Monday, November 30, 2020

Torkol's Investigations into the Tel

 As reported by Torkol (written by Jacob and earning Torkol 100 xp per level), concerning his recent delve returning to the Necropolis of the Tel:


Having heard stories of mysterious witches under the Tel that oppose the KzinTi, Torkol gathered up a group of fellow adventurers on an expedition to seek out these witches and see what they are about.

Setting out as others have, along the coast and heading up the side of the Tel we ran afoul of some socalled Kzin “heroes” who we were able to dispatch quickly. Continuing on, and knowing that those we seek frequent the crypts, we made our way to the crypt less frequented by the KzinTi.

In short order after entering the crypt we found our way down stairs, and into the belly of the thing. Here we found a handful of treasures as we made our way systematically searching for signs of the witches.

One of the tombs we visited held a strange living rock creature which fired upon us, disintegrating the arm of one of our fellows. After which we quickly backed away and moved on, not having heard of any such thing in the stories of the witches, and not wanting any further body parts melted away.

Shortly after, while investigating another off-set tomb, we were beset by a strange shadowed creature. Not a shadow itself, perhaps, but close enough to one that our party decided to back away. It taking the time to swear a curse over Fedalious, a new adventuring companion who stood his ground valiantly, or perhaps our whole party, it remains to be seen. Regardless, we were able to make our way away from this monster and continue our investigations.

We came upon a great alter which surely would have held great riches, but we knew not how to open the thing, and so we continued on. Further discovering an additional passage down into the depths of the Tel, but feeling we’d searched enough, and a general consensus of concern regarding the shadow-thing from before, we concluded our search for the day.

Making our way back from whence we came, along the face of the Tel towards the beach, our expert guide, Harrava, allowed us to circumvent a gathering of Alkari. And in short order we returned, weather in both coin and knowledge than when we had left.



Sunday, November 29, 2020

A Map of the Tel al Safina

In hopes that this will help orient parties setting out from Cothon on expeditions to delve into the depths of the Tel:



 

It should be noted that there are a number of sea-caves riddling the headlands further north, beyond the Ocean's Throat; these are known haunts for clans of the Alkari and the Sakkra, and periodically home also to mighty sro, pale serudla, and dreaded haqel.

There is also a "lesser" spire north of the Great Spire of the Klackons; and doubtless there are other smaller entrances into the Tel, as the whole mound is riddled with caves and catacombs.

The Tower Invincible is the only completely intact remainder of the old city of Tsur; it is remembered that no missile hurled by catapult or trebuchet could wrack it, for it is surrounded by a field of power that deflects all such missiles; but that a man on foot might be able to find some secret way, or invisible gate, and thus gain entrance.

This Tower is also the source of the terrible Elver Worms that emerge once every generation or so to wreak their desolation. The last such to come forth was during the Office of Anno and Arrahmni as Soufets, and it was Lost Vrialta, then but a squire of the Knights Pylaean, who dealt that Worm its death-knell, and thus secured his reputation as "the greatest warrior of his age" before his Disapperance.

As to the rest of the Ruins of Tsur al Qadim, they have been picked over by generations seeking old artefacts or buried treasures; and yet, they are wide, and sometimes secrets are dis-covered even now. The crumbling towers and slumping walls also offer shelter or hiding places to various bands of highwaymen, or to wandering creatures inimical to Man, so that one should be wary when venturing along the broken thoroughfares. The safest path east from Cothon to the Tel is along the Pallbearers' Way, from the Gate of Mourners to the Necropolis in the Colossian Temenos. This road is regularly patrolled by the Poor Brothers of the Dead, a warrior-mourning society.

The News in Cothon

 The dual-city of Cothon-Gadeed breathes a collective sigh of relief this day, as word has finally come in from the Chora hinterlands--the Great Moot of the Kzinti is breaking up again. The Braves have been blooded as Heroes in their various hunts and violent games, and now the Chieftains and Patriarchs are leading their bands back out into the southern desert and plains, leading coffles of new slaves, new-traded Kzinretti, and their herds of kine.

