Vampire – Dark Ages – Return to Badajoz pt 1

I’ve hosted a bunch of vampire rpg sessions (both masquerade and dark ages) between 1996 and the early 2000s but it went away after that for the usual reasons (people moving away (me included), trying some other game, less time, etc.). Until now!

I think we could do this once a year, we’ll see…

Back then, I had two parallel campaigns going on, one was set in the Iberian Peninsula (the kingdoms of what is now Spain and Portugal during the Reconquista era) and the other in England, with two group of players. There was a bit of intermingling when my hometown friends or more often, my brother Jason, could come to see me. Anyway, according to my 20 years old notes – I wish they weren’t so sparse, it was fine for regular thing but not for such a long hiatus! – the last time we played the player characters were in England. Where they killed a whole bunch of people, no doubt about it.

I’ve also noted that they had a « haven » in Badajoz. What’s Badajoz? It’s a city in the Extremadura region which is part of the Kingdom of Castille. I had completly forgotten about it before googling it (and now I know a lot about this city and a lot of other things too). Last date noted was 1317 so here we go. They’ll have to go back to this particular haven, because I need a starting point and that will do. And then they can do what they want, interacting with the NPCs I present them and the events happening around.

Player Characters (PCs:

  • Harold Necros (Ben), 7th generation Cappadocian ancilla, Road of Bones, contacts with the Lazarenes
  • Johan Grimes (Pascal), 7th generation Malkavian ancilla, Road of Sin, member of the Ordo Enigmatis
  • Krad McClaleen (Chris) , 7th generation Gangrel ancilla, Road of the Beast, multiple diablerie
  • Adhémar (Jason), 7th generation Kiasyd ancilla, Road of Caine, member of the Cainite Heresy

Introduction

The almohads muslims have one last bastion in the south centered around the fortified city of Granada, officially at peace and a vassal of the crown of Castille. Tensions and wars are more often between competing christian kingdoms, the reconquista has slowed down.

World of Darkness: The Iberian peninsula has a younger vampire population than most places in Europe. If there is some visigothic or even roman and phoenician elders still around, the vast majority is newly established. Clan Lasombra is by far the most powerful, the war of princes has led to the preeminence of the dark magisters in this region. Among them, Silvester de Ruiz, in Madrid, is the current leader, but his childer, the Archbishop Monçada is rising fast and may eclipse him before long…

Re-claiming Badajoz:

  • Year 1319- The PCs booked a passage from England to Spain. Their contact was a portuguese vampire based in Lisbon named Vicente de Cardona (lasombra).
  • Vicente’s agents tried to sneak a blood bond into the voyage’s refreshment. It mostly failed though Johan felt they should not so hastily accuse generous Vicente of such a misdeed.
  • The PCs arrived in Lisbon where they met with Prince Macario (brujah). They also met Vicente in person (he’s a fool) and expressed their displeasure and imposed on him their own blood bond and essentially cowed him and made him their pawn.
  • They left Lisbon and went East and reached their destination a week later or so, the city of Badajoz in Spain, just across the portuguese border.
  • Adhémar still had his villa to accomodate them but they soon learned that the city proper was now claimed by a certain Prince Baldomar of the toreador clan. At the Jardines de la galera, the Prince made it clear that they weren’t particularly welcomed. Things got sour very fast when following a verbal joust, Johan countered a presence with a dementation power, confusing the toreador for an hour and humiliating the newly-minted prince in the process.
  • Inês, a lasombra resident, was happy to let the PCs know that Baldomar wasn’t well entrenched in his leadership and that he hadn’t much support from the powerful of Castille (i.e the lasombra).
  • Krad challenges Baldomar to a duel, but the latter refuses saying that Krad is no knight
  • The PCs raid the Alcazaba fortress and kill Baldomar and his 2 childers (and quite a few human guards).
  • Johan Grimes the Malkavian proclaim himself Prince of Badajoz.
  • Prince Johan sends messages to Prince Roque of Pampalona (malkavian) and Prince Macario of Lisbon (brujah) to let them know of his claim to princedom. He sends Harold and Inês, with Krad for protection, on a diplomatic tour while he and Adhémar take control of the city’s agents and ressources.

