Thursday, April 30, 2015

The Lattimors of Aian

The Lattimors of Aian
                The Lattimors of Aian may make up a small population in the Eastern Quarter, but they have a close community with a unique culture.
Lattimors are a symbiotic union of two different creatures: a bursk (a hairy mammalian biped) and a neem (an intelligent fungal creature). Each creature is has its own personality and that each personality exists in the Lattimor at once. The two personalities have varying levels of control over the lattimor at different times based on which state the creature is in. The fugue state is when the two personalities are in harmonious balance; working together as a single mind. Sometimes one of the personalities dominates the other. A Lattimor in a bursk state is usually more easily prone to anger, more aggressive, and has less self-control. Alternatively, a Lattimor in a neem state is contemplative, conversational, and extremely passive.

Lattimors living in Aian have their own unique culture and beliefs. The Lattimors believe in two sibling gods: Tenemateri and Tenenavatas. Tenemateri is the god that holds the universe together. She pulls on all things, keeps the planets in orbit around the sun, and holds entire solar systems together. Tenenavatas is the god that hurls the universe apart. He pushes all things away from one other; breaking apart that which connects things together. A typical outsider might think that Tenemateri is the “good god” holding the universe together and that Tenenavatas is the devil “hurling the universe apart”. On the contrary, both gods are good and both gods are evil. Without her brother, Tenemateri’s pull would cause everything in existence to come together, until there is no planets, no life, no stars, only one single point in all existence. On the other hand, without his sister, Tenenavatas’ push would separate all planets and all matter until there was no light and life was impossible. The beliefs of the Lattimors are actually a lesson in balance. They believe that in nature there is a push and pull; and those competing forces should be in balance. Their own bodies exemplify the juxtaposition of completing values: the neem embodying intellect, kindness, and peace and the bursk embodying passion, strength, and courage.
                When a bursk is born there is ritual that takes place to join it with its neem. Near the end of a pregnant Lattimor’s term, the neems of each parent Lattimor start to produce aecia, or small spore sacs that resemble small pin sized yellow flowers growing on the discolored backs of the adults.  These aecia are produced in both parents and might be a result of pheromone signaling that foretells the arrival of the newborn. At this time, the mother will fill a ceremonial bowl with warm sweetened water and place several aecia from both mother and father in the bowl. Over the course of a few hours to a few days, the bowl will turn purple and carries a unique scent of sweet vanilla and yeast.  Once born, the bursk is bathed in the water until it has formed a connection with its neem. This connection can take as long as two weeks to establish. During this time, friends and family arrive to greet the new arrival and provide their own tokens to the ceremonial bowl. Typically sweet things are added to bowl like hard candies and cookies which are thought to prolong the life of the broth. Occasionally, people bring flowers and other aromatic plants. And rarely, shins and unique cyphers are placed in the bowl. Many of these tokens are thought to improve the chances that a union will occur. Others carry specific superstitious blessings for the life of the newborn child. The ritual is attended by family, close friends, and the delivering matron. Within about four weeks, the broth changes color from purple to brown; at which point the budding neems within are no longer alive. If a union has not occurred by this time, it is unlikely to occur at all.  Lattimors typically aren’t given official names until they reach the age to 2-3, at which time, the names given are meant to suit their individual personalities. 

Gambling in Numenera

So a couple of my PCs wanted to see how much money they could make at a small village tavern. Anansi, (a charming jack who crafts illusions) and Nyssa (a graceful jack who explores dark places) decided to go gambling in between sessions. Here is how that went.

  • Nyssa
    *Before they settle in for the evening at the inn, Nyssa approaches Anansi.*
    Up for a little profiteering?
       

    Anansi
    Anansi casts a quick glance at Stourm's room before nodding. "What did you have in mind Ms. Venau, lightening Mr. Fraiser's pockets perhaps?"
    (Little bit of background, Jamie Fraiser is a wealthy nano who leads and is part of their adventuring party. Last session, he was being a bit of a cheap skate and refused to pay for another character to rent a sea skimmer to go with the party. Nyssa ended up paying for him and later, successfully stole the shins from Jamie to reimburse herself for the trip.)

