Myriad: City of Tiers Campaign Report - Session #2
By MARK WILSON
What: Myriad: City of Tiers, an adventure for 5th edition Dungeons & Dragons
Premise: Originally created for magical research, Myriad disappeared and has been lost to civilization for centuries. Its recent reappearance has spurred interest in creating trade relations and exchanging information to learn more about its absence and possible hidden powers, dangers, and struggles.
Notes: I’m writing this in the 1st person, from my character’s perspective. This will not be a bird’s eye view of all information in the campaign.
Characters
- Talullah Rynn Bahk (Rynn) (Me) – Orc Monk 6 (Warrior of
the Elements), Barbarian 2 - Palamandrix (Pal) – Gnomish Fighter/Ranger
- Louise – Tiefling Druid
- Lady Jackie Sintara – Halfling Bard
- Greer – Goliath Rogue
Character Description & Backstory:
See session #1 for backstory and character details.
Previously:
My name is Talullah Rynn Bahk, of Clan Bahk. I have been assigned as an emissary of Baldur’s Gate to the city of Myriad, a magical city lost to time that has recently reappeared. We are to create trade relations with them, and my role is also to protect the group from threats that it may encounter in the city.
Previously, we reached the city of Myriad and were greeted by one of its prominent merchants. After a meeting, we are permitted to walk the city to learn of its customs.
Session #2 – Fussy Factions
We are anomalies in the city, one that has not seen foreigners for centuries. Additionally, I and Greer tower over anyone in the city, which is bereft of races as large as ours. I do not mind this. Greer seems self-conscious. He should not be. To be singled out for uniqueness is a high honor.
Our arrival precedes us and some know who we are and where we are from. Others simply seem scared. I am used to others feeling intimidated around me. They should not be afraid; I only harm those who deserve it.
A cry alerts us to a nearby boy, who is running from some adults. We query him. The adults are sorcerers, and they are all branded on their foreheads. The boy, they say, is to be one of them. He does not seem amenable to this plan, and so we interpose ourselves between the sorcerers and the boy.
The situation does not come to blows. We determine to take the boy to his mother, who will be involved in the decision making. The sorcerers treat it as matter-of-fact that the boy will be among their order, but we do not wish for him to be conscripted in this manner. The sorcerers seem put off, but we would not permit them this abduction without first consulting his mother.
The journey to his home is without incident, and we enter a tavern once we have dropped him off. The tavern features performers of every variety, but few seem to be paying much attention to them. The bartender informs us that because there’s so much downtime in the city, most are musicians or artists of some sort, and so these performances – however skilled – are commonplace.
We are interrupted by an explosion of water, and an elemental bursts from the restroom in the tavern. A fight ensues, with us subduing the angry elemental. The bartender thanks us, and we’re told such incidents are becoming more common in the city. I resolve to perform at the tavern at a later date. They agree to hold a place for me as I’m able, to perform a ceremonial Haka of my tribe.
Working our way through the districts again, an emissary of Arlon, lord of the city, greets us, and invites us to the central palace of the city. We happily accept. Clearly we have already made a small name for ourselves, and indeed word has already spread about our quelling of the tavern elemental.
A flying taxi takes us to the palace, and Arlon himself comes to greet us. He is extremely kind and praises us. However, he begins to repeat himself and forget parts of the conversation from minutes earlier. We realize he is senile.
A wizard, whose name escapes me, comes out and shuffles off Arlon, mentioning something about magical wards. It immediately becomes obvious that Arlon is a figurehead only. We exchange some words with the wizard, who did not summon us here and is thus less inclined to converse with us.
We take our leave, somewhat concerned at the state of the city’s leadership.
Our wanderings take us to the bardic district and we’re approached again. This time, it’s a man claiming to be in charge of a local “fight club” arena. He represents the bards and they humbly invite us to prove ourselves in the arena.
When asked why, the answer is simply that it is a pastime of their group, and that the city lacks for excitements. Our arrival is exciting, and so it’s hoped that we can make an introduction to their group through these fights.
The fight club rarely features fights to the death. Moreover, no magic is allowed in the fights. This piques my interest and I agree for at least myself, perhaps too hastily. A show of martial skill could gain us allies in the city, and I am eager to let loose after several truncated fights in which my skills were barely needed.
All but Lady Jackie also agree to fight. Jackie will watch us from the crowd. I suspect she hopes to mingle with the fight club’s organizers and leaders, but she also seems less enamored of fighting without magic. I have no such hesitation.
Post-Session Player Notes
Bit of an exposition-dump session, but a useful one as we explore the city and get our bearings. We managed to anger two different – and opposed! – groups in the city, the wizards and sorcerers. So we’re not off to the greatest diplomatic start. However, several other factions provide some promise, and it’s likely that some of these factions aren’t going to be the best of allies anyway.
Rynn imposes herself on situations where perhaps she doesn’t have authority, but it’s in her nature to want to dictate what she feels is the moral solution to problems. This works fine in a setting where we need to butt heads with various people in order to create some interesting drama. Trying to be everyone’s friend would be boring. The rest of the group has been on board with this approach as well; the denizens of the city have to win us over. Perhaps it’s a bit of undue, assumptive status as emissaries from Baldur’s Gate, not realizing that most of us were not sent for our skill in diplomacy.
…
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