I was thinking of all of the adventures I can remember gaming on Urutsk, as well as fiction I have written for it, and came up with these locations and time periods:
The Marnharnnan Continent: From the Fall of the Ancients, through the Vrun Colonial period, and the years of play in Latter Autumn, and into the surrealistic dark-fantasy of the Winter Era.
The Vrun Continent: Pre-history, Spring Era, Summer, Autumn, and bits of Winter (7,000 years of history). From the Crystal Pyramid through hunter-gatherers; from the standard fare of 'mediaeval fantasy' through Sci-Fantasy of the war against the Aelbaan; Late Summer and Early Autumn's mass-warfare campaigns, cults, disease and famine; The Humanoid and Frontier Campaigns; the pseudo Napoleonic gatling-gun and cannon period of Consolidation; the rise of the Vrun Continental Authority and highlights of the First Tyrrhean War with its necroborgs and gas-masked cavalry sorties; Latter Autumn's Second Tyrrhean War and the urban malaise of capitulation to the People's Automatic Union; all the way into Winter's madness and desperate subterranean scramble.
The Black Crown / Marnharnnan Yirinn Empire of Bereme Oykh: Autumn and the Departure, and Winter's Discontent.
The Chaos Isles: Scattered incidents throughout Autumn.
Tuliri / Lhoman Border region: Late Summer and throughout the Autumn Era, especially during the Second Tyrrhean War. Hours and hours of miniatures wargaming took place in this region, as well as a religious insurgency on the Tuliri side of the border. Martial Arts action, Pulp adventure involving serpent men, and the rise of an Immortal.
The Durn Continent: Early Autumn's visitation by the contemporary Playtest Party as well as a one-off with a Big Game Hunter, his trusty sidekick, and a powerful Durn Holy Warrior versus Guild Council slavers; Latter Autumn's challenge to modernise, and the Durn Maximist Covenant's polite refusal of the PAU's invitation.
All of the above is but a small percentage of the total gaming done in the milieu, and fails to touch upon the exploration and colonisation of Aqmlk, the Red Planet, and its latter eras; the entire span of the Space Age with its Hyperspace Shunt Network and Dragon Wars; Alien worlds crawling with unspeakable horrors and confounding alien technology; and the actual Sphere of Stars built around the galactic core; and other bits and bobs throughout these past 26+ years of my cultivating this wild and wending garden.
What adventures will you have here?
A blog for The Urutsk Cycle and Related Subjects,
including the URUTSK: World of Mystery RPG.
Shipwrecked survivors of a galaxy-spanning empire (ruined when the core exploded) settle upon a wetlands world occupied by humans and other species. They then poke through ruins of their Ancient ancestors as they strive to regain space and then, starflight.
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Showing posts with label Aberrants. Show all posts
Showing posts with label Aberrants. Show all posts
Friday, January 28, 2011
Sunday, October 24, 2010
Mutants of Marnharnna Pt. 11-
With Raylyss and the Scaly Kids out in the mangrove Stinkwoods, frosty Osyl, the rather colourful Zalder, and the anime giantess, Kitsune (correcting the misspelling from last week, rendering her 'Wandering Hovering Spirit') went in search of a jewellery store to sell the loot they had taken from the 'Mall of the Ancients'.
Before getting there, an interaction with a 'friendly' fight prompted Zalder to blow his cover as a non-powered colourful freak, and caught a gent who had been knocked over a second-floor railing. The man was stupefied that this green-skinned, blue-haired, sugar-glider membraned person was holding him aloft, and asked to be gently put down. The assailant, his 'friend' made his way down the stair, to the consternation of the prostitutes they had been cavorting with in the room before the argument had erupted. Osyl, conjured a fabrication of 9 and change pounds of frigid water over the bruiser. The cold water worked in bringing the hulk back to his senses, and Osyl's attempts to sweet-talk him worked better than the player had planned, resulting in the big fella' suddenly being rather taken with her (to the further consternation of said working women). Zalder released his grip on the punchee and flew off as the Law made their way toward the group. A conversation between the deputies in the background suggested that they thought the rather WI Vrun-looking Kitsune and the somewhat Yirinn-looking Osyl didn't much look like cousins, but the WI nobles were prone to mate with whom they desired; and, was it really true that West Coast Vrun really practised bestiality? Kitsune managed to defuse the situation after being admonished not to associate with Muties, at least in town.
