Please enable JavaScript.
Coggle requires JavaScript to display documents.
City of Hakir, The Play, Fight with the Child, Night Time Nightingale, The…
City of Hakir
Swallow Inn
-
Large tavern, very popular with some notable figures.
Middle class patrons. Bit of money, but not lords or ladies. A few armed figures.
-
-
Largest room reserved for Son of House Dharim. Lord Rasheed is father. Son goes around to different taverns every few weeks.
-
-
Population
-
-
-
Odd elf, dwarf and other races
-
-
Oasis Marage
Good time - singer there fantastic. Innkeeper - introduced Bobolia! Your nightingale. Elven. Sings a song so sad that we begin to cry. Songs enthrall... ENTHRALLING to watch. Otherworldly music... playful jig. Wisdom failed on 14... Finishes on a sorrowful tune, lamentation... she is exhausted afterwards. Often requested to go to sing to Azsharan.
-
-
-
-
Two well-dressed noble characters. Senoshall (head of house) for House Azsharan. Yazid. Cunning, ruthless and clever.
Explained that we are wishing to invest in his house' business. He wished us to prepare a full proposal backed by the relevant authorities.
-
Sentinal Defenders
-
Not many, but patrolling the streets. Accompanied by city guard, all 'Mark 1' design.
-
Golems historically are limited by the instructions they can receieve. They are not free thinking creatures.
-
Slave market
Place with the warehouses. Central dias, with bleechers (raised seating area), area muddy and worn. A lot of dark stuff happens here.
-
Large man with many chins - writes in a book that records ALL slave transactions. Part of the family who take their toll. They are largely considered private records.
-
-
Mr Glint
-
Teenage kobalds carving FREE MR GLINT into rocks, but scatter when they see we spot them.
Kobalds are a bit of an underdog population. Technologically interested. Perhaps he is the creator of the sentinels?
-
-
-
-
-
Bazzaar - Hakir renowned for this and its thriving slave market. Bazzare is one where you will find things that you won't find anywhere else.
-
Statue of a man, two arms outstretched. One pointing to the citadel, hand outstretched, raising. Left arm facing south, palm out to halt the wilds. At the base, on bronze plaque, Hakir. Looks to be one of the darker skinned humans. Founder? Hakir.
Origins are shrouded in mystery, pioneer Hakir, harnesed secrets of the giants to raise the rock of Hakir from the sea.
The Play
Get to arena area
Ogre guards, gladiators, blacksmiths, cooks and more.
Duel - Rutkar (firebeard dwarf), Hark & Harik (brothers), Volther
-
The first house to alli themselves with the orcs might have a significant advantage over the others. (They consider them barbaric and uninteresting, like animals.)
Of course. But any powerful force requires strong grunts, and with the way the imperium is encroaching, I'd want those barbarians on my side if I were in power. (Lady Sinestra has been very generous with her moneys... have you not started trading? I can introduce you.)
I'm sure they'd be easy enough to manipulate, and they'd be happy to stay out in the untamed wild when they're not needed. I also bet they would
That was quite the show! It has been long since my men have been given a good challenge. That fight could easily have gone either way. I have a proposal for you. I'd be interested in my men training with yours. I think they could all learn from one-another and become even more fiercome fighters.
That's how they wormed their way into many other cities before they annexed them, so be cautious and do not trust them or the sweet honey they offer.
-
The Plan
-
-
We liberate Glint and he works on our airship, away from Snikri and his racist aims of domination.
-
The houses wise up to the imperium threat, and decide to develop an alliance with the ‘uncouth’ races to protect the lands, whilst also realising the potential for more volunteers from those tribes to fight willingly in the arena rather than needing the cost and unpleasantries of indentured servitude.
-
Let Snikri make a distraction and then save Volther by force, leaving promptly on the airship
We were victorious.
Injured taken to healer, except for the monk to teach him a lesson.
The firebeard dwarf Rutkar - there as a mercinary and of his own choice, rather than endentured servitude. Imperium of man - says there was always attention within the twin cities of Ord and Port due to their location - lot of tension.
Volther - Spoke of many things. Shared intel on the imperium driving up demand for slaves, the orc situation and Dundrak taking over the orcs, and the plan to rescue her. Signal for initiation of rescue, which may involve other thunderstrikes to avoid their punishment for her escape.
Monk - Him and his brother, bittersweet and in 'gilded cage' as the family did a lot for him with training and lifting out of the muck. Clockwork golems keep them in line. Seen one in action once and it was visceral. Also, not enough fighters to take on whole city guard / ogres. What would he even do if he could escape?
-
The Meeting
The Chamberline, Yazid, ushers up through.
-
-
Contacts in crait, can outfit with Stygia. Have proof.
-
-
-
Fight with the Child
Child attacked, molten stuff terrifying. Cold slowed it and cooled magma.
-
We ran. Took Glint, hid him on a trolley under laundry. Through the sleeping quarters, told them we were evacuating, and left through the sea cliff. Farren instructed the 4 pilots that they were alive because of us, and to say that they think 'Adran' and Glint died in the workshop explosion. Then told them to go and report in.
