Sunday, January 29, 2023

The Dance of Flames

 Introducing the Chroniclers:


Gan and Anataynus will have approached the managers of the Kantor in order to request a bit of “floor time” on a busy night – three musicians and two dancers – to provide some entertainment. On the evening of the performance, Gan will be dressed in a bright, sun-yellow tunic, cuffed with black. His pants, tucked into his utilitarian black boots, are crisp and also black. His tunic is belted with a wide dull red sash, edged in gold, and tasseled with golden monkey fists – his Sword of Mela'an will be belted on as well. Anataynus and the percussionist will both be dressed in black tunics, belted with gold sashes, and with white pants and black boots – daggers at their hips.

Anataynus, and the percussionist will set up for a jam session nearby and facing the large open, walk-in fireplace of the Kantor, and request that a bit of space be provided between them and the fire. As they gather three chairs or stools, Gan will lay out a group of silken scarves in the small cleared-out area. The colors of the scarves – mixed oranges, reds, yellows – glint in the firelight in such a way as to resemble flames themselves. In a nearby, closeted room, out of sight and hearing, Bart will be assisting both Istrid and Chlothildi in becoming the main visual entertainment: first slathering the mostly naked women with specific amounts of specially prepared oils.

Gan will begin the music with a strong rhythmic solo on his oud. After a few moments, Anataynus and the percussionist will join Gan – Anataynus providing a more intricate/delicate melody, and the percussionist picking up the beat and rhythm.

After being joined by the other two musicians, Gan will fade out, then gesture at the scarves, lazily, with an open hand, moving his hand like a conductor urging music from his troupe. At this point, the scarves will arise in the DANCE of FIRE! It will appear that Gan is somehow controlling the scarves, as they begin to “dance, sway, twist, rise, and fall”. Gan will again pick up his oud, returning to the music, beginning his song of passion and fire, while the scarves and veils continue to dance.

After the first verse and chorus, and as the music is picking up tempo, gaining in volume, the veils retreat into the walk-in fireplace of the Kantor, falling into the flames. As they burn, women will suddenly appear in the midst of the flame, observable only as flames themselves, dancing as wildly with the music as with the fire around them!

Rather quickly, the women will be engulfed in flames, and the spectators will be stunned and amazed at the sight of two goddesses of flame stepping out of the walk-in fireplace and dancing in their midst! The musicians will increase the tempo and encourage the audience to join in with clapping or stomping to the beat – urging the flaming spirits to dance more frenziedly – with ululations! The flaming, wispy, insubstantial sprites dancing around the cleared space will be seen to ripple with faint colors – green, blue, golden yellow, deep red, and purple. The herbs and spices infused into the oils will give off an intoxicating aroma – pleasant, rich, earthy – reminiscent of tsural buds, sweet spices, and aromatic waxes/resins. The words of the song speak of a burning love and desire, and the flaming sprites seem to dance and move in reaction and sympathy to the basic theme of the song. It is as if Gan's words are controlling the dance. Those who are regulars to this particular establishment, might be able to recognize either or both of the women – possibly by some quirk of their unique, individual movements, or because of their distinctive silhouettes.

The flames and music will eventually begin to fade, and the dancers' movements will become more languid and fluid – more alluring. A change in tempo and intensity of beat will be timed to coincide with how the flaming oil on the invisible women dims and sputters – not quite going out, but obviously failing. But eventually, as the flames on the invisible women do finally burn their last, and they seem to fade away into wisps of smoke, the music will become even slower and more paced. After a moment, Anataynus will be the first to drop out, then the percussionist – leaving Gan to draw the music to a close. His solo will be somber and slow – deliberate – ringing true and resolving in the sudden silence, as he delivers the final note. This entire performance – the Fire Dance – will have lasted approximately 15 minutes.

And in the silence that follows that final note, the entire audience erupts into loud cheers, bravos, whistles, claps, and stomping! Hats are escorted through the crowded drinking hall by each of the dancers, Istrid and Chlothildi, and are returned brimming over with fals, dirhams, nufdinars, and dinars … with an occasional mithqual! The crowd, visually and audibly stunned with the entire performance, clamors for more! This was amazing! A new form of entertainment! How did he control the fire?! Was it magic? Was it illusion? Was it mass hypnosis? And who are these fellows??! THE CHRONICLERS! As the noise dies down, the musicians will pick up and perform another number – a standard jaunty/raucous drinking song. This will give the women time to clean up, drop their invisibility (which had been cast/gifted by Bart), and don their normal dancing accouterments, before joining the musicians – visibly! As a final piece, the musicians will perform a lengthy, popular dance piece – one that is well liked in the great city of Cothon-Gadeed. This gives the musicians time to jam at length, while the women rove and dance, garnering more personal tips!


[written up by Phil for an institution started by Gan ad-Din, his regular character's regular henchman; thanks Dad!]

Endings and Beginnings: the Solar New Year

Eid of the New Sun (Eid al Shams Gadeed)


It is the middle of winter, and the sun is at its weakest in the northern hemisphere, however vast it is in the heavens; ice and hoarfrost have the northern lands in their dread grip, covering the land and driving all but the hardiest creatures south. Here on the southern coast, winter is certainly less severe, but there are ocean storms to hammer the shores, the air has grown noticeably chill, and rains swell the streams of the Gana River and her tributaries.

Days have been waning in length, and the shortest day, the winter solstice, comes at the end of the year, when the sun seems at its weakest. The day after this, with the lengthening of days again, marks the beginning of a new solar year. So it is on the solstice that the Eid of the New Sun begins, and continues through the next few days to celebrate the coming of the new sun and the new year.