    Nyssa
    "No, I wouldn't want to hear the complaining the whole trip back. I was thinking games of chance... how are you at Guilty Poise?"
    ((Guilty Poise is just a made up game name))
         

    Anansi
    "He has so many shins I hardly think he'd miss them. But if you insist, I must warn you not to play against me. I find that games of chance always favor my hand.
          

    Nyssa
    "Then let us be on our way. We'll ask the inn keeper for the nearest tavern."
    *Nyssa heads toward the door*
         

    Anansi
    Anansi follows Nyssa. "Do be sure to keep my name to yourself while we're about town."

          
    GM
    You go to the nearest tavern and see 3 people playing Guilty Poise (a card game that features bluffing and chance). If you ask to join, a scruff guy who smells of salt water and fish says it'll be 10 shins a piece to be dealt a hand.

    The bar also has a game similar to pool called Drift ball. It's played by throwing a small ball shaped oddity (called the Fitch) into the larger balls (called drift balls). The Fitch repels the drift balls so as to move them much more than you would expect from such a small object. The object is to get the drift balls in your opponents "goals" (holes on their end of the table). Two people are playing this game.

    There is also a derivative of darts that uses blowguns and has a variety of games associated with dexterity and precision. No one is currently playing this right now but you may be able to convince someone to play with you.

    Nyssa
    "Perhaps you should take the card game?"
    *Nyssa approaches the two drift ball players and watches intently.*

        
    Anansi
    Anansi slinks over to the card game and watches a hand, pretending she doesn't understand what's happening. She giggles and catches the eye of one of the players. "This looks like fun, do you mind showing me how to play?"

    GM
    Roll for the deception. With all your talents, it is a pretty easy roll. Int task.
           
    Anansi
    One
    sec
    need
    dice
         
    Anansi
    14

    GM
    The three card players (two guys and a girl) are buying the act hook, line, and sinker.
    A tall lanky guy on the table offers to show you the ropes.

    Anansi
    "You're such a gentleman"

    GM
    They introduce themselves. Jac (the big scruffy guy), Daris (the tall lanky guy), and Mar (a tall solidly built woman).

    Anansi
    "You can call me Lonnie. Now, what do I do with this hand?"
             

    GM
    He describes the basics of the game somewhat vaguely and says "you know it'll be a lot easier to learn if you just play a hand with us. What do you say? Ten shins; I'll deal you in?"
            
    https://fbstatic-a.akamaihd.net/rsrc.php/v2/y4/r/-PAXP-deijE.gif
    Anansi
    Anansi rummages around in her shin... pouch (god that sounds awful) and pulls out 10 shins. She lays them down on the table. "O-okay, but go easy on me!"
             
    GM
    Roll a D20. Number determines how good your hand is. Higher the better.
    (For the card game, I rolled a d4 to determine how many people were playing the card game and again for their level. I figure for a low level tavern, a lv 4 NPC should be the highest skill one is likely to encounter. If she were to be playing with higher tier gamblers, then I would roll d4 +2 for each NPC to determine their gambling level and use that for everything related to deception or seeing through her deceptions. I even rolled a d100/2 to determine how much shins they had on them, but that proved to be a huge overestimation. Next time, I’d roll 1d6 for poor place, 1d20 for rich/middle income, and 1d100 for competitive gamblers.)
    https://fbstatic-a.akamaihd.net/rsrc.php/v2/y4/r/-PAXP-deijE.gif
    Anansi
    16
    (Sure I can fucking roll to win a card game, but a battle?!)


    GM
    Roll an Int perception task (if you have any assets or skills to perception, empathy, or seeing thru deceptions let me know)

    Anansi
    Would sabotage count?

    GM
    Nope

    Anansi
    Can I flex skill perceiving deceptions?

    GM
    Since you haven't used it yet today, Yes you can.

    Anansi
    Okay, I will flex skill that then
    13

    GM
    You notice Jac trying to hide a smile, Daris is bluffing rather badly, and Mar had an annoyed angry look flash past her face when she saw her cards.

    Anansi
    I will deceive them into thinking I’m confused, but think my hand is bad. 13 (remember I have 1 in pos. social, 2 in deceive)

    GM
    Jac (trying to act nonchalant) says he's upping his bet by 5 shins. Daris matches, and Mar folds. Will you match?

    Anansi
    Anansi matches.

    GM
    Jac ups it by 10 shins, Daris hesitates but finally matches. You?

