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    Festival of the Bizarre is a roleplaying supplement for the Talislanta Roleplaying Game created by Steven Michael Sechi. For personal use only.

    Not for resale. Free for Distribution

    The Thaecian IslesFestival of the Bizarre

    By Matthew WebberWith contributions by Scott Agnew.

    A roleplaying supplement for theTALISLANTA ROLEPLAYING GAMEcreated by StevenMichael Sechi.

    For personal use only. Not for resale. Free for Distribution Matthew Webber, 2009

    Table of ContentsIntroduction Welcome to the Thaecian IslesChapter 1: Erias Secret

    Chapter 2: CapricaChapter 3: Ghasts in the GraveyardChapter 4: Festival of the Bizarre, Part IChapter 5: Thaecia IslandChapter 6: The Silk HuntersChapter 7: Orb IslandChapter 8: Sunset of the MindChapter 9: Cella and Peridia IslandsChapter 10: The Dark PillarChapter 11: Festival of the Bizarre, Part IIChapter 12: Game Materials

    Welcome to theThaecian Isles

    How to use this bookIt is the authors intent that this book is not justas sourcebook, nor is it a straightforwardadventure module. It was designed to be thestart (or part of) an ongoing campaign where theGM and the players can explore the ThaecianIsles together. So instead of the regularadventure or a dry sourcebook, the islands are

    presented as an open-ended realm where thecharacters can explore freely, encounteringadventure and danger at every turn.

    Designed for a mid-to high level party.

    It begins with the player characters receiving amission to find a Gnorls missing Secret. She will

    pay the for the characters to reach Thaecia Islejust in time for the famous Festival of theBizarre. While the hunt for the Secret is theimpetus for the characters to travel to the

    islands, they are in no way constrained to followthe one plotline and are free to explore any partof the islands they desire. While terrible dangerslurks at every turn, there is also the opportunityfor great rewards, including the chance touncover rare magics and treasures not seensince the Great Disaster.

    Like all gaming products, this book is only aguide. As a Gamemaster, you should readthrough the whole book, making changes as yousee fit to accommodate your own personal style,your players and your game.

    The Festival of the Bizzare, and the characterschance to find the Gnorls Secret only lastsseven days, but it would be much longer (ingame terms) to explore all the islands and doeverything in this book. GMs can choose to playthe events in sequence, or add their own ideasor visit some of the islands (Sorcerers Isle,Gargantua) that we didnt have room for here. Itis YOUR game, your world have fun with it!

    Pageant of the Bizarre

    Scattered throughout the book aredescriptions of some of this entrants inthis years Festival of the Bizzare.They are there to be used as neededto provide some colour and diversionas the characters explore the Festival.

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    Festival of the Bizarre is a roleplaying supplement for the Talislanta Roleplaying Game created by Steven Michael Sechi. For personal use only.

    Not for resale. Free for Distribution

    CHAPTER I,EIRAS SECRET

    For the sake of this book, the adventure beginsin the city of Zanth, but it could just as easily

    begin anywhere in the Western Lands or SevenKingdoms. However, scattered throughout thebook are many references to the city, some ofwhich may be clues to what is going on, somenot. Gamemasters (GM) who begin theadventure somewhere else should read throughthe book carefully and make notes of anymention of Zanth, changing them as needed tosuit their own chosen starting location.

    It is early in the month of Talisandre and thePCs are enjoying a nice sunny day out in thecity. It doesnt matter where it happens (could bein the street, or in a tavern) when suddenly, andwithout warning, one of the characters (PC)receives a sharp, painful rap across the calves.As the PC turns around, they are confronted byan irate Gnorl waving her walking stick in theirface. I know you, (insert character name), Iknow all of you. You and your friends be comingwith me now! her tone leaves little room fordebate.

    The tiny Gnorl is swaddled head to toe in aheavy brown robe, tied down by numerous bags,satchels, pouches and sacks positioned all overher body. Almost all are full to bursting with what

    looks and smells to be soil, some with youngshoots poking through, and there is even a smallpot filled with a small, but impressiveblueblossom bush perched on her shoulder. Ifthe PCs dont want to go with her, she will letslip that she knows all their names, and possiblyquite a bit more about each character. Ill notgonna hurt you, ya wilting lilies. Come and shareacuppa with old Eira now. If the PCs are beingreally stubborn, she will resort to bribery to getthem to follow. She will offer them ten goldlumens, but deduct it from what she offers thePCs in spending money (below).

    She leads the PCs through the streets to shadyside alley where there is a small round door. TheGnorl pulls out an impressive ring of keys toopen the door to reveal a dimly lit tunnel leadingsteadily downwards. After a short walk, theycome to another round door. Eira pulls out

    another key and shoos the PCs inside. Have aseat now and Ill put the kettle on.

    The Gnorls nook is a cramped little room with alow domed ceiling. A low fire in an oven built intothe far wall gives the only light until Eira snapsher fingers and the dozens of half-melted tallowcandles strewn across the room flicker to life.The walls are covered in dusty shelves, eachstuffed to bursting with old, but well-tendedbooks. More are piled up on the floor, next topiles of empty flower-pots and sacks of moistearth. One corner is filled with swollen clothbags covered in iridescent mushrooms, anddried herbs hang in bunches from the ceiling. Alow worktable at on end of the room is coveredin soil, plant clippings and garden tools. ThePCs have a seat as best they can on whatfloorspace the can find as Eira dumps a handfulof crushed leaves into the kettle hanging from a

    hook over the oven. The room fills with the warmsmell of mintlemon as the Gnorl sits down andcarefully examines the PCs.

    So, youre wonderin why Eira would invite apack otrouble such as yourselves over for tea?Well, Ill put it simple so you understand; A thiefstole something from me, and you will help meget it back.

    If asked what was stolen, Eira will look offendedand say, Its a secret. To a Gnorl suchquestions are the height of impoliteness: if a

    Gnorl doesnt volunteer information then it is asecret and the other person shouldnt pry, atleast not so obviously.

    If asked if she knows who took it or why, Eira willsay. Took it to Thaecia! Right out from underme. You go down to the sky-dock and find a shipthey call the Dreaming Tree. Shell take you toThaecia and you bring it back to me!

    If any of the PCs ask, Why Us? the Gnorl grinsquickly before replying . Why not you?

    Eira is offering to pay for the trip, provide somepocket money and compensate the PCshandsomely if they are successful. If the PCsask about money, she says, Dont get yourstalks twisted. Ship passage is paid, and thecaptain has a pouch of gold for each. Onceyoure in the air, you all will be fifty lumensricher. You bring it back to me and ... The

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    Festival of the Bizarre is a roleplaying supplement for the Talislanta Roleplaying Game created by Steven Michael Sechi. For personal use only.

    Not for resale. Free for Distribution

    Gnorl pulls out a small pouch, spilling dozens ofmarble sized jewels onto her open palm. Eachone has its own little secret. she says with analmost child-like giggle.

    Eira will not, under any circumstances, tell thePCs what was stolen. She still considers it asecret and there is no force in the six spheresthat will part a Gnorl from a secret she isntwilling to reveal. If the PCs ask what the itemwas a second time, she will only hint Youd bebest to keep your eyes peeled at night. Anyfurther requests will only irritate the little Gnorl,and she will start grumbling that she shouldhave picked that other group. The one with thebig stupid fellow and that spellcrazy Dhuna.The GM can always remind the players that sheis offering an all expenses paid trip to a tropicalisland ... what could possibly go wrong?

    The PCs leave the Gnorls nook by the samemethod, but somehow come out in a completelydiffered alley. They have one day to pick up anysupplies they think they will need. The nextmorning, at the citys sky dock they begin thelong climb up the high-tower to board theDreaming Tree merchant skyship.

    The Dreaming TreeThe Dreaming Tree is one of the fewcommercial windships maintained by the Aeriad.At its heart are the two main masts, dorsal and

    ventral, made of living starleaf trees: span-oaksbeing two heavy for windship construction. Theplanks of the hull are held together by livingviridian roots, all anchored to a reinforcingframe.

    The ships captain is Captain Jaay-TrKirc, aBlue Aeriad ranger and veteran of the GrandArmy. He is wearing a long, green, sleevelesscoat and his bracers of levitation are well wornand stamped with a military crest. He welcomesthe PCs briskly, but doesnt stay to chat. If askedabout the money, hell look at the PCscontemptuously and say Once were in the air,mercenary. Then he moves off, shouting ordersat the crew and leaving the PCs standing aroundon the deck with some of the other passengers.Captain TrKirc was a career military man whoexpected to live out his life in the Grand Army.He left only at the behest of both of Vardunesgoverning council to captain the countrys firstmerchant windship. While he enjoys being at the

    helm of his own ship, he misses the disciplineand routine of a military vessel, and has atendency to take out some of his frustration onthose he considers civilians. He particularlydislikes mercenaries and adventurers, seeingthem as little more than scavengers and bandits.The other passengers aboard the DreamingTree are a motley bunch; Cymrillians, Zandir,Sarista, Castabulanese, Marukan, Sindarans,Djaffir and others. Some are headed to theFestival, others bound for destinations up anddown the Southern Rim. Among the moreunusual passengers are a Mogroth Ambertrader; a pair of Mirin performers, their skinturning a pale baby blue in the southern heart,and an orange robed Callidian staggering underthe weight of a large package wrapped in bluepaper.

