A dozen reasons to go to town.

From: bethexton_at_...
Date: Mon, 22 Mar 2004 21:16:09 -0000


In the "dream walker" thread there was talk about what opportunities there would be for young folk to visit other clans. This doesn't directly address that, as it is aimed at reasons to get the heroes to town. However I had it sitting around on my computer, so maybe it will give some ideas for visiting the neighbors too.

As everyone knows, Issaries merchants tally things in dozens (or dozens of dozens, called a gross). Everyone has seen the Harst initiates at harvest time, counting off the dozens on the tips and knuckles of their fingers. Because they tally things in dozens, they also know how to tally by two, three, four, or six. Some few learn to tally by other numbers, but most have to break down other numbers into these values. This of course is awkward when dealing with the imperials, who generally do things in tens or sevens.

Sometimes someone will ask an Issaries initiate how they can have such difficulty with seven. After all, Issaries had to deal with seven lightbringers on the famous quest. Usually the merchants won't respond to these jibes, but once in a while one will explain "Ginna Jar didn't eat, Flesh Man didn't eat because he was dead, and only a fool would feed a trickster. So Issaries had to factor by four." Except those who have taken on the light bringer aspect of Issaries, they say "so really Issaries had to factor by six, because Orlanth ate for two and Eurmal always managed to get hold of a share."

Of course, thirteen is an unlucky number, so when tallying up if there is one item left over, it is included in the last dozen, making it a long dozen or a silver dozen, depending on the land.

Storytellers know the power of three, and magicians the power of seven, but in all the lands where Issaries is well known, when you want to provide an extensive list, it is a dozen. "I have a dozen songs to delight you" the singer says. "You can cook mutton a dozen ways and it is still mutton" the youth complains. "I have protected my stead from a dozen raids" the grizzled fyrdman boasts.

So, VERY irregularly, I'll come with a "Dozen" for your distraction. I welcome anyone else who wants to use the format to do so too.

The first: A dozen reasons to go to town.

  1. Someone from the clan (best someone the heroes have a relationship with) needs an escort to a temple in town. Complications: They are on poor terms with their temple, the lunar are suspicious of everyone dealing with that temple, or the visit is really cover for a tryst.
  2. The clan trader needs an escort to market. Complications: The trader is accused of selling stolen goods, lunar tax collector says the clan is behind in its taxes and wants to confiscate the goods, the trader is looking for something specific and can't find it in that town, so wants to go to another city, where the trader does not belong to the trade ring and may not be welcome.
  3. The heroes acquire something odd (like the skeleton of a dragon newt). The clan ring says "we don't want to keep it here" the clan trader says "I don't want to ruin my reputation trying to peddle such a thing", so the heroes are told to go to town and see if any of the strange people there might buy it. Complications: They can't sell it in the market (they aren't part of the trade ring, or if they are they know they could hurt their reputation), so they have to identify those who might like such a thing, then track them down and bargain with them. Of course, those interested in such a thing may themselves be fairly strange, and may not live in the safest places.
  4. A temple summons one of the heroes. The priests have heard of the hero's exploits, and want to know more about this budding hero. Complications: they are mostly worried about what negative attention from the lunars the hero may cause, or they are worried that the hero will threaten their power in the temple.
  5. Nobody has heard for some time from clan member living in town. The heroes seem good at dealing with strange things, so they are sent to find the clan member, make sure they are alright, and see if they want to come home. Complications: when they start asking around, the heroes discover their clan-mate is far from the only person mysteriously missing, or they find out the clan-mate has become the lover of a high lunar official, or the clan-mate is wanted for a heinous crime, and the accusers will settle for blaming the heroes clan instead.
  6. The local lunar commander summons one of the heroes. Complications (well, who needs more complications? But all the same): The commander has the heroes confused with someone else ("all those tattoo covered barbarians look the same to me"), the commander is being blackmailed, but can't let any lunar types know of the cause, so wants the heroes to get rid of his/her blackmailer (and will be appropriately grateful. Or not). There is some strange occurrence (marauding earth-shaker, outbreak of chaos, raiding tuskers) and he figures why waste good lunar troops dealing with it, when he can risk Heortling heroes instead?
  7. The heroes are sent to learn some of the lunar language, because the chief doesn't trust the interpreter used by the local lunar taxman. Complications: The teacher doesn't teach them properly, the teacher managed to teach them Sedenyic philosophy at the same time, the heroes get a reputation as lunar-loving- lickspittles.
  8. A magical ritual needs an unusual item, that should be available in town. Complications: It isn't available, someone else just came by looking for the exact same thing, the same item could be used in a much different, darker, ritual or quest, and everyone suspects the heroes of doing it, for some reason the lunars are trying to suppress this ritual, so have been watching for anyone looking for this item.
  9. The clan chief has been convinced (conned?) to send the clan trickster to town on some mission. The heroes are sent along to minimize the mayhem and fines to the clan. Complications: Surely there couldn't be any complications in a situation like this? But if you must….the trickster really does have an important reason for coming to town, and the heroes need to make sure he or she doesn't completely forget about it.
  10. A clan member dies, and on his or her death bed describes where they hid some valuable item in town, long ago. They thought they'd go back and get it some day, but either times were never right or they decided it was better left hidden. The clan wants this item, and sends the hero to fetch it. Complications: A patron sends the heroes, without knowledge of the whole clan, so they have to invent a reason to go to town. The town has changed, so the description no longer matches up with how things look now. The hiding place inside a building now owned by a powerful lunar (or local lunar sympathizer). Someone else found the hiding place, but has been waiting to see who would come looking for the object.
  11. Some famous or infamous entertainment is coming to town. Everyone wants to go, but only a select few get to. The heroes are chosen amongst that select few. Complications: before leaving, the safety of the whole group is put in their hands, angering some others who don't feel they need to be mothered. The entertainment includes old adversaries of the heroes, who use the opportunity to shame them. The entertainment doesn't happen, or is massively underwhelming, and the assembled throng riots, bringing down severe lunar "police actions."
  12. A clan craftsman (ideally a relation of one of the heroes, or even one of the heroes) completes a commission for someone in town. The heroes are chosen to transport it. Complications: The person who commissioned it demise having done so, complains about the quality, or simply won't pay for it. Someone else wants it. The crafter was a master, and awakened the daimone of the item, but didn't tell anyone, and during the trip the daimone becomes more aware, and more willful.

--Bryan

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