    Anansi
    Anansi looks to Daris, as though trying to determine what she should do based on his actions. (9) She matches.

    GM
    "Time to reveal hands."

    Anansi
    Anansi watches everyone reveal their hands.

    GM
    "Your new, why don't you go first?"

    Anansi
    "Okay, I think this is pretty good right?"

    GM
    Do you show an illusion or your real hand?

    Anansi
     (I have no choice but to show my real hand if I don't know what they have, right? Unless there can be duplicates of what they have in their hands.)

    GM
    You can roll Int task to determine how familiar you are with the game. It is a common game so its difficulty 1 (target 3). If you pass you know what is unlikely to get you caught (meaning unless you roll a 1 on a d20, no one will know anything is amis). Then if you want to make an illusion you have to tell me what you want the illusion to be (#1-20 hand) and make a roll to successfully fool them diff 1 for you ( because of all the training and cuz these guys aren't bright).

    Anansi
    Okay 6 (no fail) and then I'll make it 18! Which will hopefully be high enough.

    GM
    Daris reveals a 5 and Jac who is beaming reveals a 19! (I actually rolled these values).

    Anansi
    "Oh darn! One more hand?"

    GM
    "Oh yes of course, your only learning after all "

    Anansi
    "Great! Hopefully I can get away without you taking too many of my shins Jac! You're really good at this."

    GM
    Jac is beaming after neatly doubling his money, Daris is looking pathetically at his wallet, and mar is looking mean and determined. They all decide to go in for another hand.
    Roll d20 for your hand.

    Anansi
    So, no lie, I actually rolled a 20.

    GM
    OK so I guess all you need to do is fool them into putting in all their money.

    Anansi
    Anansi looks dejected for a few seconds before 'remembering herself' and trying to look a little more pumped. 18

    GM
    What's your perception roll?

    Anansi
    15

    GM
    Good, Jac is looking okay, not happy but not dejected either, Daris is down right pissed, and Mar looks like she is out for blood.

    Anansi
    (Pissed as in bad hand and out for blood as in bad hand??)

    GM
    Pissed as in bad hand. “Out for blood” as in she is ready to gouge people for all the money they are worth ( ergo very good hand and bad at concealing it).

    Anansi
    Gotcha

    GM
    Jac raises 5 shins, Daris folds, and Mar raises it to 10 shins, Jac thinks a bit and looking at Mar says "ehh I know that look, I'm out". You?

    Anansi
    Anansi pushes in ten more shins. "What look?" she asks smiling cluelessly. 16

    GM
    Last betting round. She pours 20 shins. You can match (ending the round and forcing a reveal) or you can raise forcing her to raise or fold.

    Anansi
    Anansi pushes in a matching bet. "I guess we should look now, right guys?"

    GM
    Mar enthusiastically reveals a 19 (not kidding actually rolled that).
    She looks positively livid when you show a 20...

    Anansi
    Anansi smiles, still a little vapid looking. "I think this wins, right Daris?"

    GM
    Mar storms off, and Daris says " well I think that reaction says it all right there. "

    Anansi
    Anansi gathers up all her shins (I hope you were keeping track because I have no clue how much I won). "Wow, this was a lot of fun! Thanks so much for showing me the ropes."

    GM
    You won 75 shins in the second game. You lost 25 in the first game against Jac.

    Anansi
    Not too bad

    GM
    your net is 50 shins.
    (I realized later that I gave these village fishermen way too much money. Laborers only make 1-2 dollars a day, so they shouldn’t have had more than 10 shins on them. Later I let Anansi know this and we laughed about how lucky she was and how if she ever wanted to make out with so many shins again, she’d have to try her luck at a higher end table in the city. Of course, the NPCs will be much harder to beat there.)

    Anansi
    Anansi smiles and bows out of the table. She approaches Nyssa. "How have your games been going?"

    Nyssa
    (We shall see)

    GM
    We shall

    Anansi
    Now or tomorrow?

    Nyssa
    Tomorrow

    GM
    yea its getting late.
    isn't gambling fun!
    Maybe next time you can play at a high stakes table at one of the Aian Taverns...


