Chapter 3: Glory of the Godking: Difference between revisions

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(Created page with "[back to Kings of Tyranny] When the heroes finally arrive at the massive walled city of Palask, describe the scene below to them. '''''Read Aloud:''''' ''You and your contingent march on a wide and well-worn dirt road. Just over the hill ahead, you can see the fabled walls of Palask - massive walls of stone that defy reason by their sheer scale. As you crest the hill, you see that the legends are true: the walls are not only enormous in scale, but...")
 
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You can find details about the attack in the last section of this chapter.
You can find details about the attack in the last section of this chapter.
== Exploring Palask ==
When the heroes first arrive in Palask, and again several times throughout the whole campaign, they will likely have several stretches of days where there is little to do while the Godking prepares for war with Brazodir. During this time, the heroes might wish to explore Palask. Use the following information on the various major neighborhoods and points of interest in the city.
[[File:Palask.jpg|frameless|720x720px]]
# The Grand Ziggurat
# The Hanging Gardens
# The Tower of Mystery
# The Grand Arena
# The Dinosaur Ranch
# Red Silk Dinery
# Emerald Hall
# House of Hiretta
# [[Dodo]] Racing Arena
# Sandbar
# Stoneshore Shipyard
# Amadar's Restful Rooms
# The Prosody
=== The Dinosaur Ranch ===
The Dinosaur Ranch raises and trains dinosaurs for use in both military and domestic fields. In addition to training dinosaurs for various tasks, the ranch also harvests dinosaur-based products, such as eggs, meat, and bone. Much of the meat does not come from dinosaurs raised at the ranch but instead from the more dangerous, carnivorous dinosaurs that are hunted down if they settle too close to the city. The eggs, however, are gathered at the ranch, typically when the ranch has met its capacity for dinosaurs of a given species, or when one of the dinosaurs lays eggs that are not viable.
==== '''The Nursery''' ====
The nursery is a space dedicated for nesting mother dinosaurs and new hatchlings. Whether or not the mother is permitted to look after the eggs depends on the species, as some might pose a threat either to the eggs themselves or to their handlers while guarding the nest.
Hatchlings are exposed to the [[psionic]] magic of the trainers from a very young age, while their minds are still developing. While doing so requires special training, it is a very effective way to ensure that young dinosaurs are properly acclimated to psionic magic and, in many cases, it has been shown to increase their ability to respond to complex commands in adulthood.
==== '''The Range''' ====
As the hatchlings grow old enough to require less supervision, they are moved to the Range. At this point, those that will be paired with riders in the cavalry are introduced to the trainees they will be working with. As they grow, they participate in more complicated training with their future riders and with the trainers at the ranch.
==== '''The Corral''' ====
The corral is where the majority of dinosaur training is conducted. Tarisha is in charge of all of the training operations at the corral, and she keeps everything under a tight rein.
==== '''Training with an Audience''' ====
To help fund the ranch, Tarisha begrudgingly allows an audience for training sessions twice a week. She uses this as an opportunity to acclimate the dinosaurs to potential distractions. The audience is stationed at a safe distance away from the training pen, in a raised area designed both to keep the audience separated from the dinosaurs and to provide a better view. Admission to watch these training sessions is limited, and prices begin at 25 amber. Children are permitted, but must be accompanied by adults.
After the training session, guests who have paid an additional fee of 30 amber are given a brief tour of the ranch, where they can ask questions about the dinosaurs and perhaps even meet some of the tamer species.
==== '''Dinosaurs of the Ranch''' ====
The ranch is home to several different species of dinosaur, which are raised and trained for different purposes, as described below:
==== '''The Cavalry''' ====
These dinosaurs are trained for work with the cavalry, whether as mounts or to provide assistance in battle.
'''[[Ankylosaurus]].''' These formidable dinosaurs are common mounts within the cavalry. They are strong and resilient, and they are particularly formidable against enemy fortifications and against kaijan.
'''[[Gilgalontus Rex]].''' The fearsome appearance of these dinosaurs can be quite intimidating for enemies unfamiliar with the species. The Gilgalontus is indigenous to the empire of Gilgalon, and, though these dinosaurs generally possess an even temper, they can be quite effective in battle when properly trained.
'''[[Pachycephalosaurus]].''' While some pachycephalosauruses are trained as mounts, for when smaller dinosaur mounts are required, others are trained to simply act as living battering rams, attacking enemy fortifications on a command.
==== '''Draft Dinosaurs''' ====
These dinosaurs are large and relatively docile, and have been trained as beasts of burden. Many are used in local agriculture during the harvesting and planting seasons, but are stabled at the ranch when they are not needed.
'''[[Apatosaurus]].''' The ranch keeps a small herd of apatosauruses, as their size and strength makes them excellent beasts of burden.
'''[[Brachiosaurus]].''' The ranch has one brachiosaurus that has been carefully trained to assist in construction. Due to the size of even the smaller members of this species, the ranch lacks the space to keep them in substantial numbers.
'''[[Stegosaurus]].''' Stegosauruses are particularly popular mounts and beasts of burden, and the ranch trains large numbers of them to keep up with demand. While some are used within the cavalry, they are far more popular for transporting cargo and merchandise, and many larger [[merchant]] caravans rent stegosauruses from the ranch. Due to their agreeable disposition, they are often considered rather easy to work with, but their strength and natural [[weapons]] allow them to provide a useful deterrent to would-be thieves and attackers.
==== '''Scouting Dinosaurs''' ====
While many dinosaurs are [[chosen]] for their strength, these species are instead chosen for speed, agility, or other useful [[skills]] for scouts and messengers.
'''[[Gallimimus]].''' While relatively weak compared to the other dinosaurs at the ranch, what these dinosaurs lack in strength they make up for in speed and agility. They are popular mounts for scouts and couriers, especially those who are unlikely to be involved in direct combat.
'''[[Glossosaurus]].''' These dinosaurs are popular for scouts navigating uneven terrain, such as dense jungles or unstable cliffs. However, they are also commonly used to raise public interest in dinosaurs, as their cheerful and amiable dispositions are well-suited to interacting with civilians. Guests touring the Dinosaur Ranch are often introduced to the resident glossosauruses.
'''[[Parasaurolophus]].''' Though they are difficult to train, these dinosaurs are popular amongst scouts due to their loud calls that can be used to send signals at a distance. Recently, the ranch has had some success in raising parasaurolophuses in small groups with more cooperative dinosaurs, such as the glossosaurus or gallimimus.
=== The Grand Arena ===
Across from the Hanging Gardens lies the tiered colosseum of the Naplaqtum (Nah-plac-toom), an arena where the martial heroes of Palask and Gilgalon come to prove themselves in the eyes of the godkings and their servants. From midday until the moon rises to its zenith, combats and trials of first bloods and to the death entertain the hordes drawn to bloodsports; from reenactments of historic battles, duels between renowned warriors, and hunters plying their trade against ferocious carnivorous beasts, the Naplaqtum is both the end and beginning of many fruitful careers.
The arena can seat hundreds, with several platforms reserved for influential priests and city scribes and officials, and a special seat left only for the godking: a throne of white bone, where the monarch can observe in his occasional visits. The arena sits within a cauldron of 20 ft. high walls, those built to keep rapid, [[giant]] creatures away from the crowds, and is usually filled with sand, but can be arranged as necessary, even flooded to accommodate aquatic beasts and naval battles.
Here, adventurers and warriors alike can accrue fame and fortune, gaining favor across Palask. If they survive, that is.
==== '''Arena Facilities''' ====
'''''Read Aloud:''''' ''Intertwined with the foliage of Palask, grandiose, white stone ascends in an oblong ring, containing its own city-block in a structure alive with roaring crowds and the shrill clash of metal. Dozens make their way to and from a dozen gates around the building's base, each an open arch that leads to bloodied sands, bringing glory, or shame, to those that dare tread upon them.''
The Naplaqtum is separated into three major sections, each of which serves a specific function.
'''Spectator Stands.''' The stands are the majority of the facility, encompassing the high tiered walls, replete with rough columns and stone benches that can seat near a thousand spectators. Several archways lead to the stands from the city streets, and exterior walls act to [[conceal]] the violent and shrill cries of the crowd from most passersby, but do little as the colosseum possesses no roof, allowing for the sounds to spill out and roll over the nearby city blocks. Several platforms decorate the midsection of the stands, filled with lavish furniture and protective awnings where wealthier fans and patrons will pay for a more pleasant viewing. The stands also offer a regular supply of merchants hawking street food and wine.
'''The Arena.''' The draw of bloodsport occurs within the bounds of the arena, an immense field that spans approximately one-hundred feet in length and is sixty-feet wide. A dozen iron gates feed into the sands from beneath the stands, and there are six lifts that lay under the structure, along with drains and pipes to alter the field. Near the base of the stands are several parapets for archers to safely clean up any unruly beasts that best their opponents.
'''The Pits.''' Beneath the arena and stands lie the pits, where career gladiators, beasts, and arena workers live, along with a large armory of arms and [[armor]]. Rooms run along as a ring to the arena itself, complete with medical facilities and training halls where retired gladiators offer to instruct new blood, and beast tamers make a pretty fortune by keeping the more ferocious creatures in check.
==== '''Registering as a Gladiator''' ====
Anyone is allowed to sign up as a fighter. There are no contracts, as the city has no laws against bloodsport and exploitation of such, and it is assumed that anyone registering understands the risks. Adventurers are considered to be “guests” until they win at least one match, at which point they are granted the title of gladiator and are offered a residency at the Naplaqtum.
Official arena residents benefit from a stipend per fight, free quarters in the pits, on-loan weapons and armor, and medical attention. So long as a gladiator does not die during a fight (still alive after combat ends) they will be nursed back to health without risk of death afterwards.
Gladiators receive the average level of their fight x1,500 in amber. If the average level of the adventurers is higher than the fight, they take the difference in levels and lose that number x1,500 in amber, and add the difference if lower level. For example, a level 7 party taking on a level 5 fight would subtract 3,000 from their final earnings, and that same party would add 3,000 to their earnings for a level 9 fight.
{| class="wikitable"
|
==== '''Naplaqtum Gladiators''' ====
Adventurers may register under a group entity, or as a gladiator alias, accumulating Fame under a separate identity. This Fame is only accessible as long as the adventurers use their gladiator alias, or prove they are who they say.
