Saturday, March 2, 2024

Sessiono #110: Another Door Opens

 [run and written up by Max--thanks for the game, especially on such short notice!]


A group gathered together in The Herm & Stone library, with a hmela in tow.

The Herm & Stone
Najm magic-user
Alianor, fighter
Bart, magic-user
Gan, fighter
Heijo, magic-user


They later left the library, sans hmela. Rumors abound of another strange door that leads to even stranger places have started to spread in another of the four great taverns.


The Lucre

1000 nisab (platinum worth 10 dn each)
1262 dinars
427 dirhams
Coat, red with magic runes inlaid in gold thread inside
67 candles (worth 167 gp for experience)
17 cigars
Scroll of Message Morokar
Scrimshawed human teeth and knucklebones to be used as dice
Snuff-box, made of a hard bone with a glittery powder inside


The Learning

Paper Bees 10 xp +9 hp
Floating Brains 3,250 xp +20 hp
Ogre Spider 50 xp +12hp
Die of Torment 200 xp +6hp


The Cut

4190 xp to Najm, Bart, and Heijo
    2095 xp to Alianor, Gan
250 nb, 157 dn, 113 dr to Najm, Bart, and Heijo
    125nb, 78 dn, 62 dr to Alianor, Gan
Coat, red with magic runes inlaid in gold thread inside (magic)
67 candles
17 cigars
Scroll of Message Morokar
Scrimshawed teeth and bone dice
Snuff-box of hard bone, filled with glittery powder


Friday, February 9, 2024

Two Heavens As One

 the Lesser Forms

A fechtbuch found while adventuring in Babilar.

This book is a study on a fighting style involving two bladed weapons, one long the other short. It describes several exercises, strikes, blocks, and the footwork involved, all of which culminates in a pair of maneuvers. One who spends four downtimes studying and practicing the various activities described herein may learn one of the two maneuvers. The other can be learned with a further 4 downtimes. However, until the ability is used 3 times in real battle it is not set……..



Heavenly Surge

Bringing both weapons to bear, moving rapidly as you strike at your opponent. If you hit with your attack you may choose to reduce your damage by 1d3 but grant yourself advantage on your next strike.



Heavenly Strike

This must be declared before rolling initiative. Two heavens as one, two blades as one, you strike, forcing your opponent to choose which to block. You roll this attack at disadvantage (canceled if you have advantage). If you hit you roll damage for both weapons. If you miss (but don’t roll a 1) you open yourself to attack resulting in a +2 to attacks against you until the end of the next round and then roll 1d6, 1-2 you still deal the damage of your primary weapon, 3-4 you deal the damage of your offhand, 5-6 you fully missed.



Session #109: Pirates-At-Arms - The Old Outpost

 Quite a while ago at this point, Iqtadar Sesel offered haven to a portion of the crew of the Darkwing pirate galley when that ship and its crew were captured. The deal was that they would serve him as men-at-arms most leal, and if they did so, they would be spared the fate for pirates in Cothon--hanging in the gibbets for the gulls and korakes to peck at their carcasses.

As such, Sesel equipped them in bulk as men-at-arms and gave them orders to assist in the survey of his demesne and the clearing of that demesne of monsters and the location of any treasures that might be hidden about.

This will be a series of parallel games to the main characters, allowing some refreshing low-level play at times, or a chance to bring newcomers into the setting and game, or a way to run something while main characters are off doing something else. There are also other options for these sorts of games--Bob Hall, Fort Doghouse, Fort Stormbreak, and the Was'go all provide opportunities for similar play of men-at-arms. Because its being run separately, I'm going to experiment with some different xp rewards, especially if certain non-human characters are played.

There is a plan in place that eventually, the events of this series of adventures will line up in "real time" with the events of the main game.

All that aside, the first object of interest for Sesel to send his "pirates-at-arms" to investigate was an old outpost he had observed on the western extent of his domain, and thence a portion of his ten (10) total pirates went exploring:

  • Beanie (Luwian fighting-man 1)
  • Ishak (Ismiirli magic-user 1)
  • Ulf Catil Skardy Rolafson (?) (Hansemann fighting-man 1)
  • Nit (Misrian fighting-man 1), deceased
  • "Denny" (Denyan fighting-man 1)
  • and later, Yaro (Leaguer fighting-man 1)

Exploration of the place took two attempts. The first involved sneaking around a huge crustacean, further sneaking past some terrible and strange flying worm-things, and ultimately the collapse of the upper works of the outpost's dilapidated tower. Nit was killed in the collapse, though at least the flying worms' lair was destroyed; but the company felt like they needed to return to Sesel's iqta' to regroup and beg some Sakkra blood potions of their patron.

