant of even to the modern day: The exploration of the fantastic; things which dwell only within the pulp literature of the real world. To understand how such things could exist it must be understood that there was an age of prehistory, driven by the pre-effects of flux radiation, in which mankind achieved heights of technology and mysticism which was both superior to our own science and also alien to our way of thought. This Age of Advanced Prehistory (as members of the Society came to refer to it) lasted a millennia and ended with the sinking of Atlantis beneath the waves.  The great civilizations of Egypt and Babylonia, thought by most to be the dawn of western civilization, were actually nothing but the dim remnants of the proud Atlantean and Lemurian civilizations.

The Age of Advanced Prehistory continues to affect mankind down to the present day. The mythic Camelot truly existed, made possible through the wizardry of Merlin – one of the few Atlanteans to survive to the modern day. The Bermuda Triangle is nothing more than an effect of the sunken continent of Atlantis. Magicians trace their heritage back to the Egyptian Priests of Na’toth.

REALMS OF THE FANTASTIC

Atlantis and Lemuria: Atlantis and Lemuria were the hegemonic powers of the Age of Advanced Prehistory (also known as the Atlantean or Lemurian Age). The continent of Atlantis was found in the modern day Atlantic; the continent of Lemuria in the Pacific. They were the greatest civilizations mankind has ever known and the vistas of the world were spread out beneath them. But they were also the greatest of enemies, and their conflict would end their millennia-long hegemonic rise and return the world to primitive darkness. Atlantis and Lemuria both slipped beneath the waves of the sea, reduced to ruin. The majority of their citizenry were placed in some form of suspended animation, although some used their science to adapt to life under water and served as caretakers to the rest. The citizens of Atlantis would be briefly awakened (historically speaking) by the Argonaut Society, allowing for some Atlantean heroes to make an appearance during the Golden Age. Both Atlantis and Lemuria, however, are on the verge of awaking entirely from their 5000 year sleep; prophecies gleaned from their crystalline time-viewers have posted the date of their rise to 2012.

The Lost Valley: On the continent of Antarctica there exists a lost valley of creatures whose time upon this world was supposed to have ended millions of years ago. It is certainly possible that members of the Argonaut Society successfully reached this place before Tyler North’s fateful (and final) mission.  As for North’s true fate following his disappearance, the Society has never been able to determine it. The icy entrance they originally used to gain access to the Valley collapsed, and no other entrance has been found.

Forgotten Civilizations: The Argonaut Society has discovered enclaves of several ancient societies, often found among inhospitable mountain valleys or the depths of primeval jungles, but also sometimes within stable time pockets established by Lemurian dimensional scientists for as-yet-undetermined purposes. These prominently include Mayan, Incan, and Tibetan socities (including the one destroyed by a volcano in 1928).

Fantastic Adventures - March 1947The Ruins of Camelot: The legends are true. Arthur, son of Uther, did arise to the throne of Camelot with the help of the mysterious wizard Merlin. Merlin was a son of Atlantis who survived its destruction and Camelot was his attempt to bring that wonder back to the world. Morgan Le Fey, on the other hand, was a daughter of Lemuria and attempted to seize that dream from Merlin and Arthur – resulting in the destruction of it all. As a result of their final mystic battle the ruins of Camelot slipped partially out of this reality. Now it reappears, from time to time and in various locations.

The Bermuda Triangle: The Triangle is the result of forgotten Atlantean technology. The Argonaut Society attempted to understand the phenomenon better after they lost one of their own to it. Although they regained their missing member, they were unsuccessful in powering down the machinery behind the Triangle.

Egyptian Pyramids: Pyramids were one of the architectural trademarks of the Atlanteans and Lemurians, and their influence can still be seen in some of the great stoneworks around the world. Egypt, in particular, was a place many of the Atlanteans fled to (just as the Mayan and Incan civilizations were born from the refugee movements of the Lemurians). The Egyptian Pyramids are centers of power and the Great Pyramid (which wasn’t built by Cheops at all, but was a remnant of Atlantis itself) contains many hidden passages in which ancient secrets are kept.

Stone Circles: The stone circles of England – the most famous one, of course, being Stonehenge – were actually built by the Druidic traditions and have some important connection to stellar motion. The Druidic traditions were a confused ideological mix of primitive superstition and Atlantean technology and mysticism. Although the Society has had several interesting run-ins with the circles they’ve never been successful at completely understanding their secrets.

Center of the Earth: While exploring the Tibetan steppes explorer Tyler North came across local legends of a forgotten tribe which lived beneath the surface of the mountains. Although North knew that many such legends are nothing more than rural superstition, he also knew (from personal experience, no less) that they often had a grain of truth. He returned later that year with a group of dedicated society members. Passing through a maze of caveworks which seemed to descend ever deeper into the subterranean world, North and his band of explorers eventually emerged into what appeared to be the hollowed out center of the globe in the middle of which floated a small sun – a world at the Center of the Earth.

Amazed by this seeming contradiction of modern science North spent over a month exploring the strange and amazing cultures found there. Eventually he discovered that he was not truly within the Center of the Earth, but the center of some other planetoid which was somehow linked to our Earth through various subterranean passages. All of this was powered by the great tree Ygg, which served as some form of mystical conduit between our worlds. North was planning a future exploration to this place to learn more, but after his disappearance the plans were postponed. World War II permanently set them to one side.

Far Side of the Moon and Mars. Although the details remain unclear, the Atlanteans and Lemurians did seem to possess some form of travel between the stars. They formed habitable zones on both the far side of the moon and the Martian surface.