This is a time of high sacrifice of grave importance. This is the time of the king-priests, the Priests minal Muluk, who maintain the last true remnant of Tsurrian royalty, having of old given over their rulership duties in order to focus only on certain proper sacrifices. The former high priest of these, Kayl minal Muluk, died two lunar years ago, and so this will be the first Eid presided over by the new high priest, Kathir minal Muluk.

At the shrine of the king-priests, the Souffets will present seven perfect hmelus, either black or white, at least two donated specifically by the Souffets while other great houses vie to provide the remaining five. The king-priests will then take the victim-animals up the steps to the top of the shrine where they will offer them as kourbaneia to the sun, slitting the victim’s throats and letting the blood flow across the altar and then down runnels on either side of the steps to a channel at the base of the shrine. There, lesser priests will splash the fresh blood over the Souffets and their gathered entourage, while above Kathir minal Muluk will divide the animals, casting the heads down the stairs, taking a third of each animal for the shrine, giving a third of the animals away to the poor, and delivering the remaining third back to the Souffets for a feast in their palace, and burning the entrails for the further strengthening of the sun.

The Souffets return to their own palaces blood-smeared, and have hmelus from their own herds sacrificed in imitation of the rites of the king-priests, the beasts roasted on spits over the fires and a great feast held within their halls. The blood of the hmelus is painted over the great doors of the palace and sprinkled over the guests of the feast, and the poor of the city come to the gates to receive a portion of the meat of the sacrifices.

All around the city, lesser versions of this sacrifice will be taking place, in large public plazas where many families gather together to slaughter hmelus (and many families will have saved up their fals in order to purchase as good a hmelu as they can). Great bonfires in the public spaces are set up for the burning of entrails and fat and bones, all to send the nourishment of the feast to the sun. Meanwhile, the blood of these sacrifices will be painted over the doors of houses, and splashed over hands and faces, and traditionally the meat of all these animals is divided similarly to the king-priests’ kourbaneia, so that everyone in the city will have plenty to eat for the next few days of feasting.


The reason for these sacrifices is threefold. Chiefly, the great fires burn the entrails and send the nourishment of the feasts as smoke to the sun above, to help its renewal on this, the shortest of days. Secondly, the sacrifices also allow everyone in the city to eat during this part of the winter, when the poorest might have the least. But the blood that is spilled--and painted over doorways--is another important reason for the sacrifices. For it is this blood that distracts the demons of the Bayt al Aswad, "the Black House", and most especially the great Devourer, who would otherwise overwhelm the sun, and after that, devour everything. But with all the blood flowing on the earth below, the Devourer will drink it down and become drunk on it, and thus turn away from the sun when it is at its weakest; and having done so, will lose another chance to devour the sun. So the sacrifices are an important ritual in keeping the world safe from the evils of the Devourer.

There is also an ancient memory of human sacrifice that took place during this time--a memory perhaps older than even Old Tsurr. There are perhaps cults or sects elsewhere in other cities that still practice that terrible ritual, but there have never been public rites of human sacrifice Cothon-Gadeed, and so it shall hopefully remain.


For Player-Characters:

It would be a simple enough thing for the barbarian-adventurers of Cothon to spend 3 or 4 gold dinars on a fine hmelu and have it sacrificed and butchered, thus to take part in the feasting; but if they wish, those with means may spend quite extravagantly to make their feasting wonderful, and as the feast continues for several days after the sacrifice, there is ample time to spend thusly.

This is also a time of charity for those who have less--the third of the meat given to the poor, for instance--and so charitable giving of other kind, of alms, perhaps, are also looked at favorably in this time.

Therefore, player-characters who wish to partake in this time of sacrifice and feasting may spend up to 100 gold per level, with a short description of what their gold is buying--or where or how it is being donated--and earn that amount of experience. This does not require the use of a downtime roll, as the entire cities are celebrating this great ceremony, and it would be quite easy to join in the feasting.

For example: Najm ibn Marwan will spend 700 dinars to purchase a pair of hmelus for his ship and Confraternity of Saint Iskameen, as well as paying for a good selection of wines, and good flatbreads and a pottage of fish and root vegetables to accompany the roasted hmelu. Blood will be painted on the mast, the bow, and keel, and a third of the hmelu meat will be sent to Fahra's Hole-in-the-Wall to be distributed to the poor from there. In doing this, Najm receives 700 xp.

Please post actions in the comments below, or in the downtime section of our Discord channel.



Saturday, January 28, 2023

The Old Pale Worm -- Adventure Awaits

 An old terror of the Guild of Miners and Prospectors, the Old Pale Worm is a semi-legendary serudla reported to dwell in the depths of the Weirding Caverns. It was he who was said to have devoured the old prospector Jukon Carnelian and his party, and to ward prospectors away from certain rich boles of weirdstone. He is said to be one of those serudla of exceptional size, perhaps 60 feet in length, and to have shining iridescent scales of white that scintillate with green in torch- or lantern-light.

Long have they spoken of him in the Herm & Stone, perhaps a hundred lunar years. Some stories are well accounted--like the devouring of Jukon Carnelian--while other tales are "ghost-stories" to spook fresh prospectors, or accounts by already-spooked prospectors having heard strange things in the depths of the Weirding Caves. Certain would-be Heroes have attempted to oust this Pale Worm--he wasn't always "Old"!--but he either successfully destroyed these failed-bogatyrs, or drove them off, or the serudla they reported slaying didn't end up being the Pale Worm, for his depredations continued thereafter.

Over a hundred years, the lair has not always remained the same. Expeditions against the Old Pale Worm have occasionally been successful in driving him away, but never has there been a trustworthy account of his death, and always he appears again in later stories. Well, there is a map that purportedly leads to the current lair of the Old Pale Worm now in possession of Arngeir of the Green Gleam, thanks to his purchase of it during the auction at the Ringing Anvil (where it was provided by the Heroic Company of Hrrl-Ra, item #13).