A lot of commotion. Bells, people rousing, people moving.
As we start to make our escape, we see perfectly manicured gardens, and guards who look a lot stronger (Praetorian guards). We sent the pilots as a distraction and managed to sneak out.
-
Varat was outside temple. Just outside it, a sewer grate. I conjured a succubus demon to distract him. It worked, but I lost concentration when I jumped down. He did not see me but he did see Farren, who used a kobold voice to say 'Free Mr Glint.'
-
Night Time Nightingale
She came in at night, placed a knife at Ser Koth's voice and asked him why he was talking about things (nightingale).
-
Volther was the one person who had given her hope but now Nightingale is devastated that Volther is captured.
Been working for Volther for about 2 years. Laments the clockwork because they make people scared and make things harder.
Believes that we have brought hope to the city. Her way of being good at remembering things has enabled her to assist Volther in the past with her calling to free slaves. She believes she can help us.
Young - around 40 years old. Elf, so in human years probably around 20.
We have asked her to try to find out information from the slave record book about who actually owns Volther. We plan to see if we can buy her.
The Heist (of Volther)
Farren goes in
-
-
Volcano. Lava. Glint compliant. Main entrance guarded. 2 entries - recommend kobold rather than sea below cliff.
Ready, tonight. Through tunnels, right storeroom. Map and access wristband under 5th barrel. Workshop trough mess. if challenged, say new pilots reporting to workshop.
Met Snickery.
Route to upper city, and route down.
-
-
-
Ascended into the rock, following above topography of upper city. Paths are less worn here. Very few come here. Fork in the road... one goes up. Other... right... down.
-
Snickery wants to keep his hands clean of the dastardly deeds and is unlikely to act if it would endanger him.
The Deep
As we get deeper, temperature rises.
Damp earth and stale water. Hint of neglect of the passages. Occasional sconces but unlit. Footsteps echo off the walls... drips of the water in the distance. Sounds of creatures hint of unseen inhabitants.
-
Paths. One to the right... the ground seems to be made of hewn stone. This is a lot better quality. However, hairs stand up on the back of my neck. Enchantment magic active high on the walls.
-
Large arch around doorway. Faint light glowing eerily red. Carved into the living rock itself is a massive and imposing idol. It towers above and its serpentine form coils around, giving the impression of a living creature. Head of a serpent rising high above the cavern floor, and its eyes give a malevolent red glow. Within its mouth... a third point of enchantment within its mouth. Its body is etched with symbols. However, it has been here for a very, very long time. There is a chamber beyond. REMINDS ME OF THE ARCHITECTURE OF MY ORIGINS.
Come to a door. Statues to the sides, and a ring or circle on the door.
-
4 Statues - one of a man, raising his hand. Miniature version of the Hakir statue. Opposite is a fair maiden. Other two - one is a fortified tower, the other a ship.
-
-
There are colours! Each statue has a different colour. Yellow, purple, grey, blue. Ring is green. Yellow, woman, and blue, man, turned to unlock.
Into a basement tunnel that goes left and right. Door locks, but small black plaque will allow us out.
Store room.
All sorts of preserved food, linen, etc. We find a map and access wristband.
-
-
-
Docks
Western half - Slaves and warehouses - plenty of guards, clockwork golems, etc.
-
-
-
50 ft wall, surrounds harbour.
Meeting with Yazid
At gate to upper city, two clockwork golems, either side of the gate. 3 guards on the other side.
Guards questions us: Halt. As you bear no signal of the great houses, state your business in the city. We explain our appointment.
Waited at the Swallow Inn for Durak and Alvaro, but headed to upper city when they didn't come.
Abundance of slaves, all with tattoos. Upper city is much cleaner and more pleasant. Four distinct areas. These each represent a house.
Temple of Wakeen - Massive. hundreds of feet along and wide. Statues remind us of the golden coins from the Shadow Man...
We reach the area for our meeting, clash of swords, and the tryouts taking place.
The Upper Market
-
Entry with large central serving kitchen and several tables, perhaps a dozen, seating 5 or 6 each. Met with a honey-like smell. Lots of green leafy flowers like a greenhouse.
-
-
-
Lady - wealthy business person. 5ft 8. Not darken skinned. Imperium. 3 guards, all dressed in more casual imperial clothing. Could be retired or incogneto.
-
-
-
Untidy, open shirt, medallion, silky clothes, unkempt. Ignores greeter. Strolls over to Sinestra. He kisses her in a formal greeting. Very non-challant aura with only showing etiquette to the lady.
-
They agree on something, shake hands and he seems slightly exasperated. He just leaves. She leaves and settles the bill. She says, "So we will wait to hear from you regarding the prospects of the new arrivals." He says he will be in touch.
Leaves, speaks to girls, heads to main city. Sinestra also heads West into the city at pace. Likely heading to the slave markets. This goes along with some of the sounds of merchants heading that way.
-
-
Hakir Industry
Western side of the city, near docks.
-
Lower City Magic Shop
Durak went to attack shopkeeper after shopkeeper suggested that the ring could be used to keep a slave alive while the eyelashes used to turn them into whoever they like.
-
-
-
-
-