The return expedition was much more successful. They fought off some leaping lizard monsters, and also dealt with some kind of hypnotic serpent that nearly drowned Beanie and left Yaro badly poisoned and ill for the next week. But they recovered quite a decent haul of loot for being a company of less powerful adventurers.

As the Scribes understand, Beanie was the record keeper to provide a report to Sesel, and so we may receive more details as to the happenings when he has turned in his report.

The Lucre

  • 200 dinars (gp), 800 dirhams (sp), 400 fals (cp)
  • alexandrite gem (500 dn)
  • alkari shanu'u head amulet, with gem eyes (1800 dn)
  • twelve chests containing ten (10) weeks of iron rations each (1800 dn total)
  • three amphorae of good Luwian wine (600 dn total)
  • silver-and-bronze braided torc (200 dn)
  • alkari feather amulet with an eye-against-evil (amulet of protection +1)
  • aspis -type shield with coiled-serudla ensign (shield +1)
  • strange mace ("tech")
The Learning (6861 xp total)
  • 5184 xp from treasure
  • 449 xp from krua
  • 530 xp from x4 naghli
  • 395 xp from x5 'ulasta
  • 303 xp from hysnaton
  • 100 bonus xp to Ulf and Denny for exploration
    238 bonus xp to Beanie for exploration, report, and slaying one 'ulasta and the hysnaton
    130 bonus xp to Ishak for exploration and sleeping the other 'ulasta
The Cut
  • 1472 xp to Ulf and Denny
    1502 xp to Ishak
    1610 xp to Beanie
  • 1372 patron xp to Sesel
  • 540 dinars, 160 dirhams, and 80 fals to each pirate (from coinage and sale of gem, amulet, and torc ... if any pirate especially wants something, they can "buy it out" of the pot with their earned coinage ... though the 1800 dn amulet would take some special negotiation)
  • the other items are held by Sesel; if he wishes to sell the iron rations and wine, he can split that coinage how he wishes (or keep it), and the special items are to be held in reserve at his iqta', able to be "rented" by men-at-arms for expeditions according to his own terms


Public Mourning for the Dead: Nit


Thursday, February 8, 2024

يناير Saba' al Khair

 

News

  • The Long Wake has come and gone, concluding with Stillest Night during the week ending 27 January, and the Coreguyi Games hard after that. Gan ad-Din will have his debut in these Games (following his debut in the Ittiyqa arena during the Zihuitlani Games early last year, though only reported recently). These Games will be the subject of our next game on 10 February
  • Najm ibn Marwan took his new ship, Rihha, on its maiden voyage to the half-sunken city of Babilar in the midst of Dirac's Sea. He and his companions returned with curious wares and some rumors of his and his companions' involvement in the life of the city; there will no doubt be return voyages in the future.
  • The Attine Klackons, specifically those of the Fifth House, agreed to Iqtadar Sesel's request for a princess for the Klackons of his estate. No date is established yet, as preparations are in Sesel's hands, but eventually there will be a procession from the Spire to Sesel's iqta' leading this princess thence.

Rumors
  • There is currently a constant kerfuffle at the Court of the Moon in Gadeed, where the Souffets are in a flurry--a fury?--over some apparently evil news they have received.
  • It has become a kind of ghost story going around town that the Survivors of the Tel opened a magical portal in the library of Cothon-Under-Star. Details differ--some say it is a portal to the realm of the dead, others say they are able to traverse directly into the Tel al Safina, some say it is a portal to Sesel's iqta', and some claim, absurdly, that it's a portal into another library. Well, now there are rumors that they have done the same in the Herm & Stone as well ...

