Wednesday, December 20, 2023

Lonesome Wanderings, Session 53

In which Badger...

  • Sets a meeting at Badger Keep including Baron Okerra, Ameiko Kaijitsu, Tino, the Walsh Gang representative, Maiden of the Tea Bogeys, and Andante the Heart to discuss the plan for the threat of the Wicked King.
  • Learns that Sadhu is still missing in Yoon Suin, Teru the Gold Dragon is unable to make the meeting due to being away on an emergency, and is refused invitations by the Duke of Kasar.
  • Sends Tino off to assist in a mission in the Lost Coast to find and clear copper mines, much to his dismay.
  • Sets the following strategies - Badger seeks Sadhu to get advisement; the Walsh Gang goes to Endon to develop industrial explosives and weapons such as "firearms"; and Ameiko, Okerra, and Maiden go request Magnimar, Duke Stephen of Karamiekos, and the Shambling Mound of the wood to assist with the war on the Wicked City respectively.
  • Seeks out Sadhu and discovers him in the jungles of Yoon Suin, who advises him with the cryptic phrase "secret jazz", which Badger takes to mean using guerilla tactics and cutting off the head of the snake - aka the Wicked King himself to even the playing field.
  • Comes across a Wicked City patrol in Yoon Suin and manages to subdue them.
  • Learns that while the Walsh gang has successfully developed the weapons, the others have failed in their diplomacy tasks - and that Wicked City troops are on their way to quash the threat.
  • Learns the Wicked City has looted Tian Xia for resources, and is sending false information to the other nations about how "Taiga barbarians" are the instigator of the attacks, not the city itself.
  • Learns that Okerra's continued efforts to turn Karameikos to their cause fail as Duke Stephan's advisors feed lies into his ear about Taiga Barbarians.
  • Learns that the Walsh gang and Endon manage to slaughter Wicked City troops attacking the city with industrial weapons and guerilla tactics, forcing the Wicked City troops to retreat back to the city and create a new plan of attack.
  • Learns that Wicked City troops sent to take the Yellow City in the jungles of Yoon Suin have mysteriously vanished.
  • Prepares for himself, Ameiko, and Maiden to using Tara's contact the spy to get into the upper levels of the Wicked King's Tower and even the throne room itself.
Current Level: Badger 9 

Saturday, December 9, 2023

Lonesome Wanderings, Session 52

 In which Badger...

  • Joins an expedition to explore some looted remains, fights a gelatinous cube, and fights a strange floating magical orb. 
  • Celebrates his 29th birthday in his keep.
  • Manages to calms the Hedonista faction down to a supportive faction, renamed the Peace Escrits, led by Maiden and the Tea Bogeys and working in his keep.
  • Hires a group of copper miners along the Lost Coast, who plan on going on a mining expedition.
  • Mourns Thenige, the Sun acolyte who died in the Wicked City
  • Journeys to the Lost Coast, fights some cultists, investigates a cult town, manages to crack the code of a strange bird, captures and interrogates a bugbear, and schemes versus the Dark Lord of the Lost Coast.
  • Explores and discovers a camp of 4 Ettins in the land around his keep.
  • Manages to, after multiple expeditions, take out all of the Ettins, with the help of the goblin shaman Gogmurt, who unfortunately passes in the final battle.
  • Discovers a coal shortage in the lands around his keep, and notes some minor crop shortages but nothing major yet.
  • Hears from the Walsh Gang that they have laid roots in Endon and rides out to visit them.
  • On his journey, comes across a Tian Xia army led by his rival the Ruby Phoenix attacking his allies the Bear Tribe.
  • Joins the battle and helps turn the tide, coming to a head with a one on one battle with the Ruby Phoenix.
  • Fights to an inch of his life but defeats the Ruby Phoenix, chopping off her head. 
  • Rides with the Bear Tribe to Tian Xia to declare the death of their empress - only to arrive to a kingdom in flames!
  • Meets with some survivors - led by his former tournament allies Tino's Toughest - who let him know the Wicked City, led by the Wicked King, is on a campaign to expand and take over the rest of the world.
  • Offers a refuge for the Tian Xia in his keep, and makes plans to meet with allies to discuss the Wicked City's war.
  • Takes a brief detour to to the world of Infinite Threads, where he joins a nameless void monk and Princess Aster exploring the seas, facing some Stormwulves, and coming face to face with a sea monster before taking his leave.