With Kitsune's week-long knowledge of Kryssaul City, they set out into the Good Part of town and to a heavily guarded two-floor Jewellery establishment. Ignoring a man who offered to look at their items before they stepped foot inside, the two went inside and marvelled at the collection of Auric Black Metal jewellery in a partitioned case occupied by an armed guard. The staff was knowledgeable enough to spot the quality and mark of the Ancient jewellery and then called the manager, who promptly invited the pair upstairs for a private meeting. The walk up the stairs revealed three full cold-cast plate-armoured over-under coilstock-armed guards on either side of the way, suggesting that such transactions were fairly secure. A brief event revealed a grizzled hunter in another section of the upstairs area, but he quickly disappeared from view. The business was prefaced by a friendly question session by the manager who asked as to the the provenance of the goods, how the girls came to possess it, and after their safety travelling alone on the wild ways with such a haul. Answers were provided in varying degrees of believability, and the sale of some rather remarkable pieces (including a circuitry embedded in a coin and a dagger of some sort of rainbowed-glass-like material), netting 10k count. A Letter of Recommendation and a private carriage ride to the White star Hotel marked the pair of 'cousins' as members of the Amlynn family (one of several known to have founded the ill-fated WICE fort later overrun by combined Aberrant, Dokirin, and Humanoid forces). The White Star Hotel executive suite (100 count per day, not including room service) proved much to the women's' enjoyment, affording Kitsune a relaxing hot bath, and Osyl time to 'chill-out'.
In the meantime, Zalder (having flown in over the mangrove canopy and spotted a pinnace) had been assisting Raylyss in wrangling his son (a rather cunning fisher) when he heard sounds echoing across the water, further out into a channel. Four folks in a dinghy rowed closer, and it was apparent that they were smugglers or pirate-types. Zalder, feeling michevious, experimented with the Water node, but was admonished by the Sisters and then drew upon an Air crystal to stealth up on them unawares. A failed death-stroke attack on an occupant while the three others were poking around for a submerged something alerted the others and the sloppy kill subjected him to wool-pistol fire and afforded the Durnsman (slave?) an escape from the other two. A further failed hatchet throw against the pistoleer and Zalder was hiding in the mangroves as the two survivors (a young woman/girl who was disguising that fact, and an older, relatively 'nice' guy) rowed back with their badly butchered comrade's corpse out to the ship.
The Durn watched as Zalder dredged up a pirate-chest-sized chest encrusted with muck and barnacles, and then floated it up using a large air bubble. The Durn warned him that the contents were holy, and would kill Zalder, and likely himself, if it were opened, but Zalder precoded to pick the lock. The Sisters, unable to speak with him, were clearly distraught for their proxy agent, and he relented, thinking that if they were powerless, it was likely a big deal.
Gadget-girl Kitsune sent a mechanical servant to deliver makeup, hair dye, and a robe to Zalder who then joined them in town at the gunsmiths, where the party purchased more revolvers, and Black Crown manufactured revolving carbines and ammunition, wiping out nearly 7k of their ten. The girls booked passage for the Riverland Peninsula, with special provisions made for a private trip, and entry to the big lake I cannot recall the name of at present, requiring the ship arrive there at high tide, on a full moon (up coming), so as to pass over the flooded shoal separating it from the bay. Full passage was paid and preparations to disembark that night were made.
Hotel antics. Science team brought up. Zalder returned at night with a carriage to fetch Raylyss and the kids, and to offer the Durn a ride, only to find a religious ceremony and a Durn congregation held in the mangroves. There were shadowy figures with luminous eyes and one held a knife to his throat until the okay was given. For his kindness, the priest gave Zalder a chunk of fragrant resinous wood. The return trip to the carriage showed that men were surrounding the vehicle, and a still-mounted rider oversaw the operation. Fighting ensued after Zalder head-shot the mounted feller and he went down hard. Cloaked, but against the night sky in moonlight allowed the shooters on the ground a better chance of striking, and a as if that weren't enough, a night-flying predator snatched him up in its talons before being struck in the fire, dropping him a full minute's swim back to shore. On route, Zalder was bitten by a fish, but it was dispatched in one blow.