|}
If a gladiator is killed in battle, the arena will claim their [[gear]], unless claimed by the city, kin, or companions.
==== '''Beast Matches''' ====
Perhaps the most popular arena spectacle lies in its beasts, fights against creatures collected and set loose upon only the most daring gladiators.  These fights are the fastest way to accumulate Fame in the arena, but are also the most dangerous, as they are always to the death.
Beast matches range from levels 4 to 12 and can only be held once in a day. Adventurers can pick whichever match they prefer—there are no limits, gaining bonuses to stipends and fame depending on their current level and [[actions]]. Beast matches cannot be repeated, as they require finite resources.
Winning a beast match adds a 50% bonus to a gladiator’s stipend and grants +1 Arena Fame. If the adventurers win a match that is at least three levels higher than their average level they gain an additional 50% bonus and earn +1 Fame. Winning a match that is 6 or more levels above that average wins the Adventures +3 Fame and an additional 100% bonus, but lower level matches will no longer grant them any, as the crowd expects more. Adventurers gain no Fame for winning matches below their level, and lose 1 Arena Fame if they lose a match and survive.
{| class="wikitable"
|
==== '''Arena Fame''' ====
This Fame does not add to an adventurer’s overarching Fame, and is only redeemable via the Naplaqtum. It maxes out at 20, and can go negative.
|}
==== '''Beast Matches Encounters''' ====
{| class="wikitable"
!'''Match Level'''
!'''Encounter'''
|-
|4
|2 Armored Cynognathuses
|-
|5
|1 Enraged [[Allosaurus]]
|-
|6
|2 Reaving Dilophosauruses
|-
|7
|4 Armored Cynognathuses
|-
|8
|2 Enraged Allosauruses
|-
|9
|1 Empowered [[Brazodontus]]
|-
|10
|1 Armored Tyrannosaurus
|-
|11
|5 Camouflaged Velociraptors
|-
|12
|2 Chilled Titanboas
|}
<nowiki>*</nowiki> All Dinosaur stats can be found in Chapter 5, “Dinosaurs and Kaijin” of [[Ancerra Before]].
<nowiki>**</nowiki> Encounters assume a party of 4. Increase your ML budget by 2 per additional adventurer.
'''Armored [[Cynognathus]].''' These cynognathus are covered in bronze, increasing their AR to 14, hit points to 45, and their Pack Tactics feature is always in effect no matter the distance of an ally.
'''Enraged Allosaurus.''' An enraged allosaurus gains TA against any Bleeding opponent, all of its attacks apply Bleeding (1d6), and when Bloodied, the allosaurus can take one additional action.
'''Reaving [[Dilophosaurus]].''' These beasts are clad in spiked armor, increasing their AR to 14. Their Pounce ability is modified in the following ways:
* Pounce recharge is reduced to 3.
* Attacks made from a Pounce have TA and apply Bleeding (1d8).
* They may choose to Spit, instead of Bite, on a successful Pounce.
'''Empowered Brazodontus.''' The brazodontus removes its vulnerability to Psychic and instead gains Resist 2 against all [[damage]] except Psychic.
'''Armored Tyrannosaurus.''' The tyrannosaurus is covered in bronze, increasing its AR to 19, and it has been trained for combat, removing its Poor Eyesight feature.
'''Camouflaged Velociraptors.''' This encounter is fought in an arena decorated in vibrant foliage. This grants the Velociraptors TA on every roll they make, and adventurers must make DC 18 AWR checks to spot a raptor if they move more than 10 ft before the end of their turn.
'''Chilled Titanboas.''' These titanboas have their Cold Blooded feature active, perpetually.
==== '''Gladiator Matches''' ====
Not all gladiators are prone to fighting dinosaurs to the death. Some prefer humanoids and good, old fashioned combat. These fights are inexhaustible and can occur multiple times in a day. They pay standard stipends, and every third match one grants +1 Arena Fame. Lost matches result in -1 Arena Fame.
Instead of fighting every encounter, you may instead have your players engage in matches as a downtime activity. Each match takes 4 hours, for prep, combat, then recovery, and participants make checks depending on the difficulty of the fight. If you or your players prefer otherwise, they can fight as normal. For this, use the standard ML budget for encounters based on your party’s average level.
{| class="wikitable"
|
==== '''Downtime Matches''' ====
Each downtime match lasts 3 rounds. Participants each make a single check per round using any relative attribute. An [[Oracle]] may prefer to use LUCK, or a [[Warrior]] to use STR or END. If an adventurer meets the DC, they gain 1 success. To win a match, adventurers must attain 2 successes per participant.
If an adventurer rolls a critical, they gain TA on their next roll, or suffer TD if they roll a critical failure.
DCs are indicated by the difficulty of the match. See the Downtime Match Difficulty table for details.
|}
==== '''Downtime Match Difficulty''' ====
{| class="wikitable"
!'''Difficulty'''
!'''DC'''
!'''Reward'''
|-
|Easy
|10
|<nowiki>+1 Fame per 3 matches, 25% stipend, -3 Fame if lost</nowiki>
|-
|Average
|15
|<nowiki>+1 Fame per 2 matches, 100% stipend, -2 Fame if lost</nowiki>
|-
|Difficult
|20
|<nowiki>+1 Fame per match, 125% stipend, -1 Fame if lost </nowiki>
|-
|Deadly
|25
|<nowiki>+2 Fame per match, 200% stipend, -2 Fame if lost</nowiki>
|-
|Heroic
|30
|<nowiki>+3 Fame per match, 300% stipend, -3 Fame if lost</nowiki>
|}
<nowiki>*</nowiki>All Fame gained is Arena Fame
==== '''Arena Fame Exchange''' ====
Adventures can exchange their Arena Fame for benefits in Palask or the Naplaqtum, such as specialized training, a leg up in future matches, or to draw the attention of unique individuals. This Arena Fame is permanently spent.
==== '''Arena Fame Trade''' ====
{| class="wikitable"
!'''Fame'''
!'''Reward'''
|-
|2
|TA for rolls made in the next downtime/gladiator match.
|-
|1
|1 beast receives TD to its rolls made in the first round of a Beast Match.
|-
|1
|1 adventurer gains x2 their level in [[Shield]] HP for the next match.
|-
|2
|Double the stipend gained from the next match.
|-
|4
|Gain an iron weapon from the arena armory (any weapon).
|-
|5
|Gain first rank in the [[Soldier]] profession.
|-
|15
|Gain a talent from the Combat, Defense, or Shield Stack.
|-
|5
|Request a personal audience with Godking Mangondulon.
|-
|10
|Increase rank in the Soldier profession by 1, to a maximum of 3.
|-
|5
|Gain 1 general Fame. This can only increase an adventurer’s fame a maximum of four times.
|}
'''Betting'''
The downfall, and fortune, of many, betting is allowed and facilitated by the Naplaqtum proprietors. Adventurers may place bets on themselves on any matches (including downtime), receiving their total amount bet plus 50% if they win. They earn an additional 5% per +4 Fame they possess in Palask.
Adventurers earn 25% less on bets per level they are above a beast match encounter, and cannot place bets on fights that are 3 or more levels below them. Adversely, they earn 10% more per level they are below the fight. If betting on downtime matches, use the stipend modifier for each level of difficulty involving bets.
'''The Godking's Favor'''
During a beast match, there’s a 25% chance that Godking Mangondulon may show up to watch. Roll a percentile dice. If the result is 75 or higher, the godking is present, along with Enshunu and several Kasir Katack. If the adventurers win their match, they gain +1 Fame and +2 Arena Fame. They may only gain +3 general Fame in this way.
'''NPCs'''
The Naplaqtum requires a large staff to operate, from handlers, overseers, trainers, and an assortment of other roles, but its most important proprietors are as follows:
'''Ummiah Ziriti.''' A jovial and business minded human, Ummiah is a former arena femme, having slayed over a dozen beasts as a solo act in her time living in the pits. Her fame grew so widespread that when the last arena master passed, Godking Mangondulon proclaimed Ummiah should inherit its responsibilities himself. Ummiah spends most of her time searching for new gladiatorial talent and has a soft spot for anyone willing to try their luck, but shows no mercy for those that tread the sands. As she puts it, style will win the gods’ love, but substance is what keeps you alive.
Ummiah has the stats of a '''Champion''', only she has a CHA of 3 and an INT of 1 (AB:tFS, chapter 5, “NPCs”). Additionally, she uses an iron glaive, instead of a greataxe, and can attack three times with it (hack still applies to this weapon).
'''Ibilsin.''' A rotund [[dragonfolk]], Ibilsin is the first, and often last, face new gladiators see. He handles guests and doubles as the arena quartermaster, ensuring that new blood has at least a decent enough weapon to keep themselves alive in their first few matches. Ibilsin, with his supernaturally loud voice, announces matches as well, giving each gladiator a hearty, epic introduction, insisting that anyone about to die should at least see themselves as a hero beforehand. Ibilsin has that stats of a '''[[Courtier]]''' (''CC'', chapter 4, “NPCs”).
'''Adrahasis Ilu.''' Every gladiator’s favorite halfing, Adrahasis, or Adra, is the arena’s main [[physician]], widely considered to be one of Palask’s best doctors with his years of treating extreme traumas. Adra is middle aged, kind, and abhors violence despite his employment, insisting he only sticks around to keep foolish glory seekers alive so that they might see the end of their careers with at least half their faculties intact. He has the stats of a '''Physician''' (''CC'', chapter 4, “NPCs”).
'''Anunirat.''' Ummiah’s chief instructor and master of gladiators, Anunirat is an elf of few words. She spends the majority of her time training new blood and ensuring veterans know enough to keep themselves alive, and is the one leading the arena archers when a beast becomes too much to control. She refuses to participate in any matches herself but will spare a tip or two for those that ask, her proficiency with a bow and as a [[hunter]] a well known commodity among the local warriors. Anunirat has the stats of a '''[[Ranger]]'''  (CC, chapter 4, “NPCs”).
=== The Grand Ziggurat ===
'''''Read Aloud:''''' ''Ahead lies the soaring structure of the Grand Ziggurat, a glistening assortment of rough-hewn marble, reddish stone, and clinging vegetation dotted with ever-roving supplicants and patrols,  the latter shimmering under a bright sun with iron-forged weapons and armor. The Ziggurat itself ascends half a dozen stories unto the sky, situated atop the highest hill of Palask for all to glimpse its spectacle. The trickle and current of water flows about pristine canals at its base, laden with a crisp scent of cooled temperatures and alight with a pleasant buzz of idle chatter.''
Home to the great Godkings of Gilgalon, the Grand Ziggurat is a renowned structure of riches, worship and peace. Foreign diplomats, priests, and Palask locals alike stalk its halls and the cascading terraces, making it not only a seat of power but a place of cultural exchange and philosophical ideation. Many come to worship at the feet of Godking Mangondulon for a chance of divine benediction, or even to catch his eye, for more than one supplicant has found their prayers granted under the great monarch’s mercy.
The Ziggurat is divided into four sections, or terraces, with a single, grand staircase that leads from the base of the structure to the top. Each terrace is overseen by an Arsur, an empowered scribe, that acts as a steward for minor matters of governance or concerns.
{| class="wikitable"
|
==== '''Arsurs''' ====
Important figures of Mangondulon’s personal council, Arsurs are adept, unique individuals that run the Grand Ziggurat and local dealings, some going so far as to oversee more important city functions. Each acts as a possible route to the ear of the godking himself, and each has a great deal of insight to Palask’s inner dealings.
|}
==== '''The Terraces''' ====
Each terrace operates as a small community unto itself, though they inevitably fall under the purview of the godking.