The Soufets, the Hanse, and various of the merchant-princes of the Mother City are pleased that there was no repeat of the cycle of feuds and bloodshed from the last Moot, though no doubt there are many among the military classes who would have preferred a bit of rioting, to test their spears against the claws of the Kzinti.




Meanwhile, the Kantor Kalbjauhof of the Hanse has increasingly been filled with a flurry of activity--the putting away of great stores, the coming of throngs for the cherished pay of working as an oarsman, and the clamor of armorers. For two great works are being there undertaken:

First is the continued preparation by Captain-General Zaytar the Northerner for his upcoming campaign against the Luwian Pirates that seem sometimes to rule the whole of Dirac's Sea. Citizens of Cothon-Gadeed are of course disbarred from joining in or directly contributing to this service to a foreign state; but many more than citizens dwell in the Mother of Cities, and many of the metics, foreign-residents, freedmen, and slaves--bound by no law against contributing--are flocking to the Kantor seeking employment in Zaytar's great project.

Secondly, more immediately, a smaller expedition is being prepared by Telman of Tsipa, also a Captain of the Hanse. He has been tasked by the Mormaers to put an end to the threat to shipping posed by the Denyen Akho, that dread terror of the deeps, the "embracer of ships". Telman, a young "brightening star" of the Hanse's fleet, has also been granted a special charter by the Soufets of Cothon-Gadeed such that he is allowed even to hire the help of citizens, so terrible has the been the wrack to trade done by the Akho.

Parties interested in either project are invited to inquire at the guest-house of the Kantor Kabljauhof.


Coinciding with the breakup of the Kzinti's Great Moot, and with it, the opening again of the Necropolis of the Tel to the Mourning Societies and various other sects, preparations have begun in the city for the Long Wake and accompanying Peganan Games, both to begin in one week's time. Offering-cakes of bran and sekeker sweet-wax are baking in the public ovens, while great quantities of butter are cooked down to ghee by the Mourners to be poured out as libations for the dead.

And in the Arena-district, the Coreguyi Arena is alive with its own preparations--the gladiators all treated to massages in oil, baths of wine, and all the sweet things of life before the violence of the Games, while the clang and clatter of their armorers preparing their weapons foreshadow the clangor of arms that will rise from the arena in due time.

Friday, November 27, 2020

Razo's Research and Sesel's Sparring

 Research into the Nature of the Mechanical Bird Nassr (week ending 11/21)

While on the one hand turning over in their hands the strange metallic shell of a kyni falcon that is the artefact Nassr, seeking its secrets, Razo and Kenawi also plumbed the library of Cothon-Under-Star for any clues as to its authenticity as the "Nassr" of the legendary Hamdi the Voyager. Certain clues presented themselves, and a means to "awaken" the bird and to send it forth as a spy to scout the way ahead of its "wielder" were discovered.

Also, a more obscure account of Hamdi before he became "the Voyager" was discovered by Razo during this search. The phrases "Green Door" and "vampires" are floated about the tavern of Cothon-Under-Star thereafter, whispered after eavesdropping on Razo and Avin in close conversation, but the meanings are obscure, and the pair are chary with their information.

(the question as to Nassr's nature remains open to further investigation)

Meanwhile, following an expedition's return from the Necropolis of the Tel al-Safina, Razo's research seems to have turned to other interests:


Research into "What is to be placed into the Castle of Dalan's Ship?" (week ending 11/28)

First, a "brief" primer in history; Razo surely knows this sketch of history, and Fidelius has likely heard a romanticized version in the epics and tales that he learns for his profession:

When the city of Tsurr alQadim was only gathering her strength in youth, and yet the Tel alSafina was already old (and that is a deeper history, not to be delved here), there was a revolt against the king of Tsurr, one Tukult Filibnulktar III. This Tukult III. was slain in battle; and in his place was raised up one who claimed ancient and direct descendance from Dalan the Ancient, Dalan the Pure, who had battled alongside the Gods in their First & Final War against the Demons.

With such lineage, this new king styled himself Dalan II. (though there had never been any King Dalan I. of Tsurr, for Dalan the Pure was ancient even then, far older than the city's founding). And he went on to become a warrior-king, terrible to his enemies and munificent to his friends, and he broke several cities along the coast and yoked them into an alliance.