TOMORROW: Mysterious Artifacts, Strange Creatures, and Secret Societies!

 

 

Go to Part 1

San Angelo, like the rest of the world, is very different in the year 2070.

The most noticeable change, of course, are the two arcologies which now dominate the area. These massive structures were erected by the massive conglomerate corporations which came to dominate the world economy in the aftermath of the war. They are controlled ecologies, designed in response to the worsening conditions of the outside world. Like the gated communities of the late-20th century they are the result of those with power and resources wishing to control the environment in which they live, free from the influences of those people and things which they consider to be “negative”. Like the corporate towns of the 19th century they are a way for companies to exert massive amounts of control over the lives of their employees.

San Angelo - PhotonIn the early part of the 21st century Stephen Bow – also known as the supervillain Photon – succeeded in taking over Eclipse Industries. Bow proved adept at charting a course through the turbulent times and succeeded, through means both legal and illegal, in guiding Eclipse Industries to a preeminent position in the global marketplace. After swallowing up many other regional companies, Eclipse Industries was one of the pioneers of the arcology concept. Initially the idea was sold as a public works project designed to reclaim the urban areas which were disintegrating under the economic and population pressures placed on it. Later Bow would take advantage of his political ties in a time of increasing destabilization to put Eclipse Industries in place as the sole owner and authority over the arcology – cementing the company as a preminent power in the region. Bow died in 2050. The company is now run by his son, Christopher. Christopher inherited his father’s superpowers and adopted the moniker Neutron when supers began to reappear.

During this same time the only company which came even close to keeping pace with Bow and Eclipse Industries was Orion Labs, run and operated by Franklin Colt. As the local economy slowly disintegrated Colt found himself forced unwillingly into a position of direct competition with Stephen Bow, a person he considered contemptible. He had little choice, however, because without the continuing strength of Orion Labs – maintained primarily through Colt’s adeptness at landing military contracts during the war – Eclipse Industries would have quickly beome the sole corporate interest in the area (a trend which was being followed in most of the urban centers around the country). Colt eventually even embraced the emerging arcology concept – due to his influence, however, the Orion Arcology remains the largest member of the ANAA, primarily because of the miles-long park and nature rehabilitation area which runs down its center (known as Central Park). Colt supposedly died in 2012 during an accident in his laboratory. Unknown to all except a select few, Colt’s research was an attempt to expand on the work of Hal Revette. An accident in Colt’s experiments caused the instability in the singularity which would eventually cause it to collapse. His son, Laurence, took over the company. Laurence made some bad choices during his tenure and lost controlling interest of the company, which is now run by the board of directors. Laurence was killed under mysterious circumstances in 2067. His daughter, Elizabeth, is attempting to retake control of the company, which has broken down into several different factions which are largely unaware of what the others are doing.

Orion Labs (not the same one, but a cool logo)

Elizabeth, for her part, was the one who reopened her grandfather’s research into Revette Singularities as a potential energy source. In 2064 she succeeded in creating a stable singularity which could be harnessed for energy production. Much to her surprise, however, this action resurrected her grandfather – who had been saturated with flux radiation and captured in a pocket dimension during his accident. So far Franklin’s existence has been concealed, but he is secretly helping Elizabeth to retake the company. Franklin is also helping his granddaughter in another way: He has the ability to channel flux energy directly, but only through a secondary host. With his help, Elizabeth has assumed the identity of Sunflare.

THE OUT-TOWNS

Urban areas outside of the arcologies have come to be known by the term “out-towns”. In most cases these areas have been almost wholly abandoned by the corporate interests within the arcologies, except insofar as they are either necessary to provide necessary supplies, serve as markets, or act as potential threats. The dynamics of the inter-corporate interplay between the Orion and Eclipse Arcologies, along with several other factors, means that the out-towns of San Angelo are a little more rife with activity than might otherwise be the case. The one thing both arcologies can agree on, however, is that the out-towns cannot be allowed to descend into complete chaos. Corporate Security forces (known as CorpSec), therefore, are the law of the land. CorpSec is only concerned with maintaining the law insofar as it supports the corporate interests. If you’re poor and without anything of value, going to CorpSec is probably a waste of your time.

The area known as Old San Angelo during the late 20th century is now a ghost town living in the northern shadow of the Eclipse arcology, seeing only the briefest glimpses of sunlight. The sole residents are the biker gangs known as the Rovers. Although these gangs are often thought of collectively, in truth they are composed of many different “clans” – sharing a common cultural base, it is certain, but also possessed of wide divergences, allegiances, and interests.

San Angelo 2070 - The Shacks

On the other side of the Eclipse Arcology, just south of the old city border, is the area of town known as the Shacks. The Shacks were originally the site of the tent camps which are formed up at the end of the Third World War. Since then some formalization has taken place – the tents have been replaced largely by wooden shacks and shanties of various varieties – but the overall living conditions in this wide expanse of slums is downright primitive. Common conveniences such as plumbing and electricity are absent from large expanses of the area.

Nestled between the two arcologies are the Shadows. This neighborhood retains many of the original buildings which would have been found here in the San Angelo today. Although little new building has taken place, the Shadows are possessed of some technological sophistication – largely due to the fact that they are home to the most of the San Angelo underworld of 2070. The old Riverfront remains as part of the Shadows, but has sunken to new levels.

During its construction the Eclipse Arcology displaced the residents of Chinatown, which has ceased to exist. Most of the members of this community ended up moving to Poverty Gulch, whose residents were generally moving into the new arcology. This area became known as Little China and inherited the spirit of Chinatown; a reputation which it maintains to this day.