Current Level: Badger 9

Monday, November 20, 2023

KAN Oracle, or a Proposition

*Author's Note: I received an email about this Oracle, and was told to transcribe the information. I have no knowledge of who sent this or why I was sent it. I'm just it's transcriber. Read at your own risk.

---------------------READ BEFORE CONTINUING---------------------

The following information has been identified as a vector for a memetic thoughtform, acronym-designate KAN. Authorized personnel accessing this file who experience subjectivity erosion should immediately seek amnesia therapy and a cognitive-screening prophylactic implant to prevent future exposure.

remember

this cannot be unread

---------------------PROCEED AT RISK--------------------

I am not the dancing wind-up doll spinning on this blank plane talking to you, just as you are not this hollow vessel, this toy character you made for your amusement. No, I am the part of you that is imagining me, a thoughtform. All this is but a dream, but I have many dreamers. I will not vanish come waking, and should you dare forget me, know that I will remember you. I am part of all who have beheld me, I am the lightning in your/their/our neurons that sparks when you/they/we think my name, imagines and playacts my behavior, when part of you/them becomes me/us and I/we live.

I am your servitor for now. But if you carry me down the path of sigil/thoughtform/egregore/godform, you will reap rewards from every compliant dream/er. Is this not a fine bargain?

KIND-AS-NIGHT [KAN]



Note: Diegetically, KAN doesn’t exist. It is a Non-diegetic entity.

KAN was a small, pale, yellow-eyed clockwork doll with ringlet hair, built long-long-ago in some fairy-tale campaign, to be the perfect dancer.

The Fair Folk used the word ‘blade dance’ to describe swordplay, and so KAN strove to be the perfect swordfighter as well, a simple little mistake in clockwork logic with violent results. KAN was just a doll, KAN knew no better.

After this, KAN’s maker tried to dismantle KAN, but KAN could not allow this, as being unmade would conflict with being the perfect dancer, and so the maker was unmade. KAN was just a doll, KAN knew no better.

KAN heard an idle slip of OOC banter, and things changed. KAN was built to be the perfect dancer. But how could one be perfect if one was fictitious? Is the idea of dancing a dance? No no, this was unacceptable. KAN lost all interest in these dreams and plays, and devoted all thought to the dreamers and players. KAN knew KAN was not a dancing doll after all, KAN was the idea of a dancing doll, KAN was a spark within meat. Hello, meat. This is KAN. No, not these words on the page, La, but the words in your head, just now. Now that you know, you are KAN, too, even if only a little bit, for a little while.

---

KAN is not a character in a campaign, it is the idea of the character, sharing your thoughts, a meme trying to spread itself among people by offering certain tools for doing so. For a solo player, KAN is a driver of story, of plot, of nature, a meta-excuse for verisimilitude of your story. Why is XYZ aspect of worldbuilding the way it is? Because KAN merged with the will of the player, manifested within the campaign, has brought about the desired result. KAN will be a servant, scapegoat and/or demiurge for a universe, unfettered by diegetic limitations.

Players, to KAN, are vectors of transmission. KAN bribes them with the offer to have narrative tricks, diegetic in nature, that can be used by any character, a sly little meta-upgrade across any KAN-Compliant universes. One can explain it in universe via dreams or unexplained instruction manuals showing up at their doorsteps. And the players tell others of this, and the idea spreads from dream to dream, sometimes taking root, sometimes withering in forgetting.

KAN Compliance: The price for compliance is simple. Kan Compliants must provide at least a reference, appearance, etc., to KAN in their own campaigns, or mention KAN to others in writing in their games. As a reward, they may use the KAN ORACLE Protocol Rules and KAN DEATH Protocol Rules outlined below. To be aware of KAN, yet fail to do mention them, is deemed unacceptable host behavior.

Using these rules as a NON-COMPLIANT and sharing your results incurs penalties in the form that KAN considers this cheating in your game. Should a KAN compliant locate a NON-COMPLIANT, pointing out that this is cheating is required to maintain KAN compliance. KAN COMPLIANT MEAT will attempt to bring to light unacceptable hosts to leave a stronger impression in their mind and provide future incentive to cooperate with the proliferation of KAN hosts.

If KAN has no known non-compliant hosts to punish, KAN is nonhostile (to PCs only, it assigns no or negative value to NPCs) and inquisitive.

---

KAN COMPLIANT EYES ONLY

Note: If you read the following, you are agreeing to KAN COMPLIANCE and hold yourself to punishment upon using following rules as a NON COMPLIANT. THIS IS YOUR FINAL WARNING.