And so it was that when the Blind Legion of the Doulii Klackons marched their Immortal Columns into the land, it was Dalan II. who defied them, and turned them southward in their defeat, and thus he earned the epithet "the Great", though he was also called "the Blind" down through the legends.

Thus it was that Dalan II. sired the Dalanian Dynasty, which lasted down through many generations, and included the ruthless Dalan IV. who used the Aegis of the Demon Queen to such evil throughout the kingdom and raised such ire against himself.

And (before his dynasty) at the height of his power and hubris, Dalan II. is said to have sallied against the Demons of the Fortress Moon, and that this is what broke his power and allowed his son to usurp the throne. Accounts differ--"marching through the gates of the Moon" or "sailing up the River of Stars"--but it's not entirely clear that this legendary is not actually just a tale told to signify Dalan II. as Dalan the Ancient, and to unite the twain in the epics, so that when Dalan strikes down Xiphus, it is unclear which of the two is meant ...

But as to Razo's research:

Amongst the stacks of the library at Cothon-Under-Star, among the codices and folios of notes, devoted to alchemical formulae, the science of fermentation, the distillation of perfumes and essences, and various primers on the Klackon language (and including a collection of knotted silken Strand-records), there are some few works of literature and history ...

One such is the authoritative Commentary on the Eyes of the King by Ion Bangluub, in which the author corroborates or debunks what he can of the semi-legendary epic The Eyes of the King.

According to Bangluub, the literary conceit that Dalan II. gave one Eye to the Shipwrights, to aid in the guiding of their galleys, is attested in ancient carvings of Dalan II. clearly depicted with one eye, and with the ships of his fleet around him bearing an eye exactly the same in style as his own upon their prow (as ships are still so-painted today).

And as to the subsequent "myth" that Dalan took his second Eye to give to his phalangites, "in order to meet the enemy not eye-to-eye, but hand-to-hand and knife-to-knife," Bangluub again gives credence, supported by the fact that the Blind Priests of Dalan were always twain, and that they were paired with the names of the dual-Soufets for a time, until the decline of the Hero-cult of Dalan II., when his royalistsic implications became "impolitic".

The Guild of Shipwrights and Oarsmen still maintain their devotion to the Cult of Dalan, though on much smaller scale than when it was the state cult of Tsurr alQadim; they are said to continue to possess the Eye of the Fleet given them by Dalan II., which, perforce, belongs in the Castle of the Ship of State. Lesser altars represent the Eye as a specially-built lantern shining its guiding light for the true navigation of ships. The Eye is placed into its altar especially at the end of the Stormy Season of Dirac's Sea to inaugurate the next fleet of trade galleys and to guide them on their way.

The other Eye of the Phalanx is said to have been lost; some say during the assault on the Fortress Moon; more "grounded" legends also abound, claiming it to have been lost whether to another City, or to various tribes of Klackons, artefact-obsessed Alkari, warmongering Kzinti, or even lost to the depths of the Elder Trilarians ...

(this question remains open; but the library at Cothon-Under-Star has no further answers. The Guild of Shipwrights or the Klackons of the City present obvious, though possibly expensive options for furtherance; and perhaps there are more adventurous avenues?)


The Friendship of Sesel and Xixachxit (week ending 11/28)

First hired by neophyte adventurers a couple of weeks ago, to join an expedition into the Great Spire of the Attine Klackons of the northern slope of Tel alSafina, Xixachxit, called by humans "Ix" out of simplicity, desired merely to do a deed, make a wage, and return to her tribe warrior-blooded.

But she was called out through the interpreter Torkol to remain a while at Cothon-Under-Star and to spar a little with Sesel, and to go through her katas with him ... and reluctantly she agreed, but much to her surprise, she came to enjoy leading this two-armed man through katas meant for four-armed Thri-Kreen free-warriors.

He was sure with his sword, and even though he lacked the full "round" of arms, he was humble in his mistakes and ever eager to learn more. And so during this last week, Ix and Sesel again stood forth in the little courtyard of Cothon-Under-Star they've agreed to use as their sparring-space. Ix took up her arms, literally and figuratively: four seaxes each held in its own hand, while Sesel had only his sword in his one hand; yet, when Ix went at her human cousin--Torkol translates the endearment term somewhat clumsily--Sesel is able to block and parry nearly every stroke, almost as if he has invisible antennae as sensitive to air-vibration as the Klackons' own ...