Ambassador Harold, Prince Johan

  • Harold & cie make a quick stop to nearby Merìda. They find the mood of the town to be fearful. Something is off but they can’t find what without an investigation.
  • Prince Johan receives an ambiguous reply from Prince Macario of Lisbon who wishes him well but also tells him that he can’t garantee that the Portuguese armies won’t cross the border in the future.
  • Harold & cie are in Caceres where they meet Prince Viriath (gangrel). He expresses his displeasure at the aggressiveness of his new neighbours (the PCs) and also insist that his domain is neutral in the peninsula’s politics.
  • Nina, an apostle of the Third Caine, does some proselytism in Badajoz but she’s met with a could shoulder (the PCs later learn that she was also spying for a portuguese vampire)
  • Harold & cie are in Toledo where they meet with Elieser de Polanco (lasombra), an erstwhile ally who seems focused on rekindling the war against Granada in Al-Andalus.
  • They also meet with with Jorge Crespo (nosferatu) who informs them on an actual who’s who among the iberian vampires in exchange for a future favor.
  • Harold & cie are in Madrid, the influent Silvester de Ruiz doesn’t have time for them but they meet with his seneschal Nastasio (ventrue) who tells them that the lasombra clan will acknowledge Prince Johan if he accepts to let them have Badajoz’s mayor under their control. This deal won’t happen.
  • They also meet with Archbishop Monçada:

And a game of Chess

  • Monçada challenges Harold to a game of chess. Harold with the white pieces. White establishes a cautious control of the center while black advances from the sides (Monçada comments: don’t attack where your opponent is strong). White’s position begins to crumble under Black’s pressure and decide to sacrifice a piece in order to gain a tactical advantage (Monçada comments: sacrifice is good, foolhardiness is not). Black accepts a lesser position but gains the advantage of pieces quality and proceed to slowly grind white with his pawns and ultimately wins the game (Monçada comments: be patient, use your advantages and wait for your foes to make a mistake).

Gods Ghosts and Men in Melanesia – extract III

Another tribe, another researcher, this part is particularly packed with gameable content! Also, kilyakai sounds great for a monster’s name don’t you think?

(The Kyaka of the Western Highlands, R.N.H. Bulmer)

Traditional Kyaka cosmology includes the following categories of spirit-beings, here listed in approximate order of significance in their influence on the affairs of living men: ghosts of the recent dead (semangko), nature demons (kilyakai), the Fertility Goddess (Enda Semangko), ancestral ghosts (semangko) who are generally equated with forest spirits (epalirai), sky beings (yakirai), Komba Ralingki, the « stranger ghost » whose bone is the object of a fertility cult performed by one Kyaka great-clan, a female forest spirit (Yama Enda), cannibal ogres (kewannambo), and minor nature spirits or semi-supernatural animals beings, including tree spirits, echoes and snails. Certain birds and animals are believed to have special properties and their killing, handling and consumption either are restricted or involve restrictions on persons performing those actions.

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The Kyaka have no traditional beliefs in a creator deity. Nor do they personify the sun and the moon or the forces of anture, except the rainbow (pwiya), which is believed to be a great serpent in the forest. With the exception of the sky beings, the non-human spirit-beings are only of local significance.

The most important are the kilyakai, nature demons who live in and around streams. These small and ugly creatures are entirely malicious. They steal and injure pigs, shoot with arrows men who enter their water-side preserves, so as to cause malaria, and steal babies from net-bags, left unattended, substituting their own horrid offspring who grow into half-wits, deaf-mutes and other monstrosities.

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Sky beings (yakirai) are believed to be responsible for storms and thunder and lightning, and to kill men, if the ghosts remove their protection. They are not conceived as ghosts or ancestors.