We held it there.
Before getting there, an interaction with a 'friendly' fight prompted Zalder to blow his cover as a non-powered colourful freak, and caught a gent who had been knocked over a second-floor railing. The man was stupefied that this green-skinned, blue-haired, sugar-glider membraned person was holding him aloft, and asked to be gently put down. The assailant, his 'friend' made his way down the stair, to the consternation of the prostitutes they had been cavorting with in the room before the argument had erupted. Osyl, conjured a fabrication of 9 and change pounds of frigid water over the bruiser. The cold water worked in bringing the hulk back to his senses, and Osyl's attempts to sweet-talk him worked better than the player had planned, resulting in the big fella' suddenly being rather taken with her (to the further consternation of said working women). Zalder released his grip on the punchee and flew off as the Law made their way toward the group. A conversation between the deputies in the background suggested that they thought the rather WI Vrun-looking Kitsune and the somewhat Yirinn-looking Osyl didn't much look like cousins, but the WI nobles were prone to mate with whom they desired; and, was it really true that West Coast Vrun really practised bestiality? Kitsune managed to defuse the situation after being admonished not to associate with Muties, at least in town.
With Kitsune's week-long knowledge of Kryssaul City, they set out into the Good Part of town and to a heavily guarded two-floor Jewellery establishment. Ignoring a man who offered to look at their items before they stepped foot inside, the two went inside and marvelled at the collection of Auric Black Metal jewellery in a partitioned case occupied by an armed guard. The staff was knowledgeable enough to spot the quality and mark of the Ancient jewellery and then called the manager, who promptly invited the pair upstairs for a private meeting. The walk up the stairs revealed three full cold-cast plate-armoured over-under coilstock-armed guards on either side of the way, suggesting that such transactions were fairly secure. A brief event revealed a grizzled hunter in another section of the upstairs area, but he quickly disappeared from view. The business was prefaced by a friendly question session by the manager who asked as to the the provenance of the goods, how the girls came to possess it, and after their safety travelling alone on the wild ways with such a haul. Answers were provided in varying degrees of believability, and the sale of some rather remarkable pieces (including a circuitry embedded in a coin and a dagger of some sort of rainbowed-glass-like material), netting 10k count. A Letter of Recommendation and a private carriage ride to the White star Hotel marked the pair of 'cousins' as members of the Amlynn family (one of several known to have founded the ill-fated WICE fort later overrun by combined Aberrant, Dokirin, and Humanoid forces). The White Star Hotel executive suite (100 count per day, not including room service) proved much to the women's' enjoyment, affording Kitsune a relaxing hot bath, and Osyl time to 'chill-out'.
In the meantime, Zalder (having flown in over the mangrove canopy and spotted a pinnace) had been assisting Raylyss in wrangling his son (a rather cunning fisher) when he heard sounds echoing across the water, further out into a channel. Four folks in a dinghy rowed closer, and it was apparent that they were smugglers or pirate-types. Zalder, feeling michevious, experimented with the Water node, but was admonished by the Sisters and then drew upon an Air crystal to stealth up on them unawares. A failed death-stroke attack on an occupant while the three others were poking around for a submerged something alerted the others and the sloppy kill subjected him to wool-pistol fire and afforded the Durnsman (slave?) an escape from the other two. A further failed hatchet throw against the pistoleer and Zalder was hiding in the mangroves as the two survivors (a young woman/girl who was disguising that fact, and an older, relatively 'nice' guy) rowed back with their badly butchered comrade's corpse out to the ship.
The Durn watched as Zalder dredged up a pirate-chest-sized chest encrusted with muck and barnacles, and then floated it up using a large air bubble. The Durn warned him that the contents were holy, and would kill Zalder, and likely himself, if it were opened, but Zalder precoded to pick the lock. The Sisters, unable to speak with him, were clearly distraught for their proxy agent, and he relented, thinking that if they were powerless, it was likely a big deal.