Where the old Government Center and East Side neighborhood stood is now Hightown. Here can be found those corporate interests which are still independent from Eclipse Industries and Orion Labs. Such areas in other North American communities are generally composed almost strictly of branch offices of other arcologies which have an interest in keeping close relations with the local companies, but in the case of San Angelo several subsidiary megacorporations have managed successfully over the decades to play the interests of Eclipse and Orion (as well as others) off each other, maintaining their independence.

In the 2050s Eclipse Industries created the Out Towns Housing Project (OTHP) in an effort to gain some control over the chaos of the out-towns by creating tightly controlled housing projects. Brackett Park became the center of this project. The old buildings were razed and largely replaced with clone-like apartment buildings which resembled nothing so much as rows of concrete blocks. Although the OTHP still ostensibly exists, it is rife with corruption. The entire project has become a disaster, in many ways attracting specifically those types of individuals whose behavior was supposed to be discouraged and controlled by the effort.

Most of the rest of the city is a patchwork of various sorts, with two important exceptions. The University area has become a heavily guarded compound – maintained primarily so that corporate brats can take advantage of its facilities. The La Vista neighborhood, on the other hand, has become the ritzy area of town. Executives who want it and can afford it have purchased massive estates in the area, which is tightly guarded by a special security force.

BEYOND THE CITY

The urban areas which previously surrounded San Angelo have been largely deserted. Individual farmers or organized collectives occasionally attempt to make out a meager living on the rural land, but they are constantly harassed by roving bands of raiders. North America has turned inward onto itself – the rural areas abandoning themselves to the urban centers and the urban centers, in turn, abandoning themselves to the corporate arcologies. A few notable exceptions should be noted, however.

The Oro Dam has become the central headquarters of the Undergang. The Undergang is an anti-corporate militia army of sorts. Although it would be nice to think that they are united in their Undergang Memberopposition, they actually spend almost as much time fighting amongst themselves over what their true goals are than they do fighting corporate interests. Some believe that mankind should be removed from the face of the world entirely; others want to retreat to nature; some embrace terror tactics and others do not; a large group (with the majority of control) imagines a return to the glory days of the United States of America when a constitutional government ruled over all (what their particular version of those glory days might be, however, tends to vary wildly as well). Whatever their differences, however, Undergang is united in their hatred of the corporate arcologies and well organized enough to produce their own counter-propaganda and similar efforts. The Undergang is also notable for their formation of the Low Riders, a group of “lawmen” who attend to those who CorpSec ignores.

The Canfield Indian Rancheria has become a land unto itself. Following the aftermath of the Third World War it became a gathering point for many local Indian tribes. Since then it has gained an enclosing cement wall with constantly manned guard posts. Few outsiders are allowed inside the walls. Those that do enter and return speak of a highly communal, cooperative society – but one which is wary of letting the chaos of the outside world within their walls. The residents of Canfield are extreme isolationists.

Finally, Lakeview was the site of the last major showdown of the Pogroms. The supers who refused to either quietly disappear or surrender to government forces made their final stand here. Much of the town was destroyed in this final confrontation and was never rebuilt.

Today San Angelo has again captured the heart and mind of the world as it has resumed its role as the center of superhuman activities. The supers are idealized by many around the globe as the bright hope of the future (although some of those hopes have been dashed with the assassination of Savior). The Neo Justice Foundation has its main headquarters in London, the capital of the new League of Nations; but its primary field branch is located in San Angelo and they are often seen in the city. The New Liberty Corps, rumored to have been founded by a super who somehow survived the pogroms and all the chaos which followed, has become the hometown team, so to speak. The Rogue Squadron also makes San Angelo their home, but are still generally mistrusted by the general public. Although many supers have appeared elsewhere, San Angelo has been home to the largest number of appearances – a fact no doubt connected to the fact the new singularity is being secretly maintained by Elizabeth Colt in the Orion Arcology.

The Third Age of Heroes has come to the world and a new light has appeared upon the horizon. The question which must be answered is whether that light will be embraced… or snuffed out.

San Angelo 2070

February 24th, 2018

San Angelo - City of Heroes

In 1998, the sadly defunct Gold Rush Games published Patrick Sweeney’s excellent San Angelo, a wonderfully detailed superhero city supplement for Hero. (You can read my 1999 review of the book here.) For a very long time, I was under the impression that this fantastic supplement had become completely unavailable. But I recently became aware that it is, in fact, available through DriveThruRPG in a version adapted for Mutants & Masterminds and the Action! system. That discovery, in turn, caused me to go digging through my archives and dig out the proposal I wrote for a San Angelo 2070 supplement back in 1999 or 2000. That project ended up going nowhere, but the proposal was quite detailed and I think you might find it of interest.

My goal with San Angelo 2070 was to combine the superhero genre with the techno-corporate elements of cyberpunk to create a setting which would evoke Marvel’s 2099 comics, the various mutant futures (such as Days of Future Past), and Machine Man; a number of DC’s Elseworlds titles; the then-recent Jack-in-the-Box storylines for Kurt Busiek’s Astro City; and similar supehero fare. However, I also wanted the setting to possess the strengths of San Angelo itself — a living, believable, detailed setting where the supers aren’t the only important characters.

San Angelo 2070 takes a look at the future of San Angelo. A future plagued by famine and war, this is the future which Ren Westlake and another mysterious time traveler fled in order to return to their past, our present. This future is merely one possible future for the world of San Angelo – Westlake and the other time traveler may introduce changes which will completely alter the outcome of history – but it is a fascinating one which time travelers might visit or in which an entire campaign might even be set. The heroes of the late-20th century are gone, their memory fading amidst the famines, wars, and plagues which have cursed this dystopian future. Their successors are nothing but a dawning hope.