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Less important in the Kyaka cosmology are puck-like tree spirits (ningkyapen), echo spirits (palinda), and snails (kyanggaroli, yama), whose bite is believed to cause serious sickness.

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Cannibal ogres (kewanambo) figure in Kyaka folklore but are not met in everyday life, though Europeans were once placed in this category.

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Eastern Kyaka also believe in the Yama Enda (Sickness Woman) a female spirit of the forest who appears to lone men as a beautiful female woman, and seduces and kills them. She is generally thought to be a Metlpa spirit, with special power over forest game.

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Most magic consists of spells with associated rites known jointly as pipu or nimungka. Divining techniques, except that by a spirit medium, also fall under this heading. Most pipu also involve paraphernalia, such as leaves and stones and twigs and pianted arrows in techniques to banish water demons, coleas juice and pork fat on skewers to cure « poisoning », ashes rubbed on pigs to make them grow fat, special powders and leaves in love magic, and special stones greased and rubbed on the skin to bring luck.

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The sorcery stones which are waved are highly valued; they are small prehistoric figurines or club-heads or natural stones of curious shapes. Before use a pig is sacrificed and the stone smeared with its blood and grease, and invocations (nimungka) made over it. The sorcerer mounts the stone on a stick or quill and, from a place of concealment, waves it in the direction of his victim.

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It is significant that Kyaka nature demons (kilyakai) are specifically associated with watercourses, which are the most hazardous feature of the natural environement and take a frequent toll of human life, and with the lowlying bush and garden areas on river banks, where malarial and other infections are commonly encountered. The forest, in contrast, is tought by Kyaka only to be dangerous to persons unfamiliar with it. It is appropriate that forest spirits are not kilyakai but epali rai, ancestral ghosts, who on the whole protect the interests of the legitimate owners of the bush and menace intruders.

A good plan for running Tomb of Annihilation

I agree 100% with Peter’s commentary left on Merric’s Musings’ blog. Merric’s article is interesting in itself, but this commentary IMO is just spot on.

For some reason comments are closed on the article, can’t ask your permission – hope you don’t mind Peter.

  1. Peter

  1. I ran both campaigns… and yes, SKT was easier to setup. But I still liked ToA more.The main problem is the unstructured textwalls of Wizard’s campaigns, where they hide important pieces in cluttered texts full of irrelevant background information and fluff. It took my quite a while to make sense of ToA, but it worked very well:

  1. 1. Let the players travel to or return to Chult for their own reasons
    2. Let them to some work in Port Nyanzaru for the merchant princes, play their rivalries, and go on some jungle expeditions
    3. Disperse rumors and relicts about Omu, the Trickster Gods, the Yuan-Ti and Ras Nsi
    4. Show the Red Wizards arriving in the Port, preparing a big expedition, maybe rumors of a lost city
    5. Start the main Death Curse plot via one of the merchant princes as the quest giver, himself being afflicted, promising half his wealth and magic items for salvation (I used the mage Wakanga)
    6. Looking for the source of the Death Curse, some people will hint at going to the oracle of Orolunga, where they find out that something evil hides in Omu.
    7. Finding Omu, using the Aarokocras from Kir Sabal or the guides or seers from Port Nyanzaru or the Lich in the Heart of Ubtao
    8. Enter Omu and Stage 2 of the adventure, I would recommend level 5-6 for competent parties and the actual Tomb from level 7

Gods Ghosts and Men in Melanesia – extract II

There’s a lot of fascinating things in this book and not a few really weird beliefs being described (not the least is the ritual of penis blood-letting, where you insert [..] you put salt and then [..] okay you get the gist, ouch). But of course for the purpose of this blog I’m copying the parts that I find inspiring on a fantasy world-building perspective.

(The Kamano, Usurufa, Jate and Fore, R.M. Berndt)

Existing alongside the notion of a specific land of the dead, as well as independantly of it, is the suggestion that for an undefined period after death a ghost may communicate with living kin through dreams, either voluntarily or in response to a request from the dreamer: chewing himeru bark before sleep is said to be a way of getting in touch with the dead, to seek their advice or help in personal problems.