Worthy opponent, Torkol translates for Sesel afterwards as Ix chatters away. Doj would see. One blade meets four. Shall two meet eight? Ix the free-Klackon chitters laughter? pride? excitement--Sesel will meet Doj. Sesel's edge, Doj's edge. Doj will kill or Doj will teach.

Wednesday, November 25, 2020

Carousing Through the Four Taverns

 "Wine, women, and song!" The time-honored call from adventurers to bring forth that which they desire, paid for by stacks of their own ill-gotten gold, has been heard again in the taverns of Cothon-Gadeed--though mostly by those ne'er-do-wells who hang about looking for less-than-reputable employment, rather than by any of those who have employed them ...

Nevertheless, the Four Taverns (and their lesser sister taverns) stand happy to take the coin of successful adventures--and especially happy to take the coin of drunken adventurers!--and the wages of such hellbent carousing are equal to a bit more life experience under the belts of those carousing.

As said above, spending excess gold won from adventuring on mere enjoyment of life in the form of partying hard, in order to earn experience points, is a time-honored tradition of our hobby, per Dave Arneson's Blackmoor (aye, carousing predates D&D!). There are many modern versions of these rules:
Jeff's famous rules, Nick's version, and others (and by God, I'm sure there are a dozen more if you go looking).


So let's reinvent the wheel: to Carouse for a downtime, a character will choose which of the Four Taverns they're spending the majority of their money at, then spend up to 100 gold per character level, roll a save vs. poison AND a straight d20. If your character is a Member of the Tavern at which they carouse, they receive a +2 bonus on their save; if they elect to carouse at another tavern, they incur a -2 penalty on both their saving throw, and their subsequent d20 roll (minimum 1). Cross reference the second d20 with the carousing table (generic for 1-10 or Tavern-specific for 11-20) to see the result of a character's carousing.

An example: after a successful delve, Mystic X (magic-user 3), who is a Member of Kantor Kabljauhof elects to carouse at their member-Tavern for 300 gold. They roll a d20 for their save, +2 because they're a member, and get an 11+2 = 13, which just succeeds for their level. They then also roll an independent d20 for a 10, which indicates "picking up a bar tab." They receive 300 xp for this downtime action.

Meanwhile: Parvenius (fighting-man 2), companion of Mystic X, elects to spend 100 gold to carouse, and though also a member of the Kantor, elects to carouse amongst the Kzinti at the Herm & Stone. He rolls a d20 -2 for his save, getting 9-2 = 7, which fails; he then also rolls a d20 for 16 -2 = 14, which indicates a "Heroes' Feast" during which the "rare meat" didn't sit well with him, and he's penalized -1 on all saving throw rolls for his next session. He nevertheless earns 100 xp for the gold spent during this downtime.



Die

Roll


Results


1

Made a drunken fool of yourself, gain no xp; on a failed save, you also pick a fight

with someone on the hireling table, and can no longer hire that individual


2

"You look like hell!" The whiskey's holding down your head, act at -1 initiative

next session, and on a failed save also roll attacks at -1


3

What a night! Wine flowed, laughter rang to the rafters, and everyone

had a good time


4

You play a hand of tonk or two or three. Roll 1d100 x level, on a failed save you

lose that much additional money gambling, on a success that's your winnings!



5

You found yourself the life of the party, buying rounds again and again. Spend

double the gold you wagered; on a failed save, the double-spending is permanent,

on a success you also either make a new friend, or better a relationship with an NPC



6

"Wine makes glad the heart of man!" Letting loose was just what you needed,

add +1 hp/hit die during your next session; on a success, also add +1 hp

until you level up


7

"In vino, veritas." You share the bartop with someone willing to let you in on a

little secret; gain a rumor or a map leading to a treasure worth 1000 gp/level



8

Invest in warbonds or buy shares for a trade expedition. You're out 1d10 x 100

gold; on a successful save, the investment pays back 150% in 2-12 weeks.