    The Dreaming Tree takes off soon after the PCs

    are aboard, the crew swarming through therigging, letting out the sails and hauling in theropes that had tied the ship to the dock. As theship rises, the city spreads out below like a map,then quickly dwindles as the windship sets asouthern coarse. Soon after departure, thepassengers are taken to their quarters by theThird Mate, a polite Cymrillian woman by thename of Gabrilann. The passenger deck is anopen room strung with hammocks separated bycurtains. During the day, the hammocks andcurtains are stored away and the room servesas the passenger lounge and eating area. A row

    of footlockers bolted to the walls allow thepassengers to store their valuables safely (keysdistributed by Gabrilann). A row of largeportholes on either side offers plenty of light anda stunning view of the passing clouds. The PCsare allowed on the main deck at anytime, but areforbidden on the aftcastle deck or to enter theroom containing the levitational. Both areguarded at all times by an armed Warrior-Mages. Gabrilann will also give the PCs thepromised purses as she shows the PCs theirbunks.

    The ship sets a steady course south-west,stopping only at Vahanna and Tabal beforesetting out over crystal blue waters. Dependingon where the PCs begin, the journey can take afew days, to a week and is uneventful unless theGamemaster wishes to throw in an encounterwith pack of ravengers over the Cinnibarmountains.

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    Festival of the Bizarre is a roleplaying supplement for the Talislanta Roleplaying Game created by Steven Michael Sechi. For personal use only.

    Not for resale. Free for Distribution

    Optional Encounter:Ravengers

    Ravengers have become a growing problemacross Talislanta, and have become a particularthreat to windships. In some regions, packs ofravengers have learned that if they can force the

    windship to crash, then the crew is usually killedwithout much of a fight.

    As the Dreaming Tree sails over the cloudsoaked, blood red slopes of the Cinnibarmountains, the look-out in the bilge bucket (thebasket at the end of the ventral mast) starts toring a warning bell. As the windship begins asteep climb, Gabrilann comes to the PCs andasks for their help. Ravengers have beenspotted and are circling for attack. The Tree is amerchant ship and most of the crew are sailors,not Warrior-Mage. We ask for your help in

    fighting them off. If the PCs ask to get paid forhelping, Gabrilann will look at them in disgust(she shares some of her captains distain forfreelancers, but is normally willing to give peoplethe benefit of the doubt) and says Stay herethen. Count your coins and pray to whatever godwill have you that they cushion your fall when wesail into the mountainside. And with that shestorms away.

    If the PCs refuse to help, the crew fights off theravengers, but not without numerous losses andconsiderable damage to the Dreaming Tree. For

    the rest of the trip, the PCs are ignored ortreated rudely by the crew and the otherpassengers. Rumours of their cowardice mighteven follow them to Thaecia.

    If they agree, the PCs are stationed on theforecastle. From their position, the PCs can seedozens of small black dots rising from themountains. The Tree is climbing, but is clear thatthe dots will reach the ship before the ship canhide in the clouds. Most of the ships crew isstationed in the rigging or near the rear toprotect the more vital parts of the ship. It is thePCs job to take on any ravengers that land onthe main deck. When the pack arrives, theyattack every part of the ship simultaneously.

    Once the PCs have cleared away someravengers from the deck (GMs choice as to thenumber of opponents they think the PCs canhandle), they can rush the aftcastle deck whereCaptain TrKirc is standing over the body of one

    of his fallen crewmen and battling a pair ofswooping ravengers, or they can climb therigging to help Third Mate Gabrilann, who isdealing with a trio of ravengers trying to cut theyard-arm off the main mast.

    Battle Notes: Flying ravengers get +2 to all theircombat roles against opponents on the ground.If the PCs choose to go up into the rigging, theymust make a successful Climbing or Pilot skill(Labourer will also work if the character has asailing background. ie, common swabbie orcabin boy) at -8 to get into the riggingsuccessfully. All combat rolls in the rigging are at-3 because of the difficulty (large weapons rampthe difficulty up to -6, and any two handedweapon, including bows, cannot be used at all).

    Ravengers

    6'-6'6" tall, 140-170lbs.INT 0 PER 0WIL +4 CHA -3STR 0 DEX 0CON 0 SPD 0Ability Level: 1-10Hit Points: 18Attacks:Bite DR 4Claw DR 6Special Abilities: heat or cold attacks only dohalf damage. Flight, swimmingArmour: PR 2

    The Thaecian IslesThree days after the PCs cross the Cinnibarmountains the mainland coast has faded away,lost in the thick tropical air. Below, crystal bluewater seems to stretch out beyond forever inevery direction; league after league of empty,endless sea.

    The Clouds of TalislantaAs the Dreaming Tree sails into the clouds, theydont immediately envelope the ship. Insteadthey first tear apart like a cotton ball, breaking on

    the Dreaming Trees bow before closing in like afog. In the bright beams of sunlight that make itthrough the cloud layer, there are the faintesthint of lines, like thread or spidersilk, highlightedin the sunlight like motes of dust. These fibresare called cloudstuff, and they are collected onmagical spindles by the the wizards of CabalMagnus. The harvested cloudstuff is then spun

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    Festival of the Bizarre is a roleplaying supplement for the Talislanta Roleplaying Game created by Steven Michael Sechi. For personal use only.

    Not for resale. Free for Distribution

    into thread and traded with the Enchanters ofThaecia, who weave it into their famousgossamer cloth.

    Some mages have begun to speculate thatthese fibres are responsible for the build up of

    eldritch energies that are responsible forTalislantas terrible aberrant weather

    The waters of the Azure ocean are so clear thateven from the deck of the windship, thepassengers can often see the white sandyocean floor, broken by rich shoals of coralteeming with a kaleidoscope of colourful life, orthe broad, craggy back of a basking zaratan.Sometimes there are other, darker shapes thatcut through the waves like a scalpel, thendisappear below the waves like a bad dream.Once during the voyage there is a warning cryand the Dreaming Tree climbs steeply into the

    cloudlayer, too quickly for the passengers to seewhat alarmed the crew, just a glimpse ofsomething huge, black and malevolent wormingacross the sea floor.

    The sight of other ships, both on the sea and inthe air, are a welcome reminder that theDreaming Tree has not sailed so far fromcivilization as it might seem. Sleek sailingvessels pass below heading southward along asimilar coarse, or tracking east along the trade-routes to the Dark Coast, Faradun and beyond.Passing windships wave colourful flags in

    friendly greeting to signal that they too, are ontheir way to Thaecia.

    View from AfarIt is still early in the morning as the Thaecianisles appear on the limitless horizon. The crewprepares the ship for docking and thepassengers pack up their belongings as theDreaming Tree begins its slow descent towardsCaprica, the only settlement on Thaecia worthyof a name. In the clear, blue water, the PCs cansee half a dozen ships anchored just outsideThaecias tiny harbour, and three large

    windships, along with a handful of windskiff andwindriggers bobbing lazily in the warm, tropicalair.

    As they draw closer to Caprica, the PCs can seeazure waves rolling gently over a broad whitebeach of burnished sand. A low cliff of quartzveined rock rises up over the beach, broken by

    wide mouthed caves, scenic waterfalls andshallow lagoons of crystal clear water. The cliffis topped by swaying trees and a sea of greengrass and colourful flowers. Set up atop thegrass are innumerable, brightly colouredpavilions billow gently in the warm, sea breezes.This is Caprica.

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    Festival of the Bizarre is a roleplaying supplement for the Talislanta Roleplaying Game created by Steven Michael Sechi. For personal use only.

    Not for resale. Free for Distribution

    ChAPTER 2,Caprica

    Having visited Caprica, one can truly appreciate

    the meaning of the word, Paradise andultimately, just how quickly that word becomesdull and unexciting.

    -Red Rymora, Gao Captain.

    HistoryThe residents of Caprica, and the rest of theThaecia have never kept detailed historicalrecords, nor have they much interest in anythingbut the here and now to investigate their past.For all they care, Thaecia may have existedsince time immemorial or since yesterday.However, according to records found in Cabal

    Magnus, it is almost certain they came to theislands sometime after the Great Disaster.Scholars believe the Thaecians are neomorphs,related to the Muses of Astar with whom theyshare similar traits.

    Pageant of the BizarreOods Cylinder

    One of the strangest tales from beforethe Forgotten Age is that of Ood theOdd, who created a race of tiny, nearlymicroscopic neomorphs he named, theMinisculia. He placed them within a

    glass sphere that visually augmentedwhat happened inside so he could studyhis creation. According to Oods journal,over the next seven days he watched asthe tiny race quickly developed a societyand began building an expandingcivilization within the globe. On themorning of the eighth day, Ood awoke tocheck on his creation, only to discoverthat they had disappeared. All thatremained in the globe was a metalcylinder, about two feet high and a half afoot wide, covered with strange, minute

    writing that no one has ever been able todecipher. The cylinder was thought lost,but debates about its existence continueto this day. Theories have included that itwas a complete history of the Minisculia:a detailed blueprint on how to builddevice that will transport you to whereverthe Minisculia went, some sort of beacon

    or even a suicide note.

    Glottis, the Calidian claims not only tohave found the cylinder, but also to havetranslated it and is bringing it to Festivalto reveal it to the world. According to

    him, the cylinder tells of how Ood andthe Minisculia quarreled over theneomorphs imprisonment, eventuallycoming to battle each other. TheMinisculia killed Ood, and built thecylinder as a monument to the man theyhad revered as a god. They then movedinto Oods body, animating it from theinside as if it were some sort of machine,and set out to explore a much largerworld.

    Thaisian legends tell how both they and theThaecians were created by the Enchantress of

    the Shoals, who once gave birth to twodaughters, one silver skinned, one violet andthey in turn became the mothers of the Thaisianand Thaecians races. This small piece of legendsatisfies the islanders who enjoy weavingimagery into their tales, crafts, and songs.