Items of Interest
  • The Confraternity of 'Issa the Baptist is offering a bounty of 1000 dinars per shanu'u egg, or 3000 dinars per shanu'u fledgling on behalf of the Alkari of the coast (from Kir Sabaha). Shanu'u (gryphons) are known to roost in the high hills and mountainous territory over the Turma River to the southwest of Gadeed, especially over the Cataracts.
  • Dindins are still plaguing the waters between Ittiyqa and Cothon and attacking fishermen and sponge/pearl divers there (see here for a former effort at hunting them). A more formal bounty has been placed upon them, claimable in any of three harbors, Ittiyqa, Cothon, or Baldashmun: 250 dinars per 3 dozen stone weight [don't be scared--this means 250 dinars per hit die, but we wanted to provide a diegetic number ~the Scribes]
  • Per the inflammation of the Red Cloud's aggressions, a new bounty is being instated in Cothon: any detached head of a Kzin can earn one 200 dinars, while any live Kzin captive can earn one 500 dinars. Kzin lieutenants or captains would be worth at minimum twice such a bounty, but possibly far greater, depending on the importance of their position


Our Octopus Guide

or Najm's Account of Babilar, City of Spires


 Babilar was not at all what I had imagined from the tale told by that old salt we listened to by the fire in the Denyan Isles.

We heard of a woman in Cothon, a ship captain, who had been to Babilar; and going to her, she told us some wares we might carry in the hold of Rihha to trade for something in turn in the ocean city. I took on some soil (yes, soil), as well as some good wines and some Ismiirli pale ale from Ghlar, and several jars of spices. Durham, meanwhile, took on a box of children's toys. These were the kinds of things we took for trade.

Also getting from her good directions to this unusual city, we set forth, stopping first by Sesel's iqta', and then following the coast up the horn to the Denyan Isles, and then following them north and northwest. 

Our journey out took about a week and a half. Bart and Gan vexed me along the way about the price for their passage, arguing that they would act as guards, and so in fact I should be paying them. As we drew near to our destination, we encountered a bare rock of an island and found a man stranded upon it. A very strange man who called himself something strange and foreign--Bumerane, or some such.

Beholding the city, my imagined vision of it was much upended; Babilar is not a city underwater, of mermen or squids, but a city of spires rising above the swell of waves from their foundations well below the surface of Dirac's Sea. Just how a city came to be founded in such a strange way is a great mystery, though there is some indication that the sea may have risen to overwhelm the foundations in some ancient age.

We did our trading, and also asked around the city after its customs and its constitution. It seems there is some chief named Tempest who commands the city in general, but that some consider him a tyrant. Among those who do so are those who worship some pelagic sroish entity called Kir.

Interested in exploring somewhat, we engaged with a certain Kir-ist, Aleida, to enter into a spire formerly controlled by them, but which had become flooded with the unusual tides that haunt the city. There were certain items within, which the Kir-ists were unable to take with them when fleeing the flooding, and which they wished to have again.

We dove into the flooded portion to explore. The spire proved to be haunted with lesser dindins, among other things, which we were able to drive away with aggressive posturing rather than the shedding of blood.

Entering further within, we discovered strange rooms kept magically dry by the barring of water from entering within, and dominating this area was a great image of some luminous serpentine sro, likely Kir or like to Kir, standing like some idol. It appears that Kir was venerated as a kind of spirit of healing and rejuvenation, if not still still so venerated.

Unfortunately, it seemed like the water itself turned against us as we entered another flooded space within the spire, and Demitrytus was struck unconscious by some elemental being of the currents itself. How were we to extricate ourselves from such a predicament that the water itself was attacking us? But the creature turned out to be some kind of mu'agh or something, a slimy translucent blob. I struck it with lightning called forth by Saint Iskameen's name; yet my sorcery failed, while Bartholomew Pettibone was able to transform it magically into a kyni hawk.

We assured the newly transformed hawk that we would attempt to help it escape its new watery prison. We also discovered there was a giant cephalopod inhabiting deeper tunnels, but as we attempted to collect bait fish to offer it for passage, Heijo and I were attacked by dindins. I managed to stun one with a magical dagger in my possession, while Heijo drove off the other with a deft spear stroke, though not without suffering a bite in return.

Bart now took up communication with animals via supernatural philosophy, and we negotiated passage through the cephalopod's demesne in return for several days' worth of fish (it was quite a large specimen, so this amount was not so exorbitant as it might seem). Bart proved quite persuasive, and the creature agreed to guide us around, revealing otherwise secret chambers.

