A change in pace has come to our daring and dastardly protagonists. Although little happened last session, it did end in an encounter with a large train of slaves, soldiers, and towering howdah-bearing cyclops, all behind a tall and stately fellow with speckled green skin and a mild manner.
And when three mercenaries, hungry for plunder and blood, meet such a fellow: well, words are exchanged. The fellow introduced himself as Ezzad, a rather affluent githzerai from the mist-filled city of Commoriom who fancies himself a patron of any who can offer distinguished services. And indeed, he explained, there is no shortage in need for skilled bravos and mercenaries in the cutthroat milieu that is Commoriom (and the Wyrd that encircles it). An agreement was settled: The heroes can rest their heads and satiate their appetites on whatever food, feather-beds, and fiery drink Ezzad's money can buy in Commoriom. In exchange, however, the three will conduct his business in and out of the city: his porters, guardsmen, and encouragers, as he put it. Unless Ezzad asks for it beforehand, the heroes can pilfer and loot whatever plunder is reasonable and acceptable to take. Ezzad has appearances to maintain, however, and mindless behaviour will not result well.
The Skinny
Living in Commoriom and working under the wing of Ezzad boils down to a few necessary mechanics.
1. Ezzad's numerous guardsmen– not to mention the metropolis that is Commoriom, the misty marble city of the Githzerai– is full of characters. Players may create and choose from any characters they wish to create before each session, as long as that character has a reason to be employed by Ezzad or working with him.
2. Likewise, gold, items, and supplies are shared between all of these characters. Before setting out of the city (or of Ezzad's palazzo), characters can pick and choose what weapons, armour, and cash they wish to tote on them.
3. Each session must end either within the city of Commoriom or at a "save point": A safe and habitable site where camps and forward stations can be established, which I'll indicate as they are revealed. Characters begin each session at one of these campsites, provided it is furnished with at least the semi-permanent necessities and hasn't fallen into any particular disrepair.
Although only occasionally related, I do have a few particular preferences for new PCs being created:
1. If a character can have a subclass, give them one. Especially arcane classes.
2. Commoriom is a decadent, marble-filled trade metropolis in the middle of a mythic wilderness, as if Venice or Seville of the 16th century was given a makeover by Fritz Leiber and Roger Dean. Make characters fantastical and larger-than-life accordingly.
3. For such a game to work, characters will be needing strong emotions. Not necessarily specific goals– at least, not beyond plunder and drink– but a character should have something to treasure above all else, something to hate in all it's deplorable squalor, and a strong personality to match. Also, feel free to be mysterious about your motivations and goals to the other players: but not the DM. If your character has mysterious and enigmatic goals, I need to know them for them to happen.
Ezzad's First job
Ezzad is an open and forgiving patron– he trusts you when you tell him you are skilled with that blade or spell-book you carry. Regardless, to kill two birds with one stone, he needs you to fetch him something: the jewel-encrusted skulls of the kings of Bel Yarnak, a ruined city not far from Commoriom. The snake-worshipping indolence there turned the city into a forest-crusted ruin long ago, but the priceless treasures remain: no doubt with strata of failed attempts to pilfer them over the centuries.


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