    A Visitors Guide toCapricaWith a population that usually hovers aroundthree hundred, Caprica is merely a largeThaecian settlement and is most notable for the

    fact that it is relatively stationary. The Thaecianhave many perfered areas around the island, butnot all of them are occupied at any given timeand the fact that settlements often breaking upor moving a few dozen feet down the beach if anearby tree throws an unflattering shadow.

    The town sees a small, but constant trickle oftraders and tourists through the year from CabalMagnus, Gao, Cymril, Zandu and the isle ofEros, but for a couple off weeks around theFestival of the Bizarre, the settlement can swellto four times its normal size as visitors from

    across Talislanta come to gawk, and enter theiroddities in the annual parade of the strange,fascinating and weird.

    Thaecians move their pavilions at whim. Theirtent-like homes are built to collapse into a tightbundle of sticks and folded gossamer, andpossessions are kept in chests and folding

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    Festival of the Bizarre is a roleplaying supplement for the Talislanta Roleplaying Game created by Steven Michael Sechi. For personal use only.

    Not for resale. Free for Distribution

    luggage, ready to be packed up and moved soas to be closer to a new love, a needed resourceor simply because the occupant was looking fora different view in the morning. This randommovement helps ensure that the soft grass theThaecians like to pitch their tents on does notsuffer or die from prolonged lack of expose towater or the suns. However this does mean thatthe layout and streets of each settlementchange with astounding regularity. Only duringthe Festival of the Bizarre are the pavilionspositioned with any thought, forming a roughcircle with a large open field in the centre.

    The Windship DockThe only permanent structure on the islandtowers almost seventy feet over the gatheredpavilions. Capricas skydock is consideredsomething of a necessary evil, permitting traders

    from Cymril and Phantas to dock, but thought bythe Thaecians to ruin the aesthetic beauty of thesurroundings. There have been attempts tomake the tower more attractive, includingextensive carvings, draping of colouredgossamer and the cultivation of floweringgarlands and colourful vines woven around theframe, but most of the island residents simplylike to pretend that it doesnt exist. It is run bygrumpy old Phantasian by the name of Voortivarwho maintains the tower, helps ships dock andpassengers load and unload, and collects a fewcoins for the service. While he may act a bitsenile, Voortivar is actually quite astute and likes

    to keep an eye on all the tourists coming to theisland. A job made easier by his living quarters,a small platform near the top of the tower thatcommands a stunning view of the Caprica andmuch of the surrounding island

    The Dreaming Tree waits its turn to use theskydock, behind a sleek, privately ownedCymrillian windsrigger, and a garishly decoratedPhantasian merchant vessel that chugs intoaway from the dock like a sickly land lizard. Aftera few hours of waiting, the Dreaming Tree hasits chance to dock and the passengers spill out

    onto the platform, hauling crates and luggagedown the long staircase to the island. The dockisnt large enough to handle more than one shipat a time and once all the passengers havedeparted, the Dreaming Tree drifts away tomake room for next waiting ship.

    There are dozens of people milling around, fromalmost every race and region of Talislanta. Asign points those with entries in the Festivaltowards the open field in the centre of thepavilions that draws away the Mirin and theCalidian, who set off into the maze of pastelwalls blowing softly on the breeze. The otherpassengers gradually move away, dragging theirbelongings behind them and leaving the PCs ontheir own. It is just before noon, the day beforethe Festival opens and the PCs can begin bylooking for a place to spend the week or theymay want to look for new clothes. They mayquickly notice that their normal, adventuringattire stands out like a sword among roses. Tobring home the point, an attractive Thaecianwoman in a flowing, almost see-through gown,walks by, sniffing pointedly at the odour of oil,sweat and metal.

    Pageant of the BizarreZarquons Portable

    labyrinthA circular maze has been painted on asquare of vellum no bigger than four feetsquare. When a person stands at theend of the vellum and stares into thelabyrinth, they can see it and begin towalk, following the painted lines as if itwhere life sized. To anyone watching, itappears as if the person is shuffling andturning in place.

    Thos who have walked the labyrinth saythe experience is very calming andmeditative. Walking the labyrinth resetsa spellcasters accumulated spellpenalties for the day and gives anyperson a one time bonus of +10 to anyone intellectual based skill. Zarquon is awrinkled old man of indeterminate racewith golden skin and white hair. He asksfor a donation to walk the labyrinth, but itdoes not have to be money.

    A Place to StayIt is now time for the PCs to consider where theywill be sleeping. A quick exploration of Capriciawill reveal that there are no inns or lodging forthe tourists in town. Their options are to buytheir own pavilion, or to rent a room from one ofthe two enterprising captains who havetransformed their ships into floating inns for the

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    Festival of the Bizarre is a roleplaying supplement for the Talislanta Roleplaying Game created by Steven Michael Sechi. For personal use only.

    Not for resale. Free for Distribution

    duration of the Festival. Both haverepresentatives on the beach, ready to woocustomers and ferry guests to the ships. One ismanned by a short, garishly dressed Zandir, andthe other by a surly Jhangaran.

    Sleeping on the beach is also an option, but theThaecians like to warn visitors that sea-scorpions sometimes hunt along the beaches atnight. No one is sure if they are joking.

    Threstivuls Festival ofTents

    As the PCs approach this pale blue pavilion setup near the skydock they see a Zandir coupleapproach, talk briefly with the proprietor, thenwalk away in a huff. If the PCs approach theysee a young Thaecian sitting with his chin in hishands and a dejected look on his face. In the

    open tent behind him are a stack of rolledpavilions, hammocks and a crooked sign thatsays; Buy- 75gl. Rent for the Week- 50gl.Hammocks-30gl.

    You probably dont want to buy one either. Hesays gloomily as the PCs walk up. If asked whatis wrong, he will explain that the pavilions aretwice the price they were last year. It seemsthere was some sort of a problem with thisyears harvest, and the Thaecians were onlyable to gather about half of what they needed.As a result, the tent makers, sail makers andclothiers have had to hike up their prices. If thePCs havent changed yet, Threstivul will noticethe PCs weapons and armour and perk up alittle. I dont suppose you guys are interested ina work?

    If the PCs arent interested, Threstivul will shrugand try to sell them a tent. They can come backat anytime and ask about the job if they areinterested. All gossamer items are priced atleast 30% above standard unless the PCs helpThrestivul out.

    If the PCs are interested, Threstivul will whisper

    conspiratorially. Im not sure of the details yet,but you meet me at Thayas, thats the pink tentnear the beach, after the lesser sun goes down.There might be a way to make us all somemoney.

    Ten Thousand Voices, Raisedin Song

    This Zandir dhow, with its bright blue hull andpainted gossamer sails has been a regularvisitor to the Festival of the Bizarre for just overa dozen years. The flamboyant Captain Dreese

    Caravelgio has transformed his ship into afloating palace, complete with luxurious privatecabins, a stylish restaurant with Mandalan chefand a famously diverse wine cellar. The shipcaters to the very rich looking to travel to thetropical isles in style and comfort, but many ofthe passengers go ashore for the festival andCaravelgio rents out the empty cabins at aslightly less exorbitant rate. Captain Dreese, ashe likes to be called, is on the beach solicitingwell-to-do looking tourists to visit his floating inn.He is a short, pudgy Zandir dressed in a riot ofgreen and orange, with a long, curling

    mustache, a ridiculously long sword on his hipand topped off by a emerald green wide-brimmed hat. Dreese is pompous, self-importantand likes to believe that he and his ship aresomehow crucial to the success of the Festival.He can often be found parading pompouslyaround the island, sticking his nose intoeverything as if blessing the entire event. TheThaecians, who wouldnt care of the Festivalbrought in three thousand visitors, or three,tolerate Dreese because they find him amusing,and for his restaurant and wineceller.

    If the PCs are still in their regular clothes,Dreese will snub them with a sniff, unless he isshown a large enough purse. If pestered, he willsuggest the Darkwater, saying the ships namewith utter contempt.Nightly room rental: 20 glRoom for the week:: 100 glTypical meal (dinner): 10 gl (per person)Typical meal (lunch): 5 gl (per person)

    The DarkwaterThis carrack out of Gao-Din took its inspirationfrom the Ten Thousand Voices and opened afloating inn and tavern for those with a less

    refined taste. Her captain, a Gao-Dinian by thename of Saltblood, spent his entire life beforethe mast and as he grew older, he decided tocombine his love of ships, with his love of agood, smelly tavern.

    The Darkwater has been refitted to provide allthe comforts, trappings and odours of a raucous

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    Festival of the Bizarre is a roleplaying supplement for the Talislanta Roleplaying Game created by Steven Michael Sechi. For personal use only.

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    pirate inn. The tavern takes up the front half ofthe main deck and a specially built cabin on theforecastle. The bar is tended most nights bySaltblood himself, a Gao pirate of mostly Dhunastock, but with a strong hint of Cymrillianresponsible for his shock of green hair. He isgetting on in years and walks with a pronouncedlimp, but he still enjoys a stiff drink, a saucymaid, a ribald tale and an honest duel. TheDarkwaters menu is determined by an excitableJhangaran cook with eight fingers by the nameof Spoonmeat. If you are hungry, youll eat whathe serves ya, and complains are likely to beanswered by a cleaver unerringly tossed fromthe kitchen. While almost anything goes in theDarkwater, fights that threaten to turn lethal, orthe occasional person foolish enough to becaught cheating at the cards or dice games, aredealt with by the Thrall warrior turned piratecalled Bad Bones.