Now, Arngeir has not specifically put out a call to adventure in this yet (because the Scribes have been slow in furnishing the map for him to peruse), but the Scribes are now presuming that Arngeir will certainly hope for a company to join him in any expedition against this dreadful serudla in seek of its death, or its treasure-hoard, or both.

The Scribes also append here this section from the Almagest of Khushvant Sen regarding serudla and sro as "dragons".



Hansemann Durham

 As has been noted by the rumormongers of the Dual-Cities, Telman of Tsipa, captain of the campaign against the Luwian pirates and also associate of old with Durham of the Ringing Anvil and the Survivors of the Tel (on the quest against the Denyan Akho)--this Telman of Tsipa has returned to Cothon-Gadeed because of the winter close to campaigning.

In the time since his return he has been much feted by those who frequent the Kantor Kabljauhof, asked for stories of the campaign, plans for next season, and if he is indeed going to rise to take the place of head of the Kantor, or indeed, replace Captain-General Zaytar himself. Among those often seen buying a round with Telman is Durham, and the two were often long in conversation and short in their cups, as it were, clearly discussing some business.

Well, that business is now announced by a crier in the Fischmarkt just outside the Kantor:

"Telman of Tsipa is sponsoring Durham of Geiranger for membership in the Hanse! Come for celebratory drinks in the Gatehouse after the ceremonial swearing in!"

And indeed, quite a number come into the tavern-section of the Kantor, the Gatehouse, to celebrate Durham's new status as a Hansemann. There is a great cheer from those assembled when he emerges, with smiling Telman at his side, from the back rooms of the Kantor, wearing now the sigil of the Hanse on a chain around his neck, and on a ring on one of his fingers:


In order to join the Hanse, Durham had to answer some questions and declare certain qualities:

  • Who is your sponsor within the Hanse? (Telman)
  • From what city do you hail? (Geiranger)
  • Is it a Hanse city? If not, declare now that you are no longer a citizen of that city, but a loyal member of the Hanse.
  • Are you a partisan of any Tavern other than this Kantor? If so, you must renounce that membership, and join here, and to pay the due as you would normally.
  • What is your wealth?
  • What is your profession? (owner of the Ringing Anvil, adventurer, engineer and architect, part-owner of the Darkwing)

These all answered to the satisfaction of a council of Hansemänner, Durham was sworn in as a member and Hansemann himself, and given the emblems of his new identity. Certain perks are now available to him because of his association.

And now--let the ale and mead flow as we celebrate Durham in his new capacity!

All hail Durham of Geiranger, Hanssemann!



Friday, January 20, 2023

From Bartholomew's Journals: About an Orb


From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery



18 January 2023

About An Orb

(When Does An Item Become An Artefact?)


It has been over-long since last I put ink to parchment. Much has transpired, but as I have limited time at hand, I will have to be brief, and then get to the main point.

First, I have unwittingly enmeshed into mine the memories, the experiences, the desires, the knowledge, the fears – and more – of the many past lives of the one known as Hamdi. Yes, even that great explorer and seafarer of old, Hamdi. Through a strange quirk of fate, I encountered a certain being who provided me with a particular elixir. I partook of what was offered; I felt no hint of malevolence in demeanor of presenter or gift. The experience that followed cannot be explained in words – suffice to say, it was “mind-altering”. And so, while I remain Bartholomew Pettibone, of the House Pettibone, I am also … Hamdi. I am both at once, yet neither alone. I am always lucid, yet I feel at times that I walk in a dream-scape, or a dream-time of constant deja-vu. Things once unfamiliar, and even still unfamiliar, instantly become familiar. I can understand how utterly mad it sounds, and perhaps I will elaborate later, but there is a more pressing matter.

An orb.

Many months past, Gan and I entertained an invitation from our good friend Lord Althis, who resides in the Tower Invincible. Durham and Pako were invited alike. Althis was in need of assistance exploring and clearing out some of the territory that he is currently claiming to be under his “protection”. Eyeing this as a potentially lucrative adventure, we accepted. ((For anyone wishing to get more back story – see session #65)) One of the spoils of that expedition was a unique “crystal” orb, in combination with its custom metallic, tripod stand. The circumstance of its unveiling, and the precisely detailed artwork that adorned its stand, seemed to me to indicate that it was a singular and exceedingly rare prize. Lord Althis, being a generous benefactor, was good enough to allow me to claim it as my own – my boon for assisting him.

After returning to Bob Hall, I put away this massive “crystal” and focused my attentions on many varied, unrelated avenues of research. And so the orb sat, forgotten and virtually untouched for some time, on a shelf aboard Bob. Perhaps this is a feature that surrounds and protects the stone? However, not long ago, I rediscovered the orb as I was searching for other items aboard Bob, and began wondering about its existence within the Tower Invincible – a place that seems to be a nexus of great power. Using a cunning spell taught to me by my comrade Heijo, I was able to open my eyes into a new dimension of energetic sight, and determined that the orb enveloped and radiated an intense magical energy.

Since then, I have given over a fair amount of time investigating the orb's properties and potential pedigree. What I have learned is interesting, and certainly exciting, especially concerning its properties. Yet, while information about its pedigree has been somewhat cloudy, it has also made me cautious. I, and my companions have been involved in some deeply fantastical adventures, to be sure; however, after my recent evolution, I can't help but feel that I have in my possession an artefact of great power and ancient lineage. I believe it is a piece of history that has the ability to alter … well … everything. Everything.

While I find that the Hamdi part of me wishes to sojourn down a different path at the moment, I feel that the orb should be given some modicum of continued scrutiny. As such, I will be turning the orb over to Sesel, to maintain in his possession, as steward, until I may request its return. I have the sincere hope that he can put the resources together required to further research this enigmatic sphere. And with its giving over, I will share the information I have gleaned so far. And at banquet within the halls of Sesel's iqta, I will share this info with others within my cabal of barbarians: Heijo, Durham, Avinnia, Najm, and Arngeir … and Lord Althis, of course.

