GURPS Fantasy (Banestorm/Yrth)
Bilit Isle: Adventures in the Jungle
Character Compendium:
Imric – A mountain elf Wizard, Knight of the Hearth, Baron of Lorien, and sworn liegeman to the Prince of Cardiel. A sickly albino, with a silver chased hook replacing his right hand. Yet he exudes an aura of the macabre (death). He is renowned as a powerful Wizard and the Fist of the Prince, but this is also tempered by his reputed use of Necromancy and infamous cruelty. He is an absentee land lord, but still maintains close control of his lands. He seeks to stop the threat to the Black Woods and the Elves.
Altan – A half elf Wizard, a Journeyman Beast Mage, and adventurer. As much a scholar as an adventurer. He pursues his studies in magic and nature with equal passion. His experiences with the Companions have shown him the evils of the world and his "accidental" Teleportation to Bilit Isle and the Cave provided us with clues to the sudden alliance between the Horror's Minions in the Black Woods and the enchanted monsters of Bilit Isle. He also seeks to stop the threat to the Black Woods, the Elves, and complete his work on Bilit Isle Flora & Fauna.
Ismael – A human Rogue, Warrior, and Wizard. He was born in Al-Haz and fled to the City of Tredroy to avoid being killed as a Wizard. He strong senses of drama which at times is at odds with the Companions goals. He is unpredictable and that makes him as often an asset as annoyance to some companions (Namely my old character).
Duin – a dwarf Warrior, Spy (?), and new Companion. He is a master of the axe and proven asset. He adventures with the Companions to watch Imric and eventually return to his lost homeland and reclaim it from the Orcs and other creatures in the dark. He somewhat romantic/lecher when it comes to short women.
Artesian – an elf Wizard. This lady is infatuated with Imric and mentally disturbed. She desires to be Queen of the Elves. Yet the elves do not have queens. The longer she lives the more powerful she becomes. Only time will determine if she reaches her goals. She follows Imric, but also to stop the threat to the Black Woods and the Elves.
Kraypike – A goblin Wizard. This corpulent Elementalist Mage is obsessed with creating Elementals and Magic in general. He is cousin to a former member of the Companions. He is a practical joker and often at the expense of the Companions.
Rashid – A hobgoblin Warrior. An unusually intelligent Hobgoblin. He is their guide and Armsman to Altan. He is a devote Moslem, Christian, and Asatru. Unusual describes him best, but he is honest. He believes that the religions are just cultural lenses through with all people pray to god(s).
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Game Master Notes:
Bilit Island is approximately twice the size of the Philippines. Its geography resembles that of South and Meso (Yucatan) America. There are two racial groups brought to the Island by the Banestorm. Mesoamericans and Africans. The Africans inhabit the Jungles and possess a Tribal culture with Shamanic beliefs.
The Mesoamericans greatly resemble the Aztecs in culture and religion. Their empire was able to repel the Rome like Legions and Magic's of the world's most powerful empire, Megalos.
The Companions (the players) have travelled to Bilit Isle to discovery why enchanted creatures from Bilit Isle have found their way to the Black Woods and why they are allied with the Horror's Minions. If they were to join forces they could threaten the world.
The Elves and visiting Companions learned of the danger when the Bilit creatures and Horror's Minions jointly attacked the Elven University of Magic. They were repelled, barely.
Altan had encountered the Horror's Minions after a missed teleport transported him to Bilit Isle and a Cave.
Imric called in the Companions marker and they have joined him on his quest to stop this threat to the elves and the world. And if this brings him to Bilit Isle and the opportunity to acquire more 100+ point power stones for his personal quest.
Imric's player GM'ed our journey to Bilit Isle. I will GM the journey to the Cave. Altan's player will GM our journey through the Cave(s), and then I GM the journey off the Island. Then Imric's player GM's again.
I started GM'ing the previous week with their Arrival on Bilit Isle. What follows is a rough retelling of what happened to them.
Muhuhhuwahahahahaha!!!
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Episode 1: Arrival on Bilit Isle
The ship sails into a small shelter harbour of the coast of a tropical island. They see a small settlement and single dock build upon an old lava flow. The settlement erupts in activity as they rush to beach. The dock however is occupied by a black tribal warriors and anther tribesman wearing the badge of an Araterre port master.
Several of the settlements people have loaded up outriggers with food and drink and race to intercept the ship before it docks. They are the center of attention.
The sun beats down on them, but the constant sea breeze makes the tropical heat bearable. This is the Companions first experience with the black tribesmen of Bilit Isle. When the ship finally docks the port master meets them. It seems no matter where you go on Yrth the port masters all the same.
Rashid translates and make arrangements to have their supplies offloaded and delivered to a spot chosen by Imric. Meanwhile the Companions decide to stretch their legs and enjoy the feeling of dry land.
Imric requests Kraypike to create a secure building to store their supplies. He consults with Duin and caste a spell to shape the native rock into a storehouse. The magic of the Isle surges through him and his simple warehouse becomes an obsidian tower rise above the tallest building in the settlement and their ships main mast.
When Imric returns from his exploration of the settlement he is amused by what he sees. The Companions all are suitably impressed. (Rashid mutters something about sneaking up on the sleeping dragon on a fully armoured knight riding a warhorse.)
The dwarf meanwhile left off to explore the settlement to and was delighted to find that average height of the woman was 4'5" to 5'2". His feet on solid ground and his stomach full he began to think of other things (Nudge, nudge, wink, wink, huh…).
Rashid meanwhile called Artesian to the front steps. The natives had brought gifts of food, drink, and flowers. He translated for her. These gifts were for the master of the tower. One older woman brought forth a 12yr old girl. Rashid told her that she was the mistress of the black towers servant, bowed deeply, and left. Artesian took the girls inside and instructed Rashid to tell her what was expected of her.
Ismael discovered something surprising, a Mosque and a Church sharing the same building. He met the Mullah and learned of the unusual alliance between the two. Ismael gave 300cp to him to support the Tribal Guardsmen.
Shortly after Imric's return to the Black Tower the Priest arrived to learn their intentions.
Shortly after Imric's return to the Black Tower and finds a Priest has arrived to learn his intentions.
Duin after having spent a pleasant afternoon with an agreeable and short woman decides to browse around the market. There he finds a merchant selling a creature of Bilit possessed by a minion of Black Woods Horror. Trapped in a steel cage is a black panther the size of a horse with tentacles sprouting from its back and ending in leech like suckers.
The merchant Akeamesh spins a heroic tale of it capture beasts immortality. Duin uncharacteristically buys the beast as a gift for Altan and has it delivered to the black tower.
Imric upon seeing the dwarf's gift uncharacteristically asks the merchant to tell him the story and learn the location of where it was captured (40 miles east & 4 miles north). He pays the merchant and retires for the night. Sun burned and tired by the tropical heat he sets the defenses and sleeps.
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Tune in this Friday for Episode 2: Jungle High Jinx
Cheers
QM



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