    Below the tavern is the sleeping quarters. Thereare no private rooms, only a common-room witha few curtained off stalls (rented by the hour,see Miss Genni for rates). A silver lets you sleepon the floor (thoughtfully added to the bill in caseof extreme inebriation) or a gold gets you ahammock, which might not be clean but at leastgets you off the floor.

    Spoonmeat is on the beach by a seamans pikeflying the Darkwaters flag, throwing stones andswearing at a group of giggling Thaecian

    children. The surly Jhangaran will ask for anights lodging in advance and deliver this shortspeech. Dinners a silver. Tonight wereahaving beans n quall on toast. Boat leaveswhen silver moon rises. You late, you swim. Norefunds!

    What to WearAs the day goes on, more and more people startappearing in costume. Traditionally, a costumewas a necessity to gain entrance to the Festival,but it has become more of a custom, especiallyduring the carnival-like atmosphere of the first

    day. The Festivals first prize, Most FabulousFashion is awarded on the second day, afterwhich, fewer people dress in costume, throughmost still dress up.

    However, the Thaecians do strongly disapproveof people walking around armed and outfitted asif they were dressed to storm a Za camp. PCs

    dressed in their usual adventuring attire willquickly find themselves sticking out like a sorethumb and under the constant scrutiny of anEnchanter charged with patrolling the Festival.And unless their arms or armour are particularlyornamental or exotic, the wearer will often beoutright ignored by shopkeepers. The Thaeciansconsider such things the height of bad taste, notto mention completely unnecessary on theirisland paradise.

    One Marvelous MasqueradeThe outside of this sprawling tent is decoratedwith dozens of masks, some frightening, somecomical, some incredibly realistic and some thatseem to watch you as you approach. Just insidethe pavilion are racks and shelves coveredexotic pieces of clothing, make-up, paints,props, and stranger items such as prostheticwings, bizarre headpieces and othercomplicated apparatuses whose purpose is notimmediately apparent. While nothing availablehere is wild enough to win the Festival disguisecompetition (those who seriously enter thecompetition plan their costumes years inadvance), it is a popular place for visitors to renta costume for the Festivals opening carnival. Atthe back of the tent there are four tables whereDominos three person staff busily worktransforming their clients into new and exoticbeings.

    The Masquerade is owned by a creature known

    only as Domino. Thought to be a Thaecian,Domino is never seen without an elaboratedisguise that completely disguises her, orpossibly his, features. As the PCs enter the tent,of the masks moves and a great cloud like astorm rises in front of the PCs. The rolling,flowing gown is the colour of a stormy sky,streaks of silver rage through the cloth likelightning, and as she moves, there is the soundof distance thunder. Riding at the top of thisstorm is a storm demon in miniature, its bodyboiling like a cyclone, complete with a curl ofdark mist rising from the nostrils.

    Welcome to the Masquerade! the figure boomsand the PCs realize that the storm demon isactually a mask and, as Domino moves herhead, it appears to be soaring above thetyphoon of her robes. With a voice that soundslike falling rain, she asks the PCs what sort ofcostumes they are interested in and shows off

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    some of more popular choices. Once theydecide, she passes them off to one of herThaecian assistants, who help the PCs get intocostume.

    ~All Costumes are rented with an extra 5gldeposit that the character gets back when thecostume is returned. Domino will take coins.Phantasian Guardian and Muse are the mostpopular disguises. (3gl to rent for two days). TheGuardian costume has the added advantage ofbeing a serviceable suit of armour, though lostplates are usually replaced with wood or ceramicpieces (costume plate mail, PR 3-5).Other complete costumes (4gl for two days):Mandalan Mystic Warrior, Morg-Wan (twopersons), classic green Cymrillian, or Djaffir.Winged-Ape and Gryph (+1gl for the wings)One of a kind costumes: (5gl for two days)Fuzzy, overstuffed gold-beetle. Black Savant

    (yellow robes and headdress), rubber SauranGladiator, and Snipe with paper-mache shell.

    Other Items for SaleMoulding Clay. When this alchemical mixtureis applied to bare skin, it sticks fast but allowsthe flesh beneath to breath and sweat normally.The clay can then be molded, allowing thewearer to sculpt new features onto their ownskin, such as the muzzle of a Kang or thewrinkled features of a Kasmiran. It normally lastsfor about a day before hardening and crumblinginto dust. 2gl per feature.

    Skin Dye: These paints come in any colourimaginable, and tend to last anywhere from afew hours, to a few days depending on thepotency. 1 sp per colour. 5sp to make it last for12-24hous, 1gl for five-seven days.

    Pageant of the BizarreCome Dressed as a songLallo is a young Bordorian girl wearing awide square sheet. The sheet has beenpainted with flowing colours that blendand mix in wonderful ways and is a treat

    in itself to look upon. The true beauty ofthe costume however, is that the coloursare an original musical composition,painted to represent how Bordoriansperceive sound as colour.

    Lallo wins the first prize of the Festival,The Most Fablous Costume after she

    goes on stage accompanied by a loneBordorian on flute. Several judgesmembers open weep as Lallo dances tothe flutes song, the flowing coloursletting everyone watching experience alittle bit of how the Bordorians see music,

    if only for a moment.

    RandosRando is an Aamanian exile who fled hiscountry because of its oppressive views onfashion. As he explains, I just cant work withwhite! He now divides his time betweenThaecia and Zanth where he claims to serve asstylist for many of Zandus rich and powerful.During the Festival, he sells a wide variety ofupscale clothing from his tent, easilyrecognizable by its swirling colour pattern. WhileRando sells regular clothing, he likes to pushhis own designs on customers. This season hehas become obsessed with feathers, decoratingevery piece of clothing in them, the morecolourful and exotic the better.

    Rando is a tall man with cinnabar skin and ahead of black hair usually styled into somestrange arrangement. He is wearing a long, redgown covered in stripes of metallic yellowfeathers, and the high collar is a fan made up oflong, bright orange feathers.

    Rando works mainly with expensive fabricssuch as silkcloth, spinifax, spangalor and

    gossamer (though he has purchased much lessthis year because of the inflated prices) andfavours elaborate robes, sashes, gowns, tunicsand pantaloons. With what he has in stock, hecan make almost any outfit the customer desiresand have it ready the next day with the usualprice (jewelry, accessories and shoes are extra)around 40gl (50gl if gossamer). He will alwayspush for adding feathers to any outfit, whichdrives the price up an additional 10gl

    ThayasThis small pink tent is unadorned except for afew gossamer gowns on a small wooden rack,and dancing in the breeze. A beautiful youngThaecian woman dressed in a pink to match hertent, is sitting on a wicker stool, carefully sewingtwo patterns of gossamer together using thefinest silken thread. If the PCs speak before sheis finished, she will quietly hush them, running

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    the needle through twice more before puttingdown the piece. If you rush, you bruise thefabric. she says with a gentle smile. If the PCshave agreed to help Threstivul, she will say Areyou Thress friends? I think I know where we canget some more silk, but we cant go until afterdark. Come back as the lesser sun is setting.

    If they do, see CHAPTER 6: The Silk Hunters.

    If the PCs are helping her and Threstivul, shewill give them a gossamer gown, or a shirt andpantaloons, for free. Otherwise they are 7gl ifThaya likes the PCs, 15gl if she doesnt.

    A Day in CapricaThe Festival does not begin until the next day,so the PCs have a day to look around andexplore. The pavilions close to the skydock cater

    mostly to the visitors; selling pavilions,hammocks, gossamer sails, sea-shells, rareisland delicacies, exotic animals, orbs andvarious types of clothing.A Bordorian band plays merry music as a groupof Thiasians acrobats tumble and dance on thesoft grass. On the beach there is a row of foodstalls, giving off a mouth-watering array ofsmells, selling island delicacies such as coralcandy, rock urchin chowder, smoked vasp eggs,claw oysters, sugarblossoms, snow petals and asweet island tea called barba that is served overice.

    The ShebeenThis structure, set up for a Festival a few yearsago and now a semi-permanent part of Caprica,is simply a light lattice of wood, interwoven withvines and gossamer cloth, all mounted on slimbamboo poles. The place is popular with theThaecians who come to eat and drink and relaxon the tables and chairs set up in the shade.

    Thaecian nectar is the mainstay of the islandersdiet. Distilled from rainbow lotus that is cultivatedin the freshwater pools around the island, the

    thick, amber liquid is high in sugar and providesthe Thaeciansplenty of energy to pursit theiridyllic pastimes. In addition, the islanders eatthe petals of certain flowers and herbs, severalvarieties of fruits, seaweeds, shellfish and fish,all of which they commonly dip or marinate inthe nectar.

    At one end is a small open air kitchen tended byan old Thaecian woman named Mitzi whospecializes in the plates of fruit and seafoodfavoured by the islanders. She will make up asmall meal for anyone at the price of about 1glper person

    At the other end, there is a set of packing cratesarranged into a makeshift bar, backed by morestacked crates, all covered in a bewilderingarray of bottles. The man behind the bar isGusano, a Thiasian whose violet skin hasbecome so splotchy and streaked with differentcolours that great swatches of his skin look likea painters mixing palette. The skin on his lefthand is covered in silvery scales. One eye is asolid gold and visibly glows even in the brightestsunlight. The left side of his skull is completelyhairless, but covered in sharp spines, and everyonce and while, a puff of blue steam escapes

    from his ears. Gusano has, as he will happilyadmit, never met a potion he hasnt liked. Hehas traveled the length and breadth of Talislantaas a performer, gathering drinks, potions andbottles from every corner of the continent.During the Festival, he returns to sell off some ofhis collection, and occasionally enters theFestival when he believes he has foundsomething truly unique.