    Of Course Nyssa also wanted to play a game too. I wasn't sure how to make this game as exciting as Guilty Poise was to play. I decided that we would simply do 3 rolls each. After each d20 roll, whomever got the higher value would score a point. If the player had a any training,  she would add 3 for each level of training in required skill set. Each round someone else goes first. If your opponent went first, you would have an advantage since you would know how well they did and know whether you need to spend effort on the game that round to beat them. Whomever had the most points at the end, wins. (I should add a coin toss in the beginning to see who goes first). Anyway, the player who plays Nyssa was in the same room as me, so I got to see all the rolls and we didn't have to text them via facebook. We called up Anansi and did the whole drift ball game over video chat. Nyssa almost lost, but a very convincing, well-placed illusion by Anansi, bought Nyssa the victory. They both ended up leaving through the backdoor because Anansi wasn't too keen on running into Mar anymore that night. 


  • Here are some of my thought on this experiment:
  • 1. Poor people in taverns should have less money. Laborers only make 1-2 shins per day! they shouldn't be carrying more that 10 shins on themselves unless they gamble professionally. 

    2. Role-playing gambling as a little mini-game out of session was fun. It encouraged player immersion and encouraged some PCs that didn't have a strong connection to bond over something. That being said, I wouldn't want to roll play every gambling session. Its just too many rolls and it would get old the second time around. If she wants to gamble, I'd have her roll 1d20. If she scores a 12 (-6 due to her specialties), she wins a sum of 1d10 shins total for the whole night. If she get fails, she loses 1d10 shins. This is basically saying that she is good enough to beat a lv4 gambler without role-playing. If she wants to make more money, she should play against higher level people. In that case, I'd actually role-play the whole game. It would more risky so I think it would actually be fun and exciting and require some effort expenditure. 


Numenera: the City of Aian

Aian
Population: 30,000
Governance: Independent City-State; Ruled by an elected senate
Corebook Information:  Known by some as the City of Merchants and by others as the City of Beggars, Aian is only tenuously part of Milave, maintaining as much independence as it can. The city-state has a population of perhaps 30,000. Ruled by an elected senate, Aian is one of the prominent republics in the Steadfast. As its monikers suggest, it is a city of commerce and trade, a gateway between the Steadfast and the lands to the south. Its markets are filled with exotic goods, and wealthy merchant clans maintain burgeoning warehouses here.

The Aian saying “Those not rich are poor” is used to justify avarice and ruthless business practices. In other words, if you don't fight to get all you can, you’ll have nothing. The saying is also a fair assessment of the city’s class structure. Those who are not wealthy merchants, clerks, accountants, salesmen, or caravan drivers are extremely poor, working for scraps as laborers, bearers, or porters—or worse, without employment at all, living as beggars and thieves.

Rumor has it that the Amber Papacy does not believe in democracy, and that agents of the Order of Truth work against Aian in the shadows of the city. If this gossip is true, the agents likely work with the Beggar Queen and her network of spies. She hates the oligarch council and the merchants who elect them. No one knows much about the Beggar Queen herself, but she has three lieutenants that are biomechanical hybrids with the ability to become invisible and kill with a touch, ensuring that her power remains unchallenged.

Regions of Aian
Aian is a city divided. On the one hand, there is the city of merchants brimming with wealth and opportunity. Aian’s proximity to the lands of The Beyond grants it a thriving economy and markets filled with exotic goods rarely available elsewhere. For those lucky enough to enjoy the splendor, Aian is a beautiful city with few parallels. But not all its citizen are so fortunate. The less fortunate know Aian as the city of beggars. Beyond the beautiful markets of the kept city lies meandering slums and rampant poverty.

This divide is not simply financial, but physical as well. Aian is built within ancient structures called the fallen spires. It looks as if a hallow glass spire with a ribbon of gold swirling around it had fallen ages past. No one knows its original purpose, or even its original shape, but living within affords many benefits. Regardless of weather conditions, those within the spire are kept at an ideal temperature. There is always a gentle of breeze within which carries with it a fragrance that few can agree upon but all acknowledge is pleasant and frequently changing. Those within the spires are said to reside in The Kept City, a term occasionally used in derision (it is also called the Inner city, denoting that it is within the spires). 

Outside the Kept city, lays the aptly named Unkept City. As the pun suggests, the Outer City is dirty and dangerous. Here, poverty is widespread. The moniker is fitting in another manner as well. While the Kept city is organized and clean, the Unkept city slums are a maze of hidden paths, poorly built huts, and meandering dirt roads. Far from the sheltered existence of the privileged few, those from the Unkept city are proudly independent, tough, and resilient.

