log
Qazir bar Kessr of the Thukir Jerod Flippen jflippen@gmail.com
512 363 3256
Druid of the sands
Scimitar and Rakesh(sickle)
Quiet, serious young man. Typically wearing a blank expression. Dark, piercing
eyes which seldom blink stare out from beneath a heavy brow. A large, bent
nose juts out from a visage which is all planes and angles. His skin is a deep
ruddy brown beneath a layer of dust, stretched across a slender whip-like
frame which moves with the self-assurance of a hunting cat, if not quite the
grace.
Qazir is on Wisdom Quest. He is following in the footsteps of his father
and two older brothers. He is traveling to Silvertown because he hopes to
encounter the alien Xorn, a species none in his pool have ever encountered,
and guesses that the abandoned mines might provide a way to draw near to their
dwellings.
Qazir grew up idolizing his father and particularly Hamzah, though he was
closer to his brother Fareeq. Qazir tries his hardest to follow in Hamzah’s
footsteps, because Hamzah is everything that a Thukiri should be but Qazir is
worried because sometimes following Hamzah’s path doesn’t come as naturally to
him as it should.
Thukir:
Small clan of druidic desert-folk who revere as holy the oases that dot the
trackless wastes. The Thukir defend the waters, allowing all who wish to
drink their fill, but deny any attempt by man to establish his towns or
cities in the vicinity. These small patches of verdant relief are something
like sanctuaries for the surrounding animal life, in that the Thukir do not
allow the hunting of any animal by man within its boundaries. An animal
stalked by another animal is another story, and in these hunts the Thukir do
not interfere.
Thukiri believe that there is more to nature the bloom and the feather,
there is also the fang and the talon. The rock lion’s effortless grace is
matched by its predatory savagery. Death is as much a part of the natural
order as birth. If a man knows one thing about the Thukir, it is that they
practice a form of ritual cannibalism. The Thukir do this to learn more
about a new creature, or to honor a worthy foe. Thukir will consume a bite
or two if they are in a hurry, but with ample time, a particularly strong
opponent becomes a feast. Unlike a predator in the wild, a Thukiri does not
rip and tear at the flesh with the frenzied abandon of a pack of wolves, but
rather goes about his meal with an aura of deep contemplation.
Among the Thukiri, there exists a house of elite oasis guards who stand
vigilant watch over the sacred waters. All the members of this guard are
from the same family line, but each one has undergone a wisdom quest,
traveling the world to experience the true breadth and depth of nature.
Thukir Quest Ritual:
Thukiri gain “Understanding” about nature through observation,
conversation, and ingestion. Quote: “There are many paths to
understanding, the wise tred them all.”
When first discovering in a non-combat situation that Thukiri are
cannibals, roll an intimidate check. A failed roll by the human results in
him being intimidated for 1d4 hours. A successful roll results in the
human being unfriendly for 1d4 hours.
Family:
Father: Kessr bar-Ashraf, Clan Elder of the Sands, Druid 9-12 level
The ways of the clan are as much a part of him as his own bones, and
are about as flexible. As one of three Clan Elders of the Sands, Kessr
guides the clan in it’s dealings with the outside world. To his sons, Kessr
is a distant, almost otherworldly figure.
Mother: Ameera sur-Ateef, Clan Elder of the Waters,
Druid/Expert/Commoner/Bard 9-12 level As devoted to clan tradition as her
husband, if not moreso. Stern woman who nevertheless adores her children.
The Circle of Waters, of which she is an elder, governs the internal affairs
of the clan.
Oldest Brother: Hamzah bar-Kessr, Greatfang, Druid/Ranger/Fighter 8-14 lvl
Greatest warrior, and leader of the Thukir against threats to the clan.
Powerfully built, swift afoot, and at home in the saddle, Hamza is a
terrible sight on the battlefield. Hamza views the limited, simple craftwork
of the Thukir to be a necessary evil (though he frequently questions just
how necessary). But the great cities of man, with the destruction wrought to
maintain them, and the pollution created to sustain them, Hamzah wonders if
“civilization” isn’t just another word for “abomination”.