    Gusano has any alcoholic drink listed in theGuidebook plus numerous rare, even uniquevintages. He guarantees that nothing in his stock

    is fatal, and any blindness will wear off after afew hours, but judging by the state of theproprietor, experimenting does carry a certainelement of risk. Prices listed are for a singleglass or cup. Multiply by ten for a bottle.

    !Mezc This Jhangaran drink made fromfermented mung berries, is extremely rare sincemungberry trees do not grow in Jhangara, andthe marshhunters rarely work up the courage toventure into Mog. It is infamous for its potency,its mucus green colour, and the live worm,called a mezcik, a common marsh strider

    parasite, that is placed in the bottle. Somehowthe worm is able to survive in the brew, and canbe seen swimming contentedly besotted in thebottle. The Jhangarans consider the drinksacred and only drink it on special occasions (ie,nighttime). Eating the still-wriggling worm is apopular test of manhood for young Jhangarans.Though stuffing the struggling, biting worm down

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    your throat can be an ordeal, it is surviving thethree day bender that eating the worm induces,that truly impresses the Jhangarans.5sp

    Aas OwnThis wine, which is as clear and colourless aswater, is specially made in Aaman for theHeirophant. The white grapes used to make thewine grow only in one small garden in amonastery located deep in the monastic hills.The garden is considered to have been touchedby Aa and anything that grows there may, underpenalty of extreme death, only be eaten by themonks and the Heirophant. Gusano describesthe wine as dry and a little dull, but with asurprisingly cheeky aftertaste.5 gl

    Grimdeath

    A popular brand of Arimite grease remover, thisdrink is traditionally set alight before drinking,since its normal consistency lies somewherebetween wet sand and dry mud. Heating it turnsit into a thick gel that must be chugged quicklybefore the liquor cools and sets into a chunky,chalk-like substance. Extreme care must also betaken when the drink is on fire, since if spilled,the burning liquid will stick and burn like napalm;the main reason it is usually banned in mostArimite establishments.5cp

    Serpents MilkThis Nagra concoction is made from boiling thevenom of the nagaina, one of the mostdangerous snakes in the Chana jungles. Thealchohol content of this drink is high enough thatsimply breathing it in is enough to get someonestone drunk. It is said that the Nagra shamandrink the brew to help them contact the spiritworld. According the Gusano apparently youreach the spirit world through repeated andprolonged bouts of vomiting.1gl.

    Shreek. A rum from Mangar that is known forits potency and its fiery burn going down.Nevertheless, it is still quite popular all along theSouthern Rim, even in the alehouses of GaoDin. No one but the brewers know what givesthe rum its distinctive red colour, but mostconclude that it is probably wiser not to ask.2sp

    Tears of the EarthThis Vajran drink is made from the secretions ofa subterranean mushroom called the blackweeper. The drink was illegal under the Quan,and is treated with trepidation by the Kang, sincethe drink is generally believed to be fatal to theraces of men. Gusano claims to have found away to make it a little less fatal, and promisesthat the heart spasms and nightmarish visionswill stop after a day or so.3gl

    Sindra SurpriseOne of Gusanos favourite hobbies is to mixalchemical potions together at random. After aquick taste, he then sells the blend as SindraSurprise; with the warning that there may besome side effects.5gl (not available in bottles)For ever glass consumed, roll d20. Effects to

    stack, and the effects usually last from 1-10h.1: Roll Twice2: PCs skin changes color/ player choice3: PCs skin changes color/ player sitting to rightof the PCs choice.4: PCs hair changes color / GM choice5: Random attribute goes up by 16: Random attribute goes down by 17: character grows horns8 character grows a tail9: Characters hair turns into feathers10: Character becomes completely hairless11: Irresistible to the opposite sex (treat as

    CHA+6)12: Irresistible to the same sex (treat as CHA+6)13: Character floats three inches off the ground.Can walk and run normally.14: Character smells like baking cookies15: character smells like baking socks16: Character takes on the appearance of aDanuvian (note that male characters take on theappearance of a Danuvian male).17: Character takes on the appearance of aMuse18: Character permanently shrinks 6 inches in

    height19: Character permanently grows 6 inches inheight20: Roll again and this time result is permanent.

    An Eclectic EducationThaecians have no organized schooling as theywould find the routines and strictures of a formal

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    education to be painfully dull. Instead, eachyoung Thaecian usually gets a basic educationand a craft or two from their parents, and thenas they mature are free to petition others tolearn whatever they choose. As a result,Thaecian education is sporadic and ongoing,with many of them choosing to learn new skillsand crafts throughout their lives. They viewalmost everything as an art form, including thesensual arts which are regarded as an essentialskill to most on the island. In addition, almostevery Thaecian has some degree of magicalability.

    Pageant of the BizarreCardoons Lyceum ofLookalike Legumes

    Assistant to the Chair of VestigialBiology at the Lyceum in Cymril,

    Cardoon is a studious looking Cymrillianof middle years wearing green robe withstarched collar, a haughty air and a pairof mothwing spectacles that areconstantly slipping down his pronouncednose.

    His entry into the Festival is a display ofoddly shaped vegetables. He haslignuts, hearttubers, chuckroots,sourkale, wattle-gourds and driedoozeplant and more all laid out, proudlydisplayed on a masterfully carved gall-root case. Each vegetable is carefullynestled inside its own specifically carvedslot, nestled in red velvet and identifiedby a covered placard. With barelycontained glee, he carefully explains thenature and properties of a vegetable,before asking the audience to guess whothe legume resembles. Once they havemade a guess, he pulls the cover off theplacard, revealing the name of a Lyceumprofessor, past or present.

    The Thaecians think the act is hystericaland come by to shout of bizarre and

    occasional crude guesses as to whateach legume resembles (the longredknob onion with the appearance ofBursar Faddle Gimps is a crowdfavourite), but Cardoon either doesnthear, or chooses to ignore the teasingand continues to proudly present hisvegetable faculty.

    Money on ThaeciaRather than use currency, the Thaecians preferto trade with one another for what they need.This helps keep the island self-sufficient, andensures that every Thaecian learns a useful skillso they have something to trade, though even

    the most helpless or elderly Thaecian wouldnever go hungry. The problem for the Thaecianscomes during the Festival, when the flood ofvisitors overloads their economy with dozens ofdifferent currencies. Some Thaecians simplyrefuse to take currency. Others who make goodsspecifically for the tourists have adapted, butusually prefer straight copper, silver or goldlumens that they can melt down later. Prettiercurrencies, such as Cymrillian pentacles orLHaan adamants are sometimes taken in trade,and used as decoration in their crafts.

    Thaecians see themselves as artists, notmerchants and as can be very arbitrary insetting a price for their work, and are even morepicky about to whom they will sell. Rudebehaviour, aggressive haggling or anything theartisan might find offensive, are all ways to makethe Thaecian drive up their prices, or evenrefuse to sell at all. Conversely, they can be verygenerous to those they like, substantiallylowering prices or even giving away items forfree if they believe the person really needs theitem, or if they feel the item particularly suits theperson.

    Djenne theMoneychanger

    Djenne came to the Festival a few years ago aspart of a Dajffir caravan, but she saw a need andan opportunity to raise some money to start herown caravan. Each year, Djenne comes back toThaecia with a wagonload of small trade goodsthat she sells to the tourists to use as currentlywith the Thaecian merchants and artisans.

    She always sets up her aht-ra hide tent on thebeach between the skydock and where the

    sailing-ships unload their passengers. For asmall percentage, she sells small, easily carrieditems such as beads, salt, spices, small vials ofperfumes and potions that the Thaecians preferto take in trade instead of currency. (Tradedcurrently loses 3% of value, but the PCsexperience no problems with any Thaecianmerchants.) She will also act as a go between if

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    needed, the visitor paying Djenne in cash, whothen arranges a trade with the Thaecianmerchant, though this service costs 5% becauseit usually deals with larger purchases.

    Djenne is a friendly young Djaffir merchant witha red-tinted mask and likes to wear red-tintedrobes and headdress when away from thedesert. She is quite fair in her dealings andsees the festival as a perfect opportunity tobuilding a network of potential clients for whenshe starts her own caravan.

    Thraelians OrbsThraelian is an older Thaecian gentleman whoworks out of a plain white tent set up at theopposite end of Capria from the skydock. Hewears a plain white robe, and ties his long,silver-blue hair back in a pony tail to keep it out

    of his eyes as he works. He walks with apronounced limp and an ivory cane etched withblue scrimshaw.

    A private and grumpy man, he dislikes the floodof visitors the Festival brings, but welcomes theopportunity to sell the enchanted orbs he makesthroughout the year. Some of his more popularitems include (with average price):

    Orb windchimes: made from failed spell-orbs,2glOrbs of Light: These fist-sized orbs glow likescintilla when rubbed, and will glow for almostsix hours before they begin to fade. They can berecharged by leaving them in direct sunlight for afew hours. Available in different colours. 50gl.Spell-orbs: these fist sized orbs contain asingle spell that is released upon breaking theorb. (modes available are limited to: Alter,Defend, Heal, Illusion, Move, Reveal and Ward)10 gl per level of the spell.Songchimes: These orbs contains tunes thatthe orb plays when blown upon, either by thewind or a person. The effect is permanent. 5gl.Enchanted Orb: these larger orbs are used bywizard across Talislanta for a dozen different

    purposes ranging from crystal balls, to spell foci,and are worth a minimum of 1,000 gl.Portrait Orbs: these orbs contain a perfect,miniature illusion of a single person or objectwithin the orb. The image is three dimensional,but Thraelian must be able to see the item orperson to get the illusion right. (10gl).