'''Outer Terrace: King’s Step.''' This terrace takes its name from the stone stairs that run the breadth of the Grand Ziggurat from the north and south faces, and forms the base of the structure, including the yard around it. A wealth of garden-worthy foliage in the form of curated vines and brush line the stone walkways here, seated along flowing canals that dip into and out of the ziggurat itself. The terrace is treated as a park, with benches situated about its exterior, and acts as a meeting place of neutral ground between important city officials, merchants, and individuals of status. It is also known for its lower class meetings: philosophers and thinkers that wish to spread new ideas of civilization and thought.
Merchants of sufficient renown and wealth are allowed to run small markets here, hawking high-quality goods such as jewelry and other expensive luxuries. The sale of weapons is strictly forbidden, but rare materials, such as limit iron and precious stones, are known to make an appearance.
The King’s Step is patrolled by a portion Mangondulon’s personal retinue and royal [[guard]], the Kisir Katack, who keep a close eye on anyone looking to climb the Ziggurat. It is also overseen by Arsur Inferati Bulson, a [[Kettek]] with dusty brown fur and down-turned ears. Inferati is a studious scribe, once a merchant, uplifted to the godking’s personal council for her head for numbers and ability to read people. She has the stats of a Courtier (CC, chapter 4, “NPCs”), though she carries no weapons and has an INT of 4.
'''Mid Terrace: Avatar’s Seat.''' Godking Mangondulon issues proclamations and holds grand governance ceremonies from the Avatar’s Seat, positioned so that those roaming the King’s Step and Celestial Confluence can hear his rumblings. The terrace itself, while containing several rough marble walkways, is covered in natural husk: grass and fertile vegetation, with several cloth awnings draped from higher terraces to provide both shelter and shade from the weather and sun.
The mid terrace is open to supplicants, worshippers, and anyone seeking an audience with the godking, tending to frequent diplomats and those with influence. Every five days, grand ceremonies of prayer are held where any local may approach the Throne of Divinity and pray for the godking’s favor. These ceremonies also pay homage to overarching deities, with worshippers flocking to the Stone Effigies, carved statues taking archetypal forms as divine silhouettes.
This terrace is overseen by Arsur Yilut Belshazzar, a spindly, dark-featured human with a permanent sneer and an eye for trouble. Yilut spends most of his day sorting out and banishing those without a suitable reputation from the Avatar’s Seat back to the King’s Step. If adventurers possess less than 5 Fame and are not accompanied by Nergal or another ranking official, Yilut will kick them out, except for during weekly days of worship. Yilut has the stats of a Mob Boss  (CC, chapter 4, “NPCs”) with an AWR of 3.
'''''Throne of Divinity.''''' A hulking construction of a grandiose sweat hewn from bone, the throne is off limits to all but the reigning godking. Imbued with psionic energies, an individual seated upon the throne can tap into its powers and project their voice several hundred feet in all directions, even able to speak telepathically to any creature they see without eavesdroppers. The throne bestows TA to all CHA checks to anyone sitting on it.
'''Final Terrace: Celestial Confluence.''' Reserved for those of significant influence, the Celestial Confluence sits atop the Ziggurat, and top tier where the King’s Steps end. Albeit small, this terrace is decorated with the utmost care: marble tiles and small, organized gardens raised from the commonplace rabble of daily life. With its position, one can see the entire city of Palask in all directions, and be seen the same, with only the Tower of Mystery overshadowing the ziggurat’s height.
Here, private gatherings, such as [[noble]] parties or clandestine meetings, take place under the tutelage of Arsur Amdelat Lakhmu, an elven mystic of wispy features, her demeanor mysterious, knowing, and calm. Amdelat is a known Psion, though her powers are a thing of much discussion, who assures privacy for the godking and those granted access to the Celestial Confluence. Amdelat also acts as a mistress of whispers, to a point, treating with those that ascend the Ziggurat if they possess a Fame of at least 8. In this case, she will trade a secret for a secret, though will never reveal anything of the Ziggurat or godking.
'''Inner Terrace: Godking’s Palace.''' Within the Ziggurat lies the Godking’s Garden, a spectacle of grandiosity brimming with riches. Here, great marble columns rise to the tiered trusses of the ziggurat, lined with grapevines that cling to their rough surfaces, suffused with delectable fruits that one can eat ripe from the weed. An expansive, open antechamber greets visitors, with swimming pools and heated baths lining the inner perimeter, those reserved for the godking and his inner circle of advisors and lovers. Several offices, laden with scrolls and inks and hoards of records lay scattered about, though most are hidden away in a subtle nook.
A mixture of officials and those of Mangondulon’s personal retinue inhabit the palace, from robed, busy and serious staff, to scantily clad men and women who form the expansive collection of the godking’s concubines. The palace operates as a separate entity than the city, though, and is rarely busy—the majority of audiences are held outside, upon the Avatar’s Seat, and only the most regal, important, or divine of delegations take place within.
The palace is overseen by Arsur Nergal, a particularly unlikable bhrunai. Nergal runs the interior with an immutable precision, his talent for details and numbers unmatched by almost anyone in Palask. More details on Nergal can be found in the NPCs section. Nergal is primarily occupied with running Palask’s infrastructure and overseeing taxes, but will interrupt his duties to gleefully oversee the expulsion of anyone caught inside the palace without an invitation.
Godking Mangondulon spends the majority of his time in the palace, along with his most trusted advisor and lover, Enshunu.
==== '''The Kisir Katack''' ====
Mangondulon’s personal guard, the Kisir Katack, are elite soldiers raised from supplicants and those that have distinguished themselves in the Naplaqtum or Gilgalon’s military. Kisir are equipped with both iron weapons and armor, outfitted with stylized suits of half-plate, lacquered wooden long shields, iron-tipped spears, swords, and cudgels with iron mace heads. They are fearsome opponents who hold complete loyalty to the godking, zealots in their manner, and guard the Grand Ziggurat from any who would dare trespass.
The Kisir Katack are led by Enshunu, only furthering their devotion to Mangondulon, and spare little time for their personal lives. They are encouraged to take lovers amongst their own number, usually assigned guard and escort duties with their mates, making them all the more fierce. Each has the stats of a [[Veteran Soldier]] (CC, chapter 4, “NPCs”), only with their weapons and armor replacing the standard stat block.
=== The Hanging Gardens ===
'''''Read Aloud:''''' ''The quiet conversations of the other guests are nearly inaudible, covered by the gentle sounds of flowing water and the small waterfalls between each level of the Hanging Gardens. The air is humid, steam from the hotter pools providing an excellent environment for the many tropical plants growing within the bathhouse.''
The Hanging Gardens present an extensive range of bathing pools, with a variety of prices. The pools on the upper levels are open only to those with the most wealth and influence, whereas the lukewarm pools of the lowest levels are open to anyone who has a few amber to spare. The most popular pools for relaxation are on the mezzanine, which boasts a higher fee than the ground floor, but is still within the means of most of the city’s residents, at least as an occasional luxury.
At each tier of bathing pools, patrons will also find tranquil walkways that wind through beautifully curated botanical gardens. These gardens have attractions such as stone birdfeeders and accommodations like benches made from wood or stone, offering plenty of places to reflect on the beauty of life. The vegetation ranges from tropical to temperate and displays a dramatic variety of colors.
==== '''The Ground Floor''' ====
The ground floor of the Hanging Gardens carries little prestige, but the entrance fee is inexpensive and the comfort of having warm water to bathe in is pleasant enough, even without the luxury and status associated with the higher levels. Entrance to the ground floor costs 10 amber per individual.
The pools on the ground floor contain filtered runoff from the more luxurious pools of the upper levels and the mezzanine. While the heated pools are warm, they are certainly not as hot as those of the upper levels - the pools of the ground floor are not heated directly, so the temperature is merely due to the heat of the water flowing in from the heated waters on the higher floors. However, in some cases, this is useful: in addition to the standard pools used by those who lack the disposable income to afford the more prestigious levels, the ground floor of the Hanging Gardens provides shallower bathing pools for children. While these areas are supervised by an attendant to ensure no [[injuries]] occur, children who are not old enough to bathe themselves must be accompanied by a parent or older sibling.
==== '''The Mezzanine''' ====
The mezzanine of the Hanging Gardens is by far the most popular. The entrance fee is 30 amber per individual, though there are additional costs for bathing supplies and refreshments.
'''Rest and Relaxation.''' After 20 minutes of relaxation in the pools in the mezzanine, the adventurers gain the benefit of a Recoup.
Any adventurers with the Fatigue condition may remove the condition after spending at least 2 hours of relaxation in the pools in the mezzanine.
'''Bathing Supplies.''' While towels are provided for all guests to use to dry themselves after bathing, other bathing supplies provided on the mezzanine level carry an additional fee beyond the cost of entry. See the table below for examples.
{| class="wikitable"
!'''a'''
!'''Items'''
|-
|15
|Conditioning Oils
|-
|30
|Simple Soap
|-
|120
|Perfumed Soap
|-
|150
|Perfumed Oils
|}
==== '''The Upper Levels''' ====
The highest levels of the Hanging Gardens are open only to the elite. The nobility are, of course, granted access, but the majority of those who gain access to the upper levels do so in one of two ways: wealth or fame.
Clients who make sizable donations to the Hanging Gardens are given a pass to enter the upper levels. A 7,500 amber donation each month provides the donor with a pass to the upper levels, and the most prestigious services the Hanging Gardens provide. A client entering the Hanging Gardens with a donor’s pass may bring one guest for an entrance fee of 40 amber.
The most noteworthy clients, however, need not prove themselves with hefty donations. Those who can demonstrate their connections and influence may be sponsored by established members in good standing. Any adventurers with a Fame of at least 7 may submit a request for sponsorship in order to gain a pass to the upper levels of the Hanging Gardens. A client entering the Hanging Gardens with a sponsored pass may bring one guest for an entrance fee of 30 amber.
'''Rest and Relaxation.''' After 10 minutes of relaxation in the pools in the upper levels, the adventurers gain the benefit of a Recoup.
Spending at least 2 hours relaxing in the pools of the upper levels provides the benefit of Taking a Rest. Once the adventurers have benefited from the pools in this way, they may not do so again until they Take a Rest in the typical manner.
'''Luxuries and Refreshments.''' Many luxuries and refreshments are provided to clients visiting the upper levels, though a few carry an extra fee. See the table below for examples.
{| class="wikitable"
!'''a'''
!'''Items'''
|-
|Free
|Simple or Perfumed Conditioning Oils
|-
|Free
|Simple or Perfumed Soap
|}
{| class="wikitable"
!'''a'''
!'''Refreshments'''
|-
|Free
|Barley Beer
|-
|15
|Bowl of Fruit
|-
|30
|Stuffed Figs
|-
|30
|Pistachio and Date Cakes
|-
|750
|Wine (Fine)
|}