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The major deities are viewed as eternal and indestructible. They assume different manifestations, are called by different names, but are still essentially unchanging. Although they may be killed, this means merely that they assume another shape. The same applies to some of the partly anthropomorphic inhabitants of the bush and jungle. But ghosts and characters in the secondary myths, including giants, ogres and apparitions of several kinds, appear to be almost as vulnerable as man is himself.

(The Mae Enga of the Western Highlands, M.J Meggitt)

Among many western clans, small pools figure in ritual intended to placate ancestral ghosts. Hidden in dense forest is a pool which clan members regard as the locus of the power of the ancestors. Women and children should not approach the site, lest they fall ill, and clansmen may visit it only on ritual occasions. In some clans men believe that a huge, invisible python, representing the ancestors, dwells in the pool. which itself is invisible to outsiders. Hence, a clan victorious in war makes no attempt to utilize the pool of the defeated clan.

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The Mae also assume the existence of a class of anthropomorphic demons, distinct from human beings and from ghosts, that inhabit caves and waterfalls. These creatures in a sense embody the dangers and inhospitality that the Mae, who are gardeners and inept bushmen, associate with the dense forests of the high mountains. They are not connected with particular social groups but constitue a broad category whose members are not consistently differentiated in terms of functions or individual spheres of activity. The forest and everything in it comprise their estate, so that human exploitation of sylvan flora and fauna is essentially a trespass, likely to anger the demons.

Gods Ghosts and Men in Melanesia – extract I

I haven’t opened my rpgs notebooks for a few weeks now but I am in the process of reading this fascinating classic of anthropology. I’ll keep here a few interesting tidbits I want to keep record of for later use.

Introduction (P. Lawrence, M.J Meggitt)

Spirit-beings fall into three categories. First, there are autonomous spirit-beings such as deities and culture heroes. Some deities are both creative and regulative : they are thought to have been responsible for the whole or parts of the cosmic order, still to live in or near human society, and still to intervene in its concerns. Others are only regulative: they are attributed no real creative role but are said to be important in human affairs. Culture heroes are only creative: after establishing the cosmos, they left human society and took no further interest in it. Second, there are autonomous spirit-beings who have no creative or regulative functions: tricksters, demons, and pucks who wantonly cause annoyance or harm. Third, there are the dead, who can be subdivided into the recent dead (ghosts or spirits of the dead), and the remote dead (ancestors, ancestral spirits, or ancestral ghosts). Totems belong to either of two categories: first, putative totemic forebears of named unilineal descent groups; and totems from which no descent is claimed but which named descent groups adopt as heraldic badges or emblems because of supposed association with them in the past.

(The Huli of the Southern Highlands, R.M Glasse)

The founding ancestors, both male and female, are rather aloof from human affairs. People regard them more as deities than as human ghosts, and refer to them loosely as dama. Specifically they call them dama agali duo, « half deity-half-ghost ». Thus, conceptually, the ancient ancestral ghosts are intermediate between the deities and the recent ghosts have the power to dissuade the deities from assaulting their descendants.

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The Huli conceive the dama to be invisible deities possessing supra-physical powers. Dama control the weather, causing too much rain or too little. They attack humans, sometimes capriciously, causing sickness, infertility or death. At times they punish certain offences, or cause suffering at the bidding of sorcererers. Most dama are capable of causing both good and evil, but a few, such as Korimogo, are wholly malicious.

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A number of the greater deities, such as Ni, Lindu, Hone, Dindiainyia and Helabe, are associated with stone objects owned corporately by every parish. Other major dama, such as Kepei, have several hut-like temples each of which is the centre for the rituals of a group of seldom connected with particular objects. A few of the greater deities, such as Korimogo, have no local or object associations at all, except in so far as their evil power emanates temporarily from the body of a person they have slain. The victims of Korimogo are buried with special precautions; the dead man’s fingers- and toe-nails are removed and their positions reversed to confuse the deity and thwart his attacks on people living in the vicinity.