GLOBAL FUTURE HISTORY

2002. NATO and the UN intervenes when the small eastern European country of Haradika invades the neighboring nations of Salavar and Tehtan and engages in a campaign of ethnic cleansing against the ethnic populations of Salavs and Tehts.

2004. The Salavar Peace Accords fall apart when a rogue superhero assassinates a Haradikan official in the name of the Salavan Liberation.

2005. NATO San Angelo - City of Heroessucceeds in overthrowing the Haradikan government with the help of the Justice Foundation. A regional government is put into place, but it is subservient to UN command.

2007. Haradikan nationalists, having raised their anger to a fever pitch by inciting the global domination over their homeland, declare themselves a sovereign nation once more. A newly resurgent Russia sides with the Harads, along with Syria. The so-called “Syrian Initiative” is soon joined by a hodgepodge collection of Middle Eastern nations. The world begins to draw lines.

2009. After two years of tense international relations the Haradans reveal a new development. Spurred on by the humiliation of their armed forces seven years earlier by the Justice Foundation they have engaged in a series of secret genetic tests, creating an elite force of uber-soldiers: The Haradan Saviors, supers loyal to a Greater Haradika. After several months of propaganda touting their new heroes, the Saviors begin a genocidal purge of the ethnic Salavs, earning the moniker “Haradan Savages” by those on the opposing side.

2010. Hesitant to engage a superforce, the world pauses as the Salavs are slaughtered. American superheroes succeed in destroying the research which created the Haradan Savages. Without the threat of new uber-soldiers being produced, the world finally responds. World War III ensues.

2013. After three years of war Haradika and her allies are losing badly. They engage in a limited nuclear strike, bringing the war to an end, but wreaking havoc on the global environment and creating vast stretches of radioactive wasteland. The superpowers are no more – Russia has been broken in half (roughly along the line of occupied territory); China has fallen into disarray, ruled over by feudal warlords; Europe has endured much during the war; America suffered heavily from the nuclear strikes, rendering it into a much more provincial place. Soldiers returning home from the war bring with them the First Plague, a biological virus with a prolonged incubation time.

2014. Although most of the Savages were killed during the war, one of them, having been driven insane, goes to London and engages in a massive killing spree. Thousands die. Combined with the horrific consequences of super activity during the war this event triggers the Pogroms – a systematic attempt to rid the world of unlicensed supers. Unbeknownst to anyone the singularity which had fueled the second age of heroes was becoming unstable and would soon collapse.

2017. A cure is finally designed for the First Plague (still known as the Great Plague), but this is only followed by more hardship. Food reserves established during the war run out and failing agricultural lands throughout the world are no longer capable of providing food for the population. Africa, in particular, is struck by severe famine.

2020. The Pogroms come to an end – supers are, for all practical purposes, eliminated from the world.

2021. A combination of global population declines and scientific advances allow for the problems of famine to be mitigated, but not entirely. Massive war debts and the decade-long degradation of industry has bankrupted almost all of the nation states. As a result regional governments gain increasing amounts of authority, particularly in the United States.

2025. The international community has broken down. Tribal warfare plagues Africa; Europe has engaged in multiple border skirmishes; Russia has disintegrated into a set of squabbling political ideologies; China is ruled over by feudal, anarcho-communist / pseudo-capitalist warlords; South America has been severely depopulated by continued famine; North America has regionalized with the national governments of Canada, Mexico, and the United States becoming increasingly weaker. The UN continues to exist, but less than half of the nations are recognized as current members. Into this chaos came the Second Plague. Developed as a biological weapon somewhere in China no one is even sure which brushfire war it was unleashed during, but was soon out of control on a global scale.

2028. Corporations in America develop a cure to the Second Plague, but negotiate sovereignty in exchange for it. A weakened United States government collapses within the year and corporate arcologies became the supreme authorities of the land. The UN is disbanded.

2032. A mutated strain of the Second Plague incubates in the African jungles. The Third Plague devastates Africa before burning itself out.

2039. The Alliance of North American Arcologies (ANAA) is formed. While not being a true government, it does provide a central decision making body through which corporate cooperation can be forged.

2042. The Northwestern League of Russian States launches an imperial campaign to reforge the lost glory of the Russia’s heritage.

2046. The remaining Russian States form the Eastern Russian Alliance (ERA).

2047. ANAA invades South America to secure natural resources. Although they meet with some success at first, the campaign quickly bogs down.

2052. Led by Saudi Arabia the remnants of several Muslim nations join together to form the Confederation of Arab States (CAS).

2055. The Northwestern League of Russian States renames itself the Russian Empire as it recaptures over half of the land once held by the Soviet Union. The Ukraine, one of the few European powers with any strength left, enters an alliance with the ERA, opening a western front in the Russian Wars.

2056. CAS overruns Israel.

2058. The Chinese Warlord Su Ling begins a campaign of conquering in an attempt to unify Southeastern Asia.

2060. Su Ling attempts to invade Japan. Japan repels the attack and several non-Chinese states align themselves with Japan in order to repel Su Ling’s imperialism.

2061. The Asian alliance against Ling formalizes itself, becoming the the Asian Freedom Force (AFF).

2062. Su Ling forms an alliance with the ERA to fight against Russia. The world is perilously close to a fourth World War.

