The Clockwork Turtle of Askerion

Wherein your humble scribe presents three Barbarians of Lemuria characters and a monster he put together on a whim, for use in his own (highly-derivative) Kaalmuria setting.

The Zaaric enchantress lay nearly lifeless on the deck, her skin sickly green from the rolling of the ship upon the churning waters. The captain and his first mate discussed their situation, speaking in a language their were fairly confident the witchwoman did not comprehend.

“She’s already paid us half, and we’ve been at sea for three weeks with nothing else to show for it,” the Kellman said in his heavily accented Geiric. “I say we dump her over the side and sail on.”

“Are you mad?” asked the great northern barbarian. “I’ll not have my ship haunted by the ghost of a witch who was murdered at sea.”

“You don’t understand how much trouble this one is, Lorm. You don’t speak her language. She’s constantly going on about how she’ll sail to the ends of the earth to find this Askerion fellow. She’s not going to give up, and thus we’re going to be stuck with her for a very long time. Her contract is ironclad. The ship is hers until we find whatever it is she’s looking for. Or until she dissolves the contract. Or dies.”

“You’re the one who didn’t catch that particular hook, Olbraigh. This is your fault, not mine. And it’s my ship, and it will not be haunted by a witch’s soul!”

Sandris / Lifeblood 10 / Hero Points 5 / Arcane Power 12
Attributes: Strength 0 Agility 1 Mind 2 Appeal 1
Combat Abilities: Brawl 0 Melee 0 Ranged 2 Defense 2
Careers: Sorcerer 2 Scholar 2 Artificer 0 Merchant 0
Boons: Learned (Flora & Fauna), Sling Master
Flaws: Landlubber
Languages: Zaaric, Kellic, Lirian, Thaxian
Equipment: Zaaric Mace (d6), Zaaric Sling (d6-2)

Lorm / Lifeblood 13 / Hero Points 5
Attributes: Strength 3 Agility 0 Mind 0 Appeal 1
Combat Abilities: Brawl 1 Melee 3 Ranged 0 Defense 0
Careers: Barbarian 1 Pirate 3 Thief 0 Soldier 0
Boons: Spear Fighter, Thick Skin
Flaws: Distrust of Sorcery
Languages: Geiric
Equipment: Geirbjornhaller Great Spear (d6+2), Axe (d6), Very Light Armor (d3-1)

Olbraigh / Lifeblood 11 / Hero Points 6
Attributes: Strength 1 Agility 2 Mind 1 Appeal 0
Combat Abilities: Brawl 0 Melee 2 Ranged 0 Defense 2
Careers: Thief 2 Pirate 2 Scholar 0 Physician 0
Boons: Carouser, Marked by the Gods
Flaws: Poor Eyesight
Languages: Kellic, Zaaric, Geiric
Equipment: Kellic Broadsword (d6), Light Armor (d6-2), Shield (+1)

The Clockwork Turtle of Askerion / Lifeblood 40
Attributes: Strength 5 Agility -1 Mind -2
Combat Abilities: Defense -1 Protection 1d6+2
Attack with Bite +1; 2d6

8 thoughts on “The Clockwork Turtle of Askerion

    1. the venomous pao Post author

      Thanks, Narmer. The fiction is half the fun – well, except when it’s an aggravation and a headache and a source of great personal suffering, as fiction so often is 🙂

      Glad you dug this one, amigo!

    1. the venomous pao Post author

      Oh, comrade bat. I’m genuinely flattered when you say stuff like that, but I truly don’t understand it. You turn out such great, inventive stuff with such amazing regularity (complete with engaging fiction every dang time!) that I can’t fathom how you could be jealous of my meager output. But I deeply appreciate your honest sentiment all the same, amigo!

  1. G-Man

    Is Kaalmuria a “fantasy Europe” setting? I thought you posted some Celtic-themed stuff about it a couple years back.

    1. the venomous pao Post author

      Yo, G-Man. Kaalmuria is pretty much a fantasy Europe/Hyboria knockoff setting, yes.

      Since I tend towards the Celtic genetically, I made sure to include a land called Kel (home to our less-than-honorable first mate above), which I described as “a misty, moody northern island and its people are much the same. Prone to drink, artistically inclined and never afraid of a fight, the typical Kelman makes for an… interesting traveling companion. The people of Kel are also known for their uncanny luck.” If that’s not broad strokes/crass generalization pulpy fantasy Ireland I don’t know what is 🙂

      If I remember right, when I posted Tyrnon Vran, back in 2010, you suggested using Kel as a BoL setting without even needing the rest of Kaalmuria. Which I (still) think is a neat idea. If I ever get to run BoL again, it’s one of my major options.

        1. the venomous pao Post author

          I agree. It might also work nicely with the Mythic Iceland setting found in the BRP setting book of the same name (which is quite an awesome read, by the way).

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