Saturday, September 8, 2018

The Tarluskani Empire


Half a century after the Scorching, a man named Isram united the Tarluskani tribes dwelling in the desert north of the Khanates. He named himself Warlord Isram and directed his horde southward, conquering the city-states and enslaving the populace.

After the Khanite subjugation, Isram transitioned to Reyja, declaring her rule the first of the Tarluskani Empire. She gave the tribes of her most trusted supporters command over a city each before marching her forces south through Saharjin to invade Deliverance. She perished in the siege of Avondown, Deliverance’s final stronghold, and her wife’s ward, Arbab, took command of the Empire. They renamed Avondown ‘Reyjadin’ in Reyja’s honor and distributed command of the newly-conquered provinces over to their most trusted generals before returning to the Empire’s capital, Tarlusya.

The Empire resembles a constellation of loosely-aligned districts, each governed by a single tribe. While all pay fealty to Emperor Rajj, the tribes frequently squabble with each other when unsupervised. Each tribe has a specific glyph marking their flags, armor, and official seals.

A Tarluskani’s tribal heritage is central to their identity. It determines their allies, their enemies, and their sacred stories. Acting honorably is crucial; their behavior reflects on how others will view their tribe. Disputing a Tarluskani’s honor can only be resolved with a swift apology or a duel to the death. Disrespecting an entire tribe usually leads to a far more unpleasant fate.

While most in Deliverance avoided slavery, almost all in the former Khanite city-states are still enslaved. Non-ethnic Tarluskani, both slaves and freefolk, can join a tribe through a decade of military service to the Empire.

The Islands of Korg


The islands of Korg stand between the Sea of Shadows and the wide ocean beyond. When the Tarluskani invaded the Azure Sultanate, the surviving Khanite bureaucrats and merchants fled to Korg. There, they established an independent principality, sustained through piracy. These immigrants became the Pirate Sovereigns of Tal Afar. While they initially preyed only on Tarluskani vessels, their principles have eroded with time.

          The Pirate Sovereigns keep to themselves, playing intrigues against one another and plotting the next big adventure, leaving the ordinary folks in Korg free to do whatever they please. Consequently, no one in Korg cares what or how someone fucks, provided they do not make a mess. As emotional attachments provide an obvious vulnerability, those in committed relationships (queer or otherwise) work to keep them quiet.

          As the center for piracy, Korg caters to a rough crowd. While many children are born in Korg, few survive to adulthood. Those that do were often nourished on the tall and not-so-tall tales traded among the more seasoned pirates.

The Khanates

As a reference for my players, I'm posting publicly some general overview information about each of the large regions they currently know about.


North of Saharjin, but south of the northern desert lies a constellation of city-states known as the Khanates. While currently the seat of the Tarluskani Empire, before the Scorching these cities were part of the Azure Sultanate. A Khan ruled each city-state, advised by an army of ministers. Constantly feuding, each city vied for influence with both the Azure Sultan and the mystic Threnna peoples from Saharjin. The Tarluskani took advantage of the Scorching’s devastation and quickly overran the city-states, enslaving all their citizens.

All Khanites are branded, usually on their forehead or cheek. Slaves have three choices: toil in slavery until death, enlist in the Tarluskani military to be freed after ten years, or escape and flee slave-catchers forever. Escaped or freed slaves often hide their tattoo with scarring or a new tattoo.

Most Khanites have adopted the customs and dress of the Tarluskani and study the Myths of Fiája. Consequently, little remains of the culture of the Azure Sultanate. Some activists work to revive the practices of the Azure Sultanate, but the Tarluskani government takes a dim view of such efforts.

Sunday, September 2, 2018

Expanding the Card Mechanic

After teaching my players the Persuasion rules and having them come up several times during the running, I'm pleased to say they worked exactly how I wanted them to, with a few adjustments.

During our discussion after the fact about the new mechanic, one of my players suggested I find other uses for it, other skills that's resolution could best be determined through this card process. We brainstormed a list, and I've now a table that lists each skill and the unique failure conditions for each suite and face card (except for Artist, which will need its own table).

  Caravanner Mechanist Persuasion Ritual Mishaps Wildcrafter Wrangler
Hearts Social Jam Bitterness Changed Tainted food Defiant
Ace 4 ranks principle Lock sealed New enemy roll 2d4+2d6 Half inedible Cannot be trained
King 3 ranks principle 4 people to unstick Followers, hirelings accosted roll 2d4+1d6 Third inedible 4x time to retry
Queen 2 ranks principle 3 people to unstick Party waylaid roll 1d4+1d6 Quarter inedible 3x time to retry
Jack 1 rank principle 2 people to unstick Reputation tarnished roll 1d6 Quarter inedible 2x time to retry
Diamonds Add card Break pick Bribery Greedy Misidentified As hearts
Ace ranks +2 Break 4 Bribe as 14 4x All weeds Unbroken
King ranks +1 Break 3 Bribe as 13 3x 75% weeds 4x time
Queen ranks +1 Break 2 Bribe as 12 3x 50% weeds 3x time
Jack ranks +1 Break 2 Bribe as 11 2x 50% weeds 2x time
Clubs Physical Noise Violence Drained Broken gear Feral
Ace 4 ranks principle 6d6 yards All-out assault 1 injury 8 pieces Eats people
King 3 ranks principle 6d4 yards Kidnapping Take 3 damage 6 pieces Attacks people
Queen 2 ranks principle 4d6 yards New faction involved Take 2 damage 4 pieces Afraid of people
Jack 1 rank principle 4d4 yards Lodgings assaulted Take 2 damage 2 pieces Retry +1 cards
Spades Mental Slowed Negation Flawed Infected As clubs
Ace 4 ranks principle Quadruple time spent Negate and duplicate Higher tier ritual Take 1 injury Eats people
King 3 ranks principle Triple time spent Negates 3 All random Take 3 damage Attacks people
Queen 2 ranks principle Double time spent Negates 2 Random ritual Take 2 damage Afraid of people
Jack 1 rank principle Double time spent Negates 2 Random focus Take 1 damage Retry +1 cards
We'll integrate these into our game the next time we play and see how things turn out.