Revision as of 11:19, 13 March 2024

[back to Kings of Tyranny]

When the heroes finally arrive at the massive walled city of Palask, describe the scene below to them.

Read Aloud: You and your contingent march on a wide and well-worn dirt road. Just over the hill ahead, you can see the fabled walls of Palask - massive walls of stone that defy reason by their sheer scale. As you crest the hill, you see that the legends are true: the walls are not only enormous in scale, but in beauty. Colorful mosaics scrawl across the walls in beautiful displays of Godking Gilgalon’s feats of strength and charity. Here, he wrestles a tyrannosaurus rex into submission. There, he shares freshly baked bread with the hungry and weak.

You would know that Gilgalon himself has long since transcended, but his progeny, Mangondulon, is the reigning Godking. Both Gilgalon and his eldest, Ekinad, ascended to take their rightful place in the heavens. Ekinad’s son, Godking Mangondulon, has a reputation much like that of a longnecked dinosaur: inscrutable, majestic, and wise, yet unpredictable, powerful, and terribly strong.

Growing Fame

The heroes’ Fame increases based upon the number of refugees that are in their following. Consult the table below to determine how much Fame the heroes gain.

Refugees Fame Gained
0-79 +1
80-124 +2
125-174 +3
175+ +5

Trouble at the Gates

When the heroes and their refugees arrive outside Palask, the city guards will refuse to let such a large group of people in. One of them sends a messenger to get an official from the Grand Ziggurat, and they ask the heroes and refugees to wait in the fields outside the city in the meantime.

The speed at which the city officials make their way to the gates to appraise the situation depends upon the heroes’ Fame. They will arrive after a number of days equal to (6 - the heroes’ Fame) have passed. If this means that they would respond on the same day that the heroes arrive, they show up 1d4 hours later.

Food and Shelter

If the heroes and their following must wait outside the city gates for more than 1 day, then they will need to find food and shelter. Luckily, the weather is fair, and so the refugees will accept sleeping on the ground with little to no structural shelter.

Food poses a larger challenge. There is ample grain, and there are plenty of fruit-bearing trees and bushes in the countryside nearby. The refugees may freely eat any of this food, but doing so will cause the guards to become angry.

They will approach the heroes and insist that everyone abstain from eating any food within eyesight of Palask, as it is the property of the Godking’s greatest city. As large as the great walls and Grand Ziggurat are, the weary refugees would have to travel for many hours before they could eat, and there is no guarantee that they would not run into other trouble from beasts or Palask’s countryside patrols.

The heroes can resolve this by attempting to convince the guards to be merciful to the refugees’ situation, or by helping the refugees safely find food outside of the city’s visibility.

Convincing the Guards

In order to convince the guards that the refugees should be allowed to gather food within eyesight of the city, each of the heroes will need to make a CHA check. If the average beats a DC of 16, then the guards are convinced and will leave the refugees in peace. If the heroes make any arguments such as, “It’s better than asking the city for food handouts,” or “We will even keep watch for bandits and miscreants while we’re out here,” lower the DC by 1 per reasonable argument made.

If the heroes fail this check, they will have to look elsewhere for food.

Looking Elsewhere for Food

Some of the refugees will readily follow the heroes’ instructions, while others will loudly complain about having to spend a large portion of their day traveling out of sight of Palask and then back to Palask’s outer walls. They have done nothing but travel lately, and this feels entirely unreasonable to them.

Heroes will need to make CHA checks to keep their following placated. If the heroes’ average beats a DC of 12, then the refugees will accept the inconvenience. Otherwise, ¼ of the refugees will leave permanently, looking for another town that they might make their new home. If this happens, the heroes lose 1 Fame (but this does not affect the number of days that they must wait for Palask’s officials to meet with them).

A Plea for Sanctuary

After a number of days determined by the heroes’ Fame, a group of officials from the Grand Ziggurat arrive at the gate to discuss the situation with the party. The officials are led by Nergal, a small, gray-skinned bhrunai with an incredibly self-important air about him. More details on Nergal’s personality and motivations are in Appendix A.

Negotiating with Nergal is a protracted affair, and Nergal’s attendants brought an entire collapsable table and tea set so that Nergal can appear properly royal while tending to the matter. Over the light snacks and blend of herbal teas, the heroes will need to complete two attribute challenges to determine the outcome of their conversation with Nergal.

Part 1: Sizing Up Nergal

In preliminary introductions, Nergal comes across as exceedingly self-important. Heroes may make AWR or CHA checks to size him up, work with his eccentricities, and appeal to his influence.

Take the heroes’ average and note the result.