    Security Orbs: Thraelians most popularcreation. These orbs, which must be individuallycrafted for each buyer, are solid andimpenetrable to everyone but the owner, whocan open the orb at will. These orbs havebecome very popular with wealthier visitors toThaecia who might be uncomfortable with theflimsy security provided by the traditionalgossamer pavilions. 500gl for a small orb (headsized), and up to 2,000gl for larger orbs.

    As a younger man, Thraelian regularly travelledto Orb island to collect the fruits of the crystaldendron plant, which he used in the creation ofhis enchanted orbs. Unfortunately, an encounterwith a water raknid left him with a debilitatinglimp and disinclination to return to the island. Hehas a standing offer of up to one hundred goldlumens for each dendron orb (depending on thequality), and even has a small boat that he will

    lend out to anyone brave enough to attempt thejourney.

    Thraelian is quite blunt about the dangers of Orbisland, telling tales of his run-ins with waterraknids, sea scorpions, aramatus and the otherpredators that invest the island. He also likes toshow off the long scar and the bite shapedchunk of missing muscle from his leg as a finaldeterrent to warn away any unpreparedadventure seekers. If, by this point the group isstill interested, he is also quite explicit inexplaining that he prefers the orbs from the

    Dendron swamp located at the centre of theisland.

    After talking with Thraelian, the PCs can nowtravel to Orb island (see CHAPTER 7: OrbIsland) at any time to hunt for orbs and othertreasures. He lends the PCs his single-sail boatto get to Orb island, and if they are successful ingetting him at least three orbs, they can borrowhis boat anytime just for the asking.

    The EnchantressAt some point as the PCs are exploring Caprica,

    they are approached by a tall, beautifulThaecian woman dressed in indigo robes. Herhair is dyed a dark, shining, plum and her eyesshine like polished silver. On her shoulder is amonkey-like creature with scaly, emerald greenskin, a crest of yellow fins, a long, prehensiletale and wide, bright orange eyes that regard thePCs inquisitively.

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    She introduces herself simply as Nessa. Unlessthe PCs have already committed some nefariousdeed, she doesnt suspect them of anything, andis merely curious. Along with a few otherEnchanters, she is informally patrolling theFestival, keeping an eye on the visitors andlooking for anything suspicious. Spotting thePCs, who are clearly not the normal type ofvisitor to the Festival, Nessa has grown curiousand has decided to investigate. After introducingherself, and as long as the PCs are not outrighthostile, she will invite them for a meal at theShebeen.

    After ordering a plate of giant mollusk and melonslices (she will pay for the food, drinks fromGusanos are extra), she will engage the PCs insmall talk, answering any questions they mighthave about the island, as well as asking their

    names, where they are from and why they havecome to the Thaecia.

    Despite her youthful appearance, Nessa is apowerful Enchanter who knows a great dealabout the islands and its people. If the PCs giveher a reason to worry, they will find their everymove watched over by an Enchanter, or a pair ofbright orange eyes. If the PCs are honest withher, or if at the very least they dont scare theblazes out of her, Nessa can be a valuable assetin their search for Eiras secret. But like anygood detective, she will want something in

    return.

    If the PCs do tell her about Eira, she promises totalk discreetly to some of the Festival entrantson their behalf, and she wonders if they might bewilling to do her a favour. If the PCs do notagree, Nessa will still investigate the PCs,eventually uncovering some details from CaptainTriKirc, but will keep any information sheuncovers to herself.

    If the PCs do not tell her about Eira, she willsimply ask if they might be willing to help her in

    a small investigation of her own.

    Either way, if the PCs agree to help in herinvestigation, she will raise her hand and callover a small, stooped Maruk man who has beensitting nervously nearby.

    Amberdipper ToyleThaecia is a large island with a population that isrelatively small, and usually transitorythroughout much of the year. However duringthe Festival, the islands population can easilydouble in size, which led the Thaecians to hire a

    balding, middle-aged Maruk Dung Merchant bythe name of Toyle, to handle the extra garbageand sewage generated by the visitors.

    Toyle is a thin, hunched little man with creased,pallid skin, an unconvincing comb-over, a stringybeard and is usually dressed in sackcloth shortsand a shirt dyed a watery blue. Toyle meanswell, and the Thaecians appreciate what hedoes, but Toyles esoteric interests and the ever-present smell make it hard for the islanders tostand his presence for very long. Being a Maruk,Toyle is used to being evaded, and theThaecians are nicer about it than most, but theprospect of having others around during theFestival means he can get quite excited, and heenjoys striking up conversations with strangers.Those who are polite or kind to him are will likelybe bothered throughout the Festival, but hisduties and his tendency to gossip make him anexcellent source news about what is going on inCaprica.

    He lives alone in a small, dry cave on the beachdownwind of Caprica. Besides a small cot, thecave is filled with assorted crafts and trinketsthat Toyle has picked up on his rounds,

    including a number of old Festival entries, leftbehind by sore losers. However, the moststriking thing about Toyles home are the chests,bags and piles of loose coins scattered aroundthe cave, many of them spilling over and givinghis cave the appearance of a dragons horde.The Thaecians, not caring much for currency,are quite happy to give them away and payToyle for his services with large bags stuffed fullof mixed coins. Ironically, while Toyle would be avery wealthy man anywhere else on Talislanta,the coins are next to worthless on Thaecia, butthe little Maruk cant bring himself to leave and

    give up the promise of even more coins. TheEnchanters have placed strong wards aroundhis cave and attempts to rob it will very quicklyresult in a trip to Nearwan (see Chaper 5,Thaecia Island). As mentioned, the Thaeciansare very appreciative of what Toyle does forthem and will not tolerate him being molested orinfringed upon.

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    Accompanied by the smell of sewage, Toylecomes over, bowing nervously to Nessa whowaves him to sit with a smile and a discreetlysniffed handkerchief. Tell them what you toldme. she says and Toyle nervously begins tospeak, keeping his eyes on the ground, withquick glances at Nessa and the PCs.

    I, I was down on the beach last night, burning acouple of barrels of ... well, you know, when Inoticed something or someone moving aroundthe Cascading Veil. I went up to see, in casesomeone needed help you know?, but when Igot closer, I started not feeling right, so I stayedlow and snuck up. Someone was moving aroundup there. They went through the waterfall and itlooked like they was carrying something. I didntsee it, but whoever it was, it scared the luck rightout of me, you know?

    Nessa thanks Toyle and warns him not to gonear the Veil. She also slides over a gold coinbigger than her palm over to the Maruk, whoslips the coin into his shirt and departs with a lotof bowing and gratitudes. When he is gone, sheturns to the PCs and says, The caves behindthe Cascading Veil are where we are interred inour final slumber and we fear it may begraverobbers. We have no guard or martial forceon the island, and so we must rely on your help.Promise to investigate for us, and I shall giveyou these, she holds up a handful of wovenleather bracelets, one for each PCs, each

    containing a single, small pearl-like orb, woveninto the knotwork. Then her voice sharpens intoa distinct edge. We do not take kindly to thosewho disrupt our sleep on Thaecia. If there aregraverobbers in the cave, I want them brought tome. I do not care how.

    The bracelets Nessa gives the PCs enchant thehand it is worn on, and anything carried by thathand. Any weapon carried by that hand is nowconsidered magical and has +1 to hit (no otherbonuses), or a shield carried by that hand has+1 to PR. When the PCs decide to investigate,

    go to CHAPTER 4: Ghasts in the Graveyard

    The ThaecianWindriggers

    The Thaecians own two archaic windriggerspurchased from Cabal Magnus. Both are slowand sluggish, but there are few places that the

    islanders feel they need to see in a hurry. Only ahandful of Thaecians know how to even pilotthem and those who do are often given thetedious tasks of checking Nearwan island andpatrolling the coasts for slavers. When nottending to their more important duties, the shipsferry people back and forth to Eros island or takesmall groups on sight-seeing tours over Thaeciaand the surrounding waters. Though there areothers, two Thaecians handle the majority of thepiloting.

    SkyheartA young Thaecian man who changed his nameto reflect his love of flying and windships. Helikes to copy the dress of the Cymrillianskysailors and one day hopes to get a jobaboard one of the great merchant windships.In the meantime, he has crafted quite thedashing persona. His island tours aboard thelavishly, some might say garishly, decoratedCapriole Serenade are quite popular with theyoung women of the island.

    Lucky TalisThis easygoing Phantasian halfblood flies themuch battered Flury, a windrigger that hasseen better days. Despite his many crashes,which earned him his nickname, Talis has quitethe affection for his rigger and happily volunteersfor any mission that lets him fly.Lucky Talis will play a role in CHAPTER 8:Sunset of the Mind

    Healers RowHealers Row is the informal name given to threetents located at the edge of the festival, next tothe Tumbling Stream, a shallow waterway thatfalls over the cliff to become the Cascading Viel.It is here where the Thaecians and Festivalvisitors come when they are injured, ill andhungover.

    Chi-Zato the MasseurThis tiny, blind old Mandalan masseur lives in a

    small weather-worn tent of yellow silkcloth. Abattered begging bowl sits out front and whenanyone drops a coin in, Zato will emerge andinvite them in for a Mandalan massage. Theprocedure is intensely relaxing, accompanied byincense, warm oils and Zato humming softly. Amassage will restore d6 hit points.