First – I say it is “crystal”, and indeed it appears as such, but I have not yet been able to determine its exact composition. The orb is approximately the size of two closed fists held close together. It appears to be a perfectly smooth, perfectly shaped sphere. The material is dark, almost black when first gazed upon. However, upon closer inspection the matrix is seen to be translucent and smoky. The tripod stand upon which it rests is composed of three rods of an unknown metal, but I would venture that they are zortrium, or an alloy of the same. Perhaps Durham can verify this. The designs that are in relief along the entire length of the rods is quite detailed, and defies easy description. Without a doubt, the designs are quite unique, and most certainly evoke stories of great deeds in ages past. I could not venture to place a monetary value on this artefact, even if I could say exactly what it is made of. And of course, there is the fact that it courses and pulses with magical energy of an immeasurable amount. Most importantly, I have been able, through deep and focused concentration, to peer into and sweep away the cloudiness within the orb, “seeing” an alternate location. Because of these visions I am convinced that the orb has the ability to facilitate communication over distances – small and great.

The place that has been revealed to me continues to appear somewhat misty, but has a familiar feel to it, appearing much like the central command bridge of Bob – but greater. And it is, in fact, an active bridge; many of the visible “magic mirrors and plates” are lit and alive with action. There is also, most definitely, a being of some kind lurking at that location, one with an odd, unnatural gait. However, I have not been able to see them clearly, as they always seem to be just on the edge of vision – ghostly and gangly – veiled by the smoky mists that continually swirl within the orb.

I have attempted to push ESP and various other spells through the orb, even mundane speaking, hoping to initiate contact or a conversation. But so far my attempts seem to have been unsuccessful. Perhaps Sesel or one of my other companions may have better luck focusing their unique psychic abilities through the orb?

Even with these failures, they have helped me flesh out some of the heritage of this artefact. Initially, Gan was able to put me in contact with a certain patron of his within the Piedrajoya – the secretive guild of jewelers and gem-cutters. This patron was able to provide me with some bits of old, vaguely connected, and guarded information. During our conversations I was given over to the feeling that what was being divulged was not necessarily meant for my ears, being not of that guild. However, the easing of inhibitions, brought on by liberal amounts of excellent Mysrian wine, combined with my being a trusted confidant of Gan's, brought forth a tale of great interest.

I described the orb to this guild master, implying that I was researching its existence for an educational thesis; I did not foreclose that I had the very same artefact in my possession. In a hushed and covert tone, with words slightly slurred by the numbing of tongue with wine, it was accorded that stones, gems, orbs, “crystals”, of the type I described, were exceedingly rare, coveted, and of untold value. There was a deeply held and fervent belief among the Piedrajoya that an unknown, but perhaps small number of these orbs existed in the distant past, and may still exist in even smaller quantities today.

The particular orb that I described was noted to be one that was gifted to either the ruler of Old Tsurr, or their steward/castellan, by mysterious beings from outside (far outside!) the realms of men/klackons/k'zin/etc. Demons?!The jeweler believed that these beings have only ever been known as the “Guardians of Old Tsurr”. However, more on this later. The tale-spinner concluded his confessions by implying that the orbs were somehow used for communication between Old Tsurr and those “Guardians”, and my experience with the orb certainly lends validity to this belief – to some extent at least. Some unknown slight, or falling out, caused the situation between Old Tsurr and the “Guardians” to become strained, and ultimately severed. And so, this particular orb was believed to have been hidden away, neglected, and forgotten – for ages.

Armed with that bit of fantastical knowledge, I pored through the vast library of the Kantor, where the miners and gemologists go to drink, swap tales of prospecting, and cavort. In particular, I spent much time going over entries in the massive “Almagest of Kushvant Sen”. Within that great tome I found descriptions of “crystal” orbs, similar to what the gem-cutter had related. Stories, purported to be fact, told of how these stones were held as great and powerful examples of the power of the Kings of Old Tsurr, that their function was to facilitate communications, and that they were connected with beings called the “Guardians of Old Tsurr”. What the jeweler had related seemed to be confirmed.

This particular orb was said be called the “Gloaming Stone”, and is believed to be at least 2000 years old. From what I could determine it was lost to modern times and the thoughts of men (well, most men) at least 500 years ago. Many historical figures have been associated with this particular orb – Dalan II, Dalan IV, and the great warrior Arumanz. Furthermore, it appears to have a connection with the Fortress Moon, as well as the “Aegis of the Demon Queen”.

Of particular interest was a tale that described the beings – the “Guardians” – who gifted the stone as being called “Selenites”. These Selenites, it was noted, had been enslaved by Demons of the Fortress Moon. However, an accord had been struck between men and Selenites to usurp the Demons. This was successful, thanks to the leadership and strategy of Dalan II. This success led to the fellowship swearing what is known as the Sicarian Oath. During this ceremony, the orb, called then the “Crystal of Shadow”, was gifted by the Selenites to Dalan II, in order to seal their friendship and alliance.

The purpose of the orb was described in the Almagest as providing communication between like orbs and their “Guardians”, and may even have provided some means of instantaneous aid to occur between distant locations.