2063. Ren Westlake, after spending close to a decade forging political and military ties among South American and African states, attempts a military coup designed to bring an authoritarian government to the world. Westlake sees himself as a savior to a world gone mad and this vision of a return to order over the chaos of modern reality appeals to many. Despite this the European, North American, and Asian powers all unite against this threat and Westlake’s force is quickly decimated. He finds himself, practically overnight, transformed from savior to fugitive. In his flight he finds a prototype time machine and uses it to return to the year 1988 in the hope of “making things right”.

2064. Ironically Westlake’s legacy changes the world, just not in the way he anticipated it. Although Su Ling threatens to renew the violence of the Asian and Russian Wars he finds little or no support from other nations, making it a hopeless cause. An uneasy peace settles over the world. In North America research into alternate energy sources leads to the creation of a new singularity.

2065. Su Ling finds himself deposed by a group of his mandarins who no longer wish to pursue his overtly violent agenda. Su Ling, in a fit of pique, launches his nuclear arsenal. He is stopped before he can completely to succeed, but missiles are already on-route to commit massive destruction. A hero appears and stops the missiles. Although he comes without a name he is quickly assigned the moniker of Savior. Under his guidance and inspiration a League of Nations is formed, uniting most of the European, North American, and Asian powers.

2066. A group of young heroes known as the Rogue Squadron appears. Unlike Savior they don’t capture the hearts and minds of the world’s people, but other supers begin to appear soon afterwards.

2067. The League attempts to expand its membership to include the CAS, but rogue elements of the CAS sabotage the arrangement. The world balances on the thin edge of war, but the intervention of Savior pulls everyone back from the edge.

2068. Savior creates the Neo Justice Foundation, an elite group of supers attached to the League.

2069. Savior is assassinated. Everyone in the League blames everyone else and peace totters on the edge of oblivion.

2070. The current year.

Go to Part 2: The Future of San Angelo

IN THE SHADOW OF THE SPIRE

Session 8B: Meeting Tor

During Session 8, the party had its first interactions with two very influential citizens of Ptolus: Malkeen Balacazar of the Balacazar crime family and Lord Zavere of Castle Shard.

At this point in time, the PCs were either 2nd or 3rd level (depending on whether or not they had earned XP in the prelude sessions). Malkeen was 14th level. Zavere was 20th level. Obviously, in terms of puissance, the PCs were completely dwarfed. If they’d decided to pick a fight with either one of them, they’d most likely have been crushed like bugs almost instantaneously.

“Don’t antagonize someone who has a fang-faced, void-mouthed guy to order around.” – Elestra

This, of course, was entirely intentional. In a zero-to-hero game like D&D, I think it’s really important for the PCs to have interactions with the very powerful. It gives them something to aspire to and is also integral to establishing that the world they inhabit is a large and complex place with concerns which extend beyond their daily lives. Doraedian is another prominent example of this, as are any number of denizens of the common room at the Ghostly Minstrel.

In some ways, this is kind of the inverse of Revisiting Encounter Design: Just as you want to increase the dynamic range of your encounters by designing them with a wide variety of creatures of varied powers, you also want to make the dynamic range of your entire campaign as broad as possible.

Agnarr cracked a sunrod and observed that they were now doing the same job (retrieving the girl) for three different employers: Zavere, Linech, and the man with the star-tattoo.

Ptolus - Malkeen BalacazarThis high level of power is not, of course, a necessary quality for a patron. (During these same sessions, Linech is an example of a patron on par with the PCs’ power level.) It’s obviously not a requirement for every villain. But these characters allow you to open doors that would otherwise remain closed.

On the other hand, this liberty must be carefully balanced against the inherent threat of the disparity in power: The ability to squash the PCs like a bug is not only problematic because they might actually end up getting squashed; it’s also problematic because it can make the players feel helpless, manipulated, and coerced. (That can be okay some of the time, but in most campaign it becomes a major problem if the players feel that they’ve become completely de-protagonized or that the GM is railroading them.)

The precise way you accomplish this balancing act is always pretty heavily dependent on the specific circumstances of the campaign. But there are a few general principles you can keep in mind:

Balance the Interests of the Powerful: Counter-intuitively, you can often reduce the PCs’ sense of powerlessness by including even more powerful people. These powerful factions can be used to checkmate each other. You can see an example of this with Malkeen Balacazar and Lord Zavere: The PCs were being sent up against a really powerful crime family, but they were doing so at the best of a very powerful patron. If things got dicey, they should be able to fall back on their powerful ally to provide protection.

Keep the Distance: You can have the powerful get involved with the PCs’ lives without them constantly invading the PCs’ personal space. Lord Zavere, for example, reached out to them through the intermediary of Mand Scheben. Malkeen Balacazar, on the other hand, was not actually supposed to directly interact with them: At the first sign of trouble, he was supposed to clear out under the mistaken belief that someone was bringing the hammer down and he would be in person jeopardy. (Allowing the PCs to perhaps glimpse him during his retreat.) The campaign obviously went a different way than that, of course.

“Tee! I was just writing you a letter!” He crumpled the paper and shoved it to the side.

You can usually tell that you’ve been successful in striking the right balance, however, when you discover that you can’t keep the powerful at arm’s length because the PCs are actively seeking them out. You can see evidence of that in this week’s campaign journal with the “crumpled letter” gag: I hadn’t actually anticipated that Tee would actively seek out Mand Scheben or Doraedian that morning, so I’d actually prepped letters that they were supposed to have delivered later that day. (I literally crumpled up the props and tossed them aside.)

Making the PCs Vital: If powerful individuals are taking an interest in the PCs, it means that the PCs have something to offer them. Crank that dial up. Make the PCs vital to the interests of one or (preferably) more of the powerful. This not only serves as a layer of protection (“I can’t kill you, I need you!”), it also, by definition, prevents the PCs from feeling powerless or irrelevant: Their choices matter. What they do matters.