With its help, we were easily able to collect other things desired by the Kir-ists. It led us through quite a myriad of chambers that would have otherwise taken quite some time and ingenuity on our part to fully explore, making its help well worth the weight of fish and the labor of the crew acquiring them all.

Unfortunately, our explorations included the discovery of some mad sorcerer who seemed to have been trapped within, who proceeded to knock most of us flat with a thunderclap. Fortunately, on the other hand, Bart's own sorcery proved greater, and the madman was transmogrified into an amphibian (still quite magical) which was duly captured. This would bear more investigation, of course.

But, having accomplished these deeds, the time to return to Cothon-Gadeed is nearing, and I will put aside my pen for now.


[written as Najm for 100 xp per level]


Wednesday, February 7, 2024

Session #108: Babilar Expedition Continued

 [run and written up by Jacob--thanks for running this game!]


This adventure took place on/around 1/13/24, about 5 days after the initial expedition to Babilar. Occupied with some trade and negotiations, Durham and Pako were unable to join the rest of the crew in their explorations, and so the following crew set forth into Babilar once again, in search of adventure.


Najm (MU7)
Bart (MU9)
Gan (F7)
Fa Min (E4)
Demitrytus (F2)
Heijo (MU7)



Finally returning 1/27/24, nearly four weeks after their initial departure from the docks of Cothon-Gadeed, after unloading several new crates of goods the crew made their way to their own beds, and their favored watering holes. It was there that Pako and Fa Mei found themselves at the bottom of several cups, regaling the patrons there with stories of a strange city made of stone spires jutting straight up out of the water, no proper land in sight! With strange, friendly, folk who seem to just sort of live life day to day, not keeping many possessions, and dangerous depths. Noting especially that the adventuring crew’s last foray into the depths returned with several of the party barely able to stand, much less help with the sailing, for several days! Even still, they were all smiles and excitement when they returned.


The Lucre

(note that the gp/ep/sp are foreign currency and would need to be changed to dinars/etc if they are to be used in Cothon-Gadeed)

  • 120 shiny platinum coins
  • A fairly large set of surgical tools, well maintained but certainly not new (worth ~50 dn)
  • The Adventurer's Guide to Traversal  (a spellbook)
  • A partial water bending scroll (taken by Fa Min)
  • Two heavens as one, the lesser forms (a fechtbuch)
  • A lizard skin gourd full of a slick, oil like, substance (magical)
  • A set of lockpicks, a small file, small mirror, narrow-bladed scissors, and a small pair of pliers; ie: thieves tools (magical)
  • A fairly ornate bottle of a murky, reddish color. The cap is in the shape of the head of Kir (magical)


The Learning

Note: This includes learning from the previous session, and is not cumulative with what was recorded before. The scribes got distracted while writing up that report and forgot to include everything.

  • 1000 xp each for explorations and discovery throughout the city
  • 660 xp from the transparent water creature turned falcon
  • 330 xp from several defeated sharks
  • 2331 xp from the “definitely just a new pet frog”
  • 500 xp each for returning to the Kirists:
    • The strange healing device + cube
    • The large vase-shaped device + cube
    • The ornate gilded scroll
  • 3481 xp from treasure


The Cut

  • 26 platinum coins, to Najm, Bart, Fa Min, and Heijo from this expedition
    • 13 platinum coins to Gan and Demitrytus
  • 30 gold coins, 10 electrum coins, and 10 silver coins to Najm, Durham, Barty, and Fa Min from the previous expedition
    • 15 gold coins, 5 electrum coins, and 5 silver coins to Fa Mei, Pako, Gan, and Demitrytus from the previous expedition
  • 6512 xp to Najm, Bart, Fa Min, and Heijo
    • 3256 xp to Gan and Demitrytus
  • 206 xp to Durham
    • 103 xp to Pako
  • The aquamarine gem
  • The quartz gem
  • The water bending scroll
  • The Adventurer's Guide to Traversal  (spellbook, detailed seperately)
  • Two heavens as one, the lesser forms (fechtbuch, detailed seperately)
  • The thieves tools
  • The bottle of reddish liquid
  • The set of surgical tools
  • 1 barrel of wine flavored salt
  • 1 large crate of blumes
  • 1 large crate of babyas


.