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    He can also perform acupuncture which inaddition to relieving pain, can also cure manymagical maladies and curses. 5-10gl dependingon the severity of the infliction.

    Cutter the Bonesetter

    Gruff, battled-scarred and intimidating like mostThralls, Cutter is a veteran medic of the SevenKingdoms Grand Army and saw a lot of actionon the Wilderlands border before an accidentalfall from a Mangonel lizard shattered her leg.She is still a gifted surgeon and bonesetter,even if she has the bedside manner of a drillsergeant. She dislikes the use of herbalpainkillers except in extreme cases andabsolutely refuses to use of magic or potions.The best most patients can hope for is a largeshot of shreek and a leather strap to bite downon. Lately though, she has been letting Zato

    tend to her patients both during and aftersurgery and has become quite impressed withthe blind Mandalans ability to sooth and calm apatient even during the most evasiveprocedures. Cutters tent is a bright red.

    Zanatak, Mistress ofSeveral MoonsA flighty young Thaecian girl who likes to dressin flowing lace, coloured scarves and anabundance of charms. She prefers to treat herclients with crystals, aromatherapy, chants andherbs. But her real skills as a healer comes from

    the curatives, balms and purges she makes,usually following the recipes from a musty oldbook she bought off a bookseller in CabalMagnus. She is also learning to be quite a goodmidwife. While flighty and prone to using bizarrerituals and charms, she is bright and learningquickly. She is also smart enough to go to Zatoor Cutter if she encounters something beyondher experience. Her tent is black and has beenpainted with silver sigils, stars andrepresentations of every moon but Zar.Like any Thaecian, Zanas prices vary.

    The Cards ofCarmulodunumCarmulodunum is a Rhahastran who during theday, sets up a folding table just outside theFestival grounds. He sits silently waiting foranyone passing to drop a coin into his openZodar case and seek their fortune. He will also

    play Follow the Fool, Zanillos Cross, LostWanderer, Countup and Old Maid for coins. HisGambling skill is 13.

    In the evening, he can be found in the Darkwaterrunning a nightly table. While he will playanything, his game of choice is a game calledAssassins over Talisandre, which is usuallyshortened to Assassins Moon.

    Assassins over TalisandreAll cards in the deck are dealt out to three orfour players (in three man play, two cards arediscarded face down). Then the dealer starts byshowing one card. If the next player has a cardthat is in sequence with the first card they mustplay it now. If they do not, they can play anycard they wish.

    For example, the dealer showed card 17 (TheMystic), the next player must play either card 16(The Wizard) or card 18 (the Alchemist) if in theirhand. If the next player has both cards, theymay choose which they want to play.

    The next player must also follow the dealerscard, with the addition that any of the precedingplayers played a card that was in sequence withthe dealers first card, they would then have toplay the card at either end of the longersequence.

    For example, the opening played card 17. The

    next player was then forced to play card 16. Ifthe third player has card 15 or 18, they mustplay it now.

    Once all players have shown one card, that isconsidered a Hand and the winner collects theplayed cards. They then get to play the first cardof the next Hand and so on until all cards areplayed. In gambling games, each card played isworth a coin. The winner of a Hand is the playerwho showed the highest numerical value card.

    The exceptions is that card 7 (Talislandre) isconsidered the high card and always wins. Card13 (the Assassin) is the low card andalwayslooses, except when played in the sameHand as card 7, in which case it wins.

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    The Festival GroundsIn preparation for the Festival of the Bizarre, theThaecians arrange the pavilions of Caprica intoa wide circle with an open field in the centrewhere most of the celebrations take place. Whilethe official Festival does not begin until

    tomorrow, the field has already been decoratedwith tall poles wrapped in colourful gossamerflags and topped with shining scintilla, somepainted to give off rays of coloured light. ABordorian band is warming up on a makeshiftstage that will see performers and bands playingcontinually, day and night for the next sevendays.

    Pageant of the BizarreGrannapapanosGaseous Jape

    A sign outside this pale green tent reads,

    Hear your Fortune, 1sp!. Inside,standing by a low table is a Mogroth withhis fur dyed a light purple and braidedwith thousands of small sea shells thattinkle when he moves. On the table issomething covered by a scarlet and goldcloth. Grannapapano will introducehimself graciously and wait for someoneto give him the silver piece. Once themoney is in hand, he will whip away thered and gold cloth with a flourish,revealing a life-like, three foot highbronze statue of a winged-ape with its

    wings partially unfurled. One arm of thestatue is outstretched and its hand ispointing directly at one of the PCs.

    Pull the finger of fate to hear whatdestiny has in store for you!Grannapapano bellows, dramatically.

    Actually pulling the sivians finger resultsin a prolonged, vulgar sound emanatingfrom the rear of the statue, followed by apuff of brown smoke and a moist, putridsmell. The Mogroth finds this all

    uproariously funny and doubles over inhysterics, every single time. However, hehis not mean-spirited and will refundmoney to anyone who is truly offended.

    Many of the Festival entrants are already settingup, pitching their pavilions and assembling theirexhibits. There is no order or organization to the

    Festival, anyone may enter anything theychoose, though the Thaecian Enchanters dokeep an eye out for anything truly, dangerous,offensive or mundane. Some of the displaysgoing up are elaborate affairs with complete withstages and planned lighting, while others aremuch simpler; such as the Dhuna fussing with alarge, closed, crimson blossom, or the Monadproudly showing off his collection of magicbeans, laid out on a handkerchief draped over acrate.

    Only a couple of the displays are open yet, butsmall crowd has gathered around a largepavilion made of tattered golden silkcloth linedwith fraying silver filigree. A wooden sign overthe door painted in high talislan reads, perhapsa bit redundantly, The Bed of Slumber.

    If the PCs wait with the crowd for a few

    moments, a tall Phantasian Dream Merchant ina long cap and robes of gold and scarletdramatically exits the tent, throwing back thedoor-flap with a flourish and a bow.

    As promised, he cries, the lucky two havealready fallen asleep. In a few minutes, theyshall awaken as refreshed and revitalized as ifthey had spent the night asleep in their mothersarms! He then stands back to let the crowd seeinside the tent.

    Inside, there is a large, ornate bronze bed

    decorated in a nighttime motif, complete withstars, clouds and all seven moons rising overthe headboard. The bed is made up withsatingloss sheets and pillows, and twoThaecians are currently curled up under thecovers, sleeping blissfully no matter how muchnoise or conversation is going on around them.As promised, the two awaken a few momentslater, stretch luxuriously, then spring from thebed as spry as a pair of drac pups. They bothrave about the nights sleep they had, and seemgenuinely surprised to find that only a fewminutes have passed since they fell asleep.

    The Phantasian thanks them for thedemonstration, then asks Who wants to benext? Special one time only offer of 1gl percustomer! Wake up refreshed and ready todance the night away!

    If the PCs decide to try the bed, they find it

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    works exactly as advertised. They awaken aftera few minutes refreshed and feeling as if theyhave spent an entire night in deep, dreamlesssleep. Talking to the Phantasian is difficult, sincethe bed is proving to be quite popular, but hemight spare a few moments with the PCs if theywant to bribe him, or wait until later when he isdrinking in the Shebeen.

    The Phantasians name is Lentor Torpescen. Heis a tall, thin young man with pale, golden skinand a head of shock white hair. Arrogant withthe ambition of youth, he is eager to talk abouthis creation, and about how the Magistar andhis council on Cabal Magnus are nothing morethan a bunch of doddering old fools, who wouldprefer to sniff their dream essence than deal anyreal problems. We could revive the glory of notonly Cabal Magnus, but we could lead they wayinto a new Archean Age if they just started

    looking for ways to move forward.

    I cannot yet divulge the secrets of the Bed ofcourse. But I hope to win the Festival and parlaythe money into greater things. With thewinnings, and what Ill make taking the Bed ontour of the mainland, I will raise enough funds tocreate a school for magical research in CabalMagnus. With some luck and a little hard work, Ithink the school that would rival even theLyceum! That will drag Cabal Magnus out of itsdreaming stupor!

    I had the idea for the Bed one night whileworking late, but I could only develop it so far.Naturally, I found little help amongst my owncountrymen, and I had to travel to Zanth (or thecity where the PCS met Eira), to complete theresearch I needed, but that only proves mypoint! With a proper school, we wouldnt have toleave the island to look for new idea, or looseour best minds to Cymril. They would come tous! Lentor can go on like this for hours if thePCs let him.

    CHAPTER 3,Ghasts in the

    graveyardThis scenario can be run anytime after the PCsspeak with speaking with Nessa and Toyle. Itstarts as the PCs make their way down theCrystal Stairway to the Sapphire Shallows, ashallow, glimmering pool of clear watersurrounded by smoothed, quartz lined boulders.Normally filled with frolicking Thaecians, thisidyllic lagoon is eerily empty and even the avirare silent.

    As they approach the water, Toyle pops up frombehind one of the water smoothed boulders andcalls over the PCs with an unsubtle, stage-whispered, Over here!

    Still speaking in his unquiet whisper, Toyle willexplain, Ive been watching the place at night,you know?, to see if I can spot the graverobbers,but nobody was coming out. So I came back thismorning and I found this... he waves the PCs tofollow, and sneaks closer to the Cascading Veil.In a wet, sandy patch of ground between twoboulders, he points out what looks like a pile ofbroken glass, and a single, large, misshapen,footprint. I think the glass is one of the coffins.The Thaecians lock their dead up in crystal

    corpse boxes, and that stuff is harder thanCymril glass. Dunno about the footprint. Dontlook Imirian, but it could be Jhangaran or anAhazu, you know, they sometimes run with theMangars.