Middle Brother: Fareeq bar-Kessr Druid/Bard/Commoner/Ranger 3-6 lvl jovial, would
much rather trade friendly barbs than fearsome blows, though he has a self
deprecating sense of humor he roared with laughter when Qazir named Farooq,
and gave the reason that the camel looked more like Fareeq’s brother than
anyone else, still, Fareeq is obedient and follows clan custom. He is a
capable warrior, a decent tracker, and highly knowledgeable of nature,
particularly herbs.
Pregame:
Traveled south to the great trade port of Kashan. Bargained with Sunesh
merchant for passage to his country. From their up river then along the old
Pelos road through the Pamphia mtns to Beroea where you astonished to find
two other Babrem from the Kaldun Majid. They were heading to “Scupi
Province” and from their descriptions it sounded like a place to find a Xorn
and other triumphs of nature. They accept your request to travel with them.
But do not interact with them much(the Majid are close allies of Fist
and have forgotten proper respect for nature and the desert)
The trip was uneventful. After arriving you wasted no time leaving the
claustrophobic caves of Scupi. Tarrying only long enough to buy supplies and
find a caravan heading east to Silvertown.
1st session “Deadly Desert part1”
The caravan is escorted by nine Pelosian soldiers on horses who are dressed
in black with sandy yellow cloaks and black and yellow crested helmets. You
are more comfortable around the Ka’im(orcs) laborers than the elitist and
sneering Pelosians. Still you keep mostly to yourself.
Travel is fast at first along a road of stone like the old road you took out
of Sunesh. Early the 4th night you pass a large crew of Pelosian and Ka’im
extending this scar on nature further east. Late on the 7th night the
caravan is ambushed by ??? You never see the attackers.
You are tracked and attacked by “sand hunters”, some sort of pack
carnivore. Vicious on the attack but easily killed or driven away.
Ate an eyeball, strange…
2nd session “Deadly Desert part2”
You encounter some sort of unnatural poisoness tree. And later an unfamiliar
species of barrel cactus with many large thorns. From it’s dessicated
appearance you know it hasn’t rained here in many months.
You stumble on a “forest” of limbless, leafless, trees made of stone. Many
of which are toppled and broken. You didn’t have time to figure out if they
had been carved, are some strange natural form, or an abberation. before
being ambushed by hyena men.
Ione has been killed or less likely escaped. The rest of you are captured.
You awake from unconsciousness to discover Ian is no longer present and later
to Djinn providing you water. You likely owe him your life. You don’t know
how many hours or days have passed. But the hyena men are gone.
One night you have a bizarre dream. Ian, Ione and the rest of you are in
some sort of oasis. The ground is covered with green grass and surrounded
by tall leafy woods. The oasis is crawling with Pelosians, flying,
appearing out of nowhere, and performing other magics. Stranger still are
the many magical beasts and constructs flying, crawling, rolling and walking
everywhere.
Inexplicity you can now read the words carved into the pillars of this
building, you suspect a temple. The passages reveal a reverence for nature
and especially forests and woodland creatures. After solving the riddles a
human(a Darsian?) dressed in unusual green cloths (like nothing you have
heard of, pants, shirt, many pockets) appears, looks at each of you and then
says “Don’t open the Flakarg, argh! The seal, don’t open the seal.” Then
looks over his shoulder and disappears.
You awake to find yourself being transported on horse back. You can’t see,
or talk and your connection to nature(spell casting ability) is gone! A
non-native explains to you in Qadir that you are being detained by the
Pelosian authorities and that your temporary lack of senses and casting
ability is due to the manacles you wear. Also that a camel she suspects is
yours is being well taken care of. After another day and half you arive at
a camp or town. After spending the night the next day you travel by wagon
to what sounds like a large town.