Friday, January 19, 2024

Institutional and Leadership Experience

 There are by now a number of institutions in Cothon-Gadeed and its hinterlands which have been invested in and developed by, or are outright run by player-characters. Most ambitious, perhaps, is Sesel's iqta', which includes the fortified tower he was granted permission to construct by the Souffets, as well as a colony of Klackons he installed on his lands. Fort Bugeater is now another such stronghold to be developed by him and Censor Pako; but there are also Fort Doghouse in the Ocean's Throat; Bob Hall in the nearby caverns; also in said caverns, the renyu tribe of the Was'go; within Cothon itself are Durham's Ringing Anvil, Fa Min's dojo, Heijo's teashop, and the confraternities of Najm (St. Iskameen) and of Arngeir (a saint whose name the scribes don't immediately recall, unfortunately). There is also still, in Old Tsurr, the Crag Keep of Lord Althis and his compatriot (whose name the scribes have also forgotten, alas).

Nods have been made toward the various ways these institutions might be further developed, or put to use by their patrons. But these have mostly been material, either as acquisitions or assets of the institutions, related directly in some way to money or other directly material gains. What I want to explore now is the possibility of the development of the "spirit", one might say, of the patrons of these institutions. Pockets can certainly be lined by leveraging institutional growth--but what about, instead, seeking growth of one's qualities of leadership and of the esprit de corps of the institution itself?

I've seen systems where player-characters can earn experience for the expenses they spend on building and maintaining domains, which I am not currently proposing. Instead, per a conversation with Jacob (player of Sesel), I've had a different kind of thought, one more closely tied to the idea of learning through leadership and the commanding of followers and retainers.

So this is my thought:

Institution holders with man-at-arms or magic-using type followers who send these followers on a quest or expedition should earn for themselves some fraction of the total experience points earned by their followers, as a part of their growing experience in command and leadership. For this game, in the same way that retainers or followers under the command of a player-character earn 50% of the PC's experience "sui-generis" (i.e. it doesn't come out of the total pool of xp), then leadership experience will also be generated separately and not come out of the pool of experience of those followers sent on the mission.

The leader's experience gain will not be a fraction of any individual's earned experience, but instead a fraction of the entire pool of experience points. Just what fraction is right isn't immediately clear to me, and we will almost certainly have to run through some different ventures at this before coming to the right portion. My initial thought is 20% of the total experience of the expedition; but it's not clear if this will be too generous (I still want to see institution-holding PCs adventure for the sro's share of their xp) or if it would be too stingy (thus making it unworthy of the attention of an institution holder to even bother).


The offering of bounties might be an additional method for characters to earn leadership experience points, especially for those who are higher in level, flush with cash, and yet who do not personally direct any men-at-arms or magic-users who might adventure on their behalf.

I don't have a clear sense of how bounties or rewards might translate into experience points in this way. My first thought is perhaps that a bounty of 200 dinars x character level might be the maximum amount that could earn experience for one-to-one rates (dn to xp), but putting such a flat cap on experience from quests doesn't seem quite right. A fraction like what I suggested for other institution holders seems more appropriate. But perhaps this shouldn't be a separate class of inspiration for a quest; perhaps those who inspire a quest through offer of bounties or rewards should earn the same fraction of experience points from an expedition as those who send their direct vassals on a quest, and the bounty just happens to be the means of inspiration, instead of any sense of loyalty or fealty.

I'm interested to hear what others think of this idea; and also interested in testing this idea out directly for those interested in inspiring quests and earning experience indirectly through the success of their underlings in such expeditions.


It should be noted that direct leadership of followers or retainers in a larger context, i.e. in battles or other military matters, would garner a leader-type experience in the normal fashion, through the defeat of enemies and the acquisition of spoils. What is under consideration here is the sending or inspiration of followers or retainers into adventurous undertakings of their own.



Monday, January 15, 2024

Session #107: Expedition to Babilar

[written up by Jacob, who refereed this expedition--thanks, Jacob!]