Part 2: Appeal for Sanctuary

Having exchanged pleasantries, the heroes must convince Nergal to allow the refugees into Palask. They might make appeals to the Godking’s generosity, or make arguments that the influx of people will help boost Palask’s economy. Have the heroes make INT or CHA checks.

Take the heroes’ average and note the result.

Add together the heroes’ averages from part 1 and part 2 of this encounter. Use this sum to determine Nergal’s response.

DC Nergal’s Response
15 or Less Ask the Godking
16-30 Enter the City on a Trial Basis
31+ Enter the City Immediately

Ask the Godking. Nergal declines to allow the refugees sanctuary in Palask without first taking the issue before the Godking. The heroes may accompany Nergal and make their case before Godking Mangondulon, but the refugees must remain outside in the meantime. The heroes lose 1 Fame.

Enter the City on a Trial Basis. Nergal grants the refugees admittance into the city. They will be allowed to stay in run-down buildings in a state of disrepair in the Ramshanties neighborhood. They will be allowed to stay in these buildings for free, provided that every able-bodied adult immediately joins the workforce as laborers, gatherers, or guards at one quarter the typical pay. This is to last for one week and then be reassessed.

Enter the City Immediately. Nergal grants the refugees admittance into the city. They will be allowed to stay in run-down buildings in a state of disrepair in the Ramshanties neighborhood. They will be allowed to stay in these buildings for free, provided that every able-bodied adult immediately joins the workforce as laborers, gatherers, or guards at one quarter the typical pay. The heroes gain 1 Fame.

An Audience with the Godking

If the heroes are brought before Godking Mangondulon to ask him directly, then the heroes will need to repeat the two attribute checks that they made with Nergal. If they roll a 15 or less, then use the Ongoing Encampment result.

Ongoing Encampment. The refugees must remain in a camp outside the city, but may enter the workforce as laborers, gatherers, or guards at one quarter the typical pay. They will be allowed to gather food for themselves within eyesight of the city. If the refugees do this for two weeks, then they will be allowed entry into the city to find housing in the Ramshanties neighborhood.

Contest of Champions. Alternatively, if the heroes are feeling bold, they can earn the Godking’s respect by displaying feats of strength. The Godking will offer that the matter be settled through combat: all of the heroes together against the Godking’s champion. If the heroes accept, they must fight a Champion (AB:tFS chapter 5). This is intended to be nonlethal, and if someone starts gaining Death Points they are ordered to retreat and start Catching their Breath. Heroes may choose to ignore this at their own peril.

If they win, then the heroes secure the “Enter the City Immediately” result. If they lose, then the Godking’s “Ongoing Encampment” solution is enacted. If the heroes win but one or more of them gained Death Points and kept fighting, then Godking Mangondulon expresses that he dislikes their violation of the rules but is impressed by their courage. The heroes secure the “Enter the City on a Trial Basis” result.

Warning the Godking

The heroes will likely want an audience with Godking Mangondulon in order to warn him about Brazodir’s acts of war west of the river. If the heroes seem to have forgotten this, have some of their refugee followers ask the heroes if they will speak to the Godking about taking back their land.

When the heroes travel to the Grand Ziggurat to have an audience, Nergal will stop them, explaining the Godking is quite busy.

Timeline

Nergal will put the heroes down to meet with the Godking in a number of days equal to (14 - the players’ average Fame). It is possible that this will result in the heroes not getting a chance to speak with the Godking before the Brazodiran Blitz (see the last section of this chapter), which happens 10 days after the refugees’ situation at the gates is resolved.

In the meantime, the heroes are welcome to explore the city of Palask (detailed information below).

Meeting Mangondulon

Once the heroes meet with Mangondulon, they will also meet the rest of his court. They are briefly described here and are described in greater detail in Appendix A.

Godking Mangondulon. A larger-than-life human with a reputation akin to that of a herbivorous dinosaur. Godking Mangondulon is known to be powerful and wise, but also unpredictable and at times brutal. His hair and beard are both quite long and carefully arranged in many braids, and the weight of the world has tinged his dark hair with streaks of iron gray.

Enshunu, Shelter Keeper. Enshunu, the Godking’s husband and most trusted advisor, is a human who keeps his long hair and beard in wild, free-flowing curls the color of ebony. He is charged with ensuring that Palask’s infrastructure is running smoothly, paying special attention to physical housing and food supplies.

Labashi, Knowledge Keeper. Labashi is a sphinx and a brilliant philosopher with a talent for seeing how decisions might play out in the medium and long term. Labashi is one of the head educators in the Tower of Mystery, and is one of the Godking’s key advisors.

Nergal, Treasure Keeper. Nergal is the Godking’s most public - and most irritating - advisor. Mangondulon only keeps Nergal around because of how talented the little bhrunai is with numbers and cyphers. Nergal is responsible for Palask’s economy running as smoothly as it does, and also oversees intercity commerce.

Commander Tarisha. A human woman who quickly rose in the ranks of Gilgalon’s military thanks to her daring and mighty prowess, Tarisha commands the nation’s dinosaur cavalry.

After hearing their story, Mangondulon will almost immediately take their side, as he is incredibly angry that Assurgazzar, the Godking of Brazodir, could be so vile.

Read Aloud: Mangondulon rises to his feet, a titanic force set in motion. He paces, his visage that of thunderclouds, his fists clenched and his sculpted muscles rippling with pent emotion. “The gall,” he rumbles. His voice rises a from distant storm to the roar of an erupting volcano. “The gall of the man! He who calls himself a god, yet relishes destruction! Such is not the way of the divine. Assurgazzar - the name curdles my very spittle. Yes, I spit on his name, Assurgazzar. Who is he to attack what is mine? Who is he to break my walls, to burn my villages, to slaughter my people? Who is he to rampage across my kingdom and desecrate my forests with the putrescence of his pathetic little soldiers? Who is he, this Assurgazzar? I tell you - my court and my champions as my witnesses - who is he? He is a dead man walking.” The Godking’s eyes flash. “Yes, this dullard believes he can throw a tantrum like that of a child and face no retribution, but we will show him the folly of this belief! Assurgazzar - he shall be accursed! Last of his name, for when he has met my wrath, all who look upon his works will scourge his name from their memories, and we shall salt his kingdom with the tears of his people! Never again will life spring from the loins of Brazodir. For it shall be a land of death! There will be weeping, and gnashing of teeth - there will be the tearing of sackcloth and showers of ash! All who once bowed to Assurgazzar shall look on what became of him, and they shall curse the day that his parents met. This is my oath to my council, to my champions, and to my kingdom: Assurgazzar’s fate is sealed in his own red blood.”

Wartime Preparations

The heroes or one of his advisors will remind Mangondulon that going to war takes time and planning. It will be a minimum of a few days before everything is in order. Mangondulon agrees, immediately authorizing his council to make the necessary preparations as quickly as feasible. He wants to march on Brazodir within two weeks.

In the meantime, he orders his council to spread the word throughout the city of the crimes that Assurgazzar has committed and orders Palask to treat the refugees as their own. Living conditions for the refugees will improve markedly after this point. Mangondulon’s military advisors will meet with the refugees, especially those who wish to enlist, and will gather what intelligence they can about the natural landscape west of the river, so that they will be prepared for what awaits.

The Blitz

10 days after the refugees’ situation at the gates is resolved, Brazodiran advance forces launch a surprise attack against Palask, attacking both from the sea and the air.

If the blitz occurs before the heroes meet Mangondulon, he will meet with them immediately after the dust settles. If it occurs on the same day, then the first alarm bells begin gonging during the heroes’ meetings with Mangondulon at a suitably dramatic moment.

You can find details about the attack in the last section of this chapter.

Exploring Palask

When the heroes first arrive in Palask, and again several times throughout the whole campaign, they will likely have several stretches of days where there is little to do while the Godking prepares for war with Brazodir. During this time, the heroes might wish to explore Palask. Use the following information on the various major neighborhoods and points of interest in the city.

  1. The Grand Ziggurat
  2. The Hanging Gardens
  3. The Tower of Mystery
  4. The Grand Arena
  5. The Dinosaur Ranch
  6. Red Silk Dinery
  7. Emerald Hall
  8. House of Hiretta
  9. Dodo Racing Arena
  10. Sandbar
  11. Stoneshore Shipyard
  12. Amadar's Restful Rooms
  13. The Prosody

The Dinosaur Ranch

The Dinosaur Ranch raises and trains dinosaurs for use in both military and domestic fields. In addition to training dinosaurs for various tasks, the ranch also harvests dinosaur-based products, such as eggs, meat, and bone. Much of the meat does not come from dinosaurs raised at the ranch but instead from the more dangerous, carnivorous dinosaurs that are hunted down if they settle too close to the city. The eggs, however, are gathered at the ranch, typically when the ranch has met its capacity for dinosaurs of a given species, or when one of the dinosaurs lays eggs that are not viable.

The Nursery

The nursery is a space dedicated for nesting mother dinosaurs and new hatchlings. Whether or not the mother is permitted to look after the eggs depends on the species, as some might pose a threat either to the eggs themselves or to their handlers while guarding the nest.

Hatchlings are exposed to the psionic magic of the trainers from a very young age, while their minds are still developing. While doing so requires special training, it is a very effective way to ensure that young dinosaurs are properly acclimated to psionic magic and, in many cases, it has been shown to increase their ability to respond to complex commands in adulthood.