Aian Society
                The main factor that determines social standing in Aian is wealth. In principle, even a citizen born in abject poverty could achieve wealth and influence through hard work, natural talent, and a great deal of wit. In practice, wealth tends to remain in the hands of the few. Dreaming of grand riches almost always remains just that, naïve dreams of the idealistic. 
                The city of Aian is ruled by an elected Senate of 11 counselors, one to represent each region of the city. While anyone could be elected provided they obtained the votes needed, in reality, only the wealthy have any real chance to succeed. The Unkept city has four regions granting them 4 counselors while the Kept city has seven; thus most decisions tend to favor the wealthy regions. As a result, those representing the lower classes of Aian society rarely get their voices heard. These powerful oligarchs currently rule the city, but for how much longer? Interests from within the city - and without - are striving to change the status quo.
                The wealthy of Aian enjoy a lifestyle far above what any of the masses could dream of. Among “the kept” – as the affluent are called – the most influential are the five great families. High society in Aian is a constant political struggle between the noble families. Each family has their own motivations- some are selfish, others might even be called virtuous.  Regardless of their motivations and intra-family feuds, the families can find common ground in opposing those that threaten their influence in Aian. 
                Most commoners of Aian are usually too preoccupied trying to get by to get involved in the complex politics of their city. This does not mean that they are not aware that the deck is stacked against them, simply that they do have the time or means to do anything about it. Despite their greatest efforts many of Aian’s “unkept” fall into debt and poverty eventually.  The outer city is littered with beggars and thieves; slums and shantytowns. Underground criminal networks thrive in these areas. Some seek their own power while others seek to unseat the powerful oligarchs and the rich merchants who elected them.
                The mutants and visitants are some of Aian’s most disenfranchised. While the “unkept” masses may naively hold out hopes for a rags-to-riches fantasy, those with obvious physical mutations or extraterrestrial origins have no such hopes. These individuals tend to form tight insular communities which protect one another and are weary of outsiders. Their suspicious natures are justified. Even while the Angulan Knights have a charter to uphold justice regardless of class or religious differences; they do not aid these lowly people. In fact, they may be some of their greatest persecutors. The knights are dedicated to the advancement of the human race, but they simply abhor mutants and barely tolerate visitants.
                Slavery is legal in Aian, as it is throughout the steadfast. Enslavement is not based on racial, religious, or cultural difference. Rather slaves are taken from conquered enemies or their descendants and are considered property. Typically only the nobles own slaves, but as property, they can be bought and sold to anyone wealthy enough to afford the price. Sometimes criminals are consigned to enslavement. More recently, temporary enslavement has become a commonplace sentence for those who cannot pay their debts. Some desperate individuals even sell themselves into slavery, giving up their own freedom to ensure their family’s survival. Slaves toil as manual laborers, house servants, and guards. Their living conditions can vary greatly depending on which family they work for and what type of labor they are tasked to perform. Typically slaves live in the house they serve in conditions significantly better than those found amongst the poor and destitute. On rare occasions, a particularly talented slave may earn the respect of the family she serves; granting them freedom and a place within their house for their loyalty.

Regions of The Unkept City (aka the outer city)
1.       The Frore
2.       Ashen Plaza
3.       Spectral Precinct
4.       Eastern Quarter

Regions of the Kept City (aka the inner city)
1.       Ceylon Strand
2.       Nautilus Riverfront
3.       Sanctum Ward
4.       Agoratech Market
5.       Serenity Sire
6.       Meabrooks
7.       University Enclave

Region Descriptions

The Frore
This is the main marketplace of the outer city, featuring many outdoor stalls and shops. Its low prices and practical wares make it a popular location for the Unkept of Aian. It is easy to find good deals on food, mundane items, and adventuring items. On very rare occasions, a lucky adventurer might find a rare item at an exceptionally good price. 
Interesting Locations:    Drody’s Tavern and Lodge

Ashen Plaza
This region is mostly residential homes and warehouses. Guards, hired hands, laborers and low income workers make their homes here.
Interesting Locations:    Asser Levy Bath-House and Bordello
                                       The Greasy Spoon (restaurant)
                                       The Queb and the Cavot (Tavern)