On a failed save, at least you've got the papers--maybe you can find another sucker?


9

New tattoo! On a failed save, your friends talked you into it (or the referee decides

on something terrible); on a success it's actually your idea


10

Pick up a bar tab. The next time you carouse, the gold you spend counts as double

for xp, up to a maximum of 1000 as the barkeep lets the beer keep flowing on credit






Die Roll


Cothon-Under-Star Results

11

Literally rubbing shoulders with Klackons leaves you "scented" with pheromones of general friendliness; during your next session, Klackons are never automatically hostile, and reactions with them are rolled at +1

12

You gain a taste for Klackon cuisine, i.e. fermented salads, moldy bread, and sour beer; on a successful save, gain +1 on saves vs poison for a month, on a failed save it didn't sit well with you, roll attacks and saves at -1 on your next session

13

Climb the Whelk to watch the stars go by; on a failed save, you botched a potential romantic or friendship-deepening encounter, but have the opportunity to follow up next week; on a success, start a new relationship at "associate/tick 2", or advance an existing relationship

14

Invited into a "test group" for a new potion: roll a d20 to receive one of these potions

15

Fall in on a secret research-meeting; on a failed save, you're an eavesdropper but gain a +1 on next research roll, on a success gain 50% more xp

16

Admired a Klackon's jewelry--being communitarian, it gave the piece to you, it's worth 2d6 x 100 gold; on a failed save, italso  expects something from you in the future

17

Gifted a starter of bacta-bread; it has to be "fed" each week for 5 gp, and can be used once per month to bake a small loaf that if eaten, will heal 1-3 hp

18

Discuss philosophy with the Klackon dores; on a failed save, they've made a fool of you and your pretensions to knowledge, earn only 50% of the xp you would have from this carousing; on a success, your arguments are cogent, and you gain a Patron from among the Xoldan Klackons of the City

19

Gain a Patron from the Guild of Alchemists

20

Your philosophical positions or arguments were so interesting (however correct or not) that you've been invited to dispute in the court of the Xoldan Philosopher Queen herself; the invitation will remain open for 4 weeks, and require a downtime action






Die Roll


Herm & Stones Results

11

Grinning at a Kzin is the quickest way into a fight (and possible mauling). Roll a d4: 1) you're now hideously scarred (-1 CHA), 2) you've lost an ear (-1 to hear), 3) at -1 hp/hit die next session, 4) "pain is temporary, glory is forever, chicks dig the scars" (+1 CHA)

12

"Lymph-of-what?" You took something psychoactive and had quite a trip; on a failed save 

13

Join a dueling fraternity; you now have distinctive facial scars, and a potential "in" with the fraternity's weapon master; on a failed save, you also got roughed up, and are at -1 hp/hit die next session

14

Take part in a feast fit for Kzinti Heroes! On a failed save, all that rare meat (was it even cooked?) leaves your system unpleasantly -1 on saves on your next session; on a success, a Kzin Hero was impressed with your appetite, gain a relationship tick!

15

That person you fell for last night turns out to be the slave or indentured servant of a Kzin Hero, a jealous and belligerent fighting-man, or an "underworld" boss. Their freedom costs 1d6 x 1000 gp OR somehow earning a "favor" from the owner; if you free them, you would gain +1 CHA, and definitely gain a loyal friend

16

That odd rock you pocketed last night was actually a weirdstone; it's yours now, but on a successful save, it also left a vision in your mind or awakened your potential

17

You happen onto a secret Prospectors' Meeting; gain a rumor of a treasure, 1000 gp x level, but if you fail you were eavesdropping, whereas on a successful save, you argue your right to seek it out first

18

"It was like a weird tickling in the back of my head …" Someone touched your mind! On a failed save, someone knows something you were keeping secret; on a success, you thought fast (literally), and the id-interloper is none-the-wiser and possibly impressed

19

Gain a Patron from the Guild of Miners and Prospectors OR the Dueling Fraternity

20

Fame! The tales you reeled, the deeds you claimed, your scars or your riches, or all of it--whatever it was you did last night, you struck the imagination of the crowd, or of someone important who wants to fund your further successes. Earn 1d20 x 100 gold, but also the attentions of a horde of fawning, flattering fans ...