The importance of this last point, in my opinion, cannot be over-emphasized. The reason to bring the powerful into the PCs’ sphere isn’t so that the PCs can goggle at the amazing antics of the powerful. It’s so that the PCs can get tangled up in their affairs.

And as the PCs seek to untangle themselves, over time they will slowly discover that they have become the powerful and the affairs are, in fact, their own.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 8B: A NEW COMPANION

October 7th, 2007
The 24th Day of Amseyl in the 790th Year of the Seyrunian Dynasty

MEETING TOR

The five of them moved into the common room of the Ghostly Minstrel. It was sparsely populated in that early hour of the morning, and Tellith pointed them towards a short, stocky man with light brown hair who was sitting at one of the tables and reading a slim book by the light pouring through the front windows.

When he saw them approaching, the man rose and they saw that he was ever-so-slightly bow-legged. “My name’s Tor.”

After a few moments of conversation, it quickly became apparent that Tor thought they were expecting his arrival. None of them had any memory of that, of course, but they managed to hide that fact from Tor.

It turned out that Tor was carrying a letter of introduction from a man named Ritharius. But, as was clear from the letter, Tor did not actually know Ritharius – had not, in fact, ever met the man.

The amnesiacs had hoped that, by careful questioning, they might find out why Tor had been sent for, and in that manner discover what their intentions had been during the time of their memory loss. But, unfortunately, Tor’s interests were maddeningly vague – he had been interested in pursuring the life of a wandering errant, hoping to accrue those deeds of valor which might allow him to become a knight.

The group told Tor a little of what they were currently planning – in very general terms – and he seemed more than happy to help them. A firm handshake from Agnarr seemed to seal the arrangement.

Agnarr, Dominic, Elestra, Ranthir, and Tee were still bedraggled from their morning excursions in the sea. And there was various business to attend to. So they agreed to go their separate ways for a bit, and then reconvene here in the common room in the early hours of the afternoon.

While the rest of the group headed upstairs to get cleaned up, Tor arranged a room for himself and lodging for his horse (paying for a week in advance). Then he headed across Delver’s Square and headed down into the Undermarket. There he sought out the Delver’s Guild facilities and arranged membership with the ebullient Gorti. With his papers and his lodgings in order, Tor spent some time wandering through Midtown. He was amazed by the size and wealth of this city, and his eyes were drawn constantly back to the wonder of the Spire.

After finding what high quality barding would cost for his horse, Blue, Tor returned to the Ghostly Minstrel’s common room and continued reading. Ranthir, who had spent this time studying his arcane lore, greeted him as he passed through on his way to the Delver’s Guild library, where he researched the Order of the Chalice. Although he found some generally unsatisfying tidbits of information about the Order, he found nothing to explain what connection – if any – had existed between the group, Sir Robilard, and the mysterious Ritharius.

Elestra, meanwhile, had gone on another walkabout. She was increasingly convinced that the Voice of this strange city was whispering in a place just beyond her hearing. And more and more it seemed to her not as if she was trying to hear the voice of a stranger, but that it was the voice of a long-lost friend.

In the end, Elestra did not hear the Voice as clearly as she might have hoped. But its whispers – half heard and barely understood – were beginning to guide her. In more practical terms, she discovered that the Commissar had placed a bounty upon the “tail of all Plague Rats, also known as Ratmen, Ratfolk, and Rats most Dire”. Notices were being posted throughout the city. Elestra grabbed one of them and brought it back to the Ghostly Minstrel.

The rest of the group, but particularly Agnarr, thought that the rat bounty sounded like a great opportunity to earn a little coin. They agreed that, in the morning, they should investigate the best ways of pursuing the matter.

Proclamation of Rat Bounty

LINECH’S OFFICE

(08/25/790)

In the morning, after breakfast, Dominic went to the Temple of Asche and spoke with Mand Scheben and Lord Zavere (by way of the purple stone). He reported on everything that had happened the day before. Zavere, in turn, told him that the man with the star-shaped tattoo was Malkeen Balacazar. (Dominic didn’t mention the deal Tee had made, since he didn’t know about it, but he did tell them that the watch was most likely in the hands of the Balacazars.)Dominic also talked to Mand and Zavere about Tor and the letter of introduction from Ritharius. To Lord Zavere’s questioning, he reported that none of them had any idea who Ritharius was or why he might be sending Tor to them.

Lord Zavere told Dominic that Ritharius was an “associate” of his. If Tor had come from Ritharius, then Tor could almost certainly be trusted.

Zavere also had another job for them: Linech Cran’s office was protected with anti-scrying spells. Zavere had created a small wooden cube – about the size of a child’s plaything – and imbued it with magicks that would help him to penetrate those defenses. He wanted them to sneak into Linech’s office and hide the cube.

Dominic felt this would be difficult – given the way they had parted company with Linech – but Zavere was offering them 1,200 gp for the job. Dominic said he would have to talk it over with the rest of the group, but agreed to take the scrying cube back with him.

Zavere and Mand paid him a further installment on the money they owed the group for their ongoing activities, and Dominic headed back to the Ghostly Minstrel.

Meanwhile, Tee, Tor, and Elestra were scouring the city to see if they could find a good place to follow-up on the activities of ratmen. They discovered that there had been several sighting of ratmen recently in the area around the Midden Heaps in the Guildsman District.