Having heard tales of a mystical place called Babilar, a group of adventurers captained by Najm started asking questions around Cothon, to hear more about this strange place. They met one Adelaid Mistsplitter, an old sailor woman who was, in fact, offloading goods traded for from Babilar! They learned several things from the salty woman, and ultimately the following crew set out towards the Denyan Isles in search of the city on 12/28/23.

Najm (captain, MU7)
Fa Mei (1st mate, F4)
Durham (F8)
Pako (R5)
Bart (MU9)
Gan (F7)
Fa Min (E4)
Demitrytus (F2)
Heijo (MU7)


While the expedition has yet to return some 2 weeks later, the party has been exploring and adventuring in Babilar, so the chroniclers have yet to hear any specific word as to the current status of the crew, the crew themselves have received the following.

The crew made several trades for goods, including:

1 barrel of wine-salt
1 4x4x4 crate of blumes (these small, deep blue colored fruit which glow with about the brightness of a small candle, and are very, very sweet)
1 4x4x4 create of babyas (these are oblong-ish, with a wide base, a bright orange color; also glowing, but bright enough for a single one to be about 2/3 that of a fresh lit torch, these are very juicy with an almost bitter taste to the flesh)


The Lucre from this session (note that the gp/ep/sp are foreign currency and would need to be changed to dinars/etc if they are to be used in Cothon-Gadeed):

  • 180 gp, 70 ep 60 sp
  • An aquamarine gem worth 500 dn
  • A quartz gem worth 10 dn

The Learning

  • 500 xp

The Cut from this session is yet to be determined; it will be apportioned after the conclusion of the second session in Babilar, which was played 13 January, with Jacob as referee again. The company will be returning to Cothon-Gadeed thereafter.

Friday, January 12, 2024

The Long Wake

With the Night of the Watch (at the start of this week) begins the month-long public mourning period of the Long Wake, commemorating the many fallen heroes and others who fell throughout the long period of the Man-Kzin Wars centuries past. This period has, perhaps, especial poignancy this year as the threat of the Red Cloud and his Kzinti warbands hangs over the cities of Cothon-Gadeed.

Beginning this evening, the nights will be filled with the sound of drums, the high eerie trilling of elegiac pipes, and the keening of mourning songs. Professional mourners like the Poor Brothers of the Dead will begin processions memorializing the dead, both within the city and along the Pallbearers' Way, and they will also bear both those who have recently died to be interred in the Necropolis of the Tel al Safina as well as sacrifices to be dedicated to the dead already there. These sacrifices are of course be bloodless--sweet cakes and milk--for it is not wise to give bloody victims to the dead.

At the end of the Long Wake will be Stillest Night (on 27 January), a commemoration specifically of the poet-squire Nguen hla Rii standing silent watch over his slain master, the warrior Karkhor, composing the death song as he waited for dawn to come for him to retrieve Kharkor's corpse to Tsurr after a disastrous battle. This is a week of silent mourning when nothing new is undertaken and no downtime is to be undertaken even by barbarians.

And then, as Stillest Night ends, the next week brings the beginning of the Coreguyi Games! These are the great circuit of athletic and gladiatorial games, mostly held within the huge Coreguyi Arena in Cothon, which begin the solar-year cycle of the Tripartite Games. These Games will be held during the week ending 3 February this year, and more information will be provided for them then.


For player-characters interested in participating in the Long Wake, the scribes suggest these opportunities (these are suggestions; individuals may describe for themselves what they are paying for if they prefer otherwise):

Gold Spent

Public Mourning

25 dn

Pay for a great mess of pottage of beans and greens for the Poor Brothers

50 dn

Hire torchbearers for a procession to the Necropolis

100 dn

Pay for a Poor Brother's stint as a tomb-watcher for the month

250 dn

Dedicate a burial mask of a hero in silver or electrum to the Necropolis

500 dn

Hire gladiators for a private funeral games for the recent dead


Any player-character who spends at least 100 dinars will get +1 on reactions with the Poor Brothers of the Dead for the rest of the year. Spending 500+ dinars on ostentatious public mourning will extend this +1 on reactions to the Dual-Cities at large.


Tuesday, January 2, 2024

A Procession for a Princess

Some months ago, Iqtadar Sesel received a petition from the Mnor Klackons who make up a portion of the population of his iqta': in short, we demand a princess for ourselves, so that we may be fruitful and multiply--and if you do not, we will seize one!