Unfortunately, I have other duties and researches that I must attend to, and will not be able to continue poring over this “Gloaming Stone”. And so I give it over to Sesel, hopeful that they may be able to investigate its properties and heritage further. I would offer that the term “Selenites” is an old Tsurrian reference to living beings comprised completely of stone – particularly of moonstone. I know this sounds impossible, but we have encountered weirder things – even beings seemingly made only of water! Perhaps concentrating first on who or what the Selenites are, and where they might be found, and what the Sicarian Oath is, could be productive. Also, the idea that the orb conveys communication over vast distances gives me pause to consider a potential connection to how the Hanse seems to have such excellent “luck” in knowing what cargoes might procure the greatest profit in far-away markets. Perhaps other “Gloaming Stones” are in existence, and are being used? Finally, within the Herme and Stone there is an odd pillar of alien stone that tugs at an old Hamdi memory – yet it remains cloudy and difficult to access clearly and coherently. When pondering the orb, and thinking of this pillar of stone, something tickles deep down in my mind – I feel that there might be a connection there, but it eludes me. Anyway for now, I leave the “Gloaming Stone” in Sesel's capable possession – with these potential clues to follow – and hopefully we may eventually learn its full potential, and be able to use it in a manner befitting its seeming illustrious heritage.


 [for this account, written by Phil for his character Bartholomew Pettibone, Bart earns 100 xp per level]

Thursday, January 19, 2023

Session #95: Why Buy Armor When You Can Just Take It?

 [written up by Jacob, who ran this session--thanks, Jacob!]


Part 3 of an ongoing quest. This adventure set out after many interrogations of their new captive, with plans to “finish” their question once and for all. The group collecting in Cothon-Under-Star before heading forth into Cothon-Under-City:

Alkari-helm taken this expedition


  • Bart (magic-user 9)
    • Gan (fighter 6)
  • Avinnia (magic-user 6)
  • Heijo (magic-user 6)
  • Najm (magic-user 7)
    • Alianor (fighter 2)
  • Durham (fighter 8)
    • Lars (magic-user 4)
  • Arngeir (fighter 5)

Avinnia's map of an
interior complex
Many hours later the group returns, in two parts. First Durham and Lars make their way back to the city, a coffle of barely clothed prisoners carrying armfuls of armor between them. And then a while later the remaining adventurers, excitedly discussing something about jars and scrolls.


The Lucre

  • 6 dinars (gp)
  • 3 plain canopic jars
  • a strange dark wood "stick" with a vein of a bright red crystal running in a spiral pattern from end to end
  • 2 bolts of thick spider silk
  • 2 strange metal orbs about the size of a palm
    One of the orbs
  • 3 staff weapons
  • 22 sets of armor that functions as plate, and is fundamentally similar to the Renyu plate, though with certain differentiations that would make it obvious to one who is familiar with either set to recognize at a glance that the wearer is not of their group
    • Note: these do not include the helms
  • 2 zats
  • 1 helmet similar in function to those previously found to look like Renyu, but in this case it has more of an Alkari appearance (claimed by Alianor)
  • 1 small powercell (claimed by Gan)
  • a large number of scrolls, all written in a strange pictographic language
  • a spell scroll
  • 6 prisoners

The Learning
Najm's updated map
  • 31 xp from a glowing blue/red magical creature
  • 39 xp from some big spiders
  • 195 xp from defeating the armored warriors
  • 100 xp to each player-character for actually exploring into a new "floor"
  • 6 xp from treasure

The Cut
  • 1 dinar to each player-character
    Any dinars to hirelings will have to be paid by the players
  • 136 xp to each player-character
    118 xp to Gan, Alianor, and Lars
    an additional 100 xp per level to Avinnia and Najm each for provided maps (as always, this is also available for others who draw art, maps, or write in-character accounts of the expedition)





Wednesday, January 11, 2023

Session #94: What is a Treasure Hoard, but the Bed of a Sro?

[an expedition run by Jacob in the Medina al Taht--the "Undercity" beneath Cothon--thanks, Jacob!]


Having begun a quest to aid Farhat of the Medina al Taht, the barbarians of Cothon gathered once again to set fourth and continue their investigations such that they might complete this quest and claim the lucrative rewards. Setting out on this particular mid-morning adventure:

  • Bart (Magic-User 9)
    • Gan (Fighter 6)
  • Avinia (Magic-User 6)
  • Heijo (Magic-User 7)
  • Najm (Magic-User 7)
    • Alianor (Fighter 2)
  • Durham (Fighter 8)
    • Pako (renyu)

And later joined by Arngeir (Fighter 5), hearing of their adventure and heading down into the Medina some hours after the main party.

A portion of Najm's map of the weird forest

Late that afternoon the party returned, excitedly chattering. From the conversation of the group, in between their loot counting, it is overheard that they encountered some kind of Sro like creature. At the bars later, after having finally won some treasure during these adventures, Alianor is seen getting her fill of drink and regaling those who would listen about a wonderful forest beneath the Medina, an escape from the cold and return to a pleasant autumn temperature, and a Sro that was masterfully brought down without it ever getting the chance to breathe upon them. She also seemed to be a bit confused, alternating between the Sro leaving and also having a sword through the top of its skull.

Najm's depiction of the Sro tied to the bridge on which it was faced

The Lucre

  • A leather patch formerly sewn onto a piece of armor displaying crossed scimitars
  • A silvered shortsword
  • 5 torches (these are just normal torches)
  • A silvered scimitar (taken by Arngeir)
  • A black pearl (magic)
  • A vial of relatively clear liquid with a foggy green mist suspended within (magic)
  • A scroll that obviously depicts a magical ritual (magic)
  • 3 plain canopic jars
  • 3504 dinars (gp)
  • 6000 dirhams (sp)
  • 12000 fals (cp)
The Learning
  • 4894 xp from treasure
  • 74 xp from a pair of tsaggu
  • 1664 xp from defeating the Sro
The Cut
  • 468 dinars, 800 dirhams, 1600 fals to player-characters
    234 dinars, 400 dirhams, 800 fals to Gan and Alianor
  • 886 xp to player-characters
    443 xp to Gan and Alianor


Artwork, maps, or written reports will, as always, earn a character 100 xp per level, and so Najm is claiming 700 xp for the above sketch and map.