The Range

As the hatchlings grow old enough to require less supervision, they are moved to the Range. At this point, those that will be paired with riders in the cavalry are introduced to the trainees they will be working with. As they grow, they participate in more complicated training with their future riders and with the trainers at the ranch.

The Corral

The corral is where the majority of dinosaur training is conducted. Tarisha is in charge of all of the training operations at the corral, and she keeps everything under a tight rein.

Training with an Audience

To help fund the ranch, Tarisha begrudgingly allows an audience for training sessions twice a week. She uses this as an opportunity to acclimate the dinosaurs to potential distractions. The audience is stationed at a safe distance away from the training pen, in a raised area designed both to keep the audience separated from the dinosaurs and to provide a better view. Admission to watch these training sessions is limited, and prices begin at 25 amber. Children are permitted, but must be accompanied by adults.

After the training session, guests who have paid an additional fee of 30 amber are given a brief tour of the ranch, where they can ask questions about the dinosaurs and perhaps even meet some of the tamer species.

Dinosaurs of the Ranch

The ranch is home to several different species of dinosaur, which are raised and trained for different purposes, as described below:

The Cavalry

These dinosaurs are trained for work with the cavalry, whether as mounts or to provide assistance in battle.

Ankylosaurus. These formidable dinosaurs are common mounts within the cavalry. They are strong and resilient, and they are particularly formidable against enemy fortifications and against kaijan.

Gilgalontus Rex. The fearsome appearance of these dinosaurs can be quite intimidating for enemies unfamiliar with the species. The Gilgalontus is indigenous to the empire of Gilgalon, and, though these dinosaurs generally possess an even temper, they can be quite effective in battle when properly trained.

Pachycephalosaurus. While some pachycephalosauruses are trained as mounts, for when smaller dinosaur mounts are required, others are trained to simply act as living battering rams, attacking enemy fortifications on a command.

Draft Dinosaurs

These dinosaurs are large and relatively docile, and have been trained as beasts of burden. Many are used in local agriculture during the harvesting and planting seasons, but are stabled at the ranch when they are not needed.

Apatosaurus. The ranch keeps a small herd of apatosauruses, as their size and strength makes them excellent beasts of burden.

Brachiosaurus. The ranch has one brachiosaurus that has been carefully trained to assist in construction. Due to the size of even the smaller members of this species, the ranch lacks the space to keep them in substantial numbers.

Stegosaurus. Stegosauruses are particularly popular mounts and beasts of burden, and the ranch trains large numbers of them to keep up with demand. While some are used within the cavalry, they are far more popular for transporting cargo and merchandise, and many larger merchant caravans rent stegosauruses from the ranch. Due to their agreeable disposition, they are often considered rather easy to work with, but their strength and natural weapons allow them to provide a useful deterrent to would-be thieves and attackers.

Scouting Dinosaurs

While many dinosaurs are chosen for their strength, these species are instead chosen for speed, agility, or other useful skills for scouts and messengers.

Gallimimus. While relatively weak compared to the other dinosaurs at the ranch, what these dinosaurs lack in strength they make up for in speed and agility. They are popular mounts for scouts and couriers, especially those who are unlikely to be involved in direct combat.

Glossosaurus. These dinosaurs are popular for scouts navigating uneven terrain, such as dense jungles or unstable cliffs. However, they are also commonly used to raise public interest in dinosaurs, as their cheerful and amiable dispositions are well-suited to interacting with civilians. Guests touring the Dinosaur Ranch are often introduced to the resident glossosauruses.

Parasaurolophus. Though they are difficult to train, these dinosaurs are popular amongst scouts due to their loud calls that can be used to send signals at a distance. Recently, the ranch has had some success in raising parasaurolophuses in small groups with more cooperative dinosaurs, such as the glossosaurus or gallimimus.

The Grand Arena

Across from the Hanging Gardens lies the tiered colosseum of the Naplaqtum (Nah-plac-toom), an arena where the martial heroes of Palask and Gilgalon come to prove themselves in the eyes of the godkings and their servants. From midday until the moon rises to its zenith, combats and trials of first bloods and to the death entertain the hordes drawn to bloodsports; from reenactments of historic battles, duels between renowned warriors, and hunters plying their trade against ferocious carnivorous beasts, the Naplaqtum is both the end and beginning of many fruitful careers.

The arena can seat hundreds, with several platforms reserved for influential priests and city scribes and officials, and a special seat left only for the godking: a throne of white bone, where the monarch can observe in his occasional visits. The arena sits within a cauldron of 20 ft. high walls, those built to keep rapid, giant creatures away from the crowds, and is usually filled with sand, but can be arranged as necessary, even flooded to accommodate aquatic beasts and naval battles.

Here, adventurers and warriors alike can accrue fame and fortune, gaining favor across Palask. If they survive, that is.

Arena Facilities

Read Aloud: Intertwined with the foliage of Palask, grandiose, white stone ascends in an oblong ring, containing its own city-block in a structure alive with roaring crowds and the shrill clash of metal. Dozens make their way to and from a dozen gates around the building's base, each an open arch that leads to bloodied sands, bringing glory, or shame, to those that dare tread upon them.

The Naplaqtum is separated into three major sections, each of which serves a specific function.

Spectator Stands. The stands are the majority of the facility, encompassing the high tiered walls, replete with rough columns and stone benches that can seat near a thousand spectators. Several archways lead to the stands from the city streets, and exterior walls act to conceal the violent and shrill cries of the crowd from most passersby, but do little as the colosseum possesses no roof, allowing for the sounds to spill out and roll over the nearby city blocks. Several platforms decorate the midsection of the stands, filled with lavish furniture and protective awnings where wealthier fans and patrons will pay for a more pleasant viewing. The stands also offer a regular supply of merchants hawking street food and wine.

The Arena. The draw of bloodsport occurs within the bounds of the arena, an immense field that spans approximately one-hundred feet in length and is sixty-feet wide. A dozen iron gates feed into the sands from beneath the stands, and there are six lifts that lay under the structure, along with drains and pipes to alter the field. Near the base of the stands are several parapets for archers to safely clean up any unruly beasts that best their opponents.

The Pits. Beneath the arena and stands lie the pits, where career gladiators, beasts, and arena workers live, along with a large armory of arms and armor. Rooms run along as a ring to the arena itself, complete with medical facilities and training halls where retired gladiators offer to instruct new blood, and beast tamers make a pretty fortune by keeping the more ferocious creatures in check.

Registering as a Gladiator

Anyone is allowed to sign up as a fighter. There are no contracts, as the city has no laws against bloodsport and exploitation of such, and it is assumed that anyone registering understands the risks. Adventurers are considered to be “guests” until they win at least one match, at which point they are granted the title of gladiator and are offered a residency at the Naplaqtum.

Official arena residents benefit from a stipend per fight, free quarters in the pits, on-loan weapons and armor, and medical attention. So long as a gladiator does not die during a fight (still alive after combat ends) they will be nursed back to health without risk of death afterwards.

Gladiators receive the average level of their fight x1,500 in amber. If the average level of the adventurers is higher than the fight, they take the difference in levels and lose that number x1,500 in amber, and add the difference if lower level. For example, a level 7 party taking on a level 5 fight would subtract 3,000 from their final earnings, and that same party would add 3,000 to their earnings for a level 9 fight.

Naplaqtum Gladiators

Adventurers may register under a group entity, or as a gladiator alias, accumulating Fame under a separate identity. This Fame is only accessible as long as the adventurers use their gladiator alias, or prove they are who they say.

If a gladiator is killed in battle, the arena will claim their gear, unless claimed by the city, kin, or companions.

Beast Matches

Perhaps the most popular arena spectacle lies in its beasts, fights against creatures collected and set loose upon only the most daring gladiators.  These fights are the fastest way to accumulate Fame in the arena, but are also the most dangerous, as they are always to the death.

Beast matches range from levels 4 to 12 and can only be held once in a day. Adventurers can pick whichever match they prefer—there are no limits, gaining bonuses to stipends and fame depending on their current level and actions. Beast matches cannot be repeated, as they require finite resources.

Winning a beast match adds a 50% bonus to a gladiator’s stipend and grants +1 Arena Fame. If the adventurers win a match that is at least three levels higher than their average level they gain an additional 50% bonus and earn +1 Fame. Winning a match that is 6 or more levels above that average wins the Adventures +3 Fame and an additional 100% bonus, but lower level matches will no longer grant them any, as the crowd expects more. Adventurers gain no Fame for winning matches below their level, and lose 1 Arena Fame if they lose a match and survive.

Arena Fame

This Fame does not add to an adventurer’s overarching Fame, and is only redeemable via the Naplaqtum. It maxes out at 20, and can go negative.

Beast Matches Encounters

Match Level Encounter
4 2 Armored Cynognathuses
5 1 Enraged Allosaurus
6 2 Reaving Dilophosauruses
7 4 Armored Cynognathuses
8 2 Enraged Allosauruses
9 1 Empowered Brazodontus
10 1 Armored Tyrannosaurus
11 5 Camouflaged Velociraptors
12 2 Chilled Titanboas

* All Dinosaur stats can be found in Chapter 5, “Dinosaurs and Kaijin” of Ancerra Before.

** Encounters assume a party of 4. Increase your ML budget by 2 per additional adventurer.

Armored Cynognathus. These cynognathus are covered in bronze, increasing their AR to 14, hit points to 45, and their Pack Tactics feature is always in effect no matter the distance of an ally.