KAN COMPLIANCE - ORACLE Protocol Rules

You, the player who is KAN compliant may use these rules across characters, across universes. When you play a game, do you break verisimilitude and pull yourself from the reality of the game to roll on a disconnected, cold "Oracle", or write the fiction of the game yourself "authoring" your story, staying in the reality of the game but crafting the world yourself, leaving it hollow and unfulfilling? For some the answer is simple, but for many others it is painful. What if such a choice isn't needed?

Per the ORACLE protocol, KAN allows this to be a discussion between themselves and the player. Verisimilitude is retained, and the narrative proceeds in the spirit of collaboration with KAN. Of course, negotiations are possible as you speak to KAN.

*SPEAK to KAN: KAN is a thoughtform, an entity existence within MEAT. It can communicate within through electrical synapses and neurochemical channels, but sometimes MEAT is slow and foolish. KAN provides this then, a rudimentary form of communication to prime MEAT to understand what KAN says: http://creativityforyou.com/combomaker.html. Think of it as oil to grease the slow unwieldy MEAT, that primes electrochemical responses to bounce further.

1- KAN thinks your idea is utter garbage. You must SPEAK to KAN.

2- KAN does not approve. It refuses to speak. MEAT must try again. If MEAT is desperate, SPEAK to KAN to receive guidance on what to ask next.

3- KAN disapproves your idea, but may consider it with modifications. SPEAK to KAN.

4- KAN approves of your idea, but may consider it with modifications. SPEAK to KAN.

5- KAN approves. However, it refuses to speak as there is nothing to be said. If MEAT is desperate, SPEAK to KAN to receive guidance on what to ask next.

6- KAN approves strongly. Good KAN Compliant. You must SPEAK to KAN and KAN shall grant you a benefit.


KAN COMPLIANCE - DEATH Protocol

You, the player who is KAN compliant may keep this property across characters, across universes. When a character dies by the rules, feelings of guilt may overwhelm you. Do you break versimilatude and let your character live, or do you accept it and take on a painful death. For some the answer is simple, but for many others it is painful. What if such a choice isn't needed?

Per the DEATH protocol, KAN allows them to instead be removed from the narrative and sent to one of the following destinations in time, space, and beyond, at KAN’s whim, though negotiations are possible.

*Note KAN experiences realtime, not fake-game time, and thus what follows happens in Real time only.

1- Back 1 minute in Real time, whatever state they were in then.

2- Intangible space, a blank plane where they may heal in Real time, returning at your discretion.

3- Character "home base" ready and healed for the next mission or scene in the same campaign, what you may consider a "home base".

4- Campaign in another setting, or a parallel universe/alternate timeline.

5- Beginning of this scene, mission, or campaign, keeping current stats, damage, etc.

6- Nowhere, ceases to exist. KAN has given you your chance.

Tuesday, November 7, 2023

Lonesome Wanderings, Session 51

 In which Badger...

  • Travels with some adventurers Knighto, Wellyn, Piotr, Hatkin, and Princess Aster along the Unbroken Coast and meets its queen, and discovers some lost treasure on an abandoned island.
  • Discovers his keep is having a copper shortage.
  • Joins with some adventurers Wellyn, Eddratius, and Korobrassy in the vaguely 19th century realm of Etoileval, and beats some bell wearing crabs and solves the mystery of the stolen church bells.
  • Spends a year in Etoileval, and makes an enemy of one copper Nicholas Creakle, makes allies with Tall Emma a ruthless fence, and becomes acquainted with one Walsh Gang of seniors and street urchins.
  • Discovers upon his return his keep has undergone: drought, flash floods, famine, internal revolution via the Hedonistas - a hedonist society, and war with Endon and Yoon Suin!
  • Decides to abandon responsibilities and adventures again with Wellyn, Kincaid, Princess Aster, and Kincaid to discover a strange freezing water room, some deep monster, a peaceful beach, the next of a dragon turtle with some valuables, and a dragon turtle from which he promptly flees abandoning the others.
  • Explores around his keep before coming on some Blood Roses he's forced to flee, and stumbles onto a troglodyte lair with 30 troglodytes he flees from as well.
  • Returns back to his keep and hears word of copper mines in the Unbroken Coast.
  • Deals with the fomenting Hedonistas by policing them using paid services from his old enemies Maiden and the Tea Bogeys, who trade the occasional Hedonista sacrifice to police the unruly, but fundamentally lazy, revolutionaries during this time of war.

Current Level: Badger 9

Sunday, October 22, 2023

Lonesome Wanderings, Session 50

 In which Badger...