Tuesday, January 10, 2023

More Magic and Splendor at the Ringing Anvil

 [written up by Joel for his character Durham's institution, the Ringing Anvil--thanks, Joel!]

the legendary warrior-boy sailing Dirac's Sea
Some updates concerning the Ringing Anvil, including the completion of certain wondrous items, as well as Durham's offering of a line of credit for those who wish to do business with him:



Najm's tunic

Najm ibn Toaz the blacksmith at the Ringing Anvil had partnered with Bartholomew Pettibone,

 together with Bart's research and Najm's skill they produced a new way of working zortrium into a weaveable material. Najm used this new technique to make a tunic weaving in gold thread in a decorative knot pattern on the collar and cuffs of a green tunic. The design was inspired by the stories his grandmother told him as a child, of a warrior boy clad in green who saved the world from a great evil. While simple in its design, Najm hopes that its lightweight and durability will impress his judges, so he can claim the title of Mastersmith.

The Guild of Blacksmiths is considering this work as to whether it is indeed a masterwork such that Najm can be entered into the rolls as a Mastersmith.




Durham's belt

Durham has always lacked the great physical strength most fighters are known for. But since Zaynab's partnership with the Ringing Anvil, he has been tempted with making of what Zaynab call's a "belt of giant strength". This project started a while ago, not too long after the technique of woven zortrium came to the Ringing Anvil. Then Durham collected blood of a Dzor by brokering a deal with the Colossian Oracle. Now this "belt of Dzor strength" is complete, a wide belt of woven zortrium that buckles in the back, in front a plate of polished bronze treated black with the face of Dzor in front with three rubies for eyes and the beak of gold.



Lines of credit & Store credit

In order to make their services more accessible to adventures the Ringing Anvil has decided to allow line of credit to players, this credit can be used to make repairs to gear, commission items or engage the services of Audrey the Alchemist or Zaynab the Enchantress. One hundred dinars (100gp) per level is the standard rate the Ringing Anvil is offering, these rates could be negotiated higher, for valued customers and friends of Durham. This credit has no interest, but must be paid off by the end of the year (tax season), otherwise repercussions will be in order.

For example, a level 5 character could be extended 500gp worth of credit to use at the Ringing anvil.


In the same lane as improving relationships with adventures and to build up the inventory of materials, the Ringing Anvil is also offering store credit for any materials brought in and give 5% above value in store credit. These items can be a variety of things: teeth, hide, ore, bone and whatever could possibly be used by the Anvil.



Other improvements

As outlined in “Downtime for fun and profit” Durham has hired a merchant and researcher for the Ringing Anvil.

A reminder that the Ringing Anvil also offers alchemy and has adjusted its prices.

  • "Elixirs of Heroic Vigor" 200 gp per unit
    3 elixirs up for sale
  • "Yramrag's Perfect Antidote" 250 gp per unit, none currently available but could be commissioned



Monday, January 9, 2023

A Surprise Match!

 The Results of the Games


What a spectacle! The Xoldasoteri Games have concluded, and concluded in a most surprising and spectacular way. After the normal--though nevertheless exciting!--round of contests between major gladiators, there was the specific Xoldasoteri contests, commencing with the match between Akklaw the Drone vs. Hlri Manhunter the Kzin, recapitulating in a ceremonial way the ancient Man-Kzin Wars. But even as the two gladiators circled, testing each other with tentative jabs, there was a flash on the sandy arena floor, and suddenly a barbarian stood there, armed with his great two-handed kopis, declaring himself Lars Ghar-Rider, Scion of the First Men!

The ensuing and surprising three-way gladiatorial contest ended with Akklaw and Lars teaming up against Hlri Manhunter in a kind of manifestation of the old alliance between humans and Klackons against the Kzinti. The crowd supported this with cheers, led from the stands perhaps by Bartholomew Pettibone, a most enthusiastic observer of the Games. Unfortunately, the spoiling with Lars threw the bookies' odds completely off, and everyone who bet on this match is left in the lurch, and potentially nursing a grudge ...


Akklaw vs. Hlri Manhunter vs. Lars

An unexpected match-up, including a spoiling contender, the Scribes feel this must be accounted first. Lars at first moved to engage both combatants (perhaps egged on by friends?) and body-checked Akklaw to the ground while he exchanged sword-blows with Hlri Manhunter. When the Klackon stood up and righted herself again, however, the Kzin and Klackon continued fighting each other (their slated opponent) while throwing extra attacks from their "off-hands" against Lars.

Lars focused on Hlri Manhunter predominantly, and after the chanting of the crowd and the mounting of his own injuries, he eventually maneuvered to pincer Hlri Manhunter between himself and Akklaw so that the Klackon drone couldn't attack him directly any more. Hlri Manhunter cried out that, "You've killed me, man-thing!" and attempted to rip out Lars' throat with his fangs ... but in concert with Akklaw's spears, Lars hacked into Hlri Manhunter's body with his kopis, and the Kzin warrior fell to the sands bleeding profusely to breathe his last (for now).

Badly ripped up by the Kzin's claws and fangs, Lars backed away, with chants from the stands remembering the old alliance; and Akklaw buried her spear-butts in the sand and offered a truce. To the swelling cheers of (much) of the crowd, Lars accepted, and so the two of them were escorted from the field by attendants of Akklaw's entourage, bearing the body of Hlri Manhunter with them as part of the spoils of victory, to be ransomed back to his fighting society for a handsome fee.