Enraged Allosaurus. An enraged allosaurus gains TA against any Bleeding opponent, all of its attacks apply Bleeding (1d6), and when Bloodied, the allosaurus can take one additional action.

Reaving Dilophosaurus. These beasts are clad in spiked armor, increasing their AR to 14. Their Pounce ability is modified in the following ways:

  • Pounce recharge is reduced to 3.
  • Attacks made from a Pounce have TA and apply Bleeding (1d8).
  • They may choose to Spit, instead of Bite, on a successful Pounce.

Empowered Brazodontus. The brazodontus removes its vulnerability to Psychic and instead gains Resist 2 against all damage except Psychic.


Armored Tyrannosaurus. The tyrannosaurus is covered in bronze, increasing its AR to 19, and it has been trained for combat, removing its Poor Eyesight feature.


Camouflaged Velociraptors. This encounter is fought in an arena decorated in vibrant foliage. This grants the Velociraptors TA on every roll they make, and adventurers must make DC 18 AWR checks to spot a raptor if they move more than 10 ft before the end of their turn.

Chilled Titanboas. These titanboas have their Cold Blooded feature active, perpetually.

Gladiator Matches

Not all gladiators are prone to fighting dinosaurs to the death. Some prefer humanoids and good, old fashioned combat. These fights are inexhaustible and can occur multiple times in a day. They pay standard stipends, and every third match one grants +1 Arena Fame. Lost matches result in -1 Arena Fame.

Instead of fighting every encounter, you may instead have your players engage in matches as a downtime activity. Each match takes 4 hours, for prep, combat, then recovery, and participants make checks depending on the difficulty of the fight. If you or your players prefer otherwise, they can fight as normal. For this, use the standard ML budget for encounters based on your party’s average level.

Downtime Matches

Each downtime match lasts 3 rounds. Participants each make a single check per round using any relative attribute. An Oracle may prefer to use LUCK, or a Warrior to use STR or END. If an adventurer meets the DC, they gain 1 success. To win a match, adventurers must attain 2 successes per participant.

If an adventurer rolls a critical, they gain TA on their next roll, or suffer TD if they roll a critical failure.

DCs are indicated by the difficulty of the match. See the Downtime Match Difficulty table for details.

Downtime Match Difficulty

Difficulty DC Reward
Easy 10 +1 Fame per 3 matches, 25% stipend, -3 Fame if lost
Average 15 +1 Fame per 2 matches, 100% stipend, -2 Fame if lost
Difficult 20 +1 Fame per match, 125% stipend, -1 Fame if lost
Deadly 25 +2 Fame per match, 200% stipend, -2 Fame if lost
Heroic 30 +3 Fame per match, 300% stipend, -3 Fame if lost

*All Fame gained is Arena Fame

Arena Fame Exchange

Adventures can exchange their Arena Fame for benefits in Palask or the Naplaqtum, such as specialized training, a leg up in future matches, or to draw the attention of unique individuals. This Arena Fame is permanently spent.

Arena Fame Trade

Fame Reward
2 TA for rolls made in the next downtime/gladiator match.
1 1 beast receives TD to its rolls made in the first round of a Beast Match.
1 1 adventurer gains x2 their level in Shield HP for the next match.
2 Double the stipend gained from the next match.
4 Gain an iron weapon from the arena armory (any weapon).
5 Gain first rank in the Soldier profession.
15 Gain a talent from the Combat, Defense, or Shield Stack.
5 Request a personal audience with Godking Mangondulon.
10 Increase rank in the Soldier profession by 1, to a maximum of 3.
5 Gain 1 general Fame. This can only increase an adventurer’s fame a maximum of four times.


Betting

The downfall, and fortune, of many, betting is allowed and facilitated by the Naplaqtum proprietors. Adventurers may place bets on themselves on any matches (including downtime), receiving their total amount bet plus 50% if they win. They earn an additional 5% per +4 Fame they possess in Palask.

Adventurers earn 25% less on bets per level they are above a beast match encounter, and cannot place bets on fights that are 3 or more levels below them. Adversely, they earn 10% more per level they are below the fight. If betting on downtime matches, use the stipend modifier for each level of difficulty involving bets.

The Godking's Favor

During a beast match, there’s a 25% chance that Godking Mangondulon may show up to watch. Roll a percentile dice. If the result is 75 or higher, the godking is present, along with Enshunu and several Kasir Katack. If the adventurers win their match, they gain +1 Fame and +2 Arena Fame. They may only gain +3 general Fame in this way.

NPCs

The Naplaqtum requires a large staff to operate, from handlers, overseers, trainers, and an assortment of other roles, but its most important proprietors are as follows:

Ummiah Ziriti. A jovial and business minded human, Ummiah is a former arena femme, having slayed over a dozen beasts as a solo act in her time living in the pits. Her fame grew so widespread that when the last arena master passed, Godking Mangondulon proclaimed Ummiah should inherit its responsibilities himself. Ummiah spends most of her time searching for new gladiatorial talent and has a soft spot for anyone willing to try their luck, but shows no mercy for those that tread the sands. As she puts it, style will win the gods’ love, but substance is what keeps you alive.

Ummiah has the stats of a Champion, only she has a CHA of 3 and an INT of 1 (AB:tFS, chapter 5, “NPCs”). Additionally, she uses an iron glaive, instead of a greataxe, and can attack three times with it (hack still applies to this weapon).

Ibilsin. A rotund dragonfolk, Ibilsin is the first, and often last, face new gladiators see. He handles guests and doubles as the arena quartermaster, ensuring that new blood has at least a decent enough weapon to keep themselves alive in their first few matches. Ibilsin, with his supernaturally loud voice, announces matches as well, giving each gladiator a hearty, epic introduction, insisting that anyone about to die should at least see themselves as a hero beforehand. Ibilsin has that stats of a Courtier (CC, chapter 4, “NPCs”).

Adrahasis Ilu. Every gladiator’s favorite halfing, Adrahasis, or Adra, is the arena’s main physician, widely considered to be one of Palask’s best doctors with his years of treating extreme traumas. Adra is middle aged, kind, and abhors violence despite his employment, insisting he only sticks around to keep foolish glory seekers alive so that they might see the end of their careers with at least half their faculties intact. He has the stats of a Physician (CC, chapter 4, “NPCs”).

Anunirat. Ummiah’s chief instructor and master of gladiators, Anunirat is an elf of few words. She spends the majority of her time training new blood and ensuring veterans know enough to keep themselves alive, and is the one leading the arena archers when a beast becomes too much to control. She refuses to participate in any matches herself but will spare a tip or two for those that ask, her proficiency with a bow and as a hunter a well known commodity among the local warriors. Anunirat has the stats of a Ranger  (CC, chapter 4, “NPCs”).

The Grand Ziggurat

Read Aloud: Ahead lies the soaring structure of the Grand Ziggurat, a glistening assortment of rough-hewn marble, reddish stone, and clinging vegetation dotted with ever-roving supplicants and patrols,  the latter shimmering under a bright sun with iron-forged weapons and armor. The Ziggurat itself ascends half a dozen stories unto the sky, situated atop the highest hill of Palask for all to glimpse its spectacle. The trickle and current of water flows about pristine canals at its base, laden with a crisp scent of cooled temperatures and alight with a pleasant buzz of idle chatter.

Home to the great Godkings of Gilgalon, the Grand Ziggurat is a renowned structure of riches, worship and peace. Foreign diplomats, priests, and Palask locals alike stalk its halls and the cascading terraces, making it not only a seat of power but a place of cultural exchange and philosophical ideation. Many come to worship at the feet of Godking Mangondulon for a chance of divine benediction, or even to catch his eye, for more than one supplicant has found their prayers granted under the great monarch’s mercy.

The Ziggurat is divided into four sections, or terraces, with a single, grand staircase that leads from the base of the structure to the top. Each terrace is overseen by an Arsur, an empowered scribe, that acts as a steward for minor matters of governance or concerns.

Arsurs

Important figures of Mangondulon’s personal council, Arsurs are adept, unique individuals that run the Grand Ziggurat and local dealings, some going so far as to oversee more important city functions. Each acts as a possible route to the ear of the godking himself, and each has a great deal of insight to Palask’s inner dealings.

The Terraces

Each terrace operates as a small community unto itself, though they inevitably fall under the purview of the godking.

Outer Terrace: King’s Step. This terrace takes its name from the stone stairs that run the breadth of the Grand Ziggurat from the north and south faces, and forms the base of the structure, including the yard around it. A wealth of garden-worthy foliage in the form of curated vines and brush line the stone walkways here, seated along flowing canals that dip into and out of the ziggurat itself. The terrace is treated as a park, with benches situated about its exterior, and acts as a meeting place of neutral ground between important city officials, merchants, and individuals of status. It is also known for its lower class meetings: philosophers and thinkers that wish to spread new ideas of civilization and thought.

Merchants of sufficient renown and wealth are allowed to run small markets here, hawking high-quality goods such as jewelry and other expensive luxuries. The sale of weapons is strictly forbidden, but rare materials, such as limit iron and precious stones, are known to make an appearance.