When everyone had returned to the Ghostly Minstrel, Tee and Elestra made excuses to separate themselves from Tor and met up with Dominic, Agnarr, and Ranthir. Dominic split the money and shared the information he’d gained from Mand and Zavere.

Both Elestra and Tee recognized the name of “Balacazar”: The Balacazar family was the oldest and most powerful criminal organization in Ptolus. Menon Balacazar was the aging head of the organization, but his son – Malkeen – was second in command and well-known for the star-burst tattoo over his right eye. (Menon also had two daughters, Fesamere and Maystra.) Everyone knew they were criminals, but they were “officially” a minor merchant house with a small estate in the Nobles’ Quarter.

The revelation that they had brushed up against the highest echelons of the Balacazar crime family – and that Malkeen might even know their real names – sobered the group immensely.

But there didn’t seem to be much they could actually do about it. What they did decide, after looking at their finances, was that they should take the job from Zavere. They’d also get Tor involved in the new job, but wouldn’t give him much in the way of details from the previous job (most notably, the Balacazar connection). They also decided to continue keeping their shared amnesia a secret from him.

Tor was more than happy to help, and the group split up for a few hours to gather information.

Tee and Elestra asked around town about Linech. They discovered that, shortly after their meeting with him the previous day, he had lowered the gate across the entrance to his burrow and shut himself inside. The word on the street was that he had done something to anger the Balacazars, and had now given up all hope. (“No wonder he was so angry about losing the watch,” Tee said.)

Tor, meanwhile, headed up into the Rivergate District to scout around and see if he could find an approach to Linech’s office. (Since Linech didn’t know him, the group figured he was the safest one to do the work.) What he discovered was that Linech’s burrow was right up against the western wall of the Rivergate District – beyond that wall there was nothing except a huge drop-off into the King’s River Gorge.

Fortunately, the building holding Linech’s office was on the other side of the burrow: The ten-foot wall on that side of the burrow was built up and overlooking another burrow directly to the east. The buildings in this other burrow were all independently owned, with the building directly below Linech’s office owned by the Yebures – a father who worked as an accountant and a mother who stayed at home with their young daughter.

Even better, the window in Linech’s office was east-facing – affording the half-orc a beautiful view all the way down the length of Ptolus, but also making it relatively easy for someone to climb up, enter through the window, and hide the scrying cube somewhere.

Dominic had spent some of this time replenishing their diminished supplies, particularly in the crucial area of healing magic.

Agnarr, meanwhile, had simply been wandering the city. He heard news that an explosion of some sort had happened in the North Market. He headed in that direction and discovered that it was, in fact, an “explosion of shadow” which had left a permanent inky darkness at the top of a tower. Several bodies had apparently been removed from the area of the darkness.

Agnarr wanted to know who the tower belonged to. His first tactic, upon spotting a plaque on the side of the building with some writing on it, was to walk up and try to rip the plaque from the wall. (He figured he could take it back with him and have Ranthir read it to him.) The city watch on duty stopped him from doing that, but simultaneously let slip that the tower belonged to someone named Nycedon. That satisfied him and he headed back to the Ghostly Minstrel.

Upon reconvening, the group decided it would be best to wait until evening – the office was more likely to be empty and they were less likely to be noticed.

So, after dinner, they split into small groups and made their way up towards the burrow next to Linech’s.

Ptolus - Linech Cran's Burrow

Once there, Tee went down the narrow alley between the Yebures’ and the house next door. From there she climbed quietly onto the Yebures’ roof. She had some difficulty climbing the next section of wall up to Linech’s window – falling and cracking her head once – but she eventually secured a grappling hook in the chimney on Linech’s roof, climbed the rope, and then rappelled over to Linech’s window.

The lock on Linech’s window yielded to her thieves’ tools easily enough and she slipped inside, falling to the floor next to the life-size gold statue they had noticed the last time they were in the office.

In looking for a place to hide the scrying cube, Tee’s eyes were naturally drawn to the bookshelves along the room’s north wall. Clearing some of the books away she reached back to place the scrying cube behind them… only to find a crumpled up sheet of paper lying there. She pulled this out, glanced at it, and then stuffed it into her bag. Placing the scrying cube and then carefully replacing the books she had moved, she went back to the window, shut it behind her, and climbed down.

Tee gave the signal that the others, scattered around the lower burrow, could disperse. It had all gone as smoothly as anyone could hope.

On the way back to the Ghostly Minstrel, Dominic stopped by the Temple of Asche to report their success. He was paid the remainder of the monies due them, and was told that Zavere would be in touch with them in the morning.

When Dominic joined the others at the Ghostly Minstrel, arriving only a few minutes after they did, he quickly split the money. Agnarr immediately handed 100 gp of his payment to Tee. “You did most of the work on this venture. You deserve most of the payment.”

Tee thanked him, and then pulled out the crumpled note she had recovered from Linech’s office and showed it to them:

Toridan—

Ruror says you’re still making deals with that old fool Demassac. You need to stop this. I’ve told you before. We can’t trust Demassac. No one can, but us most of all. He’s in close with the Balacazars and we’re none too popular with them at the moment. He’ll stab you in the back in a moment. Or stuff you into one his god-forsaken machines. Keep clear of him.

Big Bro

They didn’t know what it meant, but they resolved to look into it the next day. Then they went down to the common room. Tee was careful to make a big spectacle of herself (she wanted a firm alibi) – buying several rounds for the entire common room and letting Agnarr get completely drunk on her tab.

TEE ON THE TOWN

(08/26/790)

The next morning, Tee woke up early and left the Ghostly Minstrel before the dawn’s light had even begun to halo the Spire.Her first stop was the Temple of Asche. A priest ushered her up to Mand Scheben’s office. The priest looked up as she came in: “Tee! I was just writing you a letter!” He crumpled the paper and shoved it to one side.

