Virtual sessions, the first VIII&IX
Hunter becomes Hunted, 25 - 30 Kilson 2214
Appearing (in alphabetical order), XP
Isileth, 4
Splinters, 4
Tyg, 4 +1 for gathering party and venturing forth = 5XP
Yar, 4
On the return leg of the expedition, Isileth, Tig, and Yar spend a few days helping the villagers of Banutre strengthen the defences. Upon their return to Three Towers, Aubrek asks them to spy on the 'merchant' ship Red Wind. The town is buzzing on new years day with the preparations for Festival of Ishtar.
THE MUDRAK The ultimate tribe of outcasts, the Mudrak throw themselves
headlong into battle, equally fearless and suicidal. They live in the Gloamwood
but frequently travel throughout the northeastern parts of the Nar Highlands,
hunting and making war on anything they come across. The Mudrak represent
something that almost never occurs in Thule: interbreeding between humans and
beastmen. Their mixed blood means they’ll never be accepted in most human societies,
while beastmen smell the “stink of man” on them and attack without other
provocation. The only friends the Mudraks have are each other; they believe
Herum put them on this world to oppose all other thinking peoples. The Mudrak
accept members of all races and even have some intelligent monsters at their
campfires, but “accept” doesn’t mean “welcome.” Anyone captured by the Mudrak
is stripped and tortured. Those who show some resilience and dignity during the
torture are asked, “Join or die?” Those who join the Mudrak are subjected to a
ritual that magically erases their old, civilized identity—to the point where
divination magic and scrying can no longer detect them. Then they receive a new
Mudrak name and are expected to fight and pillage with the rest of the
tribe.
The Mudrak bounty hunter is trained in the use of poison, a remorseless
killer with a bloody reputation for hunting prey in the wilderness for anyone
who can afford him.
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