The King’s Step is patrolled by a portion Mangondulon’s personal retinue and royal guard, the Kisir Katack, who keep a close eye on anyone looking to climb the Ziggurat. It is also overseen by Arsur Inferati Bulson, a Kettek with dusty brown fur and down-turned ears. Inferati is a studious scribe, once a merchant, uplifted to the godking’s personal council for her head for numbers and ability to read people. She has the stats of a Courtier (CC, chapter 4, “NPCs”), though she carries no weapons and has an INT of 4.

Mid Terrace: Avatar’s Seat. Godking Mangondulon issues proclamations and holds grand governance ceremonies from the Avatar’s Seat, positioned so that those roaming the King’s Step and Celestial Confluence can hear his rumblings. The terrace itself, while containing several rough marble walkways, is covered in natural husk: grass and fertile vegetation, with several cloth awnings draped from higher terraces to provide both shelter and shade from the weather and sun.

The mid terrace is open to supplicants, worshippers, and anyone seeking an audience with the godking, tending to frequent diplomats and those with influence. Every five days, grand ceremonies of prayer are held where any local may approach the Throne of Divinity and pray for the godking’s favor. These ceremonies also pay homage to overarching deities, with worshippers flocking to the Stone Effigies, carved statues taking archetypal forms as divine silhouettes.

This terrace is overseen by Arsur Yilut Belshazzar, a spindly, dark-featured human with a permanent sneer and an eye for trouble. Yilut spends most of his day sorting out and banishing those without a suitable reputation from the Avatar’s Seat back to the King’s Step. If adventurers possess less than 5 Fame and are not accompanied by Nergal or another ranking official, Yilut will kick them out, except for during weekly days of worship. Yilut has the stats of a Mob Boss  (CC, chapter 4, “NPCs”) with an AWR of 3.

Throne of Divinity. A hulking construction of a grandiose sweat hewn from bone, the throne is off limits to all but the reigning godking. Imbued with psionic energies, an individual seated upon the throne can tap into its powers and project their voice several hundred feet in all directions, even able to speak telepathically to any creature they see without eavesdroppers. The throne bestows TA to all CHA checks to anyone sitting on it.

Final Terrace: Celestial Confluence. Reserved for those of significant influence, the Celestial Confluence sits atop the Ziggurat, and top tier where the King’s Steps end. Albeit small, this terrace is decorated with the utmost care: marble tiles and small, organized gardens raised from the commonplace rabble of daily life. With its position, one can see the entire city of Palask in all directions, and be seen the same, with only the Tower of Mystery overshadowing the ziggurat’s height.

Here, private gatherings, such as noble parties or clandestine meetings, take place under the tutelage of Arsur Amdelat Lakhmu, an elven mystic of wispy features, her demeanor mysterious, knowing, and calm. Amdelat is a known Psion, though her powers are a thing of much discussion, who assures privacy for the godking and those granted access to the Celestial Confluence. Amdelat also acts as a mistress of whispers, to a point, treating with those that ascend the Ziggurat if they possess a Fame of at least 8. In this case, she will trade a secret for a secret, though will never reveal anything of the Ziggurat or godking.

Inner Terrace: Godking’s Palace. Within the Ziggurat lies the Godking’s Garden, a spectacle of grandiosity brimming with riches. Here, great marble columns rise to the tiered trusses of the ziggurat, lined with grapevines that cling to their rough surfaces, suffused with delectable fruits that one can eat ripe from the weed. An expansive, open antechamber greets visitors, with swimming pools and heated baths lining the inner perimeter, those reserved for the godking and his inner circle of advisors and lovers. Several offices, laden with scrolls and inks and hoards of records lay scattered about, though most are hidden away in a subtle nook.

A mixture of officials and those of Mangondulon’s personal retinue inhabit the palace, from robed, busy and serious staff, to scantily clad men and women who form the expansive collection of the godking’s concubines. The palace operates as a separate entity than the city, though, and is rarely busy—the majority of audiences are held outside, upon the Avatar’s Seat, and only the most regal, important, or divine of delegations take place within.

The palace is overseen by Arsur Nergal, a particularly unlikable bhrunai. Nergal runs the interior with an immutable precision, his talent for details and numbers unmatched by almost anyone in Palask. More details on Nergal can be found in the NPCs section. Nergal is primarily occupied with running Palask’s infrastructure and overseeing taxes, but will interrupt his duties to gleefully oversee the expulsion of anyone caught inside the palace without an invitation.

Godking Mangondulon spends the majority of his time in the palace, along with his most trusted advisor and lover, Enshunu.

The Kisir Katack

Mangondulon’s personal guard, the Kisir Katack, are elite soldiers raised from supplicants and those that have distinguished themselves in the Naplaqtum or Gilgalon’s military. Kisir are equipped with both iron weapons and armor, outfitted with stylized suits of half-plate, lacquered wooden long shields, iron-tipped spears, swords, and cudgels with iron mace heads. They are fearsome opponents who hold complete loyalty to the godking, zealots in their manner, and guard the Grand Ziggurat from any who would dare trespass.

The Kisir Katack are led by Enshunu, only furthering their devotion to Mangondulon, and spare little time for their personal lives. They are encouraged to take lovers amongst their own number, usually assigned guard and escort duties with their mates, making them all the more fierce. Each has the stats of a Veteran Soldier (CC, chapter 4, “NPCs”), only with their weapons and armor replacing the standard stat block.

The Hanging Gardens

Read Aloud: The quiet conversations of the other guests are nearly inaudible, covered by the gentle sounds of flowing water and the small waterfalls between each level of the Hanging Gardens. The air is humid, steam from the hotter pools providing an excellent environment for the many tropical plants growing within the bathhouse.

The Hanging Gardens present an extensive range of bathing pools, with a variety of prices. The pools on the upper levels are open only to those with the most wealth and influence, whereas the lukewarm pools of the lowest levels are open to anyone who has a few amber to spare. The most popular pools for relaxation are on the mezzanine, which boasts a higher fee than the ground floor, but is still within the means of most of the city’s residents, at least as an occasional luxury.

At each tier of bathing pools, patrons will also find tranquil walkways that wind through beautifully curated botanical gardens. These gardens have attractions such as stone birdfeeders and accommodations like benches made from wood or stone, offering plenty of places to reflect on the beauty of life. The vegetation ranges from tropical to temperate and displays a dramatic variety of colors.

The Ground Floor

The ground floor of the Hanging Gardens carries little prestige, but the entrance fee is inexpensive and the comfort of having warm water to bathe in is pleasant enough, even without the luxury and status associated with the higher levels. Entrance to the ground floor costs 10 amber per individual.

The pools on the ground floor contain filtered runoff from the more luxurious pools of the upper levels and the mezzanine. While the heated pools are warm, they are certainly not as hot as those of the upper levels - the pools of the ground floor are not heated directly, so the temperature is merely due to the heat of the water flowing in from the heated waters on the higher floors. However, in some cases, this is useful: in addition to the standard pools used by those who lack the disposable income to afford the more prestigious levels, the ground floor of the Hanging Gardens provides shallower bathing pools for children. While these areas are supervised by an attendant to ensure no injuries occur, children who are not old enough to bathe themselves must be accompanied by a parent or older sibling.

The Mezzanine

The mezzanine of the Hanging Gardens is by far the most popular. The entrance fee is 30 amber per individual, though there are additional costs for bathing supplies and refreshments.

Rest and Relaxation. After 20 minutes of relaxation in the pools in the mezzanine, the adventurers gain the benefit of a Recoup.

Any adventurers with the Fatigue condition may remove the condition after spending at least 2 hours of relaxation in the pools in the mezzanine.

Bathing Supplies. While towels are provided for all guests to use to dry themselves after bathing, other bathing supplies provided on the mezzanine level carry an additional fee beyond the cost of entry. See the table below for examples.

a Items
15 Conditioning Oils
30 Simple Soap
120 Perfumed Soap
150 Perfumed Oils

The Upper Levels

The highest levels of the Hanging Gardens are open only to the elite. The nobility are, of course, granted access, but the majority of those who gain access to the upper levels do so in one of two ways: wealth or fame.

Clients who make sizable donations to the Hanging Gardens are given a pass to enter the upper levels. A 7,500 amber donation each month provides the donor with a pass to the upper levels, and the most prestigious services the Hanging Gardens provide. A client entering the Hanging Gardens with a donor’s pass may bring one guest for an entrance fee of 40 amber.

The most noteworthy clients, however, need not prove themselves with hefty donations. Those who can demonstrate their connections and influence may be sponsored by established members in good standing. Any adventurers with a Fame of at least 7 may submit a request for sponsorship in order to gain a pass to the upper levels of the Hanging Gardens. A client entering the Hanging Gardens with a sponsored pass may bring one guest for an entrance fee of 30 amber.

Rest and Relaxation. After 10 minutes of relaxation in the pools in the upper levels, the adventurers gain the benefit of a Recoup.

Spending at least 2 hours relaxing in the pools of the upper levels provides the benefit of Taking a Rest. Once the adventurers have benefited from the pools in this way, they may not do so again until they Take a Rest in the typical manner.

Luxuries and Refreshments. Many luxuries and refreshments are provided to clients visiting the upper levels, though a few carry an extra fee. See the table below for examples.

a Items
Free Simple or Perfumed Conditioning Oils
Free Simple or Perfumed Soap
a Refreshments
Free Barley Beer
15 Bowl of Fruit
30 Stuffed Figs
30 Pistachio and Date Cakes
750 Wine (Fine)