Tee asked if the scrying cube was working well. It was. In fact, Mand said they had been scrying through it intermittently even before it had been placed. (Tee reflected that she was glad she had taken cares not to take the cube anywhere particularly private.) They had anticipated leaving the cube in place for some time before taking any action on the information it obtained, but it turned out that immediate action was demanded.

The life-size statue of gold in Linech’s office was, in fact, a friend of Lord Zavere’s: A man by the name of Lord Abbercombe. Lord Abbercombe had, apparently, been turned into a golden golem many years ago. A few months back, however, Abbercombe had simply disappeared. How he had ended up in Linech’s office – and how he had come to apparently be paralyzed – were mysteries. But it was very important that they rescue him. And this had to happen quickly, before Linech decided to melt him down for cash or the Balacazars raided Linech’s burrow, killed the half-orc, and took Abbercombe somewhere that would be even more difficult to extricate him from.

Tee is hesitant to take the job. It would, after all, be much more difficult than simply hiding the scrying box.

“Lord Zavere understands that,” Mand said. “Which is why he’s willing to pay each of you 1,000 gp for completing the job.”

Tee agreed to talk it over with the rest of the group.

Her next stop was Doraedian’s. As she entered the office, Leytha Doraedian looked up: “Tee! I was just writing you a letter!” He crumpled the paper and shoved it to the side.

Doraedian had been writing to Tee to inform her that her training would begin the next day.

Tee was excited, but quickly turned her attention back to the reason she had come: She reported to Doraedian the visions (had they been flashbacks?) she, Ranthir, Dominic, Agnarr, and Elestra had experienced when they had been knocked unconscious (while carefully not going into detail on how that had happened). Doraedian couldn’t give her much help in understanding them, but “any insight, no matter how small might be the one to unravel these riddles”.

Tee returned to the Ghostly Minstrel.

WAITING FOR THE NIGHT TO COME

When the rest of the party came down to breakfast on the morning of the 26th of Amseyl, Tee was waiting for them. She quickly discussed the details of the job Mand Scheben had offered them.

They also discussed their other options: Ranthir was interested in following up on the “shadowy explosion” that Agnarr had told him about. Various errands still needed attending. And many of them showed an interest in returning to the dusty complex of tunnels beneath Greyson House – this time better prepared and better armed. And there was the rat bounty to consider.

They finally decided that, as difficult as getting the statue out of Linech’s office might be, the price was right. It was definitely better coin than they could gain from pursuing the rat bounty and surer coin than what might be found beneath Greyson House.

After putting a plan in place, they decided that evening was the earliest they could hope to get back into Linech’s office. They could only hope that Linech wouldn’t do something desperate today. (If he did, though, they took some comfort in the fact that Zavere would immediately know of it through the scrying cube and could take more decisive action.)

With an empty day ahead of them, Tee and Dominic decided to check up on Phon (who they hadn’t seen for several days now). They stopped by Saches and picked up the shirts that Tee had ordered, but Marta told them that, although Phon wasn’t scheduled to come into work that day, she’d seen her the day before and she seemed fine (although very pregnant!). They headed up to Phon’s house, but there was no answer to their knock.

Agnarr, meanwhile, was yet again looking for a dog to rescue from the streets and train into a loyal companion. While wandering the streets of the Warrens, he actually came across such a stray… but made the mistake of offering it iron rations. The dog, repulsed, growled at him and ran away. Agnarr slumped down on the curb for a long while.

Ranthir spent the day studying another spell from Collus’ spellbook, then – perhaps feeling the close quarters of his room – decided to head over to the library and research the tower where the explosion of darkness had happened. Unfortunately, there didn’t seem to be any meaningful records of Nycedon or his tower. He resolved to check the City Library at his earliest opportunity.

Tor, meanwhile, was already at the City Library. He had finished the book he had been reading, and was eager to find more – always working to improve his literacy.

Of all of them, it was perhaps Elestra alone who was working towards their larger goals. She was following the Breath of the Streets, pursuing the whisper of Demassac Tovarian. And then, for the first time, she heard the Voice of the Wall in Ptolus. It guided her back to Nul’s, the hole-in-the-wall tavern in the Warrens where she and Dominic had gone.

From there the patterns of the Breath were clear, and by noon she had followed it from the Warrens into the Guildsman’s District and back again. She discovered that Demassac Tovarian owned a house in the Warrens, out of which he publicly ran a shabby antiques and curio business.

But, in reality, Demassac ran a trade in used magical items, selling directly to criminals and their ilk – which, based on Linech’s letter, she assumed meant the Balacazars. But lately there were reports that Tovarian was beginning to supply the Pale Dogs gang with high quality magic items, making that group more dangerous than it had been previously.

She also discovered a whisper of a whisper… and it said that Demassac Tovarian had connections to a major underworld figure known as the Surgeon in the Shadows.

It took her another three hours, but Elestra finally managed to eke out a few details on the Surgeon: His real name was Kinion Luth, and – for a price – he would alter his customers in horrid ways while granting them fantastic abilities. But whenever she asked for more than that, mouths shut and whispers stopped.

Elestra returned to the Ghostly Minstrel in the late afternoon. There she met up with the rest of the group. They exchanged notes and headed to the Hammersong Vaults in Oldtown. Each of them rented a separate lockbox and placed many of their valuables in them.

Then, with dusk falling, they set out to rescue a golden statue…

Ptolus - Lord Abbercombe

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