Session 0
Agenda:
- Group expectations & game tone
- Communication tools (lines & veils)
- Game overview & rules
- Biennia street magic! (city building)
- Make an organization
- Finish character creation
The Doves Guild
Explicit Rules:
Payment is always taken in advance.
No violence in the establishment. No exceptions.
Unspoken Rules:
Non-cash tips are expected from visitors.
Help other members when they need it.
Assets
A Magistrate as a loyal regular.
A Skeleton Key that works to the gates of Sones property.
An exclusive Barge that can transport up and down the river (possibly reducing travel time, if unoccupied).
A large stash of pith in main building.
Features
The statue of Saint Isobel the Whore out front.
Dynamics:
Don't be nosy. Don't be mouthy. Workers are often aloof and reserved.
Overall, members are protective of each other. There is a sense of camraderie against those who would see The Doves Guild fail, but also inner competition.
Shared enemy:
The Tourism board in Plum Steyr.
Common slang
"Take confession" means to talk in private
Session 1 Recap
High Magistrate Tomanz Orkan asked the head of the Doves Guild, Lady Margaretta, your patron, for her help in investigating the death of one of her highest paying clients, Magistrate Martinus Voch and his son, Junior Magistrate Jerem Voch.
She sent you, one of her reliable task crews who had just come off the heels of a job locating some pith thieves.
Early in the morning of Moonday Ferastide the 11th, The crew learned about the nature of the deaths, which included a dark ashy spike hole in Martinus's heart and Jerem's face misshaped as though a hand was pressed into clay.
The instructions from Magistrate Orkan are to find & capture the source of these deaths (which he believes is one of his political rivals trying to take away important votes) and ideally hire the person who made the hand print.
He'll pay 6,000 royal crowns to Lady Margaretta for the subdual and capture of the political rival, and 30,000 royal crowns if the crew is able to convince the maker of the hand print to work for Orkan.
He explained how he needed the hand print maker for research in his charity organization, the Halsophers Group, and for his personal purple pockmarked skin disfigurement.
After meeting Martinus's newly-made widow Josina, the crew decided to follow up on Martinus's death, a lead that took them to the Small Chapel, a building next to The Final Priory of Aotha.
After speaking with bubbly Sister Emilia and strict Father Bastien in the Small Chapel, a kind of wraith called a Shade attacked the crew from the place where Martinus's body was found. Quickly realizing that only silver would affect the incorporeal undead through Capo's extensive personal notes, the crew grabbed what little silver was nearby and dispatched the monster.
While Father Bastien was distracted by Mikah and Amalie, Sister Emilia revealed to Verona, Capo, and Galio that she had seen a bald man with a large neck scar and dull grey armor lurking around the Priory two days ago (on the 9th) and three days ago (on the 8th).
The sister followed him all the way through Giantfell and into Iron Hollow, where she lost him at the corner of Hedge and Lock Row. She abandoned her hunt after a group from Vointa Pospul spotted her and she got cold feet.
The crew headed to Amalie's forge where she melted, shaped, and sharped three silver daggers made from the church candlestick holders.
The crew has the following main leads:
- Locate and talk to the Pellar Elbert Merode in the Upagid Mines
- Locate the bald man with the scar in Iron Hollow
And one side lead:
- Talk to Ludwik Tomy, the person who found Jerem Voch's body at the Workhands Event in the Guildhall (Salt Guild)
Session 2 Recap
- Left Amalie's forge to search for Bald man in Iron Hollow (lead from Sister Emilia)
- Talked with Agnes the bar maiden, who had seen the bald man and gave you his address after giving you the evil eye.
- Broke into the flat, finding a well-furnished home for the area. You set off the firework alarm and got hit with a green powder dye before the geistlock showed up.
- You found books, equipment for astronomy, and an address, along with some vague instructions signed "V".
The crew has the following main leads:
- The Pellar Elbert Merode, headed to find his daughter
- The prophecy in the Library of Carthia Tor, private and Magistrate-owned.
- Speak to the employer of Wuldorf of Kiel at an address in Rose Willow Point.
And the following side leads:
- Talk to Ludwik Tomy, the person who found Jerem Voch's body at the Workhands Event in the Guildhall (Salt Guild)
- Follow Wuldorf of Kiel as he tries to complete his task of terminating the two he is after.
Session 3 Leads
The crew has the following main leads:
- Look at the new dead body in the Magistrate Consulate.
- Speak to Adriana Merode before she leaves town with her father, the Pellar.
- Speak to Antonis Voch (address in Rose Willow Point).
And the following side leads:
- Talk to Wuldorf of Kiel.