  • The Cut
    316 xp to Lars Ghar-Rider
    200 dinars (gp) to Lars Ghar-Rider as a pittance from Akklaw's spoils
    an introduction for Lars to Akklaw and her entourage, placing him at "tick 1" on a relationship clock with the Klackon warrior


The Combats

The other matches, though exciting bloodsport as they are, were less sensational than that surprise match. As before, Durham was the only player-character to bet, and so his winnings (and losses) will be reported as well. The results are as follows:

  1. Drago v. Theriax
    Both javelineers, the two faced off at a distance and exchanged missiles several times. At the last exchange before swords would have to be drawn, Drago (the only one wounded at that point), managed to nail Theriax with a debilitating leg injury. The crowd called for clemency, and it was granted.
    Durham bet 100 dinars on Drago, and won +67 dn
  2. Barshan v. Charna
    Barshan the Strong and Charna closed together in a strong clinch almost immediately. The two battered at each other's armor with their swords and pushed each other around the sands with their shields before Barshan was ultimately bested by Charna slipping her sword around his guard. Barshan was badly wounded, but not killed.
    Durham bet 100 dn on Barshan and lost it all
  3. Alora v. Khaled
    A second match between missile weapons, this time between archers. There was a preliminary target-shooting competition and then the two were pitted against each other directly. Unfortunately for Alora, she was hit by a life-threatening arrow quickly, and surrendered, being granted quarter by Khaled.
    Durham bet 50 dn on Alora and lost it all.
  4. Korbassh v. Ayob
    Three missile-contests! These two Sakkra hurled javelins at each other from a distance before finally having to close to battle it out in melee. Ayob the Shen was ultimately able to come out victorious, successfully using his tail-mace to surprise Korbassh and lay him low.
    Durham bet 100 dn on Ayob and won +133 dn
  5. Mortu v. Idrig
    Dread Mortu earned another notch on his Blade of Death in this match. Though Idrig put up a good fight, managing to wound Mortu three times, they all proved flesh wounds, and Mortu the Black was finally able to overthrow Idrig's defenses. Alas (or good, depending on one's view of spilt blood), Mortu stayed true to his reputation and slew Idrig when he yielded under the dark warrior's overbearing attack.
    Durham bet 100 dn on Mortu and won +50 dn
  6. Elam v. Shalla
    In quite a different surprise, there was no victor in this combat! Elam and Shalla proved almost equals in battle, with Shalla taking one more blow than Elam. But as she loomed over Elam, and he clearly yielded for all to see, Shalla suddenly turned pale and succumbed to her wounds, passing out over her defeated opponent. The bookies declare it a draw, and a spare few who bet thus must have made a fortune.
    Durham bet 50 dn on Elam and lost it all
  7. Akklaw the Drone vs. Hlri Manhunter
    results reported above--all bets refunded because of Lars' "spoiling"
  8. Klackon phalanx and human auxiliaries v. band of Kzin warriors
    Perhaps spurred on by the final friendship between Akklaw and Durham, representing the alliance that the Games commemorate, the Klackon phalanx held the day. Though the Kzinti pressed them badly, and cut down many humans and Klackons alike, the hedge of pikes presented by the Klackons--two spears per warrior!--finally took too much of a toll on the Kzinti, allowing the leonine warriors to be overrun by a last charge of the Klackons.


Avinnia Competes

The only other player-character to interact directly with the Games, Avinnia caroused and was able to participate in one of the contests.

Despite her small size, Avinnia managed to convince her way into a wrestling contest among ephebe-youths all spoiling for victory. Because of her preternatural control of self, she was able to bind and lock her opponents, one after another, and finally come out dominant. Whoever bet on that scrawny and gangly girl certainly walked away with a pretty mithqal, given that most would have bet against her.

As for Avinnia, she spent 500 dinars (perhaps on bribes to get into the contest?), earned 500 xp, and received a silver laurel of victory, worth 250 dinars.


Sunday, January 8, 2023

Intercalary Days

[player-characters, look to the bottom for effects on downtime during this period (ending 4 February with the Solar New Year)]


As the solar year winds down toward its end, the intercalary period approaches, a time "inserted" into this lunar year (Urodas-Bayzadis 1) in order to "stretch it out" to fit three lunar years into one solar year. These days are traditionally a time of rest or of tying up loose ends or finishing projects left unfinished in the last years. It is a little unusual that such a time occurs so quickly after one of the stretches of Long Times (wake, peace, or march), but because of the way the intercalary is inserted, it will actually rotate through the solar year, essentially advancing one month every three lunar years.

Every lunar year is of course 360 days, divided into 12 months of 30 days each. The solar calendar, unfortunately, is not 1080 days, but about 1103.02, leaving 23 days unaccounted for (plus an odd day every few years). Some calendars append the extra days to the lunar months piecemeal (e.g. months of varying length, from 29 to 33 days); or ignore lunar years altogether; but the Ten Cities follow a calendar that blocked all the intercalary days into one length of time at the end of each solar year.


Lunar-Annual vs. Solar-Annual Events

This approximately three week period will be represented for us by the month of January, and the normal lunar year will continue in February (along with the beginning of the Solar New Year at the same time!). This means that in the future, events tied to the lunar calendar in the next three years will occur one month later than they have for us in the past few years (e.g. the Long Wake and Coreguyi Games will occur next January, not this December).

Solar-annual events, on the other hand, will continue to occur during their solar month, so for example the next Masquerade of the Immortal Dead will occur in late March/early April of 2024 (Urodas-Bayzadis 2)


A Time for Rest or Focus

The approximate three weeks of the Intercalary are considered a time for rest or for focusing on doing what one has left undone, i.e. finishing projects. It is considered bad luck to begin any new undertaking, though there is no official taboo against it.