Spectral Precinct
Spectral precinct is a maze of meandering paths and hidden passageways. This overpopulated shantytown is home to poorest of Aian’s citizens. Beggars and thieves are common and walking the streets can be extremely dangerous. Many of Aian’s poorest residence have clear and visible mutations. Often times, they are debilitating and occasionally they are dangerous.
Interesting Locations:    Order of Truth Benefaction
                                       Tottie’s Tavern

Eastern Quarter
Spectral precinct is a largely residential home to many poor laborers and porters. A fairly sizable insular community of Lattimors make this their home. Recently, a few shops and a tavern have opened up which cater to these visitants. Their presence is not without conflict; Angulan Knights who go out to enact their charter do not take kindly to any alien race.
Interesting Locations:    The Quarter Canteen (Tavern)
   The Rose (Cathouse)
                                        Drour’s Watering Hole (Tavern – Lattimor Friendly)
               
Ceylon Strand
Located in the inner city along the waterfront, Ceylon Strand is filled with many open air markets sporting the latest exotic imports. Shops frequently sell rare and unique spices, foods, and clothing. The restaurants in this area are some the best in the Steadfast, infused with distinctive flavors and inspired by distant cuisines.
Key Locations:   The Ceylon Peer
    A Savory Saunter (restaurant)
                            Ara’s Tavern
                            The Fishing House (restaurant)
                            Taste of the Beyond (restaurant)

Nautilus Riverfront
This inner city region contains Aian best and only beach. The sand that makes up the beach is made of smoothed out glass and clear crystal shards. It has the same texture as normal sand, but appears pale blue and sparkles brilliantly in the sun. Nautilus is a prized as a wonderful location to relax along the beach during a nice sunny day. Thanks to the unique properties of the fallen spires, this beach is used year round, although the river is only warm enough to swim in during the heat of the summer months. The beaches are a popular place to see glams perform and, if impressed, place your offer for their services. Various shops line the streets of this region where one can find all manner of items for sale.
Key Locations:   The Vape’s Edge (Weapon’s Shop)
                            Gi’s Armor and Defense Shop (Armor Shop)
                               
Sanctum Ward
The ward is the center of political life in Aian. Home to some the cities best architecture, Sanctum Ward is a sight to behold. Most buildings here are held by city’s Senate, the Guilds, the Order of Truth, or the Angulan Knights.  The ward also has various high class establishments that cater to the local senators and clergymen.
Key Locations:       Town Hall
                                Guild Hall
                                Aian Senate Building
                                Angulan Knights - Aian Charter
                                Sanctuary  (Bathhouse and Bordello)
                                SynthSilver Spoon (Restaurant)

Agoratech Market
Agoratech is a market brimming with all manner of technology and machinations. Street venders in this area sell all manner of adventuring items, common items, and the occasional rare and special items. If you’re looking for a curious device or materials to make an interesting artifact, you might want to check the markets in Agoratech.
Interesting Locations:    Mazen and Malia’s Machinations
                                       Aenelm’s Shop of Curiosities
                                       Gylas Tonics and Philters
                                       The Tinkerer’s Taint

Serenity Sire
This residential area is home to many of Aian’s most prodigious and noble families. Among expansive modern estates built recently are older mansions build within structures that remained intact from the fallen spires. These colossal artifacts are both beautiful and often incomprehensible, even to those who now make their homes within.
Interesting Locations:    The Crystal Rose (Burlesque Lounge)
                                       The Safehaven (Tavern)
                                               
Meabrooks
This area of the inner city is home to many of Aian’s merchant  class. This mostly residential neighborhood is filled with modern homes and beautiful gardens.
Interesting Locations:    The Aian Botanical Gardens
                                       The Fine Thread (Fine Clothing Store)

University Enclave
Founded by the prodigious Sir Arthour of the Fraiser family, Aian University has become a beacon of enlightenment. The university is famous for its unparalleled library on ancient artifacts and cyphers, largely the accumulated life’s work of Sir Arthour himself. In addition to finding the leading authority in numenera, you’ll find respected professors in the fields of geology, botany, astronomy, and biology.
Interesting Locations:    The Fraiser Estate
   Aian University (multiple buildings)
                                                Botany, Geology, Biology, Astronomy, and Numenera Departments

                                                Library