Here are the arguments with which they put forth their petition, in short (not being the full presentation, but rumors of what was argued to Sesel):

  • We are no longer outcasts and dregs barely surviving at the edge of society, but are now organized in the service of a Spire (i.e. Sesel's tower)

  • We have provided good service to this Spire in helping to build its infrastructure and maintain its fields (however strange it is to eat the produce of the land, rather than eating the fungal fruits of the fruits of the land)

  • We assist in the common defense of this Spire

  • Yet we are left bereft, incapable of maintaining our population in service to this Spire! This injustice is injurious, both to ourselves and our lineage which is denied, as well as to the Spire itself, and to the City of which the Spire is only a part, like to a drone being part of the body politic of a Spire

  • Therefore, we petition our Ersatz-Princess Sesel to acquire for us a true breeding princess, wherewith to begin replenishing our numbers and the health of our body politic


Hearing these arguments from the subjects dwelling on his iqta', Sesel ultimately ventured directly to the Attine Spire and requested an audience with the princess of the Fifth House (with whom he and others have had the most communication, during the affairs of the cleansing of the Sixth House).

Though many were aghast to hear of the possible intermixing of one of the blood of the Fifth House to intermix with Mnor outcasts, the translator Txach'achit warmed to Sesel's arguments for the mutual benefit of such an agreement and argued eloquently on behalf of his friend's request to his princess--and she, after much hedging and uncertainty, finally acquiesced to allow a junior cousin of her line to be taken by Sesel as a princess for his Mnor.

But not merely taken, of course--as is only proper, there must be a grand procession for such a union!


So, in order to effect this union, Sesel must organize the procession for his Mnor Klackons (and/or other subjects) to receive this princess into their company at the Attine Spire and then transmit her to his iqta', in a representation of a kind of faux-raptio (abduction), which the Attine Klackons observe as a ritual remembrance of their past as many separate spires having to abduct princesses from each other.

Sesel must, in addition to picking the date*:

  1. Spend a minimum of 1000 dinars on trappings for this procession (and may earn xp equal to the gold spent above this minimum, to a max of 100 times his level)
  2. Spend a minimum of 2500 dinars on a feast for the bride's reception to her new "Spire" (the iqta') (and may earn xp equal to the gold spent above this minimum, to a max of 100 times his level)
  3. Describe the procession in a write-up to be posted to this chronicle. Necessary trappings are:
    1. a suitable gift for the princess (300-1800 dinars would be suitable; if Sesel spends in excess of 1800, he may earn extra xp as above)
    2. fungal lightbearers to lead the way
    3. armed guards for the protection of the princess (pay a special wage for the procession, i.e. a full month's pay for mercenaries per the table from the book; pay humans as normal, but pay for any Klackons, e.g. the Mnor, as if they are Elves--and once again, any money spent here will earn Sesel xp up to 100 times his level)
    4. optionally, if Sesel invites leveled friends, he may pay them as special guards at 100 gold per level, and earn xp equal to that for each one involved)
*a note on the date--it would be considered bad form in Cothon-Gadeed to pick the week ending 27 January for this procession, as that is the week of Stillest Night when it's evil luck to start anything new

The guards may seem at first blush to be ceremonial, and they certainly are--but let it be noted that they may also be necessary, as they once were. One mere fact is that a procession overland from the Spire to the iqta' has the chance of running into some dangerous beast from which the princess will need to be protected. More realistically, however, there are definitely interests against the union of a Fifth House princess to a colony of outcast Mnor. It may be that such ill feeling toward this union could instigate a counter-raptio, in which Klackons from the Spire would rush forth to attempt to seize the princess and return her to the Fifth House--a coup which would no doubt end any possibility of such a union being successful in the future.

So the guards may be necessary as they were in the old ritual, as insurance against a counter-raid against the procession. It's up to Sesel to determine how seriously he wishes to take this concern--and therefore how many guards to hire and how well to arm them.

This will be a downtime action taken by Sesel (or by Zaida if he can convince her with a 7+ on two dice). Anyone else involved does not need to spend a downtime to participate, as they're not really planning anything, just taking a day out for a procession and feast.