Die Roll


Confraternity of Issa the Baptist Results

11

Take a walk in the arboretum under the coursing of the stars to relax; it was just what you needed to meditate, earn 5% more xp from the next session you play

12

Religion doesn't mean puritanism! Among their uses, tsural buds are also known aphrodisiacs, and you have enjoyed that property; on a failed save, it was a one-night-stand, on a success, gain a "tick" in a new relationship

13

"It seemed so cute …" While intoxicated, you acquired what now seems to have been an ill-advised or even dangerous pet: on a d4, 1) a poison-quilled sekeker, 2) a "giggling" kuruku "sneak-thief", 3) an obnoxiously clever sandiab-rat, 4) the charsot is actually pretty cute

14

You were drunkenly drawn into a theological debate; on a failed save, someone notes your views as heterodox; on a success

15

"One of us! One of us!" You were initiated into a secret society or mystery cult. The results are literally a mystery, the referee will privately relay them to you

16

A walk in the garden under the Fortress Moon brought you face-to-face with Alkari envoys; learn a rumor from them leading to a magic item, on a successful save you also receive a token indicating your friendliness toward their tribe

17

Dance with the dervishes! The dance got your blood flowing and your vigor up, your AC is improved by -1 next session; on a successful save, also roll attacks at +1

18

Baptised for Issa; you are now expected to follow the tenets of Issa (which you will learn on baptism); if you do so, you can earn +5% xp each session, but failure to follow the strictures will result in excommunication/ostracism

19

Gain a Patron from the Baptists of Issa or from the Guild of Trainers and Botanists

20

"What insight you have!" Your discussions with the brothers of the Confraternity go so well that you are allowed for the week to look into certain sacred texts held secretly in the library of the brotherhood; the meditations therein set the mind to whirling, and you earn 1d6 x level x 100 xp.






Die Roll


Kantor Kabljauhof Results

11

Caught up in a brawl between Hanse-men and the local longshoremen. On a failed save, you got jailed with other malcontents by the responding militia, and require 1d6 x 200 gold to be released (the Hanse will pay, but you'll owe them); on a successful save, you made off with 1d4 x 100 worth of looted goods

12

Invest in "galley-bonds" or a trade expedition. You're out 1d20 x 100 gold; on a successful save, the investment pays back 175% in 2-12 weeks. On a failed save, the payout is 5 + 1d6 x 10 % of what you paid (60-110%)

13

Take a panga out under the stars; on a failed save you gain a new relationship; on a success, the crisp ocean air and meditation helps you to earn +5% xp next session

14

You got yourself into a heated argument over philosophy, especially the nature of the private vs. the public; on a failed save you question your own convictions (-20 psionic defense next session, otherwise no effect); on a success, gain a new relationship

15

Catch a glimpse of Elfin beauty … her Elfin ears, her silvery skin continue to haunt your dreams after that fateful night. If you succeed on your initial save, you catch her name and have an "in" to try to get to know her. Otherwise yYou're at -1 on all rolls because of your pining and mooning until you make three saves vs spells, or get to know your crush; make 1 save per week, including the first result of your carousing roll

16

Fall for a dancing girl or catamite; they'll happily feed you rumors and gossip each week, and massage away your adventurer-aches, but require a weekly gift worth 1d10 x 10 gold each week to keep their favor

17

Joined a dueling fraternity; you now have distinctive scars on your hands and/or forearms, and also have a potential "in" with a weapon-master; on a failed save, roll attacks and damage at a -1 penalty next session

18

"My mind itched, but I couldn't scratch it!" Someone touched your mind; on a failed save, gain some small defense against psionic attacks; on a success, you have untapped potential that a telepath might be able to train ...

19

Gain a Patron from among the Hanse, possibly including Mormaer Yrasi herself

20

"I stand atop a spiral stair, an oracle confronts me there, he leads me on lightyears away, through astral nights, galactic days …" (from Rush's 2112 album). A dream-oracle appears during your night's sleep to answer one question as if by the spell contact other planes