To represent this, there are certain modifiers to be applied to various downtime activities during this time (ending 4 February):

  • Characters attempting to build an institution during this time roll at -2 on the dice, representing the unwillingness of Cothoni and Gadeedi to help with new projects during this time
  • Similarly, player-characters beginning a new "clock" with any downtime roll at -1 on the dice during this time; e.g. starting martial lessons for a new technique will be rolled at -1, or attempting to develop a new potion through alchemy likewise
  • However, player-characters continuing work on an already established "clock" may roll at +1 on the dice for their downtime; for instance, if one had previously begun learning a martial technique, even last month, they will roll at +1 during this time when attempting to perfect the technique for themselves, &c.


Thursday, January 5, 2023

Sylvanie Toussaint of the Conférencière

 [written up by Max for the scholar NPC he introduced to the milieu--thanks Max! Any purchases made by characters (in the comments or on Discord) must be annotated with a week-ending (Saturday) so that per-week, &c. items can be properly tracked; "purchases" without a week-ending will be considered invalid. ~the Scribes]


A foreign sorceress woman with hair of gold, fair skin, and blue eyes. Sylvaine claims to hail from a land not of this world, but of one called Terre. Her blue robes and white sash mark her a member of the Conférencière. She professes her order to be seekers and record keepers of knowledge. Sylvaine herself has a particular interest in knowledge of restless dead and of creatures she calls ‘Suceurdesang’, or in the local tongue a drinker of blood.

Sylvaine can often be found maintaining a small shop in Gadeed. Selling medicines, potions, and other tools for fighting the restless dead while also buying books or other information related to her interests.

Magic-users and others seeking knowledge should be able to cultivate a relationship with Sylvaine. When rolling to advance the relationship, complications must be rolled for on a dice result of 6-9.


Tick 1 - Inconnue

At this level, Sylvaine will offer any common knowledge she knows and will sell the below items:

Item

Cost

Availability

Medicine, Common

3s

25 available per week

Medicine, Uncommon

1g

10 available per week

Holy Water

20g

4 available per day

Antitoxin

40g

10 available per week

Sylvaine may refuse selling her whole stock to those who buy her out too often, citing others may need what she has to offer. Sylvaine will buy the following items without you having to spend a downtime to find a buyer:

  • Books, scrolls, etc.

  • Spellbooks

  • Spell Scrolls

  • Magic items

  • Anything relating to the restless dead

Items sold to her in this fashion may end up for resale in her shop.


Tick 2 - Connaissance

At this level, Sylvaine considers you an acquaintance and will offer any uncommon knowledge she has for sale and sell the below items:

Item

Cost

Availability

Scroll, Cure Light Wounds

50g

1 available per two weeks

Scroll, Light

50g

1 available per two weeks

Scroll, Mage Armor

100g

1 available per two weeks

Scroll, Shield

100g

1 available per two weeks

Scroll, Invisibility

200g

1 available per two weeks

Scroll, Bless

150g

1 available per two weeks

Scroll, Dispel Magic

300g

1 available per month

Scroll, Daylight

250g

1 available per month

Scroll, Remove Curse

200g

1 available per month

In addition she is willing to help with research involving books, scrolls, other written forms of knowledge, the restless dead, magic items, and curses. This includes assisting in translating texts from one language to another. She is also willing to be hired for a negotiable amount to adventure as a hireling.


Tick 3 - Ami / Amie

At this level Sylvaine considers you a friend and will offer her knowledge free of charge and offer a 10% discount on items she has for sale. She offers to teach the following spells:

  1. Cure Light Wounds, Light, Mage Armor, Shield

  2. Bless, Continual Light, Invisibility

  3. Dispel Magic, Daylight, Remove Curse

You may ask Sylvaine for favors, though they may come at some cost. Sylvaine also now offers her ability to create custom magic items. She may also mention you are a good fit to join her order, the Conférencière.

Requirement: To roll to this level, you must have demonstrated interest in knowledge, record keeping, or otherwise impressed Sylvaine in some manner. This can be done by donating large amounts of books or scrolls to Sylvaine, detailed knowledge on the restless dead, or other negotiable means.


Tick 4 - Nouveau Venu

At this level Sylvaine offers to train you to join her order, the Conférencière. Sylvaine trusts you and is able to offer her secret knowledge and spell list for training.

Requirement: To roll to this level, you must have shown interest in joining Sylvaine’s order, the Conférencière. Further requirements are dependent on your past interactions with Sylvaine.


Tick 5 - Conférencière

At this level you become a member of the Conférencière and all that entails. The details of how to advance to this level are secret. Those who are at “Tick 4” may request information about this next level from the referee, and pursue it as they desire.



Complications in befriending Sylvaine (d8)

  1. You have offended Sylvaines order in some fashion. Your relationship decreases by one tick and cannot be advanced until you make amends.

  2. Sylvaine is unavailable. Either she’s off assisting others, has her nose buried in a book, or is creating an item. You may not advance your relationship with her during this downtime.

  3. A religious sect has noticed your dealings with Sylvaine and in their eyes, heretical teachings. You now have a rival, who takes every opportunity to make your life hell.

  4. Sylvaine has given you a special task that must be completed before you may advance a relationship tick.

  5. Sylvaine has been treating a sick, diseased, or cursed patient and now you’ve got it! Roll on the chart below:

    1. Sickness: You’ve caught a cold and roll with a -1 on all rolls until it is resolved, typically with 1 week's rest.

    2. Diseased: You’ve picked up some disease. The effects of the disease vary and are up to the Referee's decision. The disease can be removed by spending two weeks in Sylvaine or some other doctor’s care.

    3. Cursed: Some curse Sylvaine was working with is now moved to you. The effects of the curse vary and are up to the Referee’s decision. This curse may or may not be removable with the Remove Curse spell.

  6. Sylvaine is low on the supplies needed to run her shop and sends you to buy them. Spend 500g resupplying her shop.

  7. You have caught the eye of some restless dead assassin, which may appear at any point during your downtimes or adventures to claim your life.

  8. Roll again on the table above, unless the Referee takes a personal hand in developing some other complication.