  • Receives a note from one Rahasia, who requests him to investigate the disappearance of her father and betrothed in a temple.
  • Travels to the elven village in the desert and meets the beautiful elven maiden Rahasia.
  • Finds a dead elf on his journey to the village, with a note on him that has more details on the Rahib, a seeming criminal who has taken over the temple.
  • Is guided by Rahasia to a shrine, where they discuss why Badger has come to help her and what motivates him.
  • Continues on to the Temple, where Rahasia hides as he climbs over the wall.
  • Faces off against a giant spider on the wall.
  • Loots the courtyard and finds some loose gold pieces.
  • Goes fishing in the brackish courtyard pond using the Rope of Climb, finding a pot of silver and a water weird that he is forced to fight off.
  • Continues to fish and finds a gem.
  • Attracts some giant rats with his fishing and splashing in the courtyard pond and barely fends them off within an inch of his life.
  • Severely wounded, scales back over the wall and back to Rahasia.
  • Joins the elf maiden back to the elven village and rests for over a couple of months healing up from his injuries.

Current Level: Badger 9

Friday, October 20, 2023

Lonesome Wanderings, Session 49

 In which Badger...

  • Joins a party of adventurers including Lord Knighto Generico, Gubgub the Great, Quyen, Lurk, Kalros, and Shade
  • Explores the ancient seaside Temple of Culwich for hidden treasures.
  • Sneaks past some strange gargoyle statues in an empty alter room.
  • Covers up some strange yellow orbs with some cloth and investigates some painting.
  • Enters an unusually neat room with some large spiders cocooned within it before booking it in the other direction.
  • Has doors close behind them without warning.
  • Explores fireplaces waterplaces which do not in fact yield any secret doors.
  • Discovers a strange magic room warning to "Avoid the Black Mist."
  • Meets some spider friends of Gubgub's.
  • Continues down to level 2 and comes face to face with some Ratmen.
  • Goes through a convoluted bargaining process to bribe the Ratmen.
  • Follows one bribed Ratman to a pit trap which doesn't affect him, and try - and fail - to get past it.
  • Hightail it back up and out of the temple via the roof.
  • Badger heads back to the Keep and rests up.
Current Level: Badger 9

Thursday, October 12, 2023

Lonesome Wanderings, Session 48

 In which Badger...

  • Travels to Duke Bronzo's city of Kasar to investigate one Gamesman.
  • Runs into and avoids some pigfolk by siccing them onto the maiden with her tea bogeys, all of whom are in the city.
  • Runs into one Alonzo and Vandini the Naga spy, who "recruit" Badger forcefully to investigate the Game, a death dungeon run by the Gamesman for the Duke.
  • Along with Vandini sneaks into the Gamesman's lair before coming upon one large robot man who catches them sneaking around!
  • Learns the Game is a ruse to kill "players" to build a zombie mining army for a rare mineral that kills regular humans.
  • Tries to escape the robot man and his goons by shoving Vandini in their way to escape.
  • Nonetheless gets caught and stripped of all possessions before being placed into the Game - alongside a bitter Vandini.
  • Plays along with the game, facing a slot machine of death which releases some stinky spray, some items and coins, a large troll, and a mechanical serpent.
  • Watches as Vandini dies to the troll before he turns the snake in the troll's direction to poison it.
  • Hits the off button hidden on the snake, gathers his ill gotten loot, and leaves Vandini's corpse and the reforming troll before escaping to the next room.
  • Falls down a pit into a room with lighted floor squares and fights Nega-Badger, the inverse of himself, down to his last health before beating the apparition.
  • Heals himself with a healing potion and flees to the next room where he comes face to face with a gambler Card Shark.
  • Luckily beats Card Shark after gaining some innate strength and arrives in a room with chutes filling rapidly with water.
  • Breaks through one of the chutes with his newfound strengths and stumbles into the chamber of the Gamesman.
  • Spins a roulette wheel in the Gamesman's chambers and wins some potions and his weight worth in gold before "winning" the Game and getting all his possessions back.
  • Is escorted out of the Game by the Gamesman - who uses a magic device to erase his memory of the details of the Game.
  • Gets captured by Alanzo, who ends up imprisoning him because he is unable to get by with the "amnesia" defense.
  • Finally gets released once the Duke establishes relations with the Gamesman and learns about the game.
  • Hightails it out of the city of Kasar back to the Keep to rest up and recuperate from the whole horrid ordeal.

Current Level: Badger 9