    The entrance to the Caverns of Final Slumber isbehind the waterfall, you guys go on in and Illstay here and guard the entrance from down onthe beach. Keep your luck up and oh, you know,a warning; Dont touch nothing in the Cave. TheEnchanters wouldnt like it. with a cheerful paton the shoulder of the closest PC, the little

    Maruk will scramble away, leaving nothing butthe smell.

    Behind the waterfall is a stairway carved into therock. The steps are carved wide and broad tomake them easy to traverse in the constant mist.They lead up behind the waterfall to an openinghalfway up. The entrance to the cave is

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    decorated with flowers, each blossom carvedfrom different coloured quartz.The only light comes from what filters throughthe waterfall, and as the PCs walk deeper intothe cave, the light quickly dims. What little lightremains comes from a single, fading scintilla thatthey find lying behind some rocks. Bracketscarved into the wall to hold the shining orbs lieempty and the ground is littered with eggshelllike shards, some still glowing faintly. Somethinghas deliberately smashed all the light sources inthe cave.

    The tunnel soon opens into a large cavern. Thedim light of the dying scintilla cannot penetratethe darkness, and there is only the farawaysound of dripping water to break the utter,stifling silence of the caves. Exploring the cavernreveals a beach of coarse sand surrounding apool of deep, cold water that lies in the centre of

    the cave, created over the centuries by waterslowly dripping down from the ceiling.

    At the walls of the cavern there are the glasssarcophagi where the Thaecian dead are laid torest. These bodies closest to the entrance wereamong the first entombed here, and evenentombed they have long since decayed downto skeletons dressed in gossamer rags. Manyhave been buried with artworks and personaleffects which they keep clutched to their chestswith boney fingers. There is no obvious way toopen the sarcophagi without shattering the

    enchanted glass. Each coffin rests on a carvedstone and offerings of flowers, colourful stonesand small trinkets are traditionally placed on topby visitors. Only now, the offerings have beenbrushed aside and in some cases, thesarcophagi themselves have been tipped offtheir stone beds.

    Along the wall of the cavern are four branchingtunnels, each leading down into darkness.Sarcophagi line the walls, the state of thecorpses inside ranging from bare skeletons, toas fresh as is they had just laid down to sleep.

    Nearly all the coffins have been tampered with insome way, and some of ones with fresherlooking corpses inside have deep clawed rentson their glass surface.

    Tunnel AThis long tunnel runs along the cliff faceoverlooking the beach. Openings let in the warm

    sunlight and the sarcophagi here are lesstampered with, giving the PCs an idea of whatthese caves are normally like. The sunlightmakes the coffins glow and the offerings looklike warm tokens of remembrances, even on thecoffins that have clearly been here for many,many years. The tunnel comes to an end at anopening that overlooks the beach.

    Tunnel BThis tunnel leads deeper into the cliff. Nearly allthe sarcophagi have been knocked off theirpedestals, some dragged or smashed together.The tunnel runs for almost fifty metres, before itcomes to a small, open cave. The PCs cansmell it long before they reach it, the sicklysweet scent of rotting flesh. The room is litteredwith dismembered, masticated corpses rotting

    into a sickly mess. Some of the corpses areanimals, but most were silver skinned Thaeciansin shredded robes possibly taken from thesarcophagi. But sticking out of the gore is achewed, green arm, and a smashed, elongatedskull stares up with empty eyes. Any PC with thestomach to search the horrible mess (requires aCON roll at -7) will find a small, uncut ruby.While it appears to be a normal gem, magicalanalysis will reveal that the ruby is an ancientArchean spellstone and contains the ancientspell Rodins Spell of Sartorial Splendor.

    Tunnel CThis tunnel at the farthest, darkest corner of thecavern looks like a darkened slice of nightleading straight into the void. The smellsemanating from the hole are a mix of dead flesh,sewage and something hard and chemical, likeburnt sulphur or boiling acid. As the first PCsteps into the tunnel, there comes the faintsound of an unholy giggling echoing out of thedarkness. The tunnel is as dark as sin and non-magical light barely penetrates more than a fewfeet. Magical light reveals a wide tunnel, withrecesses carved along the walls, eachcontaining a glass sarcophagi.

    The Ghast is hiding in a small recess in theceiling of the tunnel about forty feet in. He willwait until spotted (PER roll at -15 to spot) or theparty has past beneath it. It casts Unlife on askeleton it has stacked against the wall and asthe corpse attacks from the front, it casts Black

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    Mists of Malnangar on the PC bringing up therear, then drops from above. The Ghast fights tothe death.

    GhastSize: 7'6", 200lbs

    INT +5 PER +8WIL +8 CHA -5STR +7 DEX -5CON +10 SPD +2Ability Level: 16Attacks Damage: Claws DR 13, Bite DR 10Special Abilities: Night vision, detect invisiblepresences. Harmed only by silver, or enchantedweaponsArmour: Ebon Armour PR 3Hit Points: 42Magic: Necromancy +16 (all spells taken fromTalislanta Rulebook.Ebon Armour: CM +11. Provides PR 3 for threeminutesRaj-Kals Visceral Fingers: CM +10. Range,touch. Does DR 6 for as long as caster remainstouching the victim, for up to 6 rounds.Unlife: CM +3. Animates one corpse for 10minutes.Black Mists of Malnangar: CM +6. DR 10.

    Unlife SkeletonSize: 7;, 110lbsINT N/A PERWIL N/A CHA N/ASTR +2 DEX -1CON +2 SPD -2Ability Level: 3Attacks/Damage: Punch DR2, Bite DR 2Armour: noneHP: 20

    Once the Ghast is dead, the tunnel continues onfor another forty feet or so, coming to a smallroom, filled with more sarcophagi. This is wherethe Ghast has been spending its days, hidingfrom the sunlight. Two nests, made from humanhair and skin are in the centre of the room,surrounded by chewed corpses and bones.

    Searching the room, the PCs find:

    Red Iron Axe +1

    Wand of Lightning: MR +8. Casts a lightningbolt DR8. Can be fired nine times before itneeds to be magically recharged.

    Map of Orb Island

    Serpent Skin boots. +3 to Stealth skill

    Oceanian Sea-Dragon skull helm. +1PR

    Tunnel DThis tunnel runs west along behind the cliff faceand more openings let in the sunlight. The cliffshere drop straight into the sea, and the PCs cansee, and hear the pounding surf below. Warmsunlight fills this tunnel and the sarcophagientombed here have been barely tampered with.Only at the farthest end to they come across apile of smashed coffins, the bodies draggedaway to be devoured. Amidst the shards, thePCs can see some of the treasures that thecorpses where entombed with; smal orbs thatplay a favourite tune, cameos of loved ones, and

    other beloved toys and trinkets. Nestled withinthe debris is a blue-iron sabre. The sword isincredibly light and could balance on the head ofa pin, runes etched on the blade denote that it isprobably magical and an second ancient script,roughly similar to High Talislan reads: toThrayal; Foe, Ally, Comrade, Friend. ~Korion (aHistory or Tactics roll at -9 will reveal that Korionwas famed Erythrian General who pennednumerous works on tactics and strategy).

    The problem with the sword is the skeletal handthat is still clenched to the handle. The sword isstill useable, but the hand cannot be forced to

    relinquish its grip, no matter how hard it issmashed or forced.

    Gamemasters NoteIf the PCs take the sword it will become aproblem if Nessa or any of the other ThaecianEnchanters see it. They were warned by Toylenot to touch any of the items buried with thecorpses and they heard Nessas stern warningabout her dislike of graverobbers. If caught withthe sword outside of the caves, they will be sentto Nearwan. Hiding it could be a problem aswell, if the grisly hand werent enough of agiveaway, every Thaecian knows the tales ofThrayal, who has become kind of a folk hero tothe island folk. The Enchanters are lessconcerned with the items found with in theGhasts nests as there is no way to prove thatthey didnt come from island visitors.

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    Thrayals Blue Iron SabreDR6+3. +1 to Hit and Parry (non-magicalbonus, due to superb craftsmanship, with handremoved the bonus rises to +2). Also does +2DR to Demons and creatures from theUnderworld. Given in friendship, the sword can

    only be taken in friendship, which is why thehand will not let go. If taken from the islandsagainst its will (ie, the hand is still attached), thesword will curse the welder; once picked up,they will become unable to let go. Over time, thesword will kill each of the welders friends, familyand eventually, anyone who shows the welderthe least bit of kindness.

    Back in the MainChamberAs the PCs return to the main chamber, theysee that the entrance has been blocked by a pile

    of corpses.

    The second Ghast is hiding under the water ofthe pool. It has cast Unlife on the corpses, whichcome alive and attack as soon as someonetouches the barrier (min 4). As the PCs deal withthe animated corpses, the Ghast attacks frombehind, casting Ebon Harbingers from below thewater (DR 12, five foot area), then lunging in tofinish them off.

    This is an optional encounter if the PCssustained heavy damage fighting the first Ghast,

    though if they have picked up Thrayals sword,they remain at a distinct advantage.

    CHAPTER 4,festival of thebizarre, Part i

    The though the official Festival doesnt beginuntil noon the next day, the party begins atsecond sundown the night before. At someunseen signal, a massive cheer erupts from theassembled throngs of Thaecians and islandvisitors as they spill out into the Festivalgrounds, all dress in their Festival masques anddisguises. On stage, a makeshift band made upof every minstrel, troupe and troubadour on theisland starts up a lively tune as the jugglers,conto