Gadget-girl Kitsune sent a mechanical servant to deliver makeup, hair dye, and a robe to Zalder who then joined them in town at the gunsmiths, where the party purchased more revolvers, and Black Crown manufactured revolving carbines and ammunition, wiping out nearly 7k of their ten. The girls booked passage for the Riverland Peninsula, with special provisions made for a private trip, and entry to the big lake I cannot recall the name of at present, requiring the ship arrive there at high tide, on a full moon (up coming), so as to pass over the flooded shoal separating it from the bay. Full passage was paid and preparations to disembark that night were made.
Hotel antics. Science team brought up. Zalder returned at night with a carriage to fetch Raylyss and the kids, and to offer the Durn a ride, only to find a religious ceremony and a Durn congregation held in the mangroves. There were shadowy figures with luminous eyes and one held a knife to his throat until the okay was given. For his kindness, the priest gave Zalder a chunk of fragrant resinous wood. The return trip to the carriage showed that men were surrounding the vehicle, and a still-mounted rider oversaw the operation. Fighting ensued after Zalder head-shot the mounted feller and he went down hard. Cloaked, but against the night sky in moonlight allowed the shooters on the ground a better chance of striking, and a as if that weren't enough, a night-flying predator snatched him up in its talons before being struck in the fire, dropping him a full minute's swim back to shore. On route, Zalder was bitten by a fish, but it was dispatched in one blow.
We held it there.
Labels:
Aberrants,
Carbines,
Durn,
Kryssaul City,
Mutants of Marnharnna,
Pirates,
revolvers,
UWoM,
Valourbarrow
Sunday, July 25, 2010
Mutants of Marnharnna Pt. 02-
The Humanoids, under orders by their boss, Qaj'wl (pronounced: 'Kashool'), stayed behind to protect the girls in the cabinet and were being soundly plinked by Raylyss the Reptilmalian-Vrun, and Phlavius the Yellow Ghoul, while poor 'Rocky' was facing two opponents in Melee.
Only due to the Abbekqorru Sgt.'s rising ire against his (now-) former leader, did he cease the fight, but not before Rocky managed to significantly injure one Humanoid (who literally gave up the fight and cowardly lay himself down upon the ground), and then killed another from behind.
--The Abbekqorru then brokered a peace agreement based upon mutual disdain for Qaj'wl (who had deserted them), and the girls were set free into the combined group's care.
---The coward was speared and then thrown onto the fire, while the fallen warrior was ritually-consumed by his comrades as is the Abbekqorru way.
----(It was also determined that the Garrison's spin on what had happened with this break-away group was not entirely true. The real reason the Humanoids had broken away was that the Sgt. felt that the Garrison would be as much a deathtrap as it had been for the WI Vrun they had wrest it from 80 years ago, and a guerilla war was to be waged against the mounting numbers of Vrun military).
The three were aged roughly 12, 09, and 06 years of age, and varied from nearly pure reptilmalian appearance to nearly purely human. The eldest had enough wherewithal to aid her younger sisters to deal with the changing circumstances, which was aided by Raylyss' more-familiar appearance. It was learnt that the elder brother was by a different father, and was apparently Vrun, and had set out years ago to join the Marnharnnan Defence Agency's military.
Given the Vrun xenophobia and almost guaranteed deadly policy toward Aberrants, it was agreed by the expanded group to transport the girls to the tree-fort, after retrieving goods from the (cleaned-up) homestead.
Along the way, at dusk, a herd of wild animals (about the size of an ox, armour plated like Rhinos, and possessing an impressive rack of muck-raking horns) from the northern plains moved in a steady stream bisecting the PC's path. Phlavius and two Humanoids had travelled ahead of them to do the cleaning-up and burying (having found the mother's reproductive organs in a canopic jar in Qaj'wl's backpack), and were unaware of the critters.
--Rocky and Raylyss, the girls, and the other Humanoids moved to higher ground to avoid the animals, and found the rough terrain to be ancient ruins (foundations, steps, fragments of walls, etc.). The vibrations from the passing herd apparently weakened the ground, and the youngest fell a good distance. Once this was realised, another Abbekqorru slid down the chimney, followed by Rocky's swooping-down to effect a rescue.
There, they encountered an arachoid creature (Mini-Cooper-sized tail-less scorpion, with ratcheting, sliding pincers), bent on collecting the girl. The sub-terrain was a buckled and now-terraced basement or subducted room, from whence more would arrive once the first one was handily dispatched by the two fighters. In this instance (flanking front and back), I allowed the two to combine their Fight Dice versus its 3d6.
--With Raylyss' TK Grip on the girl (and his becoming Stunned through the accumulated DP use), the two fighters wisely decided to beat-feet up the uncoiled rope. However, the Abbekqorru was then attacked by one of the arachnoids which fired an actual net-gun, which entangled him. Only the combined efforts of his allies allowed his escape, whereupon the Sgt. rolled a boulder over the shaft's opening and the group made its way down from the ruins.
Yellow Ghoul and buddies returned and the group set off again toward the homestead.
Only due to the Abbekqorru Sgt.'s rising ire against his (now-) former leader, did he cease the fight, but not before Rocky managed to significantly injure one Humanoid (who literally gave up the fight and cowardly lay himself down upon the ground), and then killed another from behind.
--The Abbekqorru then brokered a peace agreement based upon mutual disdain for Qaj'wl (who had deserted them), and the girls were set free into the combined group's care.
---The coward was speared and then thrown onto the fire, while the fallen warrior was ritually-consumed by his comrades as is the Abbekqorru way.
----(It was also determined that the Garrison's spin on what had happened with this break-away group was not entirely true. The real reason the Humanoids had broken away was that the Sgt. felt that the Garrison would be as much a deathtrap as it had been for the WI Vrun they had wrest it from 80 years ago, and a guerilla war was to be waged against the mounting numbers of Vrun military).
The three were aged roughly 12, 09, and 06 years of age, and varied from nearly pure reptilmalian appearance to nearly purely human. The eldest had enough wherewithal to aid her younger sisters to deal with the changing circumstances, which was aided by Raylyss' more-familiar appearance. It was learnt that the elder brother was by a different father, and was apparently Vrun, and had set out years ago to join the Marnharnnan Defence Agency's military.
Given the Vrun xenophobia and almost guaranteed deadly policy toward Aberrants, it was agreed by the expanded group to transport the girls to the tree-fort, after retrieving goods from the (cleaned-up) homestead.
Along the way, at dusk, a herd of wild animals (about the size of an ox, armour plated like Rhinos, and possessing an impressive rack of muck-raking horns) from the northern plains moved in a steady stream bisecting the PC's path. Phlavius and two Humanoids had travelled ahead of them to do the cleaning-up and burying (having found the mother's reproductive organs in a canopic jar in Qaj'wl's backpack), and were unaware of the critters.
--Rocky and Raylyss, the girls, and the other Humanoids moved to higher ground to avoid the animals, and found the rough terrain to be ancient ruins (foundations, steps, fragments of walls, etc.). The vibrations from the passing herd apparently weakened the ground, and the youngest fell a good distance. Once this was realised, another Abbekqorru slid down the chimney, followed by Rocky's swooping-down to effect a rescue.
There, they encountered an arachoid creature (Mini-Cooper-sized tail-less scorpion, with ratcheting, sliding pincers), bent on collecting the girl. The sub-terrain was a buckled and now-terraced basement or subducted room, from whence more would arrive once the first one was handily dispatched by the two fighters. In this instance (flanking front and back), I allowed the two to combine their Fight Dice versus its 3d6.
--With Raylyss' TK Grip on the girl (and his becoming Stunned through the accumulated DP use), the two fighters wisely decided to beat-feet up the uncoiled rope. However, the Abbekqorru was then attacked by one of the arachnoids which fired an actual net-gun, which entangled him. Only the combined efforts of his allies allowed his escape, whereupon the Sgt. rolled a boulder over the shaft's opening and the group made its way down from the ruins.
Yellow Ghoul and buddies returned and the group set off again toward the homestead.
Labels:
Abbekqorru,
Aberrants,
Arachnoids,
Herd-